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LotV Balance Update Preview - May 11 - Page 7

Forum Index > Legacy of the Void
320 CommentsPost a Reply
Prev 1 5 6 7 8 9 17 Next All
AssyrianKing
Profile Blog Joined August 2011
Australia2121 Posts
May 11 2015 22:21 GMT
#121
I have a feeling Blizzard has no idea what it's doing anymore...
John 15:13
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
May 11 2015 22:33 GMT
#122
so negative, maybe wait to play with the new changes before being so overly critical.
savior did nothing wrong
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-05-11 22:49:05
May 11 2015 22:45 GMT
#123
On May 12 2015 07:17 Big J wrote:
Show nested quote +
On May 12 2015 06:52 DinoMight wrote:
On May 12 2015 06:37 Big J wrote:
On May 12 2015 06:27 DinoMight wrote:
On May 12 2015 05:39 Big J wrote:
On May 12 2015 05:33 showBanquo wrote:
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


That was the main thing that protoss needed for hots. Moving out early was terrible for prottos, arguably encouraging 4-gates, 2-base all ins, or just late game "death ball" style. Even on small maps you dont have time to move across the map before some 8 stimmed marauders have killed you natural, and key tech. Sure scouting and map awareness comes in here, so a more important example is that without MSC protoss could not move out early without flipping a coin, because if you got into an engagement where you were at a slight deficit/a slightly disadvantageous fight on the other side of the map you had 2 choises:

1) stay and fight and sack your army/trade bad
2) run away, saving your stalkers and let your zealots + sentries die


And how is that different for the other races? How often do you see a zerg attacking you before 10mins in HotS? How often do you see a Terran moving out before medivacs?

It's part of the game, or rather most of the RTS genre, that if you commit to army before economy, you are allin because you can't replace your stuff and move forward in tech/upgrade/base progression if it dies, because you never built up the economy for it.


All the time.

Please, you're talking about the 10% of game in which some 3rax bio attack against Protoss occurs.

The problem Protoss has is that it can't retreat. Protoss units are too slow. Stim bio/speedlings/even roaches can run away and be fine.

Might want to check out 2base 3-4gate blink openings against Terran or 2base 3-4gate recall attacks against zerg that work with 100energy recall, no need to make it 50. They are just as bad if perfectly deflected as bio before medivac pressure, but seen just as often. And can retreat marvelously.

So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.

But blizzard isn't adressing that problem. They are exactly doing what you are saying should not happen, which is that Protoss is harder to get punished. Their positioning, which I agree can be tough with those slower armies, doesn't change at all.



Terran frequently moves out against Protoss and Zerg in the early game pre medivacs. Hellions are fast and can retreat if they need to (they roast the only unit that can keep up with them, excluding a total ambush with overwhelming numbers) and bio with concussive shells can get away from any early game Protoss comp.

I don't mean move out to attack. I just mean "are able to be outside their base" without negative repurcussions. Protoss doesn't have that luxury. So if you're out on the map and get found or forced into a fight, there's no running.

Protoss has those options in the form of early game stalker pokes before stim is done, or oracle phoenix play.
But sure, I fully agree that Protoss is lacking some solid mapcontrol unit, in particular against zerglings. But instead of that, blizzard has given Protoss in those two expansions:
- the MsC with recall and PO to make up for mobility issues
- the oracle, a flying spellcaster that can kill zerglings but not consistently
- the adept, a unit that can combat zerglings somewhat but cannot run because they are again designed around a gimmick, instead of just having ~4movement speed. (HotS value; not so familiar with the LotV ones)
On top of the already gimmicky forcefield+cater all maps towards protoss walling solution.

What bothers me with your argumentation is that blizzard is running circles around the Zergling vs Protoss issue, then introduces and buffs gimmicks to make up for that and then you come in and pretend it's "what Protoss needed". No, what Protoss needed is a well-designed adept. No superroach, but some form of a Protoss hellion.

I mean you gotta realize that MsC 50energy recall is not just going to be used to be out on the map with 3stalkers early. People are going to teleport their deathball around all game long if it only takes 64seconds to regain recall energy and you can store up to four of them. How that is a solution to "early game" mobility issues is beyond me. It's a solution to Protoss ever losing a combat when on the offense, which I'm afraid, is just stupid.


I agree with Zergling vs. Protoss being a huge issue. I don't want 4 get out of jail free cards (as the MsC recall is being called) but rather just a unit that I can build in response to Zerglings for map control.

50 may be too low. I was thinking decreasing from 100 to 75 might be better.


EDIT - also another issue I jsut realized is that any early game poke by Protoss forces Zerglings instead of drones, but then you have nothing to deal with those same Zerglings when you want to take your 3rd....

So yeah basically some kind of more reliable way of killing/zoning out Zerglings early would be nice.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Lexender
Profile Joined September 2013
Mexico2663 Posts
May 11 2015 22:52 GMT
#124
On May 12 2015 04:57 DinoMight wrote:
People are talking like Protoss isn't the weakest race at the moment.

Protoss needs to be buffed. It is the weakest race right now. And that buff has to go to a unit or another.

There isn't a single Protoss unit that Terran/Zerg don't hate:

Zealots (too strong, charge is bullshit,A-move unit)
Stalkers (Blink imba etc)
Adepts (broken as hell in high nubmers vs Terran right now)
Templar (storm OP omg) - edit: apparently feedback OP too now (there is a thread about it)
DTs (no explanation needed).
Mothership core (imba, protoss doesn't need any defense photon overcharge OP)
Disruptor (OP omg it becomes invincible!)
Colossus (Dumb A-move unit, no skill)
Observer (unlimited vision everywhere, map hacks)
Warp Prism (warp in 25 units at a time anywhere on the map?? stupid pickup range)
Immortal (Mech isn't viable, hard counter unit, stupid etc.)
Oracles (coinflippy bullshit)
Void Rays (OP)
Tempests ("unbeatable in high numbers" why does a unit need so much range???)
Carriers (dump all the interceptors whatttt??)

Sorry.. I guess the Phoenix is okay.

But seriously... Protoss is underperforming. So ONE of these units has to be buffed, at the very least. Would you rather an extra recall or two, or double damage Storm? More Colossus range? Void Ray upgrade vs Light? Bigger disruptors.

Think about it......


If the units are the problem maybe whats wrong isn't the balance but the design.

You can buff/nerf anything you want, but if the design is bad, the gameplay will always be bad.

Theres more to the game than just balance, its important to have well designed units/races/etc to have good gameplay.

But I'm not surprised you think this way, you were one of the persons that was the most vocal about HotS being perfect the only problems being SH/WM/medivacs boost (big surprise)
weikor
Profile Blog Joined March 2011
Austria580 Posts
May 11 2015 22:55 GMT
#125
There has to be another way to give protoss an easier time defending.
Even though i dont see msc energy as so problematic I still dont like it. (recall is good, but retreating units still take damage) think of recall more of a Medivac - boost escape, as soon as you retreat, you will lose things in return.

Im also a little surprised blizzard would introduce a change, that promotes deathball play.

Theres no reason in the msc beeing in the game at all, in a multi expand, less deathball goal game. - defending with MSC, above "balanced", defending without msc "garbage"

jubil
Profile Blog Joined March 2011
United States2602 Posts
May 11 2015 23:06 GMT
#126
Balance changes all seem pretty good, I'm still really hoping we get the ghost rework though

I do understand why automated tournaments would require a time limit for games, but I vehemently object to a universal time limit - it's the very definition of a band-aid fix to a problem. If the players are having boring drawn out games, ideally let them figure out how to fix it, if not incentivize them to shorten games through gameplay mechanics, don't simply force the game to be over - players will exploit it or at the very least be forced to alter their strategies around it.
Marineking-Polt-Maru-Fantasy-Solar-Xenocider-Suppy fighting!
Shinespark
Profile Joined June 2011
Chile843 Posts
May 11 2015 23:17 GMT
#127
On May 12 2015 07:33 EleanorRIgby wrote:
so negative, maybe wait to play with the new changes before being so overly critical.

What we are criticizing is the overall design. We don't want protoss to be even more dependent on the mothership core. In fact, I don't like the existence of the core at all. People said it countless times during the HOTS beta, but hero units you can only build one of have no place in SC2, those belong in Warcraft.

But if protoss was a race that could move out of their base without forfeiting it altogether, we wouldn't need it.

So, yes, we're being critical, but only because they're not addressing the basic problems, Blizz is treating the symptoms rather than the illness, if that makes it any clearer to you.
"I, for one, welcome our new Korean overlords."
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
May 11 2015 23:26 GMT
#128
As a final update, we wanted to let you know more about the areas we’re testing internally.

We’re exploring ways to give more power to Terran bio play.
We’re trying new ability ideas for the Raven’s PDD and Ghost’s Snipe.
We’re developing the new Terran unit
We’re getting comfortable with the air unit we’ve been exploring. Here’s how it currently operates:
Two attack modes:
Fast movement with spash-damage vs air
Can enter a stationary-mode where it changes to attack vs ground. This attack targets an area where any units within that area receive high single-target damage.



Sure sounds like a Valkryie to me except it can land on the ground like a viking at the same time.
TelecoM
Profile Blog Joined January 2010
United States10847 Posts
May 11 2015 23:41 GMT
#129
On May 12 2015 08:26 FT.aCt)Sony wrote:
As a final update, we wanted to let you know more about the areas we’re testing internally.

We’re exploring ways to give more power to Terran bio play.
We’re trying new ability ideas for the Raven’s PDD and Ghost’s Snipe.
We’re developing the new Terran unit
We’re getting comfortable with the air unit we’ve been exploring. Here’s how it currently operates:
Two attack modes:
Fast movement with spash-damage vs air
Can enter a stationary-mode where it changes to attack vs ground. This attack targets an area where any units within that area receive high single-target damage.



Sure sounds like a Valkryie to me except it can land on the ground like a viking at the same time.


Good point!
AKA: TelecoM[WHITE] Protoss fighting
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
May 11 2015 23:42 GMT
#130
Am I the only one who doesn't think Terran needs another Transforming / Ability unit? It seems like every Terran unit has some kind of clicky ability now. I don't need another mobility killing transformation to deal with in my mech balls.
Dun tuch my cheezbrgr
Terranist
Profile Blog Joined March 2009
United States2496 Posts
May 11 2015 23:47 GMT
#131
The new terran unit sounds exciting.

The modified stalemate detection seems reasonable for automated tournaments. I don't want to see it on ladder however, where games that players have invested an hour and a half into just end because blizzard thinks the game should be over...
The Show of a Lifetime
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 11 2015 23:56 GMT
#132
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


Lol photon overcharge is irrelevant from mid game to late game. The fact that protoss army needs to be always complete composition to fight is already hard.. Terran and Z can just got drop or muta harass and leave and the protoss army isnt halfway there.
AKMU / IU
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 12 2015 00:03 GMT
#133
On May 12 2015 08:47 Terranist wrote:
The new terran unit sounds exciting.

The modified stalemate detection seems reasonable for automated tournaments. I don't want to see it on ladder however, where games that players have invested an hour and a half into just end because blizzard thinks the game should be over...

Exactly, long games aren't a problem, long AND boring games are though.
If you have to battle 2 hours with non stop action all over the map, that's pretty much the most awesome thing which can happen imo
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 |
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
May 12 2015 00:07 GMT
#134
How have you still not decided to fix cyclones or ravagers?

This is honestly pretty fucking silly at this point.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Musicus
Profile Joined August 2011
Germany23580 Posts
May 12 2015 00:11 GMT
#135
On May 12 2015 09:07 -Kyo- wrote:
How have you still not decided to fix cyclones or ravagers?

This is honestly pretty fucking silly at this point.


Well they just took ravagers out of the game, maybe a bit early too put them back. They still want to see more of the other zerg units I guess.
Maru and Serral are probably top 5.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-05-12 00:19:34
May 12 2015 00:19 GMT
#136
On May 12 2015 09:11 Musicus wrote:
Show nested quote +
On May 12 2015 09:07 -Kyo- wrote:
How have you still not decided to fix cyclones or ravagers?

This is honestly pretty fucking silly at this point.


Well they just took ravagers out of the game, maybe a bit early too put them back. They still want to see more of the other zerg units I guess.

Hey, I would like to try that roach unit. Do you have any experience with that one? I only ever used infestors, swarm hosts and ravagers. I think there is still room to innovate with that unit. Any Vods I can watch to see that one in action?
NKexquisite
Profile Joined January 2009
United States911 Posts
Last Edited: 2015-05-12 00:50:38
May 12 2015 00:48 GMT
#137
Protoss cant defend their bases... hahahahahahahahahahah... I've heard it all now...

Recall to any base
Photon Overcharge
0 Supply Cannons
Warp in wherever

inb4 next patch photon canons 25 minerals...

On May 12 2015 08:56 shin_toss wrote:
Show nested quote +
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


Lol photon overcharge is irrelevant from mid game to late game. The fact that protoss army needs to be always complete composition to fight is already hard.. Terran and Z can just got drop or muta harass and leave and the protoss army isnt halfway there.



Crap! You're right!! If only Protoss had a flying unit that could drop units into other players bases as well!!

On May 12 2015 08:26 FT.aCt)Sony wrote:
As a final update, we wanted to let you know more about the areas we’re testing internally.

We’re exploring ways to give more power to Terran bio play.
We’re trying new ability ideas for the Raven’s PDD and Ghost’s Snipe.
We’re developing the new Terran unit
We’re getting comfortable with the air unit we’ve been exploring. Here’s how it currently operates:
Two attack modes:
Fast movement with spash-damage vs air
Can enter a stationary-mode where it changes to attack vs ground. This attack targets an area where any units within that area receive high single-target damage.



Sure sounds like a Valkryie to me except it can land on the ground like a viking at the same time.


Should just add a Viking splash (Valkyrie) upgrade somewhere!
Whattttt Upppppppp Im Nesteaaaaaa!!
[Erasmus]
Profile Joined September 2010
Australia286 Posts
May 12 2015 00:49 GMT
#138
On May 12 2015 04:06 bObA wrote:
Sounds like good but I am really not sure about splitting again mech ground and air upgrades for terran.

When you play tanks hellbats thors you need vikings and banshees.

That's absolutely not possible to play mech without air so their idea to play mech ground OR mech air is not viable

I would be fine with this if, and a fucking huge if, I didn't have to tech all the way to fusion core to get my cyclones to help shoot up. Thors are clunky and making one or two vs clumped air is fine, but yes either upgraded vikings or cyclones shooting up are absolutely necessary for mech. So maybe just requiring an armory and making the air upgrade for cyclones take twice as long or something would be more practical. Cause fusion cores are not something a ground meching player is going to want (without combined upgrades).
Dvriel
Profile Joined November 2011
607 Posts
May 12 2015 00:52 GMT
#139
So they are finay gonna make another StarPort unit? Is this for real? Why do Terran need this? Single Tech tree for AIR? Same as Protoss? I suppose we need to get Medics back instead of Medivacs or make them "heal" only Mech units?
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 12 2015 00:53 GMT
#140
Crap! You're right!! If only Protoss had a flying unit that could drop units into other players bases as well!!


Oh yeah bec Distruptors can destroy bases.. riigght.
AKMU / IU
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