Re: "There is no place for Lurker" WTF is mothership then?
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Originally Posted by
Wankey
Well that's my thought about blizzard balancing as well. They nerf something to fix something else, but buff other things but forget the original unit is still nerfed. You have a bunch of weird balances because units sometimes get underpowered without being touched because they're focusing on another unit.
Exactly, I was also saying that when they did it. They are overreacting. Unit A is too strong vs. unit B and it shouldn't be, so you have two options:
1)Nerf unit A
2)Buff unit B
They do both things, which makes unit A nearly useless since it is now too easy to counter and isn't cost-effective at all.
Re: "There is no place for Lurker" WTF is mothership then?
They seriously need to stop balancing the game. What they should've done is left it running for a long while, have literally no balance changes for a while. Let people learn the races, and the more poeple learn the races the better.
Voidrays for example, super over powered but eventually slowly they were being cut down. Then they nerfed them. Same with siege tanks, super overpowered but people got used to their damage and went else where.
They nerfed both units before people got a chance to actually do anything with them, and that to me is a serious blunder.
Starcraft 1 had 1 patch for the original, and another patch after Brood war. That's how they should've done that. They should've kept adding on really cool new features and leaving the game "broken" for a while, then in one fell swoop fix a TON of things, explain to the community what they are doing (ie, we are waiting right now to see what comes out of things instead of patching one bit at a time)
For example the amulet *removal* is really dumb they should never remove upgrades from the game, they should nerf them yes, but removing them removes a complete option just like removing the lurker. Starcraft 2 needs options and gameplay strategies.
I mean these small balance patches are good, and it's good to see that they are slowly not putting out many changes. This is good for HotS when HUGE changes probably will come.
Re: "There is no place for Lurker" WTF is mothership then?
The problem with that though is abusive strategies that work would become the mainstay, and strategies in general would have to evolve around broken gameplay. Would it really be fun if PvZ cannon ramp block was still viable?
Re: "There is no place for Lurker" WTF is mothership then?
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For example the amulet *removal* is really dumb they should never remove upgrades from the game, they should nerf them yes, but removing them removes a complete option just like removing the lurker. Starcraft 2 needs options and gameplay strategies.
I agree with this, I said it many times.
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Voidrays for example, super over powered but eventually slowly they were being cut down. Then they nerfed them. Same with siege tanks, super overpowered but people got used to their damage and went else where.
I disagree, don't know if you remember, but they nerfed it because they couldn't counter those units. Yes, they were finding the ways to make them not-as-deadly but those ways were very risky. Charged Voids would kill Marines in 1 sec, with 2 Void Rays, 5-6 Zealots and 1-2 Stalkers, there wasn't anything that Terran could do to defend.
Same thing with Siege Tanks. The only solution vs. Siege Tanks for Zerg was so to go fast and mass Ultras and to catch them with bad positioning. There just wasn't a way to get near the tanks with ground units, and I am not even talking about killing them, and that is because of 50 damage to everything + not having the overkill, which to me, is still retarded. 4-5 Siege Tanks 3-shoted whole Protoss Gateway army. They were just too strong, they are even strong now, but balanced, you have units that they do great against and units that they don't counter as much which is great spot, exactly where they should be.