My balance patch

Adept glaives upgrade makes the shade move faster.

Carrier damage should be increased!

Broodlords broodlings spawn time increased

Infestor movement speed slowed down

nukes should get a range buff.

what are your thoughts?

1 Like

I would rather have Carrier Armour increased, and given an upgrade for Interceptor build speed.

Adepts are dead, they are just an all-in unit, that does nothing later on in the game, just like the Reapers.

3 Likes

Adept shade speed would conflict with zealot role

Carrier damage increased? You’re insane …

Broodlord spawn time? We finally got a nerf and you want to buff them more?

Ghost nuke is fine, possibly do more damage to shields would be the only possible change

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I disagree with this, since that is the job of EMP.

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Yeah like bad protoss players aren’t enough carried by the easiness of their race, some 30 APM guy are not GM, what a pity !

1 Like

My balance patch:

SC2 Balance team:
Protoss changes:
We have realized that players and progamers hate protoss. We are removing Protoss.
Zerg changes:
Queen removed. We feel that additional larva shouldn’t exist because it will make batz happy.
We have decided to remove zerg.
Terran changes:
YOU CAN’T IMPROVE PERFECTION
also added science vessel.

3 Likes

Then, after 6 months:

We heard your complains that Science Vessels are too powerful because Irradiate hard-counters bio gameplay. Because of its nature as a click-and-forget spell that sticks to the targeted units, we feel it’s very unforgiving to any form of Marine play.

As we want to keep Marines as a staple Terran unit in all stages of the game, we decided to Science Vessels altogether.

6 Likes

If anything, the carrier needs a rework because they have no micro potential

2 Likes

My per race: (this all tries to conduct current balance and blizzards’ ideas with minor effort).

  • Thor gets a rebuild on the field ability after being destroyed, requires an SCV (can handle the ultra high faciity requirement and very slow movement to reinforce)

  • Queens cost 10 or 15 gas (its a very high supportive unit and amassed too easily)
    [race will needs a slight buff somewhere else to counteract the increased gas cost, does it?]

  • Zealots lose charge extra damage instead get invulnerability while charging for 0.5 seconds and +1 armor for 2 seconds. This would improve their role of being front line blockers without being too strong.

Keep:

  • BC nerfs
  • Infestor Nerfs
  • Observer Nerf (lol)

Tweak:

  • Adepts Glaives: +30% attack speed all the time, +30% (on top) after shading in.
    That would equail the same average, without completely cutting their army supportive ability. So you could have them in your army and occasionally try to leash out…
    – To tweak that more powerful all in capability, they would lose -1 armor for 3 to X seconds after shading in. (From RPG perspective Debuff while Shading is on CD would fit).

Tweak:

  • Voidrays (upgrade at Fleet Beacon)
    – “Absorbing Matter”: AoE Trigger Buff: +%Speed for 2-4 seconds ONLY WHEN BEING HIT to other AIR units around in a small area:: Instead of having that overwhelming permanent speed boost (except when charged), which is just lame and doesn’t add much to the game other than a unit being too fast.
    – This would create a nice back and forth and tactic for both players, if they want to engage or not without the permanent overolling capability.
    – On top of that it would handle the void rays weakness of being able to run away or engage permanently kiting vikings (because when one voidray is hit, at least the others would escape better or could even turn the tide etc etc…).
    — I believe Vikings ought to be able to escape Voidrays at least evenly, but they must also not completely shut them down with kiting - to catch some people’s opinion on it.
    – I strongly disagree with the voidray being an overly fast unit all permanently! There are many nice plays around the voidray gameplay despite being too expensive (for how easy you can lose them) in pro play, but permanent speed it is NOT the solution IMO, more so the decision if you want to engange them was allways nice. So I did this. Now you can still decide to engage or not, BUT they become much “stronger” when you do it and they could now escape (better, without warpback)…
    – It also fits to the Protoss theme until now (and not a Zergling theme): Like the Chargelot: Deadly when engaged but not permanently fast…
    – To Conclude: I think this would create a really nice game play for both players overall!

The Carrier just needs a bit more Armour, as it is far too frail fo such an expensive unit (you pay for it, and the Interceptor).

so to counteract this nerf to zerg production, how do you plan to offset it?

I agree. Nukes are something that is so SC2’y

The ghost nuke should get a range buff.

I am into total agreement with you.

I also agree with the Adept’s shade needing a speed buff.

The ghost nuke is not fine

It is easy to predict and intercept

Nukes in SCII should be nukes in SCII

Then Storm should do it’s Brood war damage and just melt Marines and Tanks, and Zerg should get Dark Swarm.

All spells, including Nuke, were nerfed to the ground, because of the better pathing and bigger maps. Units clump up a lot now, and players must survey larger areas, more often.
Those AoE nukes have no place in SC2, like it or not.

What if we made nukes a rechargeable ability in the ghost academy?

Adjust the cooldown accordingly so theres not constant spam but since terran already has to commit a very expensive unit (ghost is 150/125) why should you also have to pay 100/100 for a nuke that most of the time does not pay for itself?

What other race has to pay 250/225 for a lategame harassment that often times just dies and do nothing?

Protoss, with Carriers, specially against Terran with EMP.
The Ghost is also cloacked, so it is a low risk, high reward unit.

Well, Cloak lowers the risk; but it is still high risk to send a 150/125/2 caster with an extra 100/100 resource investment to go to an enemy base, warn the enemy that it is launching the nuke 20 seconds in advance, and sit there until the Nuke finishes or the enemy forces a cancel or kills the Ghost.

How is a 250/225 investment low risk?

Sure cloak help gets your ghost across the map but once you see where the red dot is, the ghost usually gets found very quickly often times leading to the ghost dying before nuke hits meaning you now lost both the ghost and the nuke.

The lowest risk harassment is current patch swarmhost nydus, your swarmhosts can harass from a range of about a screen away meaning you dont need to get close and on top of this you have nydus wurm to transport them around meaning they rarely if ever get caugh out of position and punished like other harassment options (or even ghosts).

1 Like

Ghost is low risk, because it is almost permanently cloacked.

low-risk
adjective

  1. involving or exposed to a low level of danger.

Do you really believe ghosts at top level tvz dropping a nuke where they have to stand still for 14 secconds after giving a warning to your opponent and then showing a red dot are low risks?

Also we more often than not see ghosts either dying before nuke drops or die before getting away.

On top of this you will always lose the 100/100 nuke even if it does not even gets canceled.

1 Like