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Unread Wed, 5th-Dec-2012, 6:04 AM Who's Who:   BnetId: TheGentleman.565  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 533 # 1
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Blizzard [Blizzard] Wings of Liberty Balance Update -- December 4, 2012

Wings of Liberty Balance Update -- December 4, 2012

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To quote the original article directly:



While we agree that Infestors are being used too abundantly in many games, we are aiming to address this concern carefully to ensure that we don’t completely discourage the use of Infestors.

Generally speaking, we want to slightly reduce Fungal Growth in all three matchups, and we feel reducing the casting range would help us achieve this goal. We anticipate that the reduction in health for Infested Terran eggs will be most noticeable in the PvZ matchup when Psi Storm is used. The Raven change helps Terran players in late game TvZ scenarios and has the potential to introduce new Terran late game strategies.

On December 4, after a brief maintenance period in each region, the following balance changes will take effect globally:
  • Terran
  • Raven seeker missile upgrade removed.
  • Zerg
  • Infested Terran eggs health down from 100 to 70
  • Fungal Growth range down from 9 to 8
Again, to be clear, these changes will take effect after a short maintenance in each region is complete, and neither a patch nor any other special action will be required to experience them in-game.

Our plan is to apply this balance update and monitor the effects of these changes. The extensive testing and quality of feedback we’ve received on the last two balance maps have allowed us to make this call. Please keep in mind that our goal with this patch is to make small changes that nudge balance in the right direction. With Heart of the Swarm launching in March, we will have more time to address balance concerns further if necessary.

Thank you for helping us playtest and sharing your feedback on the last two balance maps.




Original Article: http://us.battle.net/sc2/en/blog/8006134
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Last edited by TheGentleman; Wed, 5th-Dec-2012 at 6:08 AM.
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Unread Wed, 5th-Dec-2012, 6:35 AM BnetId: Thrasher.544  Race: Location: Christchurch, New Zealand  Total Posts Made: 56 # 2
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Probably not enough, but it's a good start.
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Unread Wed, 5th-Dec-2012, 6:49 AM BnetId: RuineD.430  Race: Location: Melbourne, Australia  Total Posts Made: 442 # 3
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switch to terran and make ravens.

its already enough. now its 1a mech heaven.
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Unread Wed, 5th-Dec-2012, 6:52 AM BnetId: Spook.389  Race: Clan: ToR  Location: Adelaide, Australia  Total Posts Made: 1,570 # 4
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LOL ruined when i read these notes i was thinking how you are going to win so many more games now, seeing as you always forget HSM
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Unread Wed, 5th-Dec-2012, 7:01 AM BnetId: Thrasher.544  Race: Location: Christchurch, New Zealand  Total Posts Made: 56 # 5
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Maybe for terran, 1 range isn't going to stop ht and sentries getting chained.
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Unread Wed, 5th-Dec-2012, 7:17 AM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 6
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Funniest part was going down to comments section of the b.net post (I know, I know) and seeing people call Blizzard dumb for nerfing terran.
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Unread Wed, 5th-Dec-2012, 7:18 AM BnetId: RuineD.430  Race: Location: Melbourne, Australia  Total Posts Made: 442 # 7
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Quote:
Originally Posted by Thrasher View Post
Maybe for terran, 1 range isn't going to stop ht and sentries getting chained.
wont it put infestors in range of colossus tho?
edit: wasnt most of the butthurt regarding infested terrans anyway? they seem pretty killable now.
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Unread Wed, 5th-Dec-2012, 7:37 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 8
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Terran needs more help

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 rezyn8:  
I approve this post!
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Unread Wed, 5th-Dec-2012, 7:40 AM Who's Who:   Race: Clan: eCKo  Location: Adelaide, Australia  Total Posts Made: 750 # 9
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Limiting fungal range more is a good start, so its harder to hit spellcasters before they either emp or feedback you. Although, I think they'd need to be outranged if that was to work really.

No idea why they didnt make fungal just not work vs spellcasters, as that'd fix every problem they were looking to fix.

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 SLCN.Kez:  
cauz then infestors would rape, until you get out ghosts/ht's, then they would rape infestors, which is terrible
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Unread Wed, 5th-Dec-2012, 7:43 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 10
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Well, the main classification for spellcasters is psionic, and they tried that and said too many other protoss units (DT/archons/sentries/warp prism/mothership) are psionic that it was too big a change.
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Unread Wed, 5th-Dec-2012, 9:46 AM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 11
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I can't believe fungal was always range 9.

Still want to see more skill involved when using and facing vs infestors.
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Unread Wed, 5th-Dec-2012, 11:03 AM BnetId: pXmoonbies.212  Race: Clan: pX  Location: Melbourne Australia  Total Posts Made: 27 # 12
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how hard could i tbe to just make a new class? for ghosts infestors templar and sentries?
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Unread Wed, 5th-Dec-2012, 11:05 AM BnetId: iVnStandard.354  Race: Clan: iVn  Location: Brisbane  Total Posts Made: 259 # 13
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Quote:
Originally Posted by moonbies View Post
how hard could i tbe to just make a new class? for ghosts infestors templar and sentries?
Quote:
Originally Posted by moonbies View Post
and sentries?
????????????????
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Unread Wed, 5th-Dec-2012, 11:08 AM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 14
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Quote:
Originally Posted by moonbies View Post
how hard could i tbe to just make a new class? for ghosts infestors templar and sentries?
It's not a technical limitation. It's more their philosophy of making the game watchable as an e-sport. They don't like having to put too many conditions on spells to the point where it can become overly complex and unclear to a spectator what is going on.

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 |Erasmus|:  
Yeah, that says it perfectly, pretty much...
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Unread Wed, 5th-Dec-2012, 11:19 AM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 1,073 # 15
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Quote:
Originally Posted by FaDeDaedalus View Post
It's not a technical limitation. It's more their philosophy of making the game watchable as an e-sport. They don't like having to put too many conditions on spells to the point where it can become overly complex and unclear to a spectator what is going on.
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Unread Wed, 5th-Dec-2012, 11:22 AM BnetId: Savior.127  Race: Location: Auckland, New zealand  Total Posts Made: 431 # 16
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I don't understand why they have the balance maps if they just stick in a new change without testing it with players at all.
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Unread Wed, 5th-Dec-2012, 11:55 AM Race: Location: Brisbane, Australia  Total Posts Made: 255 # 17
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Originally Posted by Savior.777 View Post
I don't understand why they have the balance maps if they just stick in a new change without testing it with players at all.
Yeah, every single time they test out a bunch of changes then suddenly add one for when the patch goes live it's crazy.
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Unread Wed, 5th-Dec-2012, 12:29 PM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,130 # 18
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That's definitely true. I feel they have an internal deadline to meet with patches and they spend most of it throwing out those maps and getting feedback then realize their map sucks, they need more time which they don't have so they just chuck out random changes.

Like range 5 queens.

LIKE RANGE 5 ******* QUEENS.

Anyways, I am excite! It's not much but it very well might do quite nicely.
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Unread Wed, 5th-Dec-2012, 12:40 PM BnetId: Darkphoenix 107  Race: Location: Melbourne  Total Posts Made: 76 # 19
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it was rather sad so the GSL finals be so..... bland, game wise. i brought 2 ppl who dont really know about Sc2 to the melbourne barcraft and yeah..........cluster-**** is the best way to describe all but game 1.
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Unread Wed, 5th-Dec-2012, 12:43 PM BnetId: cR.kez772 (NA)  Race: Clan: cR/TA  Location: Melbourne, Australia  Total Posts Made: 966 # 20
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Going from 9-8 range is a pretty big change i feel. Nearly every game my infestors are behind ff's and can barely get a fungal of, but now wont be able to. Also collossi will be much more effective than before too. Not sure how much the terran change will really impact as I rarely see hsm used atm anyway, but i spose it couldnt hurt coupled with less fungal range and less egg hp. Another benefit if less health is i believe this means that tanks will need 1 less shot to kill infested terran eggs, so the engagement went zerg shits out like 9 eggs then runs in could be more effective.

Overall I like this by blizzard, its small changes so they dont completely break the game like people have said in the past, which means they are learning from their mistakes. Remember the immortal change from 5-6 range? It actually did change a lot, so expect this to as well.
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