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LotV Beta Balance Update - June 17 - Page 9

Forum Index > Legacy of the Void
164 CommentsPost a Reply
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ETisME
Profile Blog Joined April 2011
12702 Posts
Last Edited: 2015-06-26 11:50:36
June 26 2015 11:50 GMT
#161
On June 24 2015 11:03 Whitewing wrote:
Show nested quote +
On June 24 2015 05:38 Edowyth wrote:
On June 20 2015 01:05 Lexender wrote:
You can have good Gateway units.

You can have warp gate.

But you can't have both.


I'd argue that this is obviously not true.

High Templar come from warp gates and are frequently considered one of the stronger units in the game.

The only key is that when warped in units can't be fully effective but after a grace period (the same as walking across the map or generating energy for storm) warp gate units can be just as strong as opponent's units if they're designed well.


Khaydarin Amulet was removed for exactly that reason: allowing a high templar to use it's spells immediately after warp-in was too strong.

plenty of units with immediate full-ish energy when built would be OP as well.
Oracle for example

You can still design a balanced strong unit even with the warp gate mechanics.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
June 26 2015 12:38 GMT
#162
On June 26 2015 19:54 winsonsonho wrote:
Medivacs should have an upgrade to double the number of units they can carry and a separate upgrade for ability to repair mech. I have a feeling that Medivacs might still not be strong enough and in this case should get +100 hp.

The new upgraded Overlords should also be able to use Nydus or at least be able to burrow move.

The Disruptor should morph into a flying Reaver after it goes Nova.

These changes would totally balance the game and would solve the economy issues. I should work for Blizzard..


DK called me and said he's working on these changes as we...
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-01 00:17:43
June 30 2015 23:24 GMT
#163
The spore change is really bad for ZvZ. It's mostly back to mutawars, and if a player doesn't play mutas, it comes down to winning with a premuta timing which doesn't feel stronger than HotS-roach timings. Hence should be completely defendable for a mutaplayer.

The only way to not fall behind economically while playing macro is playing mutas yourself. In HotS you would counter that by getting a better army with roach/hydra/infestor which forced the other player to also play roaches, but with lurkers you can just counter that. And then lurkers force lurkers, so you mirror each other, just that as I said, the muta player has a mapcontrol and economical advantage.
And I feel like it was this way before the spore change already. Now you have to commit even harder to antiair which means an even weaker economy in comparison to the muta player.

oh, and if they don't find a balance where it is possible to play without mutas against medivacs I'm not going to play LotV. I'm more than fed up with playing the same style since 2010 minus that 1year break of actually being allowed to play infestors. It's not fun anymore (and the reason why I haven't touched HotS in months).
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
July 01 2015 01:42 GMT
#164
Err... Big J it sounds to me like you're saying it's relatively unchanged, but now mutas are actually a viable possibility as well in a certain point in the game.

The muta player always had map control and better economy. Isn't that what is supposed to happen? Hydras and lurkers are the powerful slow army, mutas are fast and mobile.
Big J
Profile Joined March 2011
Austria16289 Posts
July 01 2015 02:48 GMT
#165
On July 01 2015 10:42 DoubleReed wrote:
Err... Big J it sounds to me like you're saying it's relatively unchanged, but now mutas are actually a viable possibility as well in a certain point in the game.

The muta player always had map control and better economy. Isn't that what is supposed to happen? Hydras and lurkers are the powerful slow army, mutas are fast and mobile.


Right now I don't see the "powerful, slow army" being viable at all. You get no real army advantage from not opening mutas, due to the heavy commitment you need in antiair. While giving up mapcontrol and allowing your opponent to get ahead in the economy and often also the army tech, as you need to delay lurkers for more hydras and possibly even infestors.
I believe that opening mutas was already advantegous, but with the increased commitment you need for antiair now and the increased delay in lurkers it feels like the muta into lurker player just gets everything: economy, mapcontrol, harass, army. Maybe not upgrades, but they aren't that important with lurkers.
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