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LotV Balance Update Now Live (April 15) - Page 6

Forum Index > Legacy of the Void
338 CommentsPost a Reply
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baabaa101
Profile Joined April 2015
12 Posts
April 15 2015 00:05 GMT
#101
TLDR #2: we're not going to fix the ridiculous things we put in, and we're going to take some of the stuff that isn't quite ridiculous and make it more ridiculous to distract people away from the already ridiculous stuff.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
April 15 2015 00:09 GMT
#102
On April 15 2015 09:04 zeratul_jf wrote:
Show nested quote +
On April 15 2015 08:59 ROOTFayth wrote:
On April 15 2015 08:18 Ramiz1989 wrote:
On April 15 2015 06:43 -Kyo- wrote:
Many have already happened. Some including premier teams and players for hundreds++ of dollars. We all get that they are just for fun, but it is kind of depressing when you are a person participating in the beta and have literally no chance at playing in any of them simply due to race. @_@;;

And those are just fan-made tournaments that aren't organized nor supported by Blizzard, and their whole point was to give bigger sample of games to Blizzard. The guys that organized those tourneys and that have spent money on them understood quite well what they are doing and what is the current state of the game in the beta.

All I see is bunch of guys whining how these changes are "worthless" and how Blizzard is "clueless" while on the other hand when you ask 10 players what do they think about beta and what should be changed, all 10 of them will give different answer.

Now, I think that Blizzard fucked up many times in the past, but I really appreciate that they aren't hasty about their decisions and listening to the community.

I think everybody except avilo maybe agrees that cyclone needs a much harder nerf than that



Aren't ppl always complaning to bring back the OPness of units like in BW? Granted the cyclone doesnt require the micro that a reaver did in BW, but siege where freaking strong back then and they had WAY MORE dmg than current siege tanks... and didnt require a lot of micro. I think that cyclones are pretty damn strong but I'm ok with Blizzard making OP units and then buffing other units to combat the OPness rather than nerfing crap into the ground and making them useless, as we have seen before.


Even if we were to approach things in that way, which honestly I could care less how we get to a balanced game, it doesn't change the fact that this 'patch' doesn't really address much at all. As TT1 has posted, apparently David Kim knows of some fundamental issues and is working on them, but if they're changing things I don't really understand why this approach is being taken. It seems like a few key issues are being overstepped either in bringing down the OP or making certain units more OP. In either case, the same issues that are present before the patch will remain, and thus, I don't really see what it is going to accomplish. #trustindavidkim #awgawdwegonnadie
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
ivancype
Profile Joined December 2012
Brazil485 Posts
April 15 2015 00:14 GMT
#103
"This change is really aimed towards getting more early-game Cyclone shot-dodging micro. Before things like unit speed upgrades and Blink come into play, the 15 range feels like it’s just a snipe ability. We’d like to try out this change in hopes of seeing more micro on both sides with early Cyclone usage."

WTF? micro with a 12 range auto attack unit?
The other race is OP
MrFreeman
Profile Joined January 2015
207 Posts
April 15 2015 00:19 GMT
#104
Oh great, so they added kill any chosen unit button that doesn´t really help you much, but will really frustrate your opponent, gr8 job.
Asamu2
Profile Joined April 2015
7 Posts
April 15 2015 00:35 GMT
#105
On April 15 2015 05:46 TT1 wrote:
i like the adept change, its gonna be a much more viable middgame unit vs bio terran (an area where protoss was lacking in after the collo nerf).

It MIGHT, but the core problem of gateway units having trash dps is still there. If this change is good enough to make them viable, all it does is make the Adept replace the zealot if you can afford to use the gas on it in PvT, though maybe not because Adepts are still way too slow at base to get around the map in reasonable time.

Protoss need DPS so they can actually kill the things that are attacking the bases they are constructing and defend drops/run-bys without committing significantly more resources/supply into defense than the person is using to attack if they want to stop it from doing too much damage.

Having more units that can take a lot of damage doesn't really do anything. They already have units for that (Zealots/Stalkers/Archons).

Also the cancel makes the teleport too binary. Either you chase the shade and they don't teleport, or you commit to killing the adepts and they do. It should have been a teleport at any point during the shade duration imo.

Still waiting on a not Phoenix/ground based answer to mutas. Blink stalkers can delay/deter Mutas for a while, but they don't answer them because their dps is too low to kill the Mutas efficiently once numbers start getting reasonably large.

The main problems Protoss has regarding securing bases, defending attacks efficiently, and having all ins that are too strong could largely be resolved by a mobile high DPS gateway unit.

Adepts could fill that role with a base statline similar to what they had before, but higher DPS vs armored if the bounce upgrade was on every attack at 50%/25%(muta bounce), and a reasonable base movement rate.

The shade wouldn't need to be changed because they would still need an upgrade before they actually have the DPS to be a major threat, and having a higher base movement rate shouldn't cause any major problems with their early harass/damage potential. They could also have their speed increase when charge is researched if they can't have more than 2.25 movement speed early.

If necessary, they could reduce the vs light damage to ~19 on a 2.0 attack timer so they don't 2 shot workers and their total HP+shields could be reduced to 120 or so.
sitromit
Profile Joined June 2011
7051 Posts
April 15 2015 00:39 GMT
#106
On April 15 2015 07:47 imJealous wrote:
Show nested quote +
On April 15 2015 06:17 Hider wrote:
Yes you do need aoe. Mass immortals doesnt beat bio


Incorrect. They beat Maurauders (esp with recent buff)., not Marines. Hence, why the Adept is in the game. When mixed with Guardian Shield and Zealots to tank, the situation further favors protoss. The issue is however twofold:

(1) Immortals too slow and easily get outdropped and has no countermicro vs Concussive Shell).
(2) Your produce too slowly which mean that in reality your army will consist more of Stalkers, which doesn't do a whole lot vs bio.

Solution to midgame protoss
- Reduce Robo cost to 100/75
- Increase movement speed of Immortals to 2.75 and remove damage point.
- Remove shield from Immortals (lame design)
- Increase range to 7 (hence making them scale better and furhter reward focus fire).
- Reduce cost, BT and supply of Immortals
- Remove/redesign Concussive Shell.

Result --> You don't need AOE anymore. You can now produce a strong and bigger core army vs Roaches and you have Adept vs Marines and Lings + you have better escape mechanic and more countermicro.

Problem for protoss right now is that they get behind ecowise and their tech/infastructure costs are also pretty high, which makes them rely on AOE. However, reducing infastructure costs and boosting the mobility of the Immortal can fix that.

Agree with this post! The immortal is much weaker now due to the fact that it can be killed. That's fine, the main reason players use them is for their strong damage against armored units anyway. Rather than trying to reinforce the fiction behind the unit (they are 'immortal' hur hur!) they could look to reduce their cost and/or build time proportionately so they can be a more core unit. Would help reduce the risk of going for immortal drops as well.

In what universe are 7 range Immortals much weaker vs 4 Range Roaches and 6 (with upgrade) range Hydralisks? Cheaper robo with 7 range Immortals? LOL... Might as well, just make them warpable, that way Protoss could just win every game with a 2 base all-in and as an added benefit, that might make them stop bitching and moaning that they have to actually expand with the new economy.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 15 2015 00:44 GMT
#107
For what it's worth I think the changes themselves are okay. But there are so many more important things to change first.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 15 2015 00:45 GMT
#108
On April 15 2015 09:14 ivancype wrote:
"This change is really aimed towards getting more early-game Cyclone shot-dodging micro. Before things like unit speed upgrades and Blink come into play, the 15 range feels like it’s just a snipe ability. We’d like to try out this change in hopes of seeing more micro on both sides with early Cyclone usage."

WTF? micro with a 12 range auto attack unit?

Yeah... 12 range is more than nearly every unit. I think it should be more like 4-5 with a max of 15 range after the lock-on. That would be pretty cool compared to what we have now.
Moderatorshe/her
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
April 15 2015 01:03 GMT
#109
On April 15 2015 09:45 The_Templar wrote:
Show nested quote +
On April 15 2015 09:14 ivancype wrote:
"This change is really aimed towards getting more early-game Cyclone shot-dodging micro. Before things like unit speed upgrades and Blink come into play, the 15 range feels like it’s just a snipe ability. We’d like to try out this change in hopes of seeing more micro on both sides with early Cyclone usage."

WTF? micro with a 12 range auto attack unit?

Yeah... 12 range is more than nearly every unit. I think it should be more like 4-5 with a max of 15 range after the lock-on. That would be pretty cool compared to what we have now.


1.5 thermal lance colossi of lock on range :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
April 15 2015 01:03 GMT
#110
On April 15 2015 09:19 MrFreeman wrote:
Oh great, so they added kill any chosen unit button that doesn´t really help you much, but will really frustrate your opponent, gr8 job.

It's ok, no one is even making Tempests anyway. Protoss either dies before they can get there (mostly this) or make Carriers (which are better/more fun)
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 15 2015 01:05 GMT
#111
Yay for high mobility core Protoss unit. One step closer to the homogenization of races
Parcelleus
Profile Joined January 2011
Australia1662 Posts
Last Edited: 2015-04-15 01:23:25
April 15 2015 01:10 GMT
#112
Is the Blizzard SC2 staff on holiday or something ?

Not very encouraging from Blizz.
*burp*
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
April 15 2015 01:33 GMT
#113
On April 15 2015 07:22 Hider wrote:
Show nested quote +
The Cyclone range doesn't have to remove good unit interactions at 6-12 and 9-15. If it were given a very slight nerf to speed, so that Stalkers could more reliably close the gap or escape its vision, this would accomplish the same task. It could really use a change to its attack from 18 to 9(2), so that it's no weaker against Zerglings than it already is, but it doesn't wipe out Zealots in quite so few hits. That would increase the shots needed against Zealots from 8 to 9, in order to give Protoss a slightly better engagement opportunity against them. Of course, like a lot of other people are saying, autocast needs to be removed from lock-on.


Besides Blink Stalkers, what good interactions does a anything above 12 range adds to the game?

Tempests and Siege tanks, mostly. Also Carriers, but only in the sense of them pulling back to their leash range after first stepping into their release range. I'm not saying that they absolutely need their huge range, just that it can be worked into the design of the unit with some stat adjustments in other areas. The main reason is simply that the large range gives the controlling player some leeway in which to micro between the Cyclone's range and the targeted unit's range. If the max range is permanently 12, that's a very narrow band against some units, such as Void Rays and Brood Lords.

Show nested quote +
If it were given a very slight nerf to speed, so that Stalkers could more reliably close the gap or escape its vision


Slight nerf to speed barely change anything here. (going from 2.85 to 2.7 won't matter in 98% of situations).

Actually that would double the rate at which Stalkers escape from them or catch up to them. Because their speeds are so close to parity right now, the effects of minor changes are greatly amplified.

I like your general Immortal readjustment, btw. Very OneGoalesque.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-04-15 01:35:29
April 15 2015 01:34 GMT
#114
On April 15 2015 10:33 Pontius Pirate wrote:
Show nested quote +
On April 15 2015 07:22 Hider wrote:
The Cyclone range doesn't have to remove good unit interactions at 6-12 and 9-15. If it were given a very slight nerf to speed, so that Stalkers could more reliably close the gap or escape its vision, this would accomplish the same task. It could really use a change to its attack from 18 to 9(2), so that it's no weaker against Zerglings than it already is, but it doesn't wipe out Zealots in quite so few hits. That would increase the shots needed against Zealots from 8 to 9, in order to give Protoss a slightly better engagement opportunity against them. Of course, like a lot of other people are saying, autocast needs to be removed from lock-on.


Besides Blink Stalkers, what good interactions does a anything above 12 range adds to the game?

Tempests and Siege tanks, mostly. Also Carriers, but only in the sense of them pulling back to their leash range after first stepping into their release range. I'm not saying that they absolutely need their huge range, just that it can be worked into the design of the unit with some stat adjustments in other areas. The main reason is simply that the large range gives the controlling player some leeway in which to micro between the Cyclone's range and the targeted unit's range. If the max range is permanently 12, that's a very narrow band against some units, such as Void Rays and Brood Lords.

Show nested quote +
If it were given a very slight nerf to speed, so that Stalkers could more reliably close the gap or escape its vision


Slight nerf to speed barely change anything here. (going from 2.85 to 2.7 won't matter in 98% of situations).

Actually that would double the rate at which Stalkers escape from them or catch up to them. Because their speeds are so close to parity right now, the effects of minor changes are greatly amplified.

I like your general Immortal readjustment, btw. Very OneGoalesque.


Yes most people greatly underestimate those effects. If two units are the same speed and suddenly one of them is even 5% faster or slower, it's a huge deal.

If you have 2.5 vs 2.7 speed and it's changed to 2.5 vs 2.6, it's a miniscule change on the scope of that one unit but it completely changes the interaction between those two units, halving the movement speed difference
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
WhaleOFaTALE1
Profile Joined April 2015
47 Posts
April 15 2015 01:35 GMT
#115
BLIZZARDF PLEASE READ: This is not an orginal idea, I read from different thread. Design units that are can only be made from a GATEWAY and NOT a warpgate. This would make protoss macro much more interesting and intense. Make a set of only gateway accessible units, such as a dragoon-esque unit or a beefier unit. I can see you taking this a lot of ways.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
April 15 2015 01:43 GMT
#116
On April 15 2015 06:04 Hider wrote:
Show nested quote +

Problem is, we still need tech, upgrades and aoe to fight most armies, which we can't get to still.


If you can get enough strong Immortals out, you don't need AOE though. Robotics Facility, however, still need a significant cost reduction for that to be the case.


protoss needs AoE since stalker dps are pretty shit compared to their counterparts.
AKMU / IU
Kharnage
Profile Joined September 2011
Australia920 Posts
April 15 2015 01:49 GMT
#117
On April 15 2015 05:49 Talaris wrote:
Show nested quote +
Adept

Health changed from 80/60 to 90/90.
Adept upgrade changed to a health upgrade instead of the bounce damage: adds 50 Shields to Adepts.
Adept can cancel the Shade ability at any time. When you cancel, the Shade disappears and you don’t teleport.


Our goal for this unit remains unchanged. We want a unit that’s good in early game harassment, which can also serve as a core army unit in the mid/late-game. The health change is because the Adept is much weaker than we expected out of the box. We want smaller numbers of Adepts to be viable in the early-game depending on how the opponent opens the game. We also hope that with this change, Protoss can take expansions a bit quicker and keep up with the other two races in terms of economy.

The change to the Adept upgrade is because the bounce attack wasn’t getting the micro interactions we were looking for. What we really want out of this upgrade is for Adepts to function well as a core part of the army. The current ability is too pointed towards low health units, but we wanted a more general combat buff. Therefore, we would like to try out something more straightforward.

The final change is to provide more decision making and power to the player using the Adept’s Shade ability without making it similar to Blink. The most common feedback we hear in this area is that players want to be able to control when the teleport happens, but we’d like to avoid that as that would make this ability more like Blink.


This might sound blasphemous, but why don't they just try to give the Adept that sort of blink, making it the early-harass and blin-unit and just remove blink from Stalkers (and buff their Anti.air-capabilities or give them 1Armor) to make the Stalker fill the Core (anti-AA) unit that they are so desperately looking for ?



This is genius.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
Last Edited: 2015-04-15 01:51:44
April 15 2015 01:50 GMT
#118
On April 15 2015 10:35 WhaleOFaTALE1 wrote:
BLIZZARDF PLEASE READ: This is not an orginal idea, I read from different thread. Design units that are can only be made from a GATEWAY and NOT a warpgate. This would make protoss macro much more interesting and intense. Make a set of only gateway accessible units, such as a dragoon-esque unit or a beefier unit. I can see you taking this a lot of ways.



hmm i like this
AKMU / IU
Lexender
Profile Joined September 2013
Mexico2655 Posts
Last Edited: 2015-04-15 02:43:28
April 15 2015 02:28 GMT
#119
Why don't the cyclones require vision to keep to lock on?

As a terran that thinks the cyclone is a greath unit, the fact that they still can shoot through fog of war is really fucking stupid.

On April 15 2015 07:40 FueledUpAndReadyToGo wrote:
Oh man, I don't understand this patch. How can they not nerf the cyclone and ravager stats... surely that must be number one priority. No reason for the cyclone to have 200 health. No reason for the ravager to have such high damage output.

How can people generate proper feedback with those 2 units in their current state...


Actually that is because it cost a lot, at 150/150 its more expensive than siege tanks, banshees, medivacs, templars, etc.

I think they should nerf both the damage and health of the cyclone but also make them 100/100 or 125/100 or something like that, they are supposed to be mobile map control units that can snipe targets, they shouldn't be the core of mech army itself
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2015-04-15 02:47:16
April 15 2015 02:46 GMT
#120
The tempest change sounds like a bad joke. So make the Tempest autocounter all high tech Terran/Zerg units? Lets give Protoss one more ridiculous ability that cannot be countered or microed against.
[url]http://i.imgur.com/lw2yN.jpg[/url]
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