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http://us.battle.net/sc2/en/blog/14766600/call-to-action-july-11-balance-testing-7-11-2014
We’ve just published a new version of the Balance Test Map to the StarCraft II Custom Games list titled "(2)OvergrowthLE (2.1.3 Balance v1.0)". In this new version, we’ll be testing changes to the Widow Mine’s splash damage, the Thor’s AA prioritization, and we’ll be decreasing the duration of the Mothership Core’s Time Warp ability. During this testing phase, please keep in mind that none of the changes listed below are final. Our plan is to first explore how each change impacts the game and potentially test additional changes after reviewing your feedback. Let's have a look at the full list of changes you'll be testing in this version:
Terran
Widow Mine Splash radius increased from 1.25/1.5/1.75 to 1.5/2/2.5 Thor Changed to prioritize their AA weapon over the AG weapon
Protoss
Mothership Core Time Warp duration decreased from 30 to 15 seconds
Balance Testing Extension Mod
We’ve also updated the Extension Mod for balance testing, so that you can try your hand with these changes on maps other than Overgrowth. Those of you who are interested in trying out the Extension Mod can use the following steps to get a game started:
Navigate to Browse Maps on the Custom Games menu, Select a map and click the Create with Mod button in the lower right corner, Choose to sort by Blizzard Mods from the dropdown list at the top of the screen. Select the “Balance Test Mod” Extension from the list and then hit Create Game.
If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's initial and recent forum posts on the topic.
We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above.
As always, thank you for your continued feedback and support. We’d like to restate that none of the changes listed above are final. Once you feel you’ve had enough time to test thoroughly, we welcome you to share your feedback.
Visual Presentations of the Changes (gif)
On July 13 2014 04:06 Tyrhanius wrote:Here is the reddit test of the new change for whom don't see it : http://imgur.com/a/ctVny
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On July 12 2014 11:39 Exarl25 wrote: Goodbye Probes. They deserve it! Bastards tried to steal my car!
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I'm low diamond/platinum protoss on Europe, if anyone wants to test this map with me, feel free to PM
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On July 12 2014 11:39 Exarl25 wrote: Goodbye Probes. Drones too right?
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A bit sad that they didn't make any changes to this balance map, especially the time warp nerf.
I can see why they don't want to add an upgrade for it or change its mechanics since it has a lot of potential (can be used aggressively or defensively).
But it certainly can be made better, too many spells are lacking clear indication of which unit casted that spell. As in the caster lacks a clear indicator that it casted that spell.
Some examples are: sentries and forcefields. ghost and emps. ht and storm/feedback. mothershipcore and timewarp. oracle and revelation. Viper and binding clouds.
This issue really needs to be fixed because we want to see casters casting spells, not just spells going off everywhere.
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I hope they don't buff the widow mine like that, its kinda stupid how a 75/25 unit has so much damage potential, compare it to a roach and yeah...just lazy balancing but no doubt terran needs something though.
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On July 12 2014 12:06 VegaMatt wrote: I hope they don't buff the widow mine like that, its kinda stupid how a 75/25 unit has so much damage potential, compare it to a roach and yeah...just lazy balancing but no doubt terran needs something though.
Potential... being the key word...
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I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines.
As for the TW change ... Hell, it's about time. I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..)
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Not to mention... if you took a different perspective and looked at DPS, suddenly that roach looks like a stimmed Jim Raynor from arcade Special Forces.
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On July 12 2014 12:32 Twine wrote: I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines.
As for the TW change ... Hell, it's about time. I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..)
Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only.
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On July 12 2014 11:46 ETisME wrote: too many spells are lacking clear indication of which unit casted that spell. As in the caster lacks a clear indicator that it casted that spell.
This issue really needs to be fixed because we want to see casters casting spells, not just spells going off everywhere.
Isn't that every spell except fungal, abduct and seeker missile?
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On July 12 2014 12:34 EngrishTeacher wrote:Show nested quote +On July 12 2014 12:32 Twine wrote: I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines.
As for the TW change ... Hell, it's about time. I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..) Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only.
So, what's the gripe here? You think tanks would be too strong in TvT if they were buffed? Bio spam would be less effective? Games would turn into positional wars and/or turtles? Is that the fear?
Maybe that's not what your concern is (and if it isn't, please clarify); but if it is well man, I've gotta disagree. TvT was fantastic in BW and tanks shit all over infantry in that one. I think SC2 needs something to mix up the strats. I'd love to see more TvT mech to air strats. I'm tired of bio, bio, bio in every tournament or every game I play on b.net.
Tweaking mines, Thors, and the MC are silly changes. Mines are boring and only facilitate more MMMWM (bio) play (yawn). Thor targeting is ridiculous - where's the micro? That's part of the game! And the MC nerf? Please, all the damage is done in the first 5-10 seconds.
Terran needs a complete overhaul. I agree with those who want to see a tank buff.
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I'd love for them to test faster widow mine build time. It would be nice to have some new cutesy little openings to toy around with.
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Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only.
yes it would change tvt where tanks are pretty decent but honestly I would say around 80% of the ppl go bio in tvt cause its so much easier 2 just doom drop rather than play meck right now so buffing tanks would not be the worst thing....problem with tanks is they are rly bad in low numbers but pretty good once u get a critical mass
BEST change imo 2 limit impact in tvt tho would be significantly reduce the amount of friend fire they do.....when u are fighting zeelots or lings with tanks you are usually doing more dmg to ur own units than the enemy (esp against zeelots)
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Computer bugged out, double post happened sorry.
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I really get annoyed hearing the argument on why people don't want things changed "it will hurt the mirror match up" Frankly who cares? It's mirror not 1 side has a advantage, boo hoo you will have to change a certain style, I think balance between the non mirror match ups are a lot more important to balance and have a fair game, than to worry what effects it may have in the Mirror match up. IMO.
I'm not sure what fixation David Kim has with the widow mine to constantly change it, why can't he try something new in a test map with something like tanks that almost everyone agrees would be neat to see them not suck.
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On July 12 2014 12:59 klipik12 wrote:Show nested quote +On July 12 2014 11:46 ETisME wrote: too many spells are lacking clear indication of which unit casted that spell. As in the caster lacks a clear indicator that it casted that spell.
This issue really needs to be fixed because we want to see casters casting spells, not just spells going off everywhere. Isn't that every spell except fungal, abduct and seeker missile? Guardian shield, Yamato, infested terran, auto turrets and phoenix lift and Oracle other two spells are great.
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need to get rid of the energy for battle cruiser and add cooltime for yamato cannon so that terran can get tier 3 units and composition in the late game vs protoss also please nerf photon overcharge..
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