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LotV Balance Update Now Live (April 15) - Page 11

Forum Index > Legacy of the Void
338 CommentsPost a Reply
Prev 1 9 10 11 12 13 17 Next All
Squallify
Profile Joined April 2015
1 Post
April 15 2015 14:22 GMT
#201
I don't understand why don't they just make warpgate units warp-in slower and recieve more damage when warping in the further away they are warped in from their own bases?

This way protoss can defend their expansions.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 15 2015 14:27 GMT
#202
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?
LiquipediaWanderer
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 15 2015 14:35 GMT
#203
On April 15 2015 23:27 Ragnarork wrote:
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?

Yeah. Give us an interesting set of units and let's see what comes out of that, not a set of strats you'd like to see "because they're cool yeah lasers and action everywhere !!!!".
Big J
Profile Joined March 2011
Austria16289 Posts
April 15 2015 14:42 GMT
#204
On April 15 2015 23:11 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 20:40 Big J wrote:
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.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.
HallofPain4444
Profile Joined April 2015
Japan71 Posts
Last Edited: 2015-04-15 14:55:40
April 15 2015 14:54 GMT
#205
On April 15 2015 22:43 TheDwf wrote:
Show nested quote +
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.


That's some EPIC sarcasm, I double that.
My daily life : sleep, eat, masterbate, repeat
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 15 2015 15:01 GMT
#206
On April 15 2015 23:42 Big J wrote:
Show nested quote +
On April 15 2015 23:11 The_Red_Viper wrote:
On April 15 2015 20:40 Big J wrote:
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.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.

So you are saying that you are only part of the sc2 community cause you thought LOTV would be the savior of sc2?
I actually think no matter what, it will be enjoyable in the end, there will be stuff i disagree with (just like right now), but that's just how it is. I would love if they at least tried another economy system (let's be real, the LOTV economy is a map change), but i think even with that change the end result will be enjoyable to watch (and play)
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 |
NonY
Profile Blog Joined June 2007
8751 Posts
April 15 2015 15:25 GMT
#207
I was hoping for another radical change to the economy. I was hoping that they had several possible directions the economy could go and they'd have the beta testers try them all. Maybe that's still true and they need more time to look at the current one.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
BronzeKnee
Profile Joined March 2011
United States5219 Posts
April 15 2015 15:28 GMT
#208
On April 15 2015 23:11 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 20:40 Big J wrote:
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.


Why can't we have both? Why can't we have efficiency vs efficiency gameplay as well gameplay where one player is clearly playing a defensive positional game? Variety is good. And it isn't race specific.

Ideally, Terran could go for Bio and be less strong in a straight up fight and less efficient, but more mobile, and therefore be able to expand and harass more. Zerg would be similar with Ling/Muta or Protoss with Gateway/Stargate compositions. But Terran Mech, Zerg Roach/Hydra/Ravager (Swarmhosts in HOTS), and Protoss Robotics Facility death balls would be the slow moving armies that are really efficient and strong in straight up fights, but lack mobility. Due to a lack of mobility the latter compositions would naturally expand slower and play more defensively.

We could have both.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-04-15 15:31:27
April 15 2015 15:30 GMT
#209
On April 16 2015 00:01 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 23:42 Big J wrote:
On April 15 2015 23:11 The_Red_Viper wrote:
On April 15 2015 20:40 Big J wrote:
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.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.

So you are saying that you are only part of the sc2 community cause you thought LOTV would be the savior of sc2?
I actually think no matter what, it will be enjoyable in the end, there will be stuff i disagree with (just like right now), but that's just how it is. I would love if they at least tried another economy system (let's be real, the LOTV economy is a map change), but i think even with that change the end result will be enjoyable to watch (and play)

Nonono, that's not what I'm saying. I'm greatly enjoying SC2 as it is now, even though they should have fixed ZvZ in 2013.
I'm saying I'm not sure I will enjoy LotV, because it destroys the game I have grown to like, but doesn't rebuild it in the way I would like it to change. In many parts rather the opposite.
Flying tanks, Swarm Hosts that don't siege but run around. Increasing hardcounter relations on units such as ultralisks while the unit remains garbage if my opponent just sits behind a wall. Introducing more units instead of fixing the ones we have. Keeping Protoss design bullshit, even though they nerf a lot of things, they eventually will have to find balance for protoss. And they eventually will want to see their units being used. And if they keep the forcefield, and they want to see the sentry being used, you know what that means... yeah, forcefields will exist. Or their unit design will be crappy.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
April 15 2015 15:56 GMT
#210
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?
[url]http://i.imgur.com/lw2yN.jpg[/url]
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 15 2015 16:12 GMT
#211
On April 16 2015 00:56 Loccstana wrote:
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?

Can we even afford 250 supply of units with the new economy?
"Nerfing Toss can just make them stronger"
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2015-04-15 16:13:06
April 15 2015 16:12 GMT
#212
I remember Zeromus(I think) had the idea of being able to warpin in a fairly large area around your Nexus with no extra damage or extra warping time, felt like it was a great idea, and the offensive warpin with pylons/warp prism could be weakened
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
April 15 2015 16:13 GMT
#213
On April 16 2015 00:56 Loccstana wrote:
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?

dude I almost never get to 200 with the new economy, so please
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
April 15 2015 17:20 GMT
#214
They admit that the Tempest doesn't seem to have a role. What with Protoss having the greatest variety of units, abilities and openers, unit compositions, why don't they just remove the unit already? Tempest is basically an unwanted unit from the start of HoTS, kept for some unknown reason. Perhaps the guy who designed it died and they just want to keep it in to honour him or something.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2015-04-15 17:40:54
April 15 2015 17:35 GMT
#215
On April 16 2015 02:20 Dangermousecatdog wrote:
They admit that the Tempest doesn't seem to have a role. What with Protoss having the greatest variety of units, abilities and openers, unit compositions, why don't they just remove the unit already? Tempest is basically an unwanted unit from the start of HoTS.


I've been railing against the Tempest since... it's introduction back before (yes, I bolded and italicized that, nearly underlined it too) the HOTS Beta was released.

At the time, it filled an unneeded role (anti-mutalisk hard counter, when Mutalisks had been solved by Blink/Storm) but then was changed to do exactly the same role as the Carrier... long range capital ship. Why didn't they just fix the Carrier? Now the Carrier is fixed, we see how this unit has no role again. The Carrier does everything it can do, but better.

Blizzard creates more problems than it solves when it just leaves things unfixed. You want to create a new Stargate unit? Great, but first fix the ones we got that no one ever uses, which would be the equivalent of giving us a new unit. Otherwise you might just pull a Browder and create a unit for a role that has already been filled.

And now we are left in this mess. This highlights the problem with the design team. They are clueless. They have no long term planning about what they want SC2 to become or how they can meaningfully add to it, and their unit ideas often are the result of some temporary swing in the meta (read Tempest).
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
April 15 2015 17:51 GMT
#216
That tempest stupid spell buff -_-
cheekymonkey
Profile Joined January 2014
France1387 Posts
April 15 2015 18:12 GMT
#217
Its funny how most people are positive towards each change, but negative overall.
cheekymonkey
Profile Joined January 2014
France1387 Posts
April 15 2015 18:16 GMT
#218
On April 15 2015 23:27 Ragnarork wrote:
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?


This is a really odd stance on the issue. There's good reason to want immortal drops, as it's 1) interesting to watch 2) highly variable outcome and 3) extremely dependent on skill. Blizzard has very good reasons to want these things to be viable.
tshi
Profile Joined September 2012
United States2495 Posts
April 15 2015 18:38 GMT
#219
What I would like to know is, where are the bunker changes?
scrub - inexperienced player with relatively little skill and excessive arrogance
Tenks
Profile Joined April 2010
United States3104 Posts
April 15 2015 19:18 GMT
#220
On April 16 2015 00:25 NonY wrote:
I was hoping for another radical change to the economy. I was hoping that they had several possible directions the economy could go and they'd have the beta testers try them all. Maybe that's still true and they need more time to look at the current one.



The problem is the game is so wildly imbalanced at the moment it is hard to really tell what the eco changes are affecting
Wat
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