The whining featuring constant spam and wholly unrelated topics.
Ignoring the context of the two units, single target instant damage is actually better than the instant heal as far as the game goes. This is because churn from units dying is an improvement because it incentivizes action to be taken and prevents a tiny number of a given huge unit from stealing the game away.
As an easy example, consider Transfusing an Ultralisk or Battlecruiser*. These units have base armor, so each point of HP is worth more than if it was on another despite having the same energy cost.
It’s further worth more because the more expensive, higher tier, and longer-to-produce a unit is, the more effective it tends to be in some capacity. It’s even more the case that, because these are bulky units, you will have the time to transfuse them when they get low for full value.
This is the entire basis of the SCV-pulling Thor all-in, for example. You soak damage with the Thor, which is mass-repaired by the SCVs, which means your squishy Marines are free to do damage while staying low risk.
Having up front high damage abilities, in contrast, forces the other player to avoid constant skirmishing that abuses energy-based healing, on two axes - it might result in a kill and thus nothing to heal, and generally the damage ability does more damage per energy, so it will outpace regeneration but similarly not have a ‘permanent cost’.
*it’s an example.
ooops miro beat me to this post
Because what you said makes you look like an idiot or a troll.
This is especially true because it came almost an hour after Miro’s fairly long-form and intricate rebuttal to exactly why the suggested nerfs are problematic.
As a result, it doubles down that you think this is a good idea (bullheaded at best), or that you are simply not interested in engaging in any level of discourse - there’s already too much frankly stupid trolling going on so Miro is simply upset.
Coming out with “Oh, 3 buffs > 2 nerfs” completely misses any thing of value. You do not need to pre-compensate nerfs with buffs and you shouldn’t be comparing quantity of alterations because of how comprehensively different things are.
None of the three buffs you suggest do anything to the laundry list of issues that lowering Marine HP to 35 creates. Nor anything to alleviate the similarly massive set of flaws that become apparent with lowering their range to 4.
So go back and read Miro’s post. It outlines a lot -
1. Marines losing 20% range is huge - that range is one of the very crucial things that keeps Marines relevant when they’re in small and large numbers. How can either the beginning of the game, or a mid-game bio-ball adapt to this reality?
2. Marines losing 10 life means even if properly handled, one Baneling hit kills a whole blob. Psionic Storm goes from “deadly” to “nearly uncounterable” because of how its underlying ticks work. Is your intent to remove Marines as viable army units?
3. Roaches counter Marines even harder, since they share a range it’s much more likely for the Roach’s attacks to launch. This, combined with
4. The Adept curbstomps the Marine out of living privileges before Combat Shields is done; means that the unit isn’t particularly viable in early game states either, unless you rush Combat Shields. If you’re rushing Combat Shields, you can’t rush Stim, which is what lets the Marine deal real DPS.
5. In early game small number situations, the extra bodies of Zerglings will let them demolish the Marines - unless there’s that mid-sized critical mass where the Marines can kill Zerglings as they approach - which wwwon’t really happen because of the range nerf.
So, question; are you logging into the forum as three accounts?
Because I don’t think so; so you should know that the same is true here. Miro is only Miro.