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LotV Balance Update Now Live (April 15) - Page 10

Forum Index > Legacy of the Void
338 CommentsPost a Reply
Prev 1 8 9 10 11 12 17 Next All
xxjcdentonxx
Profile Joined November 2012
Canada163 Posts
April 15 2015 10:26 GMT
#181
With Double Mining making it viable for Protoss to turtle and build the ultimate all-in A-move deathball, wouldn't new players who are intimidated by learning how to expand just make Protoss their defacto race, (they always have, even still now to some degree).

However, I think Blizzard absolutely must thoroughly evaluate and consider changing to the Double Mining economic model using their internal resources.
"Expand or die." —Ferengi Rule of Acquisition #45
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
April 15 2015 10:28 GMT
#182
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
JCoto
Profile Joined October 2014
Spain574 Posts
April 15 2015 10:38 GMT
#183
On April 15 2015 19:26 xxjcdentonxx wrote:
With Double Mining making it viable for Protoss to turtle and build the ultimate all-in A-move deathball, wouldn't new players who are intimidated by learning how to expand just make Protoss their defacto race, (they always have, even still now to some degree).

However, I think Blizzard absolutely must thoroughly evaluate and consider changing to the Double Mining economic model using their internal resources.


Double mining income is simply too high.
The concep is the same that th BW economy, but with different numbers, achieving less difference in income of spread workers than in BW model, where the difference between two base and 1 base is quite high, aroun a 25%.
Read Worker Pairing thread from Uvantak, published a month ago.

Important to note that the NWP - BW Economy mod doesn't act as it should because there are some small bugs.
Big J
Profile Joined March 2011
Austria16289 Posts
April 15 2015 10:56 GMT
#184
Until now the blizzard approach to balance has been:
Let the players figure out to get to 3base mining. If it isn't possible, make it possible through patching. Then balance the game from that situation by making units counter other units.

With a scaling economy, a player could counter units with economy. That's very scary for them. Their design philosphy in which against everything exists a tool to shut it down for less money would have to be thrown overboard.
SeriousLus
Profile Joined July 2012
169 Posts
April 15 2015 11:03 GMT
#185
Blizzard style changes with Blzzard style reasoning. I think I`m gonna be sick. The reasoning behind Immortal and Cyclone changes is to die for...
All in all, almost completely useless, as to be expected from them. Dont they see in the stats wtf is going on in the games?
JokerAi
Profile Joined August 2012
Germany142 Posts
April 15 2015 11:22 GMT
#186
change Cyclone to 11 range and not autotarget then this unit is fair.
http://www.twitch.tv/jokersfun
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2015-04-15 11:24:55
April 15 2015 11:24 GMT
#187
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*
Kira_V
Profile Joined April 2015
6 Posts
April 15 2015 11:27 GMT
#188
I just don't understand why they are trying to force the Tempest so much. Everyone hates it, the ability they have given to it promotes abusive late-game stalemates (like Raven/SH) and it is not even needed anymore as the Carrier fits the role perfectly and is finally a viable late-game option.

Having your units killed one-by-one and not being able to do anything about it will be very frustrating. I don't understand how they still fail to see after so many years of experience what kind of abilities/units to avoid.

It reminds me so much of the Nexus Cannon. Click a button, boom, problem solved. Everyone hates it, even Protoss players. But it is at least somewhat needed. Now, there is no excuse for Tempests, just get rid of those and don't look back, please!

Other changes seems fine, but as someone else said, they really should attempt more drastic changes early on. Especially the economy change, now is the time to test it, if ever.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 15 2015 11:32 GMT
#189
On April 15 2015 20:24 y0su wrote:
Show nested quote +
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Big J
Profile Joined March 2011
Austria16289 Posts
April 15 2015 11:40 GMT
#190
On April 15 2015 20:32 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.
StalkerFang
Profile Joined August 2013
Australia68 Posts
April 15 2015 11:51 GMT
#191
On April 15 2015 12:50 Captain Peabody wrote:
There was no possible way that economy changes would happen a week into the Beta and a few days after the economy article. The way implementation works, these changes were probably decided on a while ago. There are probably a lot changes in devs' minds, under discussion, and in internal dev testing, but they're not just going to push them all out at once as soon as they think of them. You have little patches that lead into big patches after more time and discussion. This is a little patch.

Patience, my brethren. We shall see how things develop.



So much this. Why is everything you say so reasonable Captain Peabody?
Former member of the Anti-Traction League
deth
Profile Blog Joined August 2009
Australia1757 Posts
April 15 2015 11:58 GMT
#192
Hopefully this isn't the wrong place, but I'm not sure it deserves it's own thread.

Could we maybe get a dedicated suggestions/balance discussion thread in this subforum?

Anyway, I brainstormed different ways to take the cyclone and tweak how it functions, trying to think of how to create more meaningful and interesting interactions alongside a tension in ability usage.

Suggestion:

Lock-on should start out at the regular attack speed, then increase in attack speed with each successive attack against it’s target until it either reaches a max attack speed, the target dies, or moves out of range/breaks the lock.

While locked on, the Cyclone moves significantly slower, it can change target if commanded, and if it’s target dies and another is in range then it can acquire another target without penalty.

If the Cyclone no longer has targets in range after using Lock-on, it is temporarily disabled and cannot attack until the abilities’ cooldown is complete (ie, a "reload timer").
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
April 15 2015 12:03 GMT
#193
On April 15 2015 20:40 Big J wrote:
Show nested quote +
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.


Exactly, this is why everyone in tl strat likes double mining models so much. Of course the balance has to change, but the same can be said about LotV seemingly forcing either quick 4-5 base games, or scrappy one and a half-two base games. The core issue is that, even though our testing is limited and our sample size is small both for lotv beta (which is horribly imbalanced, so it's hard to predict) and DM (which so far, is mostly games played between TL Strat members), we believe DM will ultimately provide the better games, assuming both models end up being balanced out. I agree it's too early to tell, and certainly not conclusive evidence, but it's worth discussing and considering at the very least.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
JCoto
Profile Joined October 2014
Spain574 Posts
April 15 2015 12:03 GMT
#194
On April 15 2015 20:27 Kira_V wrote:
I just don't understand why they are trying to force the Tempest so much. Everyone hates it, the ability they have given to it promotes abusive late-game stalemates (like Raven/SH) and it is not even needed anymore as the Carrier fits the role perfectly and is finally a viable late-game option.

Having your units killed one-by-one and not being able to do anything about it will be very frustrating. I don't understand how they still fail to see after so many years of experience what kind of abilities/units to avoid.

It reminds me so much of the Nexus Cannon. Click a button, boom, problem solved. Everyone hates it, even Protoss players. But it is at least somewhat needed. Now, there is no excuse for Tempests, just get rid of those and don't look back, please!

Other changes seems fine, but as someone else said, they really should attempt more drastic changes early on. Especially the economy change, now is the time to test it, if ever.


That tempest ability it's a pure joke. At best, it should be a support mechanic. I already posted my suggestion, but as everything, it would be ignored by blizzard.
IMAO Desintegration should deal far less damage (150-200HP) if some and be a support mechanic.
It could reduce armor by -3 for example, and negate healing and energy regen. But low damage or no damage at all. It would be strong vs lategame units, specially air ones, since VoidRays, Phoenixes and Carriers are all burst damage units.
Utility > Damage.

I think that David Kim hates Protoss. So much.

BTW, If you ding into the internet, you'll see that since 2009 they started to remove the "standarirzed" design from the Protoss race. They filled gaps with gimmicks and bandaids. We are now paying

Removal of the Obelisk (protoss macrobooster structure at 150 mins, like other macroboosters) - Chronoboost by default. Protoss have econ advantage from the start.
Lead to nerf in Gateway production times, nerf of Chronoboost itself. Build time reduction provided by Warpgate.
Gateway play effectively removed. Early Warpgate pushed. Some units nerfed, (mainly Zealot and Stalker) Immortals removed from Gateway (Gateway army significantly weaker). Protoss incompetent in early/midgame production, transformed into all-inners, cheesers or turtles. Deathball invented.

HotS: early game problem persists. Let's give Protoss a way to secure 2-base so they can be less vulnerable. 1-click base defense with Siege Tank range. Production problem not solved. Colossus Deathball again as the most reliable response to the superior production of other races.

LotV:none of that problems actually resolved.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
April 15 2015 12:04 GMT
#195
I'd like it if the tempest ability put a healing/repair debuff, if they really want to go that way. It makes a lot more sense than what they are doing, unavoidable damage for no risk is as silly as the old locusts.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
HallofPain4444
Profile Joined April 2015
Japan71 Posts
April 15 2015 12:07 GMT
#196
The Tempest chang is HORRIBLE. Cast this spell and run away, repeat, either your opponent dies or he's forced to make mass cheap units. Along with the Carrier why is Blizzard really trying to make this game so gimicky in a stupid way? Maybe that's just the way they want Protoss to be?
My daily life : sleep, eat, masterbate, repeat
sparklyresidue
Profile Joined August 2011
United States5524 Posts
April 15 2015 12:25 GMT
#197
Everybody's gonna be buildin dem lurks
Like Tinkerbelle, I leave behind a sparkly residue.
TheDwf
Profile Joined November 2011
France19747 Posts
April 15 2015 13:43 GMT
#198
On April 15 2015 21:03 JCoto wrote:
I think that David Kim hates Protoss. So much.

Alas no, he probably deeply loves the race. And that is Protoss' greatest tragedy.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-04-15 14:12:12
April 15 2015 14:11 GMT
#199
On April 15 2015 20:40 Big J wrote:
Show nested quote +
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.

I am not even only talking balance, i think this is a total design "choice" of sc2.
Let's say you allow for turtling with this economy model and give the mobile race the option to have a higher income.
That will only help if his more mobile units can actually trade somewhat okish with the deahtball of the turtling player.
In the end we already had games which are close to that: When a zerg players drones to around 100 workers and gets a massive bank. It oftentimes didn't really change anything though, the deathball still won cause 200vs200 fights in sc2 are just broken to beginn with (clumping, not enough tools to engage a passive player, etc)

I don't think blizzard will invest enough time into changing all of this, they rather have a efficiency vs efficiency gameplay where the more active player wins in the end. And i can't even say that this is too bad tbh.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Endymion
Profile Blog Joined November 2009
United States3701 Posts
April 15 2015 14:18 GMT
#200
if blizz plans on making econ changes they would be better off doing it sooner rather than later, as the changes will likely break the whole game forcing a whole slew of new testing.. if blizz doesn't plan on making the changes then whatever, i won't be playing the game anyways so the changes are irrelevant to me personally.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
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