I don't understand their reasoning. "It was very difficult to hold a marauder cheese with battery overcharge, which heals hundreds in shields. So we are allowing you to get two stalkers three seconds faster." Assuming you know it is a two racks marauder, and build the two gateways instead of expanding.
I main Zerg and don't mind the no-abduct on Motherships. It's their special thing which they can only make 1 of at a time, let it be fun. I'm honestly inclined to say "If we made it cost 600/600 and even increase its supply a little, what buffs could it get to make it an even more special centerpiece?" That said, I will miss telling salty skytosses about how I harpooned their mother :)
@@Markfr0mCanada True. There was just no reason for Mothership to be yoinkable. I also wouldn’t mind it if they left the damage on the laser the way it is. I mean it’s a single huge, expensive unit. It’d be cool if it did more than tickle.
I think the disruptor nerf is huge for pvt lategame. Skillios said he won't make disruptors anymore, maxpax said he has no answer to lategame pvt, immortal bad he said, collosus countered, harstem said the disruptor switch feels very weak. I think it is bad game design if one race is just heavily favoured in lategame. I am really happy with the Cyclone change. Also spore change still too much imo in pvz. This is a direct nerf to hero. Zerg can just scale for free now
Since Hydralisks don’t have legs and move more like snakes, "Dash" doesn't quite fit their new speed ability. Here are some alternative names that might capture their movement style better: Slither - highlights the snake-like movement. Surge - for a sudden, powerful motion. Venomous Rush - emphasizes their deadly nature. Crawl - matches their creeping movement style. Venom Slide - suggests a smooth, quick glide. Scuttle - describes a fast, scurrying motion. Serpent’s Strike - like a snake’s aggressive movement. Lunge - for a forceful, quick leap forward. Spine Rush - could reference their spine-shooting attacks. Shadow Slip - for a silent, fast movement.
Spore crawler now kills interceptors in 4 shots(from 6). I don't expect this to impact play on the ptr since everyone has to relearn the late game and that takes time. But it's worth mentioning that skytoss has been substantially nerfed.
If the goal is to help Hydras dodge storm, then it absolutely makes sense to implement this change. This way you have 100% uptime telling hydras to Dash to X location, rathern than hitting dash, then giving the command. This is very important on lower levels.
That one reads to me as targeted more at lower levels than the top levels. At lower levels where terrans aren't stutter stepping their bio perfectly, ultras can feel kind of unfair because if both players are doing typical metal league control (i.e. amove) the ultras are *really* strong. I know ghosts libs and tanks are counters but most metal league players aren't good at managing that army and will end up getting caught with their trousers down.
@@benboyde6277 I mean Ultras are a T3 unit, like a Battlecruiser or Carrier or a Motherrship. But it doesn't get that level respect at all. Player's are much more willing to use Lurkers, Broodlords or Swarmhosts. Or just spam with Roach/Hydra. I get gitty when I see Ultras cause it's just so rare. I'd like to see em more.
@@benboyde6277idk, i haven't played sc in years but last time I made ultras I lost about 80 supply of them chasing a pack of stimmed marauders and killed maybe 6 marauders total
If the price we have to pay to get ghosts nerfed is that they also make a garbage unit even worse, that's a price I'm happy to pay. But yeah, we've already seen how good Ultras are when they can be fully kited. They're trash. They need to be at least a little bit faster than their targets.
Regarding the Brood Lord, I still think there should be some core changes to the unit, to make it more interactive, flexible, fun to use and play against.
I have been saying this on other patch updates videos. TvP terran tend to have 10-15 ghosts. So supply went from 20-30 to 30-45. That is like 3 tanks and a marine less at the low end, and 5 tanks at the high end. TvZ tends to have 15-18. It weakens terrans defensive capabilities as they can't keep as many tanks back in their main base while maintaining as strong of an army. So maybe it hasnt reduced their individual strength, but it has nerfed the terrans overall strength if they go heavy ghost.
This is nothing. You still remove all Protoss shield with 4 Ghosts. That's the main problem for Protoss. You don't need 15 ghosts vs Protoss. Just 4. That's 2 marines difference. It won't fix the problem even if they increase the supply to 4 or even 5. You still want to build that as Terran, because EMP deletes Protoss shields and there's nothing Protoss can do about it. 3 supply is a good change, but it's only 1/3 of what should be done: EMP radius should become 1.25(no upgrage) and it should deal 50 damage max: if a unit has 100 out of 150 shields, EMP should deal 0 damage, so you can't remove Protoss shields with EMPs, just weaken them by 50 points.
@@KulaGGin Where are you getting to 2 marines here? If you have 5 ghosts, the change means 5 extra supply which is 5 marines difference. Also as PiG pointed out in the video, sure 5 ghosts is technically enough if the protoss clumps their whole army together and lets the EMP land, but in practice you do want 10-15 to have enough to deal with any getting feedbacked and to EMP individual templar that are getting split off from the army without running out of EMP for the main fight.
@@KulaGGinHave you seen the win rates for TvP? We are talking nearly equal, yes Terran favoured but still nearly equal. You can claim that they don't need to have 15 ghosts, but then why are the professionals using that many? Or are you secretly Clem and saying you don't need the 15 but you want to make things harder on yourself and not have better units? This has now caused considerably less ghosts, instead of 15, they will have 7/8. If they want just as effective a fighting army. This isn't about shifting the percentages from 45.5%/54.5% to heavily Protoss favoured, but closer to 50/50. This change may very well have done that. It's funny because it seems like only the non professionals, and the non streamers are claiming that this does next to nothing.
I don't like the 3 supply change because I think big ghost armies/squads are kinda cool. I think mixing them into bio as supplemental snipers is cool. The problem is their strength, as DPS in general and especially vs Protoss. As PiG said, Ghosts are borderline necessary vs late Zerg. The number of available snipes isn't the issue, but the effectiveness of EMPs that have no counterplay. - EMP range reduced to 7 (from 10) HT Feedback has a range of 10, so the two units are basically gunslingers hoping they get the first shot off. Except where is the HT in relation to the army they're supposedly defending? Probably another 4 range away. In that scenario, HT can never address Ghosts. Observer range is 11 (13.75 siege), so depending on the angle, they can't even detect the Ghost when they're trying. If the Ghost had to actually become vulnerable and/or spend Cloak energy to EMP, the trades might be perceived more fairly.
Alternate indirect solution that improves other things: ORBITAL COMMAND - Nerf scan by making MULEs cost 75 energy (up from 50) SENTRY - New Twilight Council upgrade Distortion Matrices (150/150, 121s): Reduces the energy cost of Hallucination from 75 to 50. If Protoss could generate more Hallucinations, Ghosts might spend more energy revealing them, and a % of the EMP's radius could hit dummies.
I'm thrilled that the Cyclone is back to 5.011. That was the patch where they changed Mag Field to be +10 per shot vs all instead of +20 vs armored. Time to see some classic Battlemech in action!
I don't play starcraft anymore and my concern is only for HerO and MaxPax. Their win rate vs other top players is still crap though and so I'm sure they would face massive traid offs if they did open one base. I imagine a reaction like that would be a disaster if it turned out terrain's production was hidden close to their own main.
I was concerned about this as well, but that probe scout, isn't returning back to base regardless. So they can use it to search. Normally the probe is used to hide until the reaper leaves and then go back in. If there are no barracks, there isn't a point in hiding.
Now the ghost must carry an embryo chamber, like in the death stranding, to explain the supply cost to marauders and firebats... No, the baby in the chamber will explain it. "I AM A nuke, searge"
No idea if this is a good idea, but suggestion for the disruptor: keep the bigger radius (or potentially make it even a bit bigger?), get the damage back to 145 (+55), but remove the hitbox of the nova in the middle. It gets better at chipping away a few units because it will hit more, but when it lands a huge shot on someone's army, it will not be that devastating if units in the middle survive. Would even be hype if some madlad tries to micro units into the middle of novas etc.
I think dash could be cool if you also tacked on a whole lot of extra push priority - make it like a pseudo blink that doesn't go over walls of disjoint projectiles?
Does Hydra need a third upgrade? and is this really it, a 1 sec activated lil nudge? the balance of it aside is this really something we wanna work on?
So, I'll be honest, I do not usually watch Pig, wandered here mostly because there's not many other videos on the patch update. But the mini rant about the proxy marauder situation is absolutely gold and I feel like I have been missing out ^^' I'm still early on into the video so no idea what Pig's final take on the patch will be, but as I'm seeing it all of the adjustments made are good. And my favourite one is the mother ship abduct protection, this should finally allow us to see mothership live for more than 0.2 seconds in PvZ
My proposal would have been: Ghost change: Splitt EMP in two, one for energy removal and one for shields, make both projectils with cast time and an indicator on the map, like liberators or widowmines, where the will hit. Make EMP shields damage over time. And move the one for energy to the raven. Raven changes: make the raven nearly exklusivly a support unit by making it chaper (maybe faster / faster to build) but nerf the turret and lock some abilities like EMP and anti armor missile behind an upgrade, maybe even on the fusion core. Give raven a mech heal ability like the medivac for bio. My goal with this would be to make EMP against Protoss less punishing and weaker, as protoss is a bit underpowered in my opinion. Also ghost is not the answer to everything Zerg does in late game. We would also see more raven, especially in early game TvZ for creep clearing without making it to strong, because the good abilities are locked behind upgrades. In mech builds the raven would be a good support and would make mech more viable. Also making the raven more versatile, without beeing opressiv in the early game, could open new builds, for example a build where you unlock energy removal for a dedicated push to remove queen energy, so they can't transfuse. Would give more options to play around with balance changes and build orders or variations of the established ones.
I think the patch is mostly good, but the disruptor change scares me, I think it should at least kill stimmed muraders and probably just muraders in general. I don't like the immortal change much either considering the immortal really suck against non armored targets and zerg can super easily tech switch away from roach once immortals get out. But overall I think both the changes absolutely can't get in. Nerfing the immortal will make dealing with roaches and muraders much harder and protoss needs the disruptor to pick up that slack, or the disruptor gets nerfed and the immortal/colossus picks up the slack, but they might need a very small buff then (I like this option more)
I'd be a bit interested to see energy overcharge have 2 charges. That way you can still get the most out of the skill even if you're bad at macro and forget, or Harstem at macro and have no nexus energy. It also makes it less of a periodic obligation. I'm also extremely sure it definitely won't have the unintended side effect of enabling some degenerate timings 😃
The main core Protoss units really needed to be buffed to change win rates I don't think this update is enough but its better than it was. I still think the best option by far is to remove this council. They are just throwing us some bread crumbs to try and keep their positions.
ghost nerf was very welcomed but im afraid is not going to be enough, for example its great vs zerg, but vs toss its not enough, one cool idea i had but i dont know if they can implement is, what if EMP removed shields ( like it currently does ) but only for a period of time, lets say EMP disables all toss shields for 5 seconds, and then they come back up instantly.
We talk about fixing turtle stuff. Then the obvious sane fix is to stop Terran from making planetary fortress everywhere. Change, Planetary Fortress can only be made near minerals. That would be a good fix.
Abilities like "Girth" and "Thrust" will make the game more enjoyable to watch. Maybe add a Zerg tech called "Natural lubricants" to make Nydus worms pop up faster. Or "Psyonic bondage" as an aura skill to the Adept to increase the charge range of nearby zealots.
Ghost still needs a change for Protoss. Maybe make them Armored as well, so Stalkers can counter them a bit more? Zerg dash/frenzy, which really should be called Lunge, still needs work. Time might be a bit low, but what I'd really like to see, to make hydras still viable in late-game, is to have the Lunge also give the hydra +1, maybe +2 range for one or two volleys. That might give them a bit more late-game anti-air ability. At the same time, spore damage should be reverted; if you want spores to be more viable, maybe have them benefit from ranged attack upgrades, since thematically they're closer to units than buildings, compared to say photon cannons or missile turrets.
I'm kinda sad tbh about the cyclone nerf. It was very cool to have a massable general purpose mech unit. They should revert its magfield upgrade to do +20 against armored, it really lost a lot of power and soul when they made it +10 vs everything.
CYCLONE - Cyclone weapon damage reduced to 9 (from 11 (+3 vs mechanical)) - Lock-On now reduces weapon cooldown to 0.32 when targeting an Air unit. (-45%) - Lock-On now auto-casts while the Cyclone is moving - Cyclones can attack units marked by a Lock-On at a range of 9, even if the Lock-On isn't their own - Lock-On can now target Interceptors. VIKING - Landed Viking damage now increases by 1 (+1 vs mechanical) for both Vehicle Weapons AND Ship Weapons upgrades. * End-game DPS increased to 25.3 (from 21.1) (20% increase) * End-game bonus DPS vs. mech increased to 19.76 (from 15.53) (27% increase) I've been playtesting a patch of my design that made these changes instead. It has less firepower against ground so massing for an early rush TvP is bad, or at least requires some Hellions mixed in. It's just way more fun to play when Lock-On is always on and the whole squad fires in unison. Larger squads are still ok vs ground but don't trade well. I aimed for designing a powerful anti-Air unit as originally designed, to supplement mech rather than replace them as a "mech marine". Most mech units are quite vulnerable to air, so having support that can actually mitigate those threats and keep the battle grounded are the key to unlocking true mech freedom. And I never liked the vs. mechanical bonus, since theoretically that's what the underplayed landed Viking is for. tl;dr - I think reverting Cyclone is the wrong direction. will share my patch soon for people to try
Terran does have a massable general purpose Mech unit: Vikings. Not a lot of people know, but their ground attack gatling gun does bonus damage versus mechanical. So it's definitely useable vs stalkers and immortals.
@SnkobArts I'm sorry, but it's not even close. Landed vikings are unbelievably cost inefficient vs virtually every military unit. They are decent against stalkers, but stalkers can absolutely run circles around them, because they don't have the range and speed of cyclones (and they are still way worse head-on than current cyclones). And there is a good reason why they suck. It's because their landed mode is designed exclusively as a reserve use for an anti-air unit, like many many RTS anti-air units. It's just to add some extra utility to not make them too gimmicky.
Why not keep the lib range reduction though? I mean the Tempest range reduction seems to be staying. Also I hate that the Disruptor still one-shots most Protoss ground units. Like, we are nerfing it to make it less frustrating for lower-levle players losing their whole army if they look away for a moment, but this still happens to people in PVP! Can we _please_ just rework the Disruptor entirely? I would remove Purification Nova, give it an energy bar and a few less-swingy but higher variety spells. I even have some ideas... a "gravity well" that pulls units in and combos with Storm for big damage if you can execute it (I know many would think this would be broken but you can make the gravity effect quite weak to keep it balanced). Maybe another gravity themes ability that slows a unit and makes flying units vulnerable to ground-only attacks. Maybe a cleanse.
I think we can calm down about the patch giving zerg the short end of the stick for a while since they sweep most tournaments, I'm still worried about protoss in the early game. I'm also disappointed we might be losing some of the more colorful terran changes to like the missile turret and the liberator. All-game utility like that really ties the room together
I disagree with it being okay if Zerg just loses late game. Having a race be useless and be destine to lose isn’t fun to watch and leaves a bad taste in my mouth, if we see Zerg just have no options late game and fall apart over and over and that being a okay thing. Also this would just encourage more turtling to “wait out” the Zerg. Just my opinion happy mostly with these patch changes great video PiG.
With the ghosts vs ultras situation, is it ok to just not have ghosts be the counter? Terrands do already build siege tanks, liberators and marauders which all do pretty good already, I'd like to see them emphasised over the ghost countering more things
yeah absolutely. I think the goal would have ultras add power to lategame, especially vs marine heavy armies, but not necessarily force ghost-turtle from the terran
That does not rly work, as it is always the zerg that has the initiative, meaning that Terran can have those units as units it can build, but it won't matter if there is no time to react to mass ultras and as Zerg creates its units by spawning...yeah, there literally is no time.
EMP is still gonna be a huge issue. It still dominates all spellcasters in the game except disruptor, mothership and BC. Obsoletes several, many units completely, instantly. Compare it to Parabomb which is still a very good spell. Does 100 shield + 100 energy damage, instantly vs 125 damage over 7 seconds. It hits ground, air and buildings vs just air. Cost 75 energy vs 125 energy. Can't be dodged or mitigated vs spilts, landings and recalls with parabomb. And ghost is 75 gas cheaper than vipers too. I would pay 150/125 for ghosts just as a cloaked fighting unit that nukes.. Current ghost is worth 200/200 easily, and so is a 3 supply ghost. It's somewhat fast, somewhat tanky, not light, not armoured, 6 range, huge damage vs ligth, and cloaks and heals, and can drop game ending memes. That's worth 150/125 on its own.
hot take, why not make the hydra "dash" an ability that unlocks with hive but doesnt need to be resarched? PS: swoosh would be a fun name, an actual suggestion would be slither or lunge
cyclone - not sure about that. The new cyclone have just one problem - how fast it can get out and how is massable. I think just putting it behind techlab would be a better choice, maybe a little bit slower build time if that turns out to not be enought. Protoss strenght - main problem with protoss design is warpin mechanism which eliminates defender advantage (those 30 seconds difference between building an unit and moving it to front line), so protoss is balanced to have weaker, less cost effective gateway units to ensure there is no defender advantage for them. Protoss cant have strong gateway units because that would be oppressive with warpins, but that hurts the protoss especially in the early game. Unfortunately its a core protoss design, so to adress it protoss require either really strong defensive only abilities like shield battery overcharge/nexus overcharge, anything simmilar, or rework of protoss design. What would be interesting is an idea Lowko mentioned in reaction to stalker gateway build time change - make gateway/warpgate switchable both way and have gateway build time shorter than warpgate so protoss have a choice between fast production and production anywhere. I would gravitate towards changes to warpgate then - make huge nerf to build speed to warpgate (= cooldown between cycles, not a warpin speed itself). Then it eliminates that bad protoss design and gateway units could be buffed significantly without being too oppressive with warpins. (warp gates would probably not be even universally used as they would have a significant tradeoff). Warpin would become universal and significant in the late game when protoss have some 10-20 gateways to compensate for slow build speed. At that point zerg have nydus to teleport whole ground army around and terran have that only for one very strong unit (BC), but its also the shortest time to do so and cant be prevented, so at that point having that warpin mechanics isnt such balance problem for defender advantage mechanics.
I think toss needs buffs still, but i understand its hard to find places to give them.warpgate makes there timings sooo strong even slight buffs can create oppressive metas, and there late game is alrezdy fantastic.
I think making MS untargetable by abduct wasn't the most elegant change, better would be to "nerf" abduct force particularly against MS. For example make it so ability will pull mothership by 20% of current range, so if needed zergs could at least put it in place and have at least some counterplay against it. Overall great patch though, didn't expect from them after such a braindead changes to listen the community and do everything people were asking. My faith and heart are restored and my day is brightened, thank you for bringing good news.
@@Laezar1 that's basically what they did, mothership can no longer be targeted by abduct, and I don't think it's good. Definitely way better than to lose the most expensive unit on one cheap spell, but I don't like it, as zerg you now can't do anything against it except yolo with curruptors which is autolose if protoss has storms/archons and brain. There must be some counterplay.
@@rw6611 I'm talking in how to implement the change, like, altering the spell rather than the mothership properties, cause it's weird to have a unique property on the mothership targeting a spell from another faction. Idk it might be me being obsessive, just feels like something that would definitely be done differently with some proper game designer that think about more than just the pure balance aspect.
@@Laezar1 ah, I see. I was talking from gameplay perspective and it doesn't matter there since MS is the only heroic unit there, but what you saying makes sense. It's not clear from patchlist how they implemented it though, maybe code works exactly how you suggested.
@@rw6611 I'd rather have a new upgrade in the robo bay that costs 75/75 that acts like a spell shield for both the mothership and colossus that blocks any targeted abilities like abduct and interference matrix (like linken's sphere in dota 2). It could have a 31 sec cooldown and prevent any other spells from targeting it for 1 sec afterwards.
@~9:30 On the ghost supply change: Yes, it's a bigger nerf vs Zerg, and that's perfectly fine, because it should be. TvZ mass ghosts is a much bigger problem than ghosts in PvT. As strong as Ghosts are vs Protoss, I don't think a balance change on them is as needed in the match up. @~21:00 22:00 On late game balance: I don't think there's ever been a point where the late game has really been perfectly balanced. There has always been a "better" race in any match up for super late game situations, but frankly, the late game depends so heavily on the earlier parts of the game that it's basically impossible to judge. For a lot of points in SC2, it could be very strongly argued that one race actually had the better late game, but because the other race tended to go late game faster and actually play for it, games over ~20 minutes favored the "weaker" late game race on average (Usually that faster teching race being Protoss), as they tended to have a rather extreme advantage in terms of efficiency and the opponent struggled to transition after a committed mid-game if they survived to that point. As you mentioned when talking about PvZ in particular, the mid-game from Zerg tends to be extremely committed when they're going for something aggressive, and often the Protoss player is ahead by 2-1 in resources killed when they get that skytoss or immortal/archon army up, and then the Zerg falls apart because they didn't set up their transition or tech behind that aggression. Meanwhile, Serral just plays reactively until he spots weakness, then just kills the Protoss, without forgetting to set up his later game transition with a spire or two, armor upgrades, and hive, and he almost always wins late game vs Protoss. Dark/Rogue are sort of similar in how they actually prep their late game instead of floating 2000+ resources without throwing down a spire/hive, but are way more aggressive in the early-mid game. (It's always bothered me how common it is for pro Zerg players to just not prep their late game even when they very clearly have the resources and time to do it behind their aggression; of course, doing things in the heat of the moment under pressure is not easy, and I can totally get it just slipping someone's mind, but there have been a LOT of games that seemed to be lost because of that over the years).
Aside from the ghost nerf, i think all these changes are good. The ghost nerf, and a lot of people mentioned this before, is bad because it doesn't actually address any of the issues people have with the unit. I'm willing to bet the next round of complaints will be terrans saying "ghosts are actually our core unit in the late game, we build exactly as many as before but just have less stuff next to them and it's even worse than it used to be" and protoss and zergs saying "ghosts are still OP they win terran every game nerf them again", because even if terran win rates fall off a cliff, the games they win will just be a squad of ghosts running around the map. And it's not like people stopping complaining after the previous ghost nerfs.
I wish we could get a full rework on the distruptor. Its a badly designed unit. Maybe nova could act as a reverse emp restoring energy and shields to friendly units. Wed have to change the name, adjust cost and supply, but i just think the feast famine dynamic of nova as a spell is the worst designed ability in the game.
The one thing I really wanted to see changed, one way or another, they don’t even mention. Man, who cares about ghosts. Disruptors and broods? Yawn. Libs no longer having side gigs in the adult entertainment industry? Okay, that one had to be done. Did you all see the size of that thing!? But, what I really wanted them to change in some way was the damn BATTLECRUISER. I haven’t seen a BC on Pig’s channel (outside of a Florencio game) in I don’t know how long. I’m starting to think that unit doesn’t actually exist and I just imagined it in a fever dream.
Even though ghost's firepower is still powerful, 3 supply means lesser EMPs it shoots, lesser snipes. And terran has to concentrate more not to lose ghosts too much ever before. Of course EMP will ultimately be nerfed however huge or not, but this tiny change can also affect the game a little
I totally agree with the mothership unabductability change, BECAUSE all massive units must be "frenzy" (not succeptible to push/pull manipulation). A little viper cannot just yoink a massive hero unit. I would rebalance the amn yoinc in the first place, because from the beginning of introduction of vipers (supposedly a flying defiler) the "abduct" felt so cheap and bland, like they just dropped developing it further. Look how mechanically complex the disruptors are, but the vipers just yoinc or drop a large AOE sticking stink bomb.
I feel like this is winter patch. Because both mother ship not being abducted and ghost supply change was proposed by winter. I feel like because he's so popular, people beleive what he says. Don't get me wrong, i think the mothership change is good. I think the ghost change is okay okay too. But I think community is basically the biggest youtuber or the most popular guy's opinion. And I think it is dangerous to patch the game based on the community and not pro plays because of that. I think the patch is good, I'm just expressing my concern from what it seems like happening nowadays.
Pro players are biased towards getting more prize money. The community is biased towards getting better matches. I'm not saying they should do whatever changes the community demands, but like when 90%+ of your audience (and a ton of pro players)comes to the same conclusion, they might be right... Also, sc2 being an old and niche game means the community is generally much more serious and less trolly than other games. Steve the 45 y-o who's played/watched starcraft for the last 20 years will give far more reasonable feedback than Jason the 13 years old league of legends player (generally).
Come on, man. Weve been struggling of ghosts with tosses and zergs long before winter got popular, at least long before i even got a chance to know he exists. Ghost nerf should have happened long ago with unbreakable nidus and zealot charge damage and all that crazy imbalanced stuff of the past.
I promise you if you go back you can find people saying the mother ship shouldn't be able to get abducted before winter did, that and ghost being light are old
Ye the mothership change has been requested for a long time I honestly think they should just remove abduct and give a new ability That aside i hope the mob mentality will die down and people will be able to have reasonable discussions again
Another thing that is a MUST, is to change balance in early game pvz, there are NO protoss cheeses against zerg that even come close to working, making zerg super safe and can do whatever they want early game, getting up to 40+ workers before even having to think about about adepts or something, if zerg had to be a bit more careful maybe the matchup would change a bit too. protoss are so restricted in build orders.
7:00 I think the big question is that you don't know its 2rax maurauder or just proxy reaper. I really don't want to go 1 base sg against proxy reaper because of the old cyclone. So I'm gonna take a nexus. But once I spot the 2 rax maurauder. Do I cancel the nexus. Theres just a whole bunch of knifes edge decisions I'm still not sure of.
We actually didn't get "reassurance" very much when Blizzard had a properly employed team for balancing Starcraft 2 very much at all... I remember those days. Mostly, David Kim and his buddies just ignored any input from anyone and everyone, and just changed the game to be however they wanted. It was kind of a fucking joke, to be honest.
David Kim liked to have the game be balanced around the % of win rates, so he could say - see how perfectly balanced these numbers are? And he did sometimes achieve that goal, the thing is - he completely disregarded whether or not the players FEEL the game is balanced, and in this case no amount of statistics helps, if you don't feel the game is fair, it doesn't matter how even the winrates are
I still feel the immortal nerf is just terrible. Removing overcharge is fine, but it was needed for holding roach ravaged all ins with immortals vs Zerg. Removing overcharge and nerfing the immortal and disruptor just is insane to me. Remove overcharge and don’t touch the immortal
I actually liked the tempest damage point change im a bit sad its gone now, I think it would have been fine at 5 supply I think broodlords could have their damage increased and i think its good if all reces can play lategame somewhat reasonably Liberator changes removed yes im very happy with that
balancing starcraft on the pro level has always been dumb to me because it amounts to balancing the game around 2-3 different players and their personal skill level. its ridiculous, this patch seems to be better for the average players.
Brillant patch: They buff Calldown last patch, give terran more reason to get a calldown. This patch, change Ghost supply to 3. One free calldown helps cover the extra supply of 8 ghosts, so they would not be delay with extra time and cost building new supply depot. The logic is to not reduce Ghost count, but to reduce SCV with Mules in late game.
You already reduce SCVs as far as you reasonably can in late game (you stlil need them for gas mining and building extra turrets etc.) The calldown buff is still just a macro crutch that you never want to use for the supply element. The ghost supply change is a lategame change anyway targeted at when you already have 200 supply cap not at making you build half an extra depot for a ghost timing in TvP. I hope that the change is enough for TvP because it feels more significant in TvZ where the ghost count gets much higher but it's definitely a significant nerf to the unit and talking about supply drop and mules as making it not matter is a bit of a meme imo.
You realise that cooldown supply is still inefficent? It's 100 minerals of value over a mule which is 220? The buff to cooldown is completely ineffectual except vs a baneling bust or something.
Oke before watching this video i have to say that its disapointing that people are being so irrational But im happy the council is willing to adjust I also agree with the direction they are trying to go in
To be fair, i would rather ser that ghost got like 35 % less hp. It is a classic hero unit made by blizzard tho, like in wow all hero units where and are crazy.
Been on vacation and then started playing Factorio so I haven't experienced any of the recent patch drama. Guessing Clem supporting a Ghost nerf resulted in something happening. But as a multiplayer gamer that's too dumb to use ghosts, it doesn't affect me. What does affect me is the cyclone change. That makes me sad. Going mech in team games was one of the main ways I felt like I could exert map presence early on with hellion/cyclone. I don't look forward to having to going back to playing defensive early game bio or opening with 111 shenanigans.
the old cyclone even though it wasn't very massable had some really cool kiting potential with mech openers, you just would only make a handful of them and swap into other core mech units, I'd advise trying it out
Ghosts 3 supply should be there from the very beginning! Love this one so much. Final thing to make is to change emp from how it works now to more like a emp storm or something, an aoe spell that you can evade at least a little after it was placed. Or at least do so for emp shield damage, not for energy one. Also I still dont get why didnt they make hydra dash lair tech, isnt hydra based armies expire exactly by the hive time? Love this patch so much now as every race player. Thanks a lot for bringing us these updates so fast mate!
How do you counter the mothership without abduct? Between HT, Archons and the DPS of ships you'll never reach her. Also, I really liked the possible use of Broodlords to counter Ghosts with the "fix" and for a bump in the supply cost, we lost it (back in the trash they go), great! Same thing for the Ultra, let's nerf them, massively, because they clearly cannot be used in the game. Thor buff, let me puzzle at what purpose actually has. To be honest, I liked the previous version more for Zerg and Terran and the new one for Protoss apart from the Mamaship, I fear that change is too much. One more note, can we change the priority on the Hydra's dash?
The only way to reasonably kill the mothership now is to snipe with corruptors. This is going to make engaging into death balls MUCH more dangerous than before because you can’t just yoink it out of position. Zergs are going to need much heavier reliance on overseers to pull out the units underneath the cloaking field when it’s active, or Zerg will have to just cede ground until it goes back on cooldown. Thematically, it feels like a good change, but I do worry that it will add too much value to Protoss late game and there may need to be some reduction in power to their end-game to compensate. Maybe change the hp of the mothership from 350/350 to 200/500. This would buff it in PvT against Ghosts because it takes less EMPs to deal hull damage, but it has more hull damage to compensate, and it nerfs it in PvZ because Zerg will have an easier time whittling down its HP bar over time during trades if Protoss overextends.
You say but why though with turret salvage. I feel like terran should be able to always look to be in the best space in the map and not be like amercia leaving expensive shit in places they shouldnt.
Game needs to be better to play, fun, rather than player's name or other things that have nothing to do with it. Sc2 is a precious piece. Players are not designers. If they think something is reasonable, they change it, rather than players grabbing that from the game. It's kinda like corruption Salvage ability might make turret be like a spore crawler.
Short duration massive speed buffs are.... not good. They feel bullshit. Imagine 20 hydras dashing under your drop outta nowhere or your units etc, then running away. Its absurd. A lower, more consistent speed buff is better.
i love the protoss buff but the blink-stalkers shouldve been nerfed. seems like protoss is now strong in all aspects of the game (from early, mid, and late game lol) --- zerg will now be fighting an invisible golden armada
As a diamond 3 player I still hope we keep the noob button when I press UUUUUUUUUUU and have tons of ulralisks wrecking terran that harrased me all game.
1) Give Reaper a upgrade for being usefull after start 2) Give harass Banshee slow self repair upgrade (adjusted to mutalisk and oracle) 3) Bring back Warhound Terran unit with double vespin gas costs 4) Give Ultralisks burrow stun attack ability to reach deadballs 5) Give Protoss choice between weaker batterie overcharge and energie overcharge
"What if it's not bad that Zerg is weaker than other factions?" What if then screw this game? So Zerg has the weakest Broodlords, Banelings, Lurkers, Queens, etc. ever... What's stronger for Zerg? Spore Colonies! But Pyg doesn't say "let's bring back transfusions to Queens" he doesn't say "let's bring back the health bonus to Banelings". He says "Protoss got buffs, but all the nerfs need to be removed because I see Dark winning at the highest level". Because the best state of the game is the voidray era. Isn't it? Play the damn Protoss against the Protoss.
Terran style nerf to ghost, worthless vs an actual combat nerf any other race unit gets. Nerfing the most worthless thing they could think of that lets them say they "listened" and nerfed ghosts. We should be thankful they didn't full terran them and buff ghost range to "balance" the nerf.
The Terran CC seems OP to me: Macro hatch cannot be moved, Protoss Nexus cannot move. Terrans can turtle up with many CCs which allows them to land a sacrificial CC quickly and rain mules. Also many CC allow raining supply depot extensions, continuous scans all over the map. Early game reapers harass and later Terrans have many options to harass as they have many flyers (Banshees, Battleships, Liberators) and Ghosts, Tanks!? Did I mention marines scale so well? It´s balanced like Rock Paper Scissors, but Terrans sometimes also get hammers & water & fire
Let me ask you three questions: 1) Would you rather have bases that fly, bases that can teleport armies to them, or bases that are cheap, surrounded by vision, and protected by blazing fast armies? 2) Would you rather have mobile detection that is expensive+flimsy, cheap+tanky, or cheap+invisible? 3) Would you rather have map vision that is short-lived/periodic or permanent? Terran might be a bit OP right now, but not because of the CC.
If the Hydralisk Dash ability is intended to be like a neutered Stim (only granting a movement buff and not also an attack speed buff), then it should just have the same duration as Stim and should be usable without needing to target it.
When they feel like it's gone through enough testing. There is a possibility that this could get a third update to the patch, but unlikely. They don't work with a deadline, to intentionally avoid pushing a onesided patch or bugs.