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Forums \ StarCraft 2 forum \ New ideas for 1.2 patch
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fighter.934
New ideas for 1.2 patch (3213 reads, 18 replies, 1 year ago)
http://us.battle.net/sc2/en/blog/882511

The balance changes in our next patch will primarily focus on improving the zerg.



Here are a few of the changes we currently have planned:

• We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.



• Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.



• The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.



• The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.



• We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don't expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.


Why don't they just remove the reaper from the damn game? I like the barracks supply depo thing but the nitro packs after factory? Bit far.
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1 year ago
#1
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Dinsdale
so according to statistics and whines from lesser players in NA forums, the protoss race is suddenly the strongest race.

They dont say it out loud, but because toss has high win % against terrans at lower levels, we toss players will get hit by another nerf bat... because of statistics...
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1 year ago
#2
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mesaber


About Fungal growth preventing blink.. I thought it already worked like this. Surprised it didnt.

About Reaper speed upgrade.. This seems like wrong pursue.. You could simply higher the cost or the time for the upgrade instead.

Supply before Barracks? Hm... Im curious how zerg rushes will work against this..

About Roaches range... I dont know if this is good or bad really.. Sure its good for Zerg.. But i myself feel that the actual units crash into each others (hydra/roach) that they are too similiar in use.. Cant really say how this is going to impact the game but for Zergs its good of course.. But it might be the wrong change for roaches..

About HP of Zerg buildings.. I dunno in what case they mean that they got too low health.. Only units i would like to see increase of health is either Spine Crawler OR a DMG change on em or Firerate change.. They simply feel too weak for being a defensive Zerg structure.. Here im comparing it to the Sunken of course.. Which in my eyes are far more stronger than Spine Crawler.. This has much to do with the Reaper that kills Spine Crawlers for dinner.. Gotta need 10 Crawlers to sustain an attack of any force kinda, in which i wouldnt call it a good defensive structure.. As we can easily say.. You simply cant use Crawlers for offensive attacks so they will always maintain as defensive structure and will never be used in other situations..

/Saber, out!

Edit: I also want to say to Blizzard that i really appreciate that they are trying to improve the game constantly with abstract changes... This make me feel like they really care to make the game good, which have been shown to not be the case so far as Marauders still are the powerhouse of the game.. Curious when they will notice this or if they will build all 3 races according to the Marauders strength.. I myself must say im very bored of SC2 because of the fact that BW is just so much more lucrative than SC2 currently. Sorry for saying that as i so much would like to love SC2 but i cant until they fix the game and make it FUN!

Of course people wont agree of my arguments but thats life.. We all have our own thoughts about this game. GG~
SC2@EU: ZergLuck (646)
This post was edited by its author @ 1 year ago
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1 year ago
#3
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ngleyes
So they are going to kill reapers and give a little love to zergs.

How about new maps? not the old beta maps.
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1 year ago
#4
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okyo
I'm liking everything about the patch tbh,
Will force terran to play more straight up, and I don't get why so many terrans dislike the supply before barracks thing, since when you play standart, you do it anyway.
About the reaper speed, this will make the upgrade a little bit more like zealot legs, except it costs way less and is built quicker. Will just deal with the all-in reaper pushes, which were pretty "=/" anyway.

Roach range - Not sure, depends how much they increase it, but a minor increase would be nice, since they are pretty useless at the moment against marauders or stalkers/immortals.
愛してる Tūta.
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1 year ago
#5
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nAm
• The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


lol..
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1 year ago
#6
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fighter.934
2010-10-08 14:03, okyo wrote:
I'm liking everything about the patch tbh,
Will force terran to play more straight up, and I don't get why so many terrans dislike the supply before barracks thing, since when you play standart, you do it anyway.
About the reaper speed, this will make the upgrade a little bit more like zealot legs, except it costs way less and is built quicker. Will just deal with the all-in reaper pushes, which were pretty "=/" anyway.

Roach range - Not sure, depends how much they increase it, but a minor increase would be nice, since they are pretty useless at the moment against marauders or stalkers/immortals.
reapers are almost useless without speed upg. the supply before barracks doesn't bother me at all and i like the rest of the patch but factory for speed? why not just remove the unit. By the time it's useful enough for an harass it'll be useless.

FYI i'm actually excited about the roach range, they really needed somthing given back ever since the supply uped.
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1 year ago
#7
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okyo
2010-10-08 15:05, FigHteR.934 wrote:
2010-10-08 14:03, okyo wrote:
I'm liking everything about the patch tbh,
Will force terran to play more straight up, and I don't get why so many terrans dislike the supply before barracks thing, since when you play standart, you do it anyway.
About the reaper speed, this will make the upgrade a little bit more like zealot legs, except it costs way less and is built quicker. Will just deal with the all-in reaper pushes, which were pretty "=/" anyway.

Roach range - Not sure, depends how much they increase it, but a minor increase would be nice, since they are pretty useless at the moment against marauders or stalkers/immortals.
reapers are almost useless without speed upg. the supply before barracks doesn't bother me at all and i like the rest of the patch but factory for speed? why not just remove the unit. By the time it's useful enough for an harass it'll be useless.

FYI i'm actually excited about the roach range, they really needed somthing given back ever since the supply uped.


don't underestimate a mid-game reaper harrass. you'd be surprised how well it works :P
愛してる Tūta.
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1 year ago
#8
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RamiZ
All of the changes are good except for Reapers and Barracks. Reaper's speed upgrade need to cost a little bit more and need longer time to upgrade, not the factory. Supply before Barrack is just ridiculous...
"Living for the swarm..."
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1 year ago
#9
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Flex-
im not liking the roach range, its hard enuf for a tos occationally deal with burrow roach..
Sup ?
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1 year ago
#10
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ElFoldo
Roach range, fungal growth change, these are all good.

Reapers will disappear, you need that speed to do anything with them AND they are only a valid option in early-game.

Supplydepot first... Hope this one doesnt go through...
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1 year ago
#11
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Flex-
After reading the actual link i realized that what is going to get nerfed AGAIN is tos, i mean seriosly ... have a heart for Tos players will ja ...
Sup ?
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1 year ago
#12
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ShadoW-
Toss is the strongest race :) Force fields are still way too good. There is nothing a roach/hydra army can do against a good toss.
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1 year ago
#13
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z)infection(z
what a joke^^

i rly start getting angry with blizzard since the changes they want to make are totaly stiupid and not logical most of the times. It just appears to me that they want the people to keep playing sc2 by makeing useless changes wich takes MONTHS...

Seriously i think that anyone here could have patched the game better than they did. It doesent take the gamesence of a progamer or the brain of a genius to see the imbalances.

- fungal growth disables blink, who cares?

- reaperspeed needs factory, why would u use reapers in this stage of the game?( ok they still can we used for harras but still stiupid change)

- more hp for z buildings, totaly useless...

- supply depo before barax, hell... im a z player but wtf this isnt nessesary

- increase roachrange, the only thing thats might be good we ll see

Blizz should realy stop fooling the Gamers with things like that...
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1 year ago
#14
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Dinsdale
#2 Why am I talking shit? Why are you talking shit when you aren't reading into the statistics and what they just wrote in the same post? Terrans recieve a trashing apperantly in other leagues so blizz find this problematic.
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1 year ago
#15
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RamiZ
#13 So you think that those changes are useless? You don't know anything about this game...

Fungal Growth disabling Blink is huge, and so is increasing HP for Zerg's buildings. Zerg's buildings cost more than buildings of the other races, and have lower HP, as you see, Spire has 600 HP, while equal buildings in other races got 1000+ hp. That will prevent easy sniping with drops.

Mass Stalkers with Blink is really hard to handle, and with this change, it has counters.

Read a bit what the Pros has to say about these changes.
"Living for the swarm..."
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1 year ago
#16
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RahviN
Hehe it seems that blizzard is nerfing reapers from every other angle they can when infact increasing roach range from 3 to 4 in my opinion is more than sufficent. With roach range 3, reaper can also deal with them, with just endless kiting with their 4.5 range, but with 4 in range this is probably going to be far too difficult. What I think they should nerf is the dmg reapers do to buildings, thats just ridiculous..
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1 year ago
#17
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RamiZ
#16 I only think they should nerf Reaper speed to cost 100/100 instead of what they cost now, and with Roach range increase, they are in the right place. Don't know why are they nerfing them to the ground when they are not overused at all. Probably because of 2v2 or whatever, and in my opinion it is retarded to balance game in 2v2 aspect...
"Living for the swarm..."
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1 year ago
#18
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mesaber
Dinsdale sorry.. I misread :)
SC2@EU: ZergLuck (646)
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