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LotV Balance Update Now Live (April 15) - Page 13

Forum Index > Legacy of the Void
338 CommentsPost a Reply
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Charoisaur
Profile Joined August 2014
Germany16008 Posts
April 15 2015 23:04 GMT
#241
On April 15 2015 16:13 ArgusDreamer wrote:
Show nested quote +
On April 15 2015 15:40 PharaphobiaSC2 wrote:
Ok that's it... it's there again

- We are dumb, we don't want anything new just give us BW economy, Reaver, BW worker split
- Basically f*ck *ff with your new ideas Blizz we wan't BW with full HD support, engine etc.

I'm not surprised they ignore all of this and trying to came with new fresh original ideas... because all of you here should uninstall SC2 and go to BW again, because this is pointless... anything THEY do getting shit talked more than anything, all of TL/community ideas are BW oriented...

Yes, yes i know. I honestly refrain from commenting to all the BW posts. Not because i don't care / don't want to correct them. It just seems like a huge waste of time :s. Which is saying a lot because i've been lurking TL almost every day for the past 5.5 years. You just always have these BW wannabe theorists get so much stuff wrong. Over analyzing the shit out of every little thing simply because it doesn't / isn't BW. News flash this is the third installment of Starcraft '2' not BW 3.0

So i entirely agree with you.

Either way to people who want a list of more BW things: Lurker has been added, disruptor is kind of similar to the reaver at least 30%. Terrible terrible damage unit with high micro-ability + warp prism 7range pick up.
The ability to store 2 disruptors in them at one moment or an immortal. Secondly i'm 100% aware it's not the same unit but then again blizzard already said they weren't going to bring back the reaver so stop beating the dead horse for more minutes of your life. People who actually like the design of sc2 are getting real tired of this nonsensical complaining about something that will never happen.

Third: current state of the disruptor is nothing compared to how it'll function in the game at lotv launch or even for the next few weeks/months. ( same for cyclone / ravagers)
fourth: All current units/stats will still change and be adjusted.
fifth: Same thing when it comes to the in game economy... don't believe me ? feel free to be a bitter-ist but i do happily challenge you to reconsider or see if i'm wrong.

As Rotterdam brought up in the lotv showmatches he would like to see if the economy in lotv was distributed equally so all patches can deplete around the same time. If you too like this "concept" then go do something useful and speculate/ do the math. Instead of complaining about all the stuff that hasn't happend yet, you could do something how does that sound?

Or i guess you can continue to drop 3-5 sentences posts(or even less) about how "blizzard bad *grrr*
Lol relevance is an entire different thing than just your initial gut feelings/ opinions.

Tldr; please staph with knee jerk non mathematical emotion tantrums on TL.
This place should be a safe haven for strategy and analysis/ enjoyment regarding starcraft/ other stuff we like that actually makes sense to be posted here.


this so much. i wonder how much people would complain about the lurker if it wasn't in BW
"omg blizzard are you retarded!? a burrow and kill everything unit that requires no skill to use but massive skill to play against. DK should be fired immediately!!!"
Now people even want the BW economy and try to convince others with stupid arguments that make no sense like "you get rewarded for expanding but not punished if you don't expand" which is complete bs because you get punished if you have a lower income than your opponent. if you just want sc2 to be BW2 please just say it and don't try to develope ridicolous arguments why BW should be better.
Many of the coolest moments in sc2 happen due to worker harassment
Spect8rCraft
Profile Joined December 2012
649 Posts
April 15 2015 23:15 GMT
#242
To be fair, the push for tempest doesn't exactly speak highly of the dev team either. And had I the choice, I'd rather they test out even one economic mechanism change rather than trying to cram in disintegration.

Then again, I'd agree to a lot of changes to the opportunity cost of disintegration.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
April 16 2015 01:29 GMT
#243
On April 16 2015 08:15 Spect8rCraft wrote:
To be fair, the push for tempest doesn't exactly speak highly of the dev team either. And had I the choice, I'd rather they test out even one economic mechanism change rather than trying to cram in disintegration.

Then again, I'd agree to a lot of changes to the opportunity cost of disintegration.

I'd probably really like it as an ability if it was reduced to something like 120 damage and given a moderately brief cooldown. That having been said, I'm not a huge fan of the Tempest as a whole, regardless of disintegration. The Carrier is just so much more interesting as a capital ship. I'd like to see the Tempest slightly redesigned as more of a dedicated artillery unit, or moved to be similar to its iteration in the HotS alpha, where it was designed to be a counter to mass Mutalisks, a problem that Protoss are currently facing int he LotV beta, with the introduction of Parasitic Bomb. Tempests with splash demoed here:
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
parkufarku
Profile Blog Joined March 2014
882 Posts
April 16 2015 01:54 GMT
#244
On April 16 2015 07:47 rpgalon wrote:
Show nested quote +
On April 16 2015 07:38 parkufarku wrote:
Hope Lurkers are removed from the game...Banelings do what they do already

Zerg needs a useful air unit that is a tier above Mutas that can be used to verse skytoss or skyterran


corruptor/viper will probably rule the sky against any full air composition.


BC ravens vikings still rape any combinations of Mutas / Corrupters / Vipers
parkufarku
Profile Blog Joined March 2014
882 Posts
April 16 2015 01:56 GMT
#245
On April 16 2015 07:48 JCoto wrote:
Show nested quote +
On April 16 2015 07:38 parkufarku wrote:
Hope Lurkers are removed from the game...Banelings do what they do already

Zerg needs a useful air unit that is a tier above Mutas that can be used to verse skytoss or skyterran


Sorry but not, banelings are only useful vs light units.

Lurkers can do damage to all types of units, and can semisiege and secure positions in small groups. They are really different.

Maybe terran player?=


Zerg already has a siege unit in Swarm host. I root for Zerg so I'm not biased but I think Zerg needs a different unit instead of the lurker...
eCakes
Profile Joined March 2011
Australia32 Posts
April 16 2015 02:31 GMT
#246
On April 16 2015 10:56 parkufarku wrote:
Show nested quote +
On April 16 2015 07:48 JCoto wrote:
On April 16 2015 07:38 parkufarku wrote:
Hope Lurkers are removed from the game...Banelings do what they do already

Zerg needs a useful air unit that is a tier above Mutas that can be used to verse skytoss or skyterran


Sorry but not, banelings are only useful vs light units.

Lurkers can do damage to all types of units, and can semisiege and secure positions in small groups. They are really different.

Maybe terran player?=


Zerg already has a siege unit in Swarm host. I root for Zerg so I'm not biased but I think Zerg needs a different unit instead of the lurker...

It is no longer a siege unit... You have no chance of controlling space with them anymore.
Unexplained Bacon
ElMeanYo
Profile Joined March 2011
United States1032 Posts
April 16 2015 03:15 GMT
#247
People have a sentimental soft-spot for the BW units. They brought back the Lurker for Zerg, and everyone was happy about that.

If Blizz was smart, they would find a way to bring back one of the core units for Protoss and Terran. Imagine how much more excited players would be if the Goliath and Reaver made it back for LOTV? If they made the lurker work in SC2 they can make these units work too.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
xuanzue
Profile Joined October 2010
Colombia1747 Posts
April 16 2015 04:15 GMT
#248
I like the actual economy.

I don't like that all the units are now "1 button casters"
Dominions 4: "Thrones of Ascension".
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2015-04-16 05:38:02
April 16 2015 05:37 GMT
#249
On April 16 2015 13:15 xuanzue wrote:
I like the actual economy.

I don't like that all the units are now "1 button casters"


Just play Karthus and mash R.

I mean... SC2 isn't a MOBA. Play Terran and build Cyclones.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
Last Edited: 2015-04-16 07:58:34
April 16 2015 07:56 GMT
#250
On April 16 2015 03:12 cheekymonkey wrote:
Its funny how most people are positive towards each change, but negative overall.


LOTV is Obamacare in space?

On April 15 2015 15:40 PharaphobiaSC2 wrote:
Ok that's it... it's there again

- We are dumb, we don't want anything new just give us BW economy, Reaver, BW worker split
- Basically f*ck *ff with your new ideas Blizz we wan't BW with full HD support, engine etc.

I'm not surprised they ignore all of this and trying to came with new fresh original ideas... because all of you here should uninstall SC2 and go to BW again, because this is pointless... anything THEY do getting shit talked more than anything, all of TL/community ideas are BW oriented...


Look at the DotA model. Respect a great platform and tweak it.

And a slightly more accessible touched up BW would do work on the multiplayer level. How many westerners really played the multiplayer?

... or just give us back the reaver.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
fenix404
Profile Joined May 2011
United States305 Posts
April 16 2015 10:03 GMT
#251
they did adjust the damage point, but i wish they had mentioned it in the first post. i was frustrated when i did not see any mention of it, then was relieved when i read it in these notes. they still didn't talk about it...

http://us.battle.net/sc2/en/blog/18777308/legacy-of-the-void-beta-balance-update-april-15-2015-4-15-2015
"think for yourself, question authority"
Terence Chill
Profile Joined November 2011
Germany112 Posts
April 16 2015 10:30 GMT
#252
for someone who doesnt have a beta key...could anyone give a brief statement whats not looking good in the beta and why is everybody talking about the economy? is this 12worker thing not doing good for the game?
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2015-04-16 10:46:00
April 16 2015 10:43 GMT
#253
On April 16 2015 19:30 Terence Chill wrote:
for someone who doesnt have a beta key...could anyone give a brief statement whats not looking good in the beta and why is everybody talking about the economy? is this 12worker thing not doing good for the game?


Protoss = Fucked.
Ravager = Too strong (but maybe that can be fixed by buffing protoss?)
Cyclone = Insane range and damage. Can't be attacked in the proces. Very OP.

Economy =/ 12 starting workers.

Economy = You mine out much faster.

This means you have to constantly take bases at a faster rate.
In BW on the other hand: You didn't mine out faster but if you took extra bases you had more income than someone with less bases. This meant you could have a higher income than someone with on fewer bases --> you could armytrade efficiently more easy (even without being cost efficient). Hence the economy created an addiitonal counter to turtling than just cost efficieny.

In LOTV you just constantly take bases and everyone is super mobile. You can't stay on fewer bases with an immobile defensive composition as in BW --> Results in less diversity and a feeling of constantly being in the midgame.

The question is ofc whether a defensive (and perhaps semi-turtly) midgame style should be viable or whether the game should be all about constant action with mobile armies in the midgame?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2015-04-16 10:57:32
April 16 2015 10:48 GMT
#254
On April 16 2015 01:13 ROOTFayth wrote:
Show nested quote +
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


To be honest, I think the 200 supply cap is a very artificial and arbitrary limitation on the game. There is no cap on how many buildings or defensive structures you can build, so why should there be one for units?

It is the main reason why we see late game deathball/stalemate situation with each side banking thousands of resources and maxed out armies yet afraid to engage in each other or commit to decisive battles. This is because when both players are maxed out and have equivalent quality of army compositions, it becomes very hard to exploit economical advantages to gain an advantage and overwhelm the enemy through superior numbers. Similarly, it is also hard to attain superiority in army composition since each new unit your produce has to replace some other unit you have.

If there no supply cap, we would actually see interesting battles where small amounts of high tech expensive fight against hordes of cheap low tech units. Also, it would make enemy death balls impractical since you have both the supply to defend against it yet and also counter attack/harass the enemy's base. A player would have wider set of strategic options to counter how his opponent plays.

Blizzard should experiment with removing the supply cap and simply make supply depots/pylons/overlords give steadily less supply as more are built. For example, after building 20 supply depots, a new supply depot gives 6 supply. After 40, new supply depot gives 4 supply and so on.

This way, the supply of both the player and his opponent is ultimately determined through their strategic and tactical interactions (build order, economy, battles, etc) as well as the amount of resources of the map. Of course, Blizzard needs to adjust macro mechanics like larva inject for balancing reasons.

TLDR: Supply caps are bad for the game because they encourage deathballs and stalemate situations and limit the strategic depth of the game.

[url]http://i.imgur.com/lw2yN.jpg[/url]
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 16 2015 11:36 GMT
#255
On April 16 2015 19:48 Loccstana wrote:
Show nested quote +
On April 16 2015 01:13 ROOTFayth wrote:
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


To be honest, I think the 200 supply cap is a very artificial and arbitrary limitation on the game. There is no cap on how many buildings or defensive structures you can build, so why should there be one for units?

It is the main reason why we see late game deathball/stalemate situation with each side banking thousands of resources and maxed out armies yet afraid to engage in each other or commit to decisive battles. This is because when both players are maxed out and have equivalent quality of army compositions, it becomes very hard to exploit economical advantages to gain an advantage and overwhelm the enemy through superior numbers. Similarly, it is also hard to attain superiority in army composition since each new unit your produce has to replace some other unit you have.

If there no supply cap, we would actually see interesting battles where small amounts of high tech expensive fight against hordes of cheap low tech units. Also, it would make enemy death balls impractical since you have both the supply to defend against it yet and also counter attack/harass the enemy's base. A player would have wider set of strategic options to counter how his opponent plays.

Blizzard should experiment with removing the supply cap and simply make supply depots/pylons/overlords give steadily less supply as more are built. For example, after building 20 supply depots, a new supply depot gives 6 supply. After 40, new supply depot gives 4 supply and so on.

This way, the supply of both the player and his opponent is ultimately determined through their strategic and tactical interactions (build order, economy, battles, etc) as well as the amount of resources of the map. Of course, Blizzard needs to adjust macro mechanics like larva inject for balancing reasons.

TLDR: Supply caps are bad for the game because they encourage deathballs and stalemate situations and limit the strategic depth of the game.


A supply cap isn't so much a problem (and it needs to be there considering computers start dying when you try to make too many units), the problem is that the cap of 200 is very outdated at this point. The cap is reached insanely fast and, as you say, at that point there is not a lot you can do to capitalize on an economic advantage, since you can't produce more units.

They should either raise the cap, do something to make reaching 200 supply take a lot longer.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
April 16 2015 12:09 GMT
#256
So just some side notes on the patch:

They fixed the lag that was very noticeable when controlling protoss units. For example if you tried to issue a move command right after a spell cast on an adept or stalker they would not blink or send their shade out. However, it seems as if that has been fixed and the units are more responsive in that manner once again.

The upgrade on the adept is actually pretty nice I think. It helps the unit fulfill a greater role in the late game and still offers it good end game harassment options. The only grudge I have with it is that it is 100 second upgrade. Considering DT shrine is only 71 seconds now I feel like this upgrade should be a little bit lower since it is only a 100/100 upgrade. Maybe 85 or 80?

Lastly, why are all of the unit movement speeds completely changed? I am pretty sure a lot of them are just arbitrarily changed for LotV and perhaps the timer in game change; but seriously, I am 100% positive the zealot has been nerfed.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
xxjcdentonxx
Profile Joined November 2012
Canada163 Posts
April 16 2015 12:48 GMT
#257
What exactly is that thing in the banner image?
"Expand or die." —Ferengi Rule of Acquisition #45
Spect8rCraft
Profile Joined December 2012
649 Posts
April 16 2015 13:57 GMT
#258
Actually a really late observation:

Why did Blizzard opt to remove minerals per base rather than redistribute them? (I.e. Why 1500 + 750 rather than 2000 + 1000?)
Musicus
Profile Joined August 2011
Germany23576 Posts
April 16 2015 14:33 GMT
#259
Happy to see that they are willing to touch the damage point!
Maru and Serral are probably top 5.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 16 2015 15:26 GMT
#260
On April 15 2015 05:58 MrMatt wrote:
I was hoping for at least a mention of all the economy discussion happening lately.

Some have a hard time to adapt to the changes after years of classic SC2 economy, so within two weeks they rather criticise the Lotv economy which was internally tested for many weeks/months at Blizzard, because that company just don't know how to make good games.
You don't choose to play zerg. The zerg choose you.
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