It'll force protoss to have a few more units in PvT for sure, but I think it's much bigger in PvP.
Not everything Terran has should be viable in all matchups against all compositions - the other races, especially Zerg, have to look the enemy army in the eye and realize that maybe the composition they WANTED to go, isn't going to work well.I can't make mass DT if the enemy has ravens, I can't make mass Archon if the enemy has ghosts.Terran shouldn't make mass marine if the enemy has multiple colossi, they shouldn't make mass thor if the enemy has immortals.
Since the most recent ladder season began, we’ve heard an enormous amount of feedback on Protoss strength. While the results data we’re getting isn’t so clear due to not as many tournament games going on these days, we do agree that other races can’t go on offense as easily as we’d like against Protoss early on.
As we prepare this next balance test map, we’d like to hear your thoughts on:
Photon overcharge duration decreased from 60 to 40
We believe the the Mothership Core is very well-rounded unit. We like the early aggressive options the Mothership Core provides, such as being able to recall back at the right moments, but we wonder whether the defensive nature of the Mothership Core can be toned down a bit. We’d like to see more options for Terran and Zerg to attack, skirmish, or harass a Protoss player who plays defensively.
Roach burrow move speed to 2.25
Of the various changes we made in the [url="http://us.battle.net/sc2/en/blog/11523757"]last balance patch[/url], this one seems to be the one that didn’t do much. We’ve rarely see any roach burrow-move games, and we’d like to bump this up a bit more with the hope that we’d see it. Considering the few games we did see this strategy being used, they were really fun and different compared to other strategies that Zerg use. Perhaps we can move in small steps in order to see some more burrow move speed usage in various matchups.
The next step for Terran mech
We believe we can push mech usage more as well. Some options we’re looking at here are: higher armored damage for siege tanks, easier access to EMP when going mech (such as building the energy upgrade into the unit), buffing mech air, and so on. However, this is the area in which we’re the least certain. Detailed feedback based on good reasoning is greatly appreciated.
Please keep in mind none of this is even close to final. We truly appreciate your feedback, and we’ll continue to carefully consider what you’ve got to say before we publish the next balance test map.
As we gather more feedback we'll try to tune these and possibly additional changes before we start on the next balance test map.
Thank you and happy new year!
01/02/2014 02:38 PMPosted by DoncroftThe Thor is ridiculously slow. It's already bulky and clumsy, and it's a lot, LOT slower than the other massive ground units in Starcraft II. The Thor's importance to mech anti air has increased since the Widow Mine nerf. I feel that the 1.88 movement speed is old fashioned, unreasonable, and outdated, especially with the smaller Thor model. 2.00 seems much more reasonable. It's a small but noticeable buff (notice the theme of noticeable changes as opposed to things like the SIege Tank fire rate increase).
01/02/2014 03:08 PMPosted by PalefangAre you sure doing this wouldn't have a negative effect on zerg muta harassment?
01/02/2014 03:08 PMPosted by DontPanicWhere's the nerf to the Oracle?????? This is a huge problem, probably a bigger problem then Photon Overcharge.
thats what i said, the oracle and the void are a bigger problem than the overcharge
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