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Update July 17: The Test map and the Balance Testing Extension Mod are now published: Link
Thank you for helping us playtest the current test map. From our own testing and the feedback we’ve gathered so far, here are our current thoughts on the changes:
Thor AA prioritization change This is a good change that’s simple and clean. It’s a minor improvement to players who aren’t able to micro Thors against Mutalisks in combat, and the general usage makes more sense with this change.
Time Warp duration decrease The effects of this change definitely seem noticeable, but we’d like to push this nerf slightly further.
Widow Mine splash radius increase The splash radius of 2 seems too much against Protoss worker lines. Also, we wonder if the full damage against Zerg being only an increase of 0.25 is too little.
So we’d like to make further adjustments and see if we can push some of these changes as much as possible. The changes we’d like to try next on the balance test map are:
Widow Mine Widow Mine going back to full splash damage and a 1.75 radius. (But they would still keep the +shields damage) This lessens its power against Probes, returns the Widow Mine to how it used to be against Zerg, and provides big improvements against Protoss armies in the mid and late game.
Time Warp Duration decreased to 10 seconds.
Obviously, these are just balance test map changes and part of the ongoing testing process. Nothing is final yet, so please share your thoughts after having playtested the current balance test map changes as well as the upcoming changes detailed in this post.
Thank you.
Link
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wow what. Getting back the mines from HotS-release against Zerg is cool. But keeping the +shields damage means that mines would be really strong against Toss after that. It's like 40+40 damage in close radius (<1.25) and still 40+10 in full 1.75 then. Combined with the huge time warp nerf that would change a looooooooot. Still not the things most people want to see changed (except maybe the mine returning to it's old stage) though
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United Kingdom1381 Posts
My new 4v4 strat will be nothing but widow mines.
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Finally, a meaningful change... Even if it is only a un-nerf....
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Doh, your thread was way faster than mine. Whoops.
Here's some polls anyway:
Poll: Widow Mine ChangeApprove (371) 59% Disapprove (260) 41% 631 total votes Your vote: Widow Mine Change (Vote): Approve (Vote): Disapprove
Poll: Time Warp ChangeApprove (485) 83% Disapprove (99) 17% 584 total votes Your vote: Time Warp Change (Vote): Approve (Vote): Disapprove
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10 second time warp? Blizzard pls, just make the damn thing researchable at the Twilight Council and leave it at it's current duration.
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I like those changes. A tank buff for TvP without killing bio play in TvT would be much appreciated aswell !
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Italy12246 Posts
Would be nice if they took out +shields to make templar viable again. As is, they look powerful vs probes so widow mine drop openings would be more viable again
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We are going back to RELEASE versions? Surprise! Who would have thought the RELEASE version was balanced after all the beta testing? Maybe they should go back to release version for everything, like how it was supposed to be before the patches screwed everything.
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On July 16 2014 02:07 KatatoniK wrote: 10 second time warp? Blizzard pls, just make the damn thing researchable at the Twilight Council and leave it at it's current duration.
Ten seconds and researchable at Twilight Council sounds like a fantastic idea!
Intrigued by this WM change, looking forward to all the discussion from persons more knowledgeable than myself.
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On July 16 2014 02:09 pure.Wasted wrote:Show nested quote +On July 16 2014 02:07 KatatoniK wrote: 10 second time warp? Blizzard pls, just make the damn thing researchable at the Twilight Council and leave it at it's current duration. Ten seconds and researchable at Twilight Council sounds like a fantastic idea! Intrigued by this WM change, looking forward to all the discussion from persons more knowledgeable than myself.
By current I meant as it is in-game right now and if it really has to take a hit then down to 20 or something, locking it in Twilight dents early blink attacks that everyone hates so much. Make Protoss choose between offence in the form of Blink, or defence in the form of TW.
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Has widow mine splash defeated bunker build time yet?
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Austria24413 Posts
Widow Mine splash radius increase The splash radius of 2 seems too much against Protoss worker lines. Also, we wonder if the full damage against Zerg being only an increase of 0.25 is too little.
So we’d like to make further adjustments and see if we can push some of these changes as much as possible. The changes we’d like to try next on the balance test map are:
Widow Mine going back to full splash damage and a 1.75 radius. (But they would still keep the +shields damage)
This lessens its power against Probes, returns the Widow Mine to how it used to be against Zerg, and provides big improvements against Protoss armies in the mid and late game.
WHY? Let them destroy protoss mineral lines, it forces the protoss to react. There's no problem with that. But the midgame strength of widow mines doesn't need to be buffed. The opposite really, they need to take away the +shield damage again. It took away an entire viable playstyle for protoss and gave nothing back for terran. They still play the exact same way but it's stronger now because you can also mix in mines. Nobody makes widow mines vs lategame protoss because colossus swipes clear them out before they even detonate. So in other words, they want to buff mines for the midgame AGAIN, where they're already strong enough (and too strong in certain scenarios, seeing how they entirely killed off templar builds).
I'm getting more and more frustrated every single time they push out one of these updates. They need to start looking at actual problems - what army does a terran transition to? How can terran deal with mass warpins lategame? If they want, how can terran pressure protoss early? But they keep buffing the midgame where terran's already at their strongest. I don't get it.
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On July 16 2014 02:27 DarkLordOlli wrote:Show nested quote +Widow Mine splash radius increase The splash radius of 2 seems too much against Protoss worker lines. Also, we wonder if the full damage against Zerg being only an increase of 0.25 is too little.
So we’d like to make further adjustments and see if we can push some of these changes as much as possible. The changes we’d like to try next on the balance test map are:
Widow Mine going back to full splash damage and a 1.75 radius. (But they would still keep the +shields damage)
This lessens its power against Probes, returns the Widow Mine to how it used to be against Zerg, and provides big improvements against Protoss armies in the mid and late game. WHY? Let them destroy protoss mineral lines, it forces the protoss to react. There's no problem with that. But the midgame strength of widow mines doesn't need to be buffed. The opposite really, they need to take away the +shield damage again. It took away an entire viable playstyle for protoss and gave nothing back for terran. They still play the exact same way but it's stronger now because you can also mix in mines. Nobody makes widow mines vs lategame protoss because colossus swipes clear them out before they even detonate. So in other words, they want to buff mines for the midgame AGAIN, where they're already strong enough (and too strong in certain scenarios, seeing how they entirely killed off templar builds). I'm getting more and more frustrated every single time they push out one of these updates.
I agree, if they keep the damage against shields and go back to 40 splash damage that will kill all chargelot-templar macro-openings (that we don't see all that often anymore anyways because of the earlier buff). My theory however is that they want to give Mines this strength to be able to deal with chargelot reinforcements and harass (mass warpins via warp prism etc.) in the lategame better which are still extremely strong. Not sure if that would work out or if it is the right way to approach this problem but we will see.
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omg i'm so happy right now. Innovation best T world here we go again.
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On July 16 2014 02:35 Faust852 wrote: omg i'm so happy right now. Innovation best T world here we go again.
They're fixing widow mines, not hellbats :p
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This is so damn weird.
They gut punch the mine and throw out this hillariously miniscule 0.2 attack speed buff for the tank in the name of 'variety'...
...then after completely ignoring the game until a particular megathread appears, they decide for the first time in sc2 history to revert a bad patch that was poorly received for being random and unnecessary...
thus, all those months of Code B Flash were completely for naught.
We'll go back to slightly Terran-favored, incredibly-bitchy Zergs and nonstop biomine till lotv beta in october or something.
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I'm all for better mines in TvZ macro games, and not too hot for blowing up probes.
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On July 16 2014 02:39 FrostedMiniWheats wrote:Show nested quote +On July 16 2014 02:35 Faust852 wrote: omg i'm so happy right now. Innovation best T world here we go again. They're fixing widow mines, not hellbats :p Yeah but he was the god of TvZ before being Hellbatman.
So, next patch is oracle speed reduce right? ima right?
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honestly,
isn't the real problem against protoss their multitude of unscoutable stupid aggressive builds? the majority of my TvPs i'm facing some sort of near unscoutable aggression.
on the contrary, i'm not having major problems in late game, except terran's army seems to be harder to control, but it's still fun.
the only thing that really pisses me off is how protoss can literally build no defensive units and still pin me to my base and make me guess which stupid shit is coming for me.
this patch won't do anything to improve my TvP experience
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