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Thread: What units need balance changes?

  1. #1
    dustinbrowder's Avatar Banned
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    Default What units need balance changes?

    SC2 is out for 3 weeks now, maybe not the most amount of time, but fairly enough.

    Knowing how balance hasn't changed from beta phase, what unit/s do you think (still) require balance changes?

    Please leave your bias and inner troll in the closet and be objective.

    I'll start with the unit I feel needs a change:

    Roach: Its just the kind of unit that feels tapped on. Each of its special abilities feels worthless and the cost-stats ratio unequal.

    Its not particularly weak unit, but I think zerglings and hydras do the roach job much better.

    I think Blizzard need to find ways to make the roach more interesting and better at its role.

  2. #2

    Default Re: What units need balance changes?

    Pretty sure it's been less than two weeks.

    I think void rays need a nerf, in terms of how long they can hold a charge. Maybe they should immediately lose their charge when switching from one unit to another.
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  3. #3

    Default Re: What units need balance changes?

    i strongly disagree about the roach, too early to say about the VR.

    i wouldnt mind a tweak of Thors GtA attack; as is its so powerful vs mutas that it deters any mutalisk play to a huge extent.. im ok with cheap ground units being blasted all to hell by tanks etc, but im skeptical about equally rock hard counters vs tier2 units that cost as much as 100 gas.

    ... idk though, i woudlnt argue this point far at all at this point. its too early to really tell.

    .. i think the vast majority of complaints people come with are an expression of the game not playing out as they want it to play out; rarely do people even try to grasp all aspects of a problem before crying imbalance. so be careful.
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  4. #4

    Default Re: What units need balance changes?

    I just think certain units need more use, or value.

    *cough* Mothership *cough*

  5. #5

    Default Re: What units need balance changes?

    I would change the void ray, not because it is overpowered in the sense that it can't be countered but because it is just too good all around. As a result, the unit is spammed way too much in team games and no one ever build carriers anymore because they cost way too much for what they can actually provide compared to the void ray.

  6. #6

    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    Maybe they should immediately lose their charge when switching from one unit to another.
    That would be a completely crippling nerf. There would be no reason to ever use them.

    The Marauder needs something changed. It counters every single starting gateway unit. That shouldn't be the case. No one unit should be a counter to every single T1-1.5 unit of another race.

  7. #7

    Default Re: What units need balance changes?

    I don't think there are any needs of "pure" balance changes. But some tweaks maybe.

    *Deleted a wall of text here...

    I think void rays for example is a bit to good when charged up, but when not charged they have no use at all...

    Siege tanks were supposed to be better when not sieged, currently they are not at all... They need to be sieged to be usefull, and then they are a bit to usefull.
    I think making them deal full damage only to the attacked target and then a lesser splash to the other units would be fine. But to compensate a better off-siege attack and again increased hp.

    Roaches are fine currently, but I think they should have a decreased amount of hp. And make their armor 2 again.

    And I also agree with thors, they are to powerfull against mutalisk. Terrans already got towers + marines which are quite good versus them. And thors original anti air are not usefull at all.

    But what do I know, I haven't played alot of ladder games yet.

  8. #8
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    Default Re: What units need balance changes?

    I agree with Todie that Thors are a wee bit too good vs Muta .

    It's kinda hard to take advantage of Siege Tanks' clunkiness as Zerg when Thors do such a good job of killing lots of Muta really fast. The sad part is that actually, I notice that at high-level play, pros' mutas take a lot longer to die to Thors because they're much better at not keeping them clumped, but at lower tiers of play, Muta are significantly worse against Thors. =/

    It can be a frustrating situation because when it comes to Muta vs Thor battles, it doesn't matter if you're Diamond or Silver - there's very little the Terran needs to do to make Thors own Muta. But if you're the Zerg player, then how well the battle goes is almost entirely up to you and your muta control.

    It can be quite shocking watching the top Zerg play, because they make it look as if Thors don't hard counter Muta. But when you try doing it, your Muta all just vanish as if a strong gust of wind is all it takes to kill them >_<.



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  9. #9

    Default Re: What units need balance changes?

    I think that simply getting rid of the VR's speed upgrade would go a long way to making them more balanced.

  10. #10
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    Default Re: What units need balance changes?

    Quote Originally Posted by Hav0x View Post
    That would be a completely crippling nerf. There would be no reason to ever use them.

    The Marauder needs something changed. It counters every single starting gateway unit. That shouldn't be the case. No one unit should be a counter to every single T1-1.5 unit of another race.
    I agree with this... I just played a game against a Terran that did standard opening and went with quick rack tech lab which forced me to pull out stalkers fast to counter potential reaper harrass on lost temple. The guy ended with mass marauder and I couldnt ever get enough Immortal out and I tried to go Collossi which was a mistake cause he came up late and it couldve meant one of 2 more immortals, not that it woulda changed anything.

    He's diamond and I'm silver so it's normal he owns meI guess even if I played maybe best game but it's so hard to counter mass marauder as protoss early on... All you can do really is force field and pray he doesnt get into your base

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