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#Post#: 868--------------------------------------------------
v4.x Patch Review
By: RickSanchez Date: November 24, 2020, 9:53 am
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Hey thanks for reading this giant wall of text, which will most
likely include any types of language misstakes, I want to
apologize for. If something isn't clear for you, feel free to
ask me in a private message about it and i'll try to clearify
what I wanted to say.
First of all, I only speak for myself as a very engaged fan,
which opinions are oftentimes between the chairs or in this case
between nabstyle argumentations and the pro v3.x party. So I
expect that my review gets trashed from both sides. I would
describe myself as a top 25% Terran for sure with ~80-90apm not
spamming for apm sakes tho. My Winrate on 4.x is around 95%.
Current Account is "TerranEater". I prefered the marinestyle
even before 4.x and therefore I am more than happy with the
latest patch, however i try to also keep the other half of the
playerbase in mind.
After a number of matches I finalized my opinion now. It is a
damn good patch that resolves almost any issue I had with the
previous version (from now 3.x).
The enhanced rallysystem together with the animal network is a
fantastic addition to the game QoL wise.
The Meta is shifting to an aggressive race against Zergs eco,
which is totally what the game should be like. That naturally
increased the needed skill the be a sucessful player which
leaves many players unhappy and that is something that should
take care of. A broad mass of people started with 3.x and
naturally included chem in their builds. That left 2.x or
earlier players that always were used to the originalstyle in a
very unthankful position of having no support from the team when
it would matter. Chem was an investment that started to pay out
late midgame, when from the marinepushers angle of view the game
should already be decided.
[quote author=Zergie link=topic=87.msg866#msg866
date=1606227645][...]Removing chems is a good thing to force
players to learn how to push. Of course, learning something new
takes time which is why zerg is favored now as terrans who
relied on chem have to relearn. Probably after 20 games we will
all get used to the new better method of playing. Pushing
together is also more fun than going at it solo. Probably will
take some time before the general skill level starts favoring
terran again.[...][/quote]
That's points it out very well, why alot of players seem to be
unhappy about the latest patch. The 3.x Players have to learn
completly new builds, since almost any yard first build is
trashcan now. I consider Yard into Coweco if zerg leaves you in
peace as cheese. ;)
To make things more challenging and rewarding for 2.x and 3.x
party I want to suggest a set of changes I'd like to see as a
balance revision to bring both parties together.
Increase Terran Midgame Eco
Option 1 (my favorite): Add an upgrade for Upgraded Refineries
that require a buggo in the near. That buggo will get consumed.
Allow to use buggos of teammates, so the team can help someone
who stuggled early. A simple +1 would do the trick in my
opionion. Buggo'd Refinery outputs +3 then.
Option 2: Bring back chemplant in a drasticly nerfed way and
make it less of a commitment and integrate into a classic build
that relies on Tier 2 in addition to Advanced Build. Numbers
that seem to do well is 6 per 5s or 3+n per 5s where n is the
number of refineries taken.
Revert Firebat into something usefull.
Imo their only suitable use is now to stack like 3 on your
armorybuff range to deny any zerg f2 until primals appear. They
perform too poor to justify the upgrade and without they die to
Bigspines as fast as a normal Marine that costs less than the
half. If you use Option 2 of improving Terrans eco you can
easily revert the behaviour to 3.x since that is a good way to
use the gas from the plant. It also allows to bring back the
napalmcheese.
Allow Strikelings and Hydras to handle it as Mett suggested
[quote author=Mett Gaming link=topic=24.msg157#msg157
date=1604918526][...]I. Firebats: Remove bonus damage vs
structures
II. Hydras/Strikelings: change less dmg vs armored to less dmg
vs structures[...][/quote]
Make Gasblockers destructable
[quote author=RickSanchez link=topic=23.msg154#msg154
date=1604917755]
I'd like to see gasblockers of dead terrans get destructable
again. it require awareness of terrans and zerg and increases
overall the fun of the game.
Also it would make taking away zergs mapcontrol possible and
make hidden gathering of a teamforce push a thing. zerg can
easily counter by patroling a drone there.
[/quote]
To compensate Zerg for that I'd increase Bigspines HP by a
value, so Elite cant outdps Transfuse so easily.
Make Beastlings a little bit cheaper like 20 -> 18 Supply.
Buff Ultralisk HP slightly by 10 to be more in line with the
primal buff.
Reduce Supply for Brutalisk 30 -> 25
Thanks for your time. :)
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