Well done blizzard balance team

These new changes inspire hope. Didnt mean for my last post to sound like a whine session, but seeing these changes make me feel like I was justified in saying what I did.

How do you guys think the meta will respond? SG opening resurgance? Heavy gateway fast 3rd still viable? Do we keep 2 base all in all day ?

Posted Mar 13, 2019, 12:32 PM UTC

324
Antares_Silver•

Nothing will change. 2 base-all-ins just got stronger. Win % will go up slightly and Terran will get nerfed after GSL s1 concludes.

10
LeWoofle•

I play 2 styles of PvT, a colossus style and the fast third mass gate heavy trade style.

After reading the patch notes, I will still be playing both of these styles just as often as I do now, and while I think the upgrade change will possibly cause my PvT W/R to drop 2-3%, I think my PvZ will plummet from 71% to 60%.

Bad change, 4/10 blizzard y

3
EgobelieverOP•

Would you have preferred buffing terran opposed to nerfing toss?

1
LeWoofle•

As long as TvZ doesn't break, im fine with a terran buff. Being able to build SCV's while orbital command is being upgraded seems like a good start to evening up economic differences, but does that hurt TvZ balance? im not sure. Another change could be making mules able to survive that very last trip where they die halfway before returning minerals (if that's still a thing?) or having Orbital commands start with SLIGHTLY more energy than they currently do. IDK man, three race MU spread really hard to balance, especially when I doubt any of the balance team is GM with all three races and seem to be (for good reason) too scared to make major changes without knowing how it affects different matchups.

2
elh0lden•

TvZ will be more and more about terran having to do early damage as well and zerg getting better in holding the terran aggression. It does seem like terran has the stronger ultra lategame though.

Maybe earlier SCV building might give terran the midgame advantage back while Zerg has the lategame advantage.

1
matgopack•

TvZ will be more and more about terran having to do early damage as well and zerg getting better in holding the terran aggression.

Has that ever not been the case in TvZ? Terran has pretty consistently wanted to be the aggressor/harasser in that matchup for a long time, simply due to how zerg works. (At least in early/mid game).

And that's also long been my favorite matchup to watch, even if it feels disgusting when the filthy terrans win ;)

1
Likethefish1520•

I think it's pretty obvious terrans need the buff, I don't see how TvZ isn't Zerg favored as well rn

1
EgobelieverOP•

TvZ is maybe, slightly zerg favored. I dont think terrans need the help is Tvz as badly as we do in TvP

2
indigo_zen•

GM lvl trolling rite there

2
EgobelieverOP•

By balance team?

1
Bombdizzle1•

Which changes are those?

1
EgobelieverOP•

Protoss upgrade nerf

2
Bombdizzle1•

Is it on the blizzard sire? I can't find it

1
Civ5RTWPlatinum•
2
Bombdizzle1•

Thank you :)

2
NueveHotDoggo•

The issue with this change is that protoss often relies on sharp timings in the mid game against zerg, and the upgrades being significantly later will make that matchup even more difficult than it already is. (Currently about 60-40 in favor of zerg IIRC)

1
HighVoltLowWatt•

I’m cool with less a move immortal all ins lol

1
gg46004•

Sometimes it just nerfs after nerfs is so frustrating to see. I was hoping for an adjustment in Terran economy that is MULEs, maybe they mine 30 min or longer lifespan or just faster mining just a little bit. It jut at the crucial time P has way too many that 1,2 more marines can fend off stalker early game pressure, a couple more marines medivacs, mines to match the P army.

1
hang5five•

start with ; lifespan = if Mule-has-Mineral give it +0,74sec lifetime

1
HighVoltLowWatt•

Your saying so mules don’t die returning minerals? Man I never thought of that but over the course of a game that could seriously add up since your quite literally losing 30 minerals, it was mined so its just gone from the base. I’d like to see some math on that. Cool idea.

2
hang5five•

one day i started a custom map and watched some mules doin work.
its 1outof3 ..2outof5 ... 4outof10.. 5outof12 -- sometimes 2out3..4ouf5 ..so roughly 30% up to 70% mules breakdown -not delivering minerals- on their last trip. So on average 50% of the MULES.
Liquipedia says; Mineral Patches and Mining Distance

On both far and close mineral patches, a MULE will return its cargo nine times providing the player with 225 (25x9) minerals before the MULE expires. On the closest mineral patches, the mule will actually complete mining 10 times but will die before returning to the command center, resulting in 25 minerals being destroyed completely. To prevent this, the player has to either micro the MULE to not mine the 10th cargo or simply deploy it at one of the farther mineral patches, as MULEs will not complete mining their 10th cargo on the farther mineral patches.

In a 12min Game building up to 3 OrbitalCommancenters /70worker eco +constantly dropping mules -23Mules in total - .not caring about on which far or close Mineral Patch the mule lands - the lost minerals are between perfect=zero / 30%=172 // 50%=287 // 70%=400 -Minerals

​

1
Nahtanoj532•

We will still complain until Terran becomes the only viable race in the game. /s

Being serious: I don't know, we will have to wait and see what's good.

1