Pro Opinions: Proposed Terran Buffs - Page 10
Forum Index > SC2 General |
iHirO
United Kingdom1381 Posts
| ||
HallofPain
Japan16 Posts
| ||
Decendos
Germany1338 Posts
yeah exactly what i was talking about. MVP is 2/0 at the game deciding fight vs 5/3 ultras and 3/3 lings with adrenaline glands which do like over 9000 DPS to 0 armor thors. i would love to see a game that goes exactly that way with the only difference of a 2nd much earlier armory. thats imo one of the only ways i can think about letting T solve the lategame problem (only talking about TvZ) themselves. i just hope blizz doesnt buff T midgame even more with WMs and medivac buffs which would just want to make T end the game in the midgame even more and not solve any lategame weakness. | ||
Teoita
Italy12246 Posts
On July 07 2014 00:21 iHirO wrote: Out of interest, does anyone have good replays or VODs that highlight particular Terran balance issues? Lots of vod links here http://www.teamliquid.net/forum/starcraft-2/460550-welcome-to-zparcraft-ii | ||
Rollora
2450 Posts
Unfortunately Blizzard, although telling us otherwise, are not reading our thoughts or the Progamers thoughts. It has been so long now, since terran is struggling, that I don't have hope for them to change it at all. Since when are Terrans asking for lategameunits or Tank Buff or that the fights should be more forgiving in a way? Defenders Advantage that doesn't make every TvZ the same (like stated above, that the terran has to press for the win from the very first minute, so they don't have to go through the lategame) | ||
Darpa
Canada4413 Posts
That said, I agree with alot of what their saying. Terrans early/mid isnt the issue, its their complete lack of late game against either race, and even if you do get that perfect composition to win the fight, tech switching is basically impossible, where its easy for the other two. | ||
Advantageous
China1350 Posts
But in all seriousness, in both TvP and TvZ the issues lies in late game. As most of the progamers suggested, the fundamentals of having static defense against muta cloud and prism harass is critical, and most of the time terran needs to leave 1/4 of their army at home: according to xenocider, I feel like most games I have seen so far (in the proscene at least) in both ZvT and PvT is that Terran units are too fragile... I think medivac boosts could be a factor to winning/losing, but I think a better solution to dealing with the banelings and late game protoss tier 3 upgrade dmg is just nerf the amount of hp it would cost on the stim-ing units. Although that might create an imbalance in the early game where medivac presence isn't very prevalent, it wouldn't be as big of an edge since protoss and zerg usually have static defense erected even in the early-mid games. | ||
Nacl(Draq)
United States302 Posts
| ||
Cheren
United States2911 Posts
Most people just want to buff the Terran deathball to be able to fight the other races' deathballs, that would kill SC2. The reason people love to watch Terran games is that they aren't deathball vs deathball, but it seems like everyone just wants to give Terran a better deathball and watch exactly that. So the medivac buff makes sense in that it lets Terran be Terran, it might not scale well enough into the late game but it's a good start. | ||
cmdspinner1
140 Posts
On July 07 2014 02:19 Cheren wrote: Terran shouldn't be turned into Toss or Zerg, their lategame doesn't need more damage or health, it needs more mobility. Most people just want to buff the Terran deathball to be able to fight the other races' deathballs, that would kill SC2. The reason people love to watch Terran games is that they aren't deathball vs deathball, but it seems like everyone just wants to give Terran a better deathball and watch exactly that. So the medivac buff makes sense in that it lets Terran be Terran, it might not scale well enough into the late game but it's a good start. making mech/factory units stronger earlier is not promoting deathballs. It prevents turtling into a deathball | ||
plogamer
Canada3132 Posts
On July 07 2014 02:37 cmdspinner1 wrote: making mech/factory units stronger earlier is not promoting deathballs. It prevents turtling into a deathball Mech is -the- king of turtling into a deathball. :| | ||
idkfa
United States77 Posts
On July 06 2014 22:18 Startyr wrote: Final idea, give terrans a form of Irradiate (http://wiki.teamliquid.net/starcraft/Irradiate) Either replace snipe with 'Irradiated round' that functions similarly to as described in the link. Yeah, I was also thinking that the time for Irradiate has come. It'd improve the utility of Ghosts, and a Ghost made for such a purpose doesn't require infantry upgrades in order to contribute. Then again, inspecting the map for the little red dot is a fate I'd wish on only my worst enemies. | ||
Willzzz
United Kingdom774 Posts
| ||
Willzzz
United Kingdom774 Posts
On July 07 2014 02:08 Advantageous wrote: Blizzard should buff nukes. Make nukes only cost energy! | ||
Cheren
United States2911 Posts
On July 07 2014 02:37 cmdspinner1 wrote: making mech/factory units stronger earlier is not promoting deathballs. It prevents turtling into a deathball It would just be a reskin of the protoss deathball timing, unless you made mech more mobile somehow like with sieged tanks loading into medivacs or something. | ||
EsportsJohn
United States4883 Posts
On July 06 2014 17:50 Mojito99 wrote: Do you really think that Blizzard will react to the feedback? The changes proposed are "not addressing the issue" according to almost everyones statements That means that either the balance tem have an insight that the community does not share or that they are not understanding the problem. Either way the feedback makes no difference Blizzard definitely reads TL stuff, as we are pretty much the hub of English SC2 news, coverage, articles, and discussion. Our past two articles over proposed changes seem to have steered Blizzard away from some crazier changes (4.6? movement speed DTs, 50 gas hydras, etc.), as Blizzard had a definitive place to look for not only pro feedback, but community feedback on the pro's thoughts as well. The week before "Welcome to ZPcraft" was published, Blizzard stated in the BNet forums that no changes for Terran were on the horizon as they felt everything was balanced; ONE DAY after the article was released, Blizzard stated that they were looking to make some changes to Terran as it was perceived to be weaker. Blizzard has always read and reacted to feedback, sometimes more actively than other times. Sometimes they act far too quickly (snipe nerf, EMP nerf, widow mine nerf, etc.) and sometimes they act too slow (WoL Zerg). However, they are always looking for feedback content for their games, and these articles are an excellent source for Blizzard to get a good read on 1) how high-level, pro players feel about the state of the game and 2) how much everyone below masters in enjoying the game. Pretty much everyone can agree that Terran's late and early game has some holes while the mid game is insanely strong. As a result, I think the feedback in this thread is likely to convince Blizzard to NOT buff mines and medivacs, but rather look toward a better late game solution. | ||
StarscreamG1
Portugal1652 Posts
| ||
p14c
Vatican City State431 Posts
On July 07 2014 00:21 iHirO wrote: Out of interest, does anyone have good replays or VODs that highlight particular Terran balance issues? Just name a high level game where a Terran beat a Protoss in long a macro game. This never happens. Also Terran vs Zerg macro game is almost impossible with bio. Mech works only on mediocre players, on good Zerg players that know how to deal with mech is a loss almost 100%. | ||
TheDwf
France19747 Posts
On July 07 2014 03:11 SC2John wrote: Pretty much everyone can agree that Terran's late and early game has some holes while the mid game is insanely strong. As a result, I think the feedback in this thread is likely to convince Blizzard to NOT buff mines and medivacs, but rather look toward a better late game solution. A Mine buff in TvZ cannot be circumvented. It's impossible to fix bio issues without the Mine recovering some of its old power. If Terran's midgame is "insanely strong," then why is there a lategame problem at all? Terrans would just systematically opt for the "win the game before" solution. I don't understand why people disconnect lategame issues from midgame, as if both phases were independent from each other. As it stands now, there are lategame issues precisely because Terran's midgame is not delivering as it should, so both Zerg and Protoss can block Terran's midgame play with game plans like "defend with blink colo dual forge until 3-0-3" or "defend on creep until 25+ mutas" then smoothly transition into their superior lategame. | ||
eScaper-tsunami
Canada313 Posts
protoss: mofocore/mofoship, sentries, hts and oracle zerg: queen, infestor, viper terran: ghost, raven I see a more dynamic terran if it can get a ground factory caster unit with mostly support abilities. The unit should focus generally defensive support Bringing back defensive spell matrix I think would be a very good start AOE optic flare would be something fun to play with considering the amount of cloaked units terrans have now Also, I think turning ghost back into a gas exhaustive unit would be a better idea. | ||
| ||