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United Kingdom1381 Posts
David Kim writes:
"Thanks for everyone’s feedback on our recent update and suggested balance changes. After some consideration, we’d like to begin testing the following changes soon.
- Widow Mine splash radius increase
This will allow Terran to be stronger in the mid/late games in both matchups. We’ve also seen feedback that the Widow Mine splash radius increase doesn’t buff late game Terran, however we feel that this type of mid-game buff also carries over into a late game buff.
Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5.
- Thor Attack priority changed to use AA weapon first
Because Thors are mostly core against Zerg, and the AA weapon is the preferred weapon when using Thors, we’d like to try this change.
- Time Warp duration decreased from 30 to 15
We’d like to try out this change for 3 reasons: Reduce the strength of various all-ins that combo with offensive Time Warps, reduce general Protoss main army strength, and hopefully increase micro opportunities against the spell.
Please remember these aren’t the final changes, but only the first batch of changes being tested in the next balance test map. Thanks again for the feedback and we look forward to hearing your thoughts on these new changes."
Polls + Show Spoiler +Poll: Widow Mine BuffGood Change (390) 46% Bad Change (337) 40% Not Sure (115) 14% 842 total votes Your vote: Widow Mine Buff (Vote): Good Change (Vote): Bad Change (Vote): Not Sure
Poll: Thor Attack PriorityGood Change (591) 77% Not Sure (104) 13% Bad Change (76) 10% 771 total votes Your vote: Thor Attack Priority (Vote): Good Change (Vote): Bad Change (Vote): Not Sure
Poll: Time Warp NerfGood Change (643) 78% Bad Change (144) 17% Not Sure (37) 4% 824 total votes Your vote: Time Warp Nerf (Vote): Good Change (Vote): Bad Change (Vote): Not Sure
Battle.net link
(2)OvergrowthLE (2.1.3 Balance v1.0) Test Map now uploaded.
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Overall decent changes, although I'd still prefer to see the Widow Mine reverted to its former state and then removing the +shield damage. I just wish they consider improving other units and abilities, rather than just slightly improving the few builds that already exist.
For those wondering, the new Widow Mine radius Blizzard is considering: Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
Link
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I wonder if thor priority will help (I'm Protoss so I don't know TvZ).
Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense.
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Canada16217 Posts
Good changes if they go through.
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Noooooo... Why the fuck change my Thors to use their 8-16dps air attack over their 924819412785621784687dps ground attack? This is so fucked up. Are they even aware of their units stats at all???
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I kinda wish they nerfed time warp to do 25% slowdown instead of 50% slowdown, I think the duration change isn't as helpful
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On July 09 2014 02:18 Big J wrote: Noooooo... Why the fuck change my Thors to use their 8-16dps air attack over their 924819412785621784687dps ground attack? This is so fucked up. Are they even aware of their units stats at all???
Honestly it doesn't really matter all that much. If a Thor gets surrounded by lings and Mutas at the same time, you'll order them to attack the Mutas anyway. Whatever gets the priority is what you'll order them to attack. I do wonder if this would mean that Thors now prioritize Overlords/Overseers when you only give a general attack order.
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On July 09 2014 02:15 DarkPlasmaBall wrote: I wonder if thor priority will help (I'm Protoss so I don't know TvZ).
Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense. Can't really nerf photon overcharge without ruining PvP again
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interesting changes, can't wait to see how they play out. I don't think they will change much in tvp though.
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Time Warp duration decreased from 30 to 15 We’d like to try out this change for 3 reasons: Reduce the strength of various all-ins that combo with offensive Time Warps, reduce general Protoss main army strength, and hopefully increase micro opportunities against the spell.
I don't think this is a very effective TvP chnage. In fact, I think there are several better solutions;
- If Blizzard wants to nerf Timewarp, it's better to reduce the reduction in movement speed from 50% to 25%. The issue with the duration of Timewarp is mainly the initial effect where you do not give players any time to remicro/reposition their units. But they get instantly "stuck" in this area where they barely can move around.
- If blizzard wants to adress early game TvP, a Stim research time reduction to 140 seconds from 170 would be better. First of all, that would make it easier to deal with blink all ins and secondly it would add more aggressive options.
- If Blizzard wants to adress lategame TvP, I suggest a reduction in Ghost cost from 200/100 to 150/100 would be better.
Can't really nerf photon overcharge without ruining PvP again; should just make time warp not slow attack speed or something rather than a duration change.
Attack speed?
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On July 09 2014 02:18 Big J wrote: Noooooo... Why the fuck change my Thors to use their 8-16dps air attack over their 924819412785621784687dps ground attack? This is so fucked up. Are they even aware of their units stats at all??? This can't be a real post, can it?
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Nice changes, but I hope they'll look at tanks as well. They don't feel particularly strong in non-mirrors.
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On July 09 2014 02:20 Acer.Scarlett` wrote:Show nested quote +On July 09 2014 02:15 DarkPlasmaBall wrote: I wonder if thor priority will help (I'm Protoss so I don't know TvZ).
Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense. Can't really nerf photon overcharge without ruining PvP again; should just make time warp not slow attack speed or something rather than a duration change. That's what it's being used for in all ins anyways; just plop on top of grouped up units whether they're moving or not ~_~ pretty boring
Not defensively no, but offensively you could give the MSC a nerf. I'd propose slowing the MSC down to the old Overlord speed (around 0.88) and adding a MSC speed upgrade to the Cybernetics Core at 50/50/110. It would delay any straight up MSC attack on the mineral line by quite a bit and by putting the upgrade at the Cybernetics Core you cannot have Warp Gate and MSC Speed at the same time early on, weakening a Blink all-in. It wouldn't weaken any defensive play with the MSC as you can still park it between the main and the natural to cast Photon Overcharge.
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Austria24413 Posts
Like the widow mine buff in TvZ, don't like it in TvP (already strong enough). Terran needs a stronger lategame army to transition to, not even more ability to pressure the protoss in the midgame and deny their third base even longer. That only leads to templar openings dying even more and SCV pulls.
Thor change would make army control easier I guess.
Time warp change... why? I'm not a big fan of the spell but this, once again, is going to influence mostly PvP and make it more coinflippy/unforgiving. Against it. Charge/archon/immortal relies on timewarp A LOT, with a huge nerf like this you can be sure that colossus will reign supreme again.
If only they'd start SERIOUSLY looking at tanks and why they're never used vZ and vP D:
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so for Thor, will attack priority be: 1 air attacking 2 ground attacking 3 air 4 ground or?
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For those wondering, the new Widow Mine radius Blizzard is considering: Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
This seems pretty big actually. Not unlikely, they will tone it down slightly before implementing it in the patch (which I am almost certain will occur).
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I'm not a huge fan of the Thor change.
It's going to make the unit annoying to use in TvT where it can serve a pretty important role of a Tank buster unit, this also makes the unit a huge liability to use vs Bio forces since they'll attack the Medivacs now by default.
It's simply replacing one kind of annoyance for another.
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Time Warp duration decreased from 30 to 15
Hell, it's about time. I don't mind the others 2 changes.
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On July 09 2014 02:20 Thezzy wrote:Show nested quote +On July 09 2014 02:18 Big J wrote: Noooooo... Why the fuck change my Thors to use their 8-16dps air attack over their 924819412785621784687dps ground attack? This is so fucked up. Are they even aware of their units stats at all??? Honestly it doesn't really matter all that much. If a Thor gets surrounded by lings and Mutas at the same time, you'll order them to attack the Mutas anyway. Whatever gets the priority is what you'll order them to attack. I do wonder if this would mean that Thors now prioritize Overlords/Overseers when you only give a general attack order.
These attack priorities matter rarely at all. But it's retarted. Why would a unit use an attack that only does a fourth of another attacks damage. Also, though these scenarios are hardly common these days, back in the days you didn't want Thors to shoot broodlords over roaches/ultra/infestors... Now they will do so by themselves.
Also busting tanks when there is a viking around becomes suddenly more stupid for no reason.
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On July 09 2014 02:26 Hider wrote:Show nested quote + For those wondering, the new Widow Mine radius Blizzard is considering: Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5
This seems pretty big actually. Not unlikely, they will tone it down slightly before implementing it in the patch (which I am almost certain will occur).
It's most likely needed until Tanks become more viable than their current state. Their original intention was to encourage more usage of siege tanks in TvZ, but the first nerf on their radius never really changed the state of the matchup. Tanks are just too unwieldy in a MMMM composition.
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