Limit dumb crap in SC2 with these changes

Zerg:

Queens: Nerf queen DPS and HP so they remain a defensive/utility unit only. Transfuse unlocked with Hive.
Creep: 33% spread nerf, zerg is simply too strong currently, and creep is a huge issue.
Lurkers: Range overall reduced by 2.
Ultralisks: DPS buff at 3/3, they should not be a meme unit.

Terran:
Ghosts: Emp radius/range nerfed.
Liberators: need to have their movement speed slowed down when not in sieg, also needs damage nerf so that it 2 shot workers, not 1 shot as this is actually dumb. DPS can be returned with its range upgrade.
Marauders: Slight buff needed for this unit to increase its survivability and make it better vs banelings/zelots.
Widow mines, 100% speed reduction when unborrowed, increased burrow time again as to limit mineral line harass. Mines shouldn’t walk… but since they do… slowly.
Reaper: HP nerf, tvt mass reapers shouldn’t be a thing.
Fusion Core: Requires armory again. BC with its teleport and scoot and shoot is actually pathetic game design. Teleport should have a 300second cooldown as well.

Protoss:

Stalker: base DPS nerf, but have it returned back to where it is atm with +1. Stalkers are too oppresive early PvT. 3 Weapon upgrade should give stalkers slightly more DPS.
Zelot: 3 armor upgrade gives 1 more armor to zelot
Storm: Nerf damage by 10.
Collosus: HP lowered by 50.
Immortal: Price reduced to 200/100.
Oracle: Build time increased by 5 seconds.

This will limit just the fast paced garbage SC2 has turned into that new players do not want to deal with.

We need some fresh blood in this game as the GSL is pretty much dead with the same 2-3 guys winning over and over and no new players whatsoever.

Also with Crossfire Legion on the horizon on 24th may, this game needs an injection of excitement otherwise we will lose the rest of our dwindling playerbase.

Queens are a problem but these are awful changes. It straight up kills your ability to transfuse a hatch or spine when you’re defending early aggression (like repairing a bunker or using a shield battery).

Eh… again, I’m not sure this is the right way of doing it.

Entirely unnecessary, and not the issue with the unit. Frankly move the range upgrade to lair and just remove the movespeed+burrow speed upgrade, and it would be fine.

Problem isn’t DPS, it’s pathing. Allow walk-over or have high push priority, and the unit really would be fine, along with a slight size reduction.

Unnecessary - just remove the EMP upgrade and it’s fine.

They were literally designed to catch and kill mutalisks and phoenix, and they’re already to slow to do that… and you want to make them even slower…

While simultaneously nerfing its damage so hard that it’s no longer worth the 150/150 that it is. Keeping in mind that it has a small zone of damage, these changes are absurd.

The Marauder doesn’t need a buff. At all. It’s actually perfectly fine as it is. Banes don’t do bonus damage to them, so they already survive at least 3 bane hits.

I assume you’re talking about having them unburrow quickly but burrow slowly…? So basically remove drilling claws?

Stupid idea is stupid. Basically, make them an absolutely useless unit.

Mass reaper isn’t a thing unless you’re bad or just getting build order countered.

Sure, I’d be okay with this. This is literally the only suggestion that’s even remotely okay.

Also basically the only thing that makes it viable as a unit. Without both of these things, it’s the most expensive paperweight in the game - even the Mothership arguably has more utility if you remove the BC’s TacJump and its ability to scoot and shoot - it’s not a fast moving unit. You’re not technically removing it, but you are effectively doing just that.

Stalkers really aren’t the problem in PvT either.

So you want to have a 5 armour Zealot? One more armour point is a HUGE buff, even if it’s at +3 armour - the thing is, nothing else in the game works like this, and frankly for a unit that’s 100 minerals, 5 armour is crazy.

Why? It’s fine as it is.

Again… why? The colossus is already a fairly mediocre unit right now.

I… guess? It’s not a huge buff, but not a small change either. It’s something I’d be willing to try - Still, the voidray got reverted and that was only a 25 mineral nerf, and it’s made a bit of a difference in PvZ, so 75 mineral reduction is almost another zealot.

I… guess? But again, why?

None of your changes are good changes. Frankly most, if not all of them are straight up garbage. Sorry.

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@Miro, I guess thats why you are a career diamond player for 20 seasons… I hope you understand the game one day.

You are strange, man. Right now we have a balance in SC2, not perfect, but balance. And u want to brake it with all these changes. I agree, we have some problem units/abilities like queens, creep, mines, EMP, disruptors and etc, but u want to change sooo much at once.
And most of these changes are bad, and Miro said why.

Oh well done. Played the race card to avoid having to face any of the counterpoints.

If the profile pages are fixed, your only a diamond too.

You’re means you are.

Your means you haven’t gone to school yet and are probably bronze.

All yoo got is a grammer correction four something that is 100%understandable as writtin.

Aonther stellar dodge.

Care to adres any of the rebuttals miro presended? Or just or going to continue to hide behind anything you canne?

Oh and thank you for exemplifying my point.

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I’m a career diamond player because I play this game and don’t play it super seriously. Frankly if I actually put more effort into playing 1v1 these days, instead of, you know, working and spending time with my wife, I could get higher.

You haven’t even made an effort to counter any points. Instead of pulling a league card, which only makes you look petty and makes me (and from the looks of it, everyone else) think you don’t actually have any counters to the presented arguments, why don’t you try and explain why you think your changes are not just good, but actually necessary? Give us some actual reasoning for each change, not just throwing arbitrary changes to the wall and seeing what sticks.

This isn’t any explanation or thought process behind any of your changes.

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Ah yes, nerf queen so Zerg cannot defend anything in the early game with no compensation. I can tell you have never played the race.|

Locking transfuse behind Hive? Congrats, TvZ is now nothing but proxy rax.

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Don’t let him get to you Miro, ad-hominem and authority arguments are the points people make when they get unable to discuss on the core of the debate. It is the quality of his proposals that are at stake here ; your speed as a player, or his are irrelevant here. Not to mention you are a respected contributor to this forum since many years.

Now, for my part, knowing this part of the web, I can’t help but wonder how much of trolling there is behind part of the new threads we get each week. And this one is no exception :

This is ignorance.
Since their latest redesign, Stalkers gain 1+1 dmg per weapon upgrade. Meaning they gain +2 dmg/upgrade against armored targets, which do gain +1 armor per upgrade. Implying Stalkers are already gaining slightly more DPS with each weapon upgrade.

This is a misunderstanding of the Liberator’s design.
Liberators in sieged AtG mode were designed in order to counter highly armored ground targets, such as the ultralisk. Which is why high dmg (75) but average rate of fire are their core asset, so that the target’s armor gets negligible. Making them so that they would two shot workers would imply getting their dmg under 40, which would void the main purpose of this mode.

Same for their “relative” speed in aa mode. They were designed to counter light packed aerial targets such as mutas and intercepteors. Make them slower, and they won’t be able to catch mutas anymore.

This is a misunderstanding of the balance of the defensive mechanics.
When facing an allin, Terrans can repair their bunkers’ HP via SCVs, and Protoss replenish their shields HP via batteries and overcharges. Queens are the Zerg pendant of those active healing casts, so that the Zerg players can actually actively heal their spines (or key units/buildings) when being allined. Move transfuse to tier 3 basically removes Zerg’s ability to actively heal defensively until then, while 95% of allins will hit before hive. Would you want terrans and protoss to be the only one able to actively defend their bases ?

This proposed list of change is not logical, nor even balanced nor smart ; with the stalker point being a good display of the ignorance behind it. To the point I’m wondering if those aren’t deliberate.
Hence my doubts about the true aim of this post. :thinking:

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zerg should be too strong on account of them being superior to pathetic humans and the failed experiment called protoss (which are far more awesome than humans)

Sigh. Why do Blizzard games attract the most toxic people?

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we really don’t have balance do we? Zerg is way too strong. However I agree all these changes sound pretty weird and extrem, except maybe the Immortal change.

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Looks like most simpletons like Miro and Dank missed the entire point of this thread.

These werent solely “balance” changes, but changes to slow the pacing of the game down for new players to get involved in.

Crossfire Legion is releasing tomorrow via early access, that game will wreck what little of the tiny playerbase we have left.

We need new players, and zerg to come down from its perch yes, but mostly we need people to pick up the game.

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Enjoy your forced vacation. :slight_smile:

We got the point of them. They’re just garbage changes that are unlikely to actually do what you think they are going to do.

Each change is haphazardly thrown against a wall as if hoping to see what sticks, with no explanation for why each change would be good, and frankly most of your changes are unjustifiably bad. I have already said why before, and you still have yet to actually give explanation or reasonable response. Screaming “Nyeh” and pulling the league card does nothing to help your case and only makes you look like a petulant child.

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Serral’s uncle is that you?

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i’ve never heard of it, don’t care either, and just came back to sc2 after a 2 year break. Seethe

No!
Reapers ARE a problem in TvT, it all depends on micro. I lost few times to proxy reapers even though i scouted it in time and put a bunker in my main. Reapers are trash because they are useless in TvZ and TvP but few well microed reapers can kill you under 4 mins in TvT - disable reaper attack until armory is built - this will solve TvT problem.

This is the single worst post I’ve seen on this forum

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