Community Feedback Update 23 February - Page 7
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I wasbanned fromthis
113 Posts
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Entropy137
Canada215 Posts
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zyce
United States649 Posts
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Vedeynevin
United States431 Posts
On February 24 2017 07:54 Odowan Paleolithic wrote: Not harass. Basetrade. You need at least 6 corruptor to meaningfully damage, quite a lot of supply to dedicate to (and a waste if you are facing ground based composition). And the change changed the acceleration more than velocity (ie they turn sharper but still slower than pheonix/muta/boosted vacs) Disclamer: I mostly play carriers. That aside, if they really intend to buff hydras this way and make 1 storm not enough to kill hydras (combined with the speed boost on creep), I wonder how Protosses like me going to match up with it. I personally believe if we lower the upgrade time hydra timing will be sharper and kill most carrier builds before they happen. The economy change has already eliminated several stargate-based timings from HotS. The current "normal" builds of Protoss absolutely requires some sort of pressure to take a third. This new hydra is just roach 2.0 in many ways. I don't believe the widow mine change is warranted or going to make much a difference. Storm already leaves hydras alive. | ||
Zulu23
Germany132 Posts
For example if damage to shields is an issue. Test to tune it down but give something back to that Unit at the same time. For example less friendly Fire damage or reduced Upgrade cost or faster burrow from the getgo or whatever seems reasonable. Second, i wish you would revise previous balance changes on a regular basis to check if they are still necessary. It may be that a very old changes are outdated behause some other Units undergone major changes as well making these old changes obsolete. For example think of removing the siege upgrade for the Tank with Hots. It was a good think back then, but it may be much more effective to reintroduce this Upgrade again more so then tweaking the Medivac capacity to avoid Doom dropping.... | ||
bObA
France300 Posts
By the past good changes collected around 70% of good and even better. | ||
mCon.Hephaistas
Netherlands891 Posts
On February 25 2017 14:21 Zulu23 wrote: First, Can you guys actually begin in tweaking balance by tradeing one nerf of a Unit with a buff of the same Unit? Then it would feel less "unfair" if a Unit gets a change. For example if damage to shields is an issue. Test to tune it down but give something back to that Unit at the same time. For example less friendly Fire damage or reduced Upgrade cost or faster burrow from the getgo or whatever seems reasonable. ..... That would also buff the unit vs Zerg, which would be unfair aswell | ||
egrimm
Poland1196 Posts
If balance in PvT is the concern then why not also nerf adepts? Win - Win situation. | ||
[PkF] Wire
France24187 Posts
On February 25 2017 21:37 egrimm wrote: Nerf to +shield on WMs warmly welcomed from design standpoint. If balance in PvT is the concern then why not also nerf adepts? Win - Win situation. this is imo the best solution. Adepts are problematic in every mu anyway. Maybe the mine nerf could be delayed and some adept nerf added to a balance test map ? The hydra and corruptor buffs seem a lot more innocuous and should be able to be incorporated to the game rather harmlessly. | ||
fx9
117 Posts
The whole Protoss race is designed to have more shields than base health, less base health than zergs & terrans units, while trading dps for shield regen. This has been the way since BW. | ||
egrimm
Poland1196 Posts
On February 25 2017 21:42 [PkF] Wire wrote: this is imo the best solution. Adepts are problematic in every mu anyway. Maybe the mine nerf could be delayed and some adept nerf added to a balance test map ? The hydra and corruptor buffs seem a lot more innocuous and should be able to be incorporated to the game rather harmlessly. I second this. However I have rather mixed feelings about hydra and corruptor changes. Something obviously should be done about turtle air strategies against zerg but I'm not conviced this is the way. However might as well try them out, this is what PTR should be for anyway, no? Altough if we were after creating the best possible gameplay then hydras should be redesign for 1supply/hatch tech unit and carriers changed to perfrom siege than dmg dealer role insted of changing corruptors imho. | ||
SCHWARZENEGGER
206 Posts
On February 24 2017 20:01 The_Red_Viper wrote: Again: can anybody tell me why reapers have grenades to begin with? IIRC blizzard wanted to make the reaper have impact in the midgame, well all the grenades did was creating the cheese/allin possibility (and most of the time you can transition perfectly fine) Spamable aoe on an early game unit which can jump cliffs and heals itself out of combat. Just think about that for a second ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec... | ||
Charoisaur
Germany15616 Posts
On February 25 2017 21:37 egrimm wrote: Nerf to +shield on WMs warmly welcomed from design standpoint. If balance in PvT is the concern then why not also nerf adepts? Win - Win situation. I'd prefer a collossus nerf. adepts aren't that much of a problem anymore. | ||
Elentos
55454 Posts
On February 25 2017 23:51 Charoisaur wrote: I'd prefer a collossus nerf. adepts aren't that much of a problem anymore. I've seen INnoVation and TY complain about the strength of adepts this week, haven't heard anything about colossi (a unit that is still weaker in a fight than its HotS counterpart) from a player that good. | ||
[PkF] Wire
France24187 Posts
On February 25 2017 23:51 Charoisaur wrote: I'd prefer a collossus nerf. adepts aren't that much of a problem anymore. I don't see in which world colossi are a problem. Disruptors transition after 3 colossi are strong but nothing worrisome if you ask me. On the other hand, mass adepts floods are already kinda problematic and will undoubtedly be broken if the mine nerf goes through. So all in all, some adept nerf (more severe than the vision change that didn't really do much ; not cancellable shade or straight nerf to the unit) would be a wiser move in complement to the WM nerf imo. | ||
The_Red_Viper
19533 Posts
Aka a deathball unit. | ||
The_Red_Viper
19533 Posts
On February 25 2017 23:47 SCHWARZENEGGER wrote: ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec... Well you cannot be more allin than that though. I also dislike ravagers so there is that | ||
todespolka
221 Posts
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todespolka
221 Posts
On February 25 2017 23:47 SCHWARZENEGGER wrote: ravagers at terran's natural before even 2 marines showed up after reaper opener, think about that for a sec... That is not possible. | ||
todespolka
221 Posts
On February 26 2017 00:48 The_Red_Viper wrote: Colossi aren't a problem, just badly designed. Instead of having instantly value you need a critical mass, otherwise the bio player can easily snipe them. Aka a deathball unit. You describe the situation, where both sides have uneven army. The terran has a lot of marauders and protoss has nothing to stop them. In an even scenario terran has not enough marauders, if he tries to catch collossus, he loses a lot of units, when protoss retreats with his collossus. Watch games of stats vs terran. He plays collossus based and has a lot of success. If it was easy to stop 1-2 collossus, terranes would kill stats easily. | ||
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