While I agree with your understanding that refining and balancing a game is an elegant and time-consuming task... I think that Blizzards lack-lustre effort in patch 1.1 highlights their over-all approach to Starcraft 2... Don't get me wrong, I think Starcraft 2 is pretty awesome (not what it should be, but still...)...
Let's compare shall we...
This is what Blizzard officially released as their documentation for the 1.1 patch:
http://eu.battle.net/sc2/en/blog/554901This is what the Patch actually did:
- General Gameplay
A few issues regarding on-death vision
Added Destructible Rocks to Desert Oasis
AStandard US Hotkey options available in all regions...
- Protoss
Zealot - Build Time 33s to 38s (+5 Seconds)
Warpgate - Cooldown 23 to 28s (+5 Seconds)
- Terran
Reaper - Build Time 40 to 45s (+5 Seconds)
Bunker - Build Time 30 to 35s (+5 Seconds)
Siege - Tanks 50 to 35 + 15 vs Armoured
Battlecruisers - Ground Damage 10 to 8
- Zerg
Ultralisk - Attack 15 +25 Vs Armoured to 15 +20 Vs Armoured.
Ultralisk - removed Ram Attack
Now, I don't know about you guys - but to me, my way of neatly ordering simply, in black and white, what changes have been made - looks a lot more like a Patch than what Blizzard released.
To the untrained eye, you might think that it is
very nice and
thoughtful for Blizzard to explain to us why certain changes were made. The truth of the matter is, at least in my most humble opinion, that Blizzard have made a pretty weak patch, and attempt to disguise it with a fancy write-off.
The most substantial change is to the Siege Tank... So, instead of doing 50 damage against, well, everything... it now only does 50 damage to Armoured units... and 35 to everything else...
Let's take a look at what (ground) units are Armoured. And what Units are not?
- Marauder
- Siege Tank
- Viking (ground mode)
- Thor
- Stalker
- Immortal (exception)
- Colossus
- Roach
- Ultralisk
So, a fairly substantial category of units there... still take full whack from the Siege Tank... This is not including Structures. Which are ALL Armoured. Units which are not armoured still do not stand much of a chance against a Siege Tank. Zerglings, Marines and even Zealots (to a certain degree) crumble when faced by 1 or even 2 Siege Tanks...
But, my rant (and main problem) here is not to do with the Siege Tank. It is easily countered by a smart Dark Templar (usually) or a swarm of Air units..
My problem is that Marines + Medivacs pretty much (with Marauders occasionally) counter anything.
Anyways, back to the topic (sort of) at hand.
I feel this patch is a poor excuse for a 'balance patch'... They even make schoolboy errors which result in a very quick 'fix-me' patch (being released days later).
5 Second Build time alterations to Protoss and Terran, and a change to the Ultralisk? Right. I do agree that it is a fine and precarious task to balance a RTS game such as Starcraft 2. But these sorts of changes do very little overall. Sure, a Proxy Gate-way is now '
a hell of a lot weaker' - to quote the general discussion on EU servers regarding the patch... Now, a Proxy Rax is now proving a bit dominant. Instead of nerfing units across the board, why not improve other, less used and shockingly pathetic units?
The Hydralisk - for one. Zerg Tier 2 main assault unit. Iconic Starcraft unit... 80 Hitpoints, 12 Damage, cost 100 Minerals + 50 Gas...
Compare this to the Marauder, Tier 1.5 assault unit for Terran... Brand new unit... 125 Hitpoints, 10 Damage (20 vs Armoured), cost 125 Minerals + 25 Gas. Plus, 1 Armor level to start off with, 3 seconds less build time.. a Passive Slow attack and Stim-Packs??
The Hydra has what? Burrow (which now has a 'cast-time' compared to SC1) and Grooved spines? A bit of range. Why not bring back the Speed Upgrade for Hydralisks?
Currently they are only good against Air. Any other races ground units can munch them. Zerglings, Chargelots, Marines + Marauders... Collosi? Siege Tanks?
- Just on an aside, compare the Hydra to the Hellion. The Hellion has 90hp and moves 2x faster... The Hellion gains an upgrade which makes it do +10!! Yes, PLUS TEN damage, vs Light units...
The Hydra (and it's anti-air capabilities) correct me if i'm wrong, but anti air is the only use I ever find for mass hydra.. Is a little bit redundant in this role due to the Corrupter? A specialised air superiority fighter... Which does very poorly at it's role of Anti Air.
Anyways, I am going to stop ranting now. I appreciate if people have read my views, and if they have, they are welcome to flame me all they want!
None.