This New StarCraft 2 Patch Is Absolutely Crazy

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#starcraft #twitch #gaming #games
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Toss is a broken race, the gameplay doesn't allow the highest level players to compete whilst it's overpowered in low level games. The solution: increase the Toss "blink/teleport" functionalities and reduce deathball functionalities; also get rid of the Disruptor, it's simply awful for lower tiers and practically irrelevant at the highest tiers.

Potential ideas:
1. Drop disruptor as a unit.
2. Allow sentries to merge into ground based arbiter as a unit w/ SC1 spells (no cloaking).
3. Give probes blink when near a nexus.
4. Add "warp field" spell to nexus that causes a nearby robotics facility to target destination within pylon/activated prism location.

Terran's orbital abilities are OP to work everywhere all the time, require the "space station" to set a target zone prior to scan/mule/drop that's about 4 bases in area. Retargeting would have a 2 second delay or so. This means you can scan defensively and mule in your main and natural or natural and 3rd, but not mule home and an expansion and scan the opponent's base all in the same 2 seconds. This would increase the use of Ravens for detection, which is a good thing as well.

I'd change Ghost somehow too, but those are some ideas.

NativeNewMexican
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terran and zerg pros are pushing out toss... that's how it kind of feels.
hope they buff protoss a bit at least before this patch goes on ladder, maybe give back a bit of disruptor dmg or find something else.
at this moment though it really feels bad for Protoss, I play mostly as Terran btw so it's not my bias. Both other races got fair deal while toss got shafted, that's my metal league take though. so I guess I am speaking from the lowly levels balance council is trying to make game feels better for. I play all races but most games in Terran. Don't feel like Protoss is too oppressive in gold/plat. I hope it stays viable in all levels of play, cos it clearly struggles on the top.

daPawlak
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One thing that you glossed over that's a really huge issue in some of the test games is the liberator change. That radius buff is MASSIVE; I don't know how that was allowed through. Liberation zones now take up 70-75% of the screen when deployed, and the effective range nerf is only 0.75 because of the huge 1.25 radius increase. Lib radius boost really needs to be cut back.

Orbitals being buffed when pros are building an "Iron Bank" of 10-12+ in late game already is absurd too. At this rate Orbitals should cost 1-2 supply and maybe 25 more gas.


Other weird thing is no ghost changes. How in the world did the Ghost escape a nerf on this patch, especially when the goal is to reduce camping?

And then why does building armor still exist? That really ought to not be a thing at all.

nhbftog
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We feel that the previous 5.0.13 patch has mostly achieved its goals, fixing community pain points around Widow Mines and Cyclone, and slightly helping Protoss players in early and midgame against Terrans. However, the current patch has a couple of more ambitious goals outlined below:

- Fixed a bug where a protoss was sometimes allowed to win a game

OsefKincaid
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The balance committee just wants the same two races to win every tournament is all im understanding from this

ZelfFS
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I understand the Protoss changes, they are trying to unbreak some of the mechanics and then apply buffs to Protoss that will make them more competitive. But they first have to get rid of the mechanics that enable overly cheesy or turtle mechanics

--Nabe-rius--
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OUT OF SPITE I'm going to become the protoss bonjwa on the back of these changes.

FREE PROTOSS WEED LORD 420

jimmusamma
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Can you imagine after you read "14 units and 10 abilities" somebody offered you to bet 1000 dolars on guessing if ghost unit/ability is included in those.... and then you read through entire patch notes.

Voy
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Problem - at low-mid mmr protoss feels opressive.
Their "solution" - nerf protoss, buff terran and zerg.
Obvious outcome - skilled protoss players will drop even lower, and at low mmr it will be even worse for terrans and zergs.
Like if 4000 mmr terran is playing skill-wise 6000 mmr protoss, difference in map awareness, game understanding and decision making can be felt regardless if you win or lose.
Real solution - buff protoss, nerf terran, nerf zerg hard, and give protoss tools, which can make them cheese-proof on condition of adequate scouting and decision making.
All protosses will go up in mmr, and skilled protosses will do better than cheesy ones, so zergs and terrans will feel much better in low-mid ladder.

amai
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This proves they have no idea what they are doing.

nullifidian
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150, 000 sc2 players .. 130 stormgate players.. we got this

kwasfx
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What does damagepoint meanhas that something to do with micro?
I know cool down attackrate... never encountered the word attackkpoint.

thijsjong
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dash for hydras sounds like a 1999 patch ideea done by a dude wearing 16 year old converse shoes

seiaghen
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lol the pause, "UNDER A SECOND" hydra dash is a joke

Kiennguyen
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Watching you stumble through that broken english was a treat. Well done.

staygoldpwnyboy
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with 2 nexus close you have infinite energy now?

piotrekB
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Only sc2 content creators in fear of their future living are excited about this patch.

RFGSwiss
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There's a lot of things I thought would never be changed that were tweaked this patch, namely the cost of hatcheries! That's a little crazy. Can't wait to see what kind of new cheese emerges.

kirktown
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I like the changes except for the zerg buffs. 25 extra minerals for a queen doesn't come close to warranting all of those buffs.

Eliteownage
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These are some of the worst patch changes. So glad I stopped playing sc2.

Time to switch back to brood war. At least there’s no BS patches there

MoonyD