• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:55
CEST 09:55
KST 16:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach2[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon102Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder PLAYzone Challenge - open offline tour in Prague [ASL22] Ro8 Preview: Within Reach an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Zero Warcraft III: The Frozen Throne Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12961 users

LotV Community Feedback Update - June 19 - Page 4

Forum Index > Legacy of the Void
170 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
June 20 2015 01:58 GMT
#61
On June 20 2015 08:46 Lexender wrote:
Show nested quote +
On June 20 2015 08:26 Hider wrote:
On June 20 2015 08:19 Pontius Pirate wrote:
On June 20 2015 03:08 SetGuitarsToKill wrote:

[list][*]One of the reasons we don’t have a default damage point of zero is so that the timing of micro has to be mastered by players. Just making it zero will mean microing is just much easier, which is probably not the direction we want to go.


Not specifically in relation to air units, but most units have a damage point of I think .167, whereas Marines have a damage point of .112, if I recall. A simple change that could improve the responsiveness of units in general would be to lower the damage point of all units that are currently at .167 to .112, and to lower Marines' damage point by the same amount, bringing them to .057 seconds of HotS gametime. If units prove to be too maneuverable, some specific units (Roaches and Immortals both come to mind) could be give +.057 to their backswing time. This would give those slightly bulkier, less maneuverable units the same total time spent attacking, but they'd still fire their shot at an earlier point in time, and therefore be less likely to have their damage entirely canceled by slightly earlier pulling back.


The only noticeable balance consequence of 0 damage point is that units with a range advantage receive a buff. As a consequence melee units must be faster. You can easily give all ranged units 0 damage point (except hellion) with these changes. This is a huge quality of life change and its also nonsense that different damage point makes the game harder to master. It takes like 2 mins to get used to a damage point. That's a learning thing, not something that needs to be mastered.


Not only hellions, some units that I think would need to keep their damage point besides hellions would be:

Banshee (I think micro is in a good spot)
Hellbat
Tank (as long as turret tracking gets implemented)

Stalker (because of range)
Immortal
Colossus

Queens
Roaches
Broodlords

Plus unit I'm unsure of:

Thor (this unit is a design mess anyway)
Ghost (they have a high damage attack so I'm not sure how this will affect them)
Liberator (to soon to see but could be cool with other changes, albeit I'm not a fan of the unit

Void ray (what can I say about this one, a unit as worst as the thor in the design department)
Tempest (another ugh unit but whatever)

Ultra (I think that they could use a damage point reduction and speed increase instead of the armor buff, but I remember reading somewhere why this wasn't the case, so its up to discussion)

All my personal opinion, also I may skipped some units where this is the case, I don't know what other people think

In regards to Tempest, I think they could use some even more micro-crippling mechanics to emphasize their role as a siege unit. Lowering their acceleration to be one third of their speed will mean that you have to deliberately position them as you would a Siege Tank to get the best use out of them. Slightly over 3 seconds to stop and fire, it would take, assuming you let them get up to maximum velocity.

I'd prefer Liberators be moved in the direction of greater microability. Lower the size, the cost, and the splash damage, and then maybe add a single target damage within their AtA attack, and I think you'll make it more similar to the maneuverable and exciting Corsair and less like the somewhat limited and sluggish Valkyrie.

While I disagree with you in regards to Roaches' damage point, I agree that it's important they maintain their tanky, slightly sluggish feel. Increasing the backswing in conjunction with lowering the damage point allows them to be more deftly microed, but it doesn't allow them to pick things off and retreat any more easily. Merely to reach the desired position and initiate the engagement. Especially with burrow tactics, I think this would increase their ability to pop up and get a shot in before getting smashed down by opposing units.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
TelecoM
Profile Blog Joined January 2010
United States10861 Posts
June 20 2015 02:02 GMT
#62
I keep saying this but I don't think it can be said enough, please add ladder.
AKA: TelecoM[WHITE] Protoss fighting
Maniak_
Profile Joined October 2010
France305 Posts
June 20 2015 02:10 GMT
#63
On June 20 2015 11:02 GGzerG wrote:
I keep saying this but I don't think it can be said enough, please add ladder.

Did you read the post?
Due to the feedback we’ve seen on this topic, we’ve currently scheduled to enable ranked play in the beta with the next client patch.
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 20 2015 02:10 GMT
#64
On June 20 2015 11:02 GGzerG wrote:
I keep saying this but I don't think it can be said enough, please add ladder.


You might want to try actually reading the post.

Ranked play in the beta
  • We hear your feedback and agree that it’ll be good to enable ranked play.
  • We may not be able to do this right away as we’ll need to introduce this with a client patch and can’t use the same method we use for the balance update which is done through publishing.
  • Due to the feedback we’ve seen on this topic, we’ve currently scheduled to enable ranked play in the beta with the next client patch.

ETisME
Profile Blog Joined April 2011
12888 Posts
June 20 2015 02:29 GMT
#65
All I need is the rank ladder and a smoother server. Then I can start grinding games out.
I hope they keep disruptor as it is though, real fun and difficult to use
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
June 20 2015 03:02 GMT
#66
A few good notes in here, but I am still in the camp that overall Blizzard is approaching this whole thing horrendously.

The fact that they cannot see, or even bother to reply to, the inherent issues that currently exist with the economy model and the current state of Protoss gameplay is disheartening on so many levels.

They hype behind LotV is way lower than the hype around HotS. HotS was the game that was supposed to completely change the meta of BL Infest after months of stale, gross gameplay and it really riled up the community behind the changes in SC2.

This time around, LotV is taking forever to make reasonable changes, no one is taking the time to stream it because everything is so broken, no pro players are even bothering to practice, tournaments are, overall, pretty bad - people just log in for their matches and log back out - it's just bad.

A few people have been stating how negative many of us are being, but we simply expect so much more from a company that is attempting to state they support competitive gaming and even introduced a pro series for players which basically stream lined everything. The support for this, and the game itself, has been pretty awful the past year though. It's on the decline and from a player perspective I, and everyone from my time, have pretty much moved on from the competitive side of this game because of how either impossible it is to be a pro player now or the simple fact that even streaming is insanely hard to jump start in this community.

Blizzard really needs to look at what they're doing if they want to gain the respect and trust of their audience. Right now they're going in the way, way wrong direction :/
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-06-20 03:13:33
June 20 2015 03:09 GMT
#67
I don't really know what the community would want more. They're already the most open "big developer" I've seen.
Really liked that bit:
With a damage point of zero, a unit that is facing its target can immediately move away after being issued the attack order. With the default damage point, the player must instead time their movement to happen after the attack is performed. An example of where this is pushed even further is the Hellion, which has a higher than normal damage point. The unique timing required for this unit requires additional mastery, which makes it more impressive when pros are able to be so effective with them. Since the suggested goal of the change is to have more interesting micro, in this specific case, we wonder if what we currently have is more interesting micro than the proposed changes.

I really agree with this. I always felt in SC2 that cooldown timings had to be mastered, not that the game wasn't responsive enough.

Edit: I'm not sure about the possible disruptor change though. I'd really like the disruptor to remain a potential game changer, not a moving widow mine.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
June 20 2015 03:11 GMT
#68
Wow. Like really wow.

If these continue rolling in every week, my confidence in Dayvie, at least as an actual human being, might be restored.

Though he prolly hired a "ghost" writer HOHOHOHO
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
June 20 2015 03:45 GMT
#69
On the actual topic though, I'll state a few thoughts:

1) "Just as an example, internally in design meetings we try our best to detach ourselves from every idea." This quote is beautiful when taken out of context .

2)
An example of where this is pushed even further is the Hellion, which has a higher than normal damage point. The unique timing required for this unit requires additional mastery, which makes it more impressive when pros are able to be so effective with them.


I'm confounded by the community which thinks that having extreme damage points and turning speeds of units makes the game "more complex" for micro interactions. This is a thought process that also comes through in the Dota 2 community, but I'm not sure why making things more awkward to control makes them somehow better. For instance, lings have a damage point of practically zero; they can attack, and then immediately change direction wherever they need to go; as a result, you have a lot of room for different micro techniques, including surrounds, semi-surround kiting, quick disengages, and micro tricks like running lings around mineral lines. Having a slight damage point creates some interesting interactions with kiting, but otherwise makes the unit clunky. Air units, and in particular vikings, mutas, and corruptors, all suffer from a clunkiness that is due to their damage points, and none of them really have very fascinating micro; in conclusion, the problem with their micro ability appears to have very little to do with their damage points.


3)
Just to reiterate once more, we’re not looking to make minor tweaks in this area. We’re looking for a big change that will make sure that players will spread out their expansions at a much faster rate than they do in Heart of the Swarm.


As far as the Double Harvest model goes, it is designed to be as close to HotS balance as possible to prevent having a complete balance overhaul. The models are not mutually exclusive, but I understand why the development team has steered clear of testing the DH model when they already have a working model that is meeting their goals nicely.


4)
We’ve been trying various things in this area for a while now, but this is where we’re at right now:
Much lower radius (this is the biggest change + Disruptors look too underpowered right now in our testing)
Lower cost
Faster speed when activated
Less delay before firing


This is yet another moment where I question the competency of the developers. As we've seen in the past with other units that are difficult to balance (warhounds, shredders, swarm hosts, ravagers), it's not about changing numbers to make the unit work. If it is a well-designed unit, number adjustment should find a fairly huge middle ground; badly designed units become dominant or never used, "overpowered" or "underpowered".


All in all, I'm really glad to have more communication coming out from DK, and it's really nice to see that he's specifically targeting certain threads and addressing some of the ideas in them. However, there still feels like this weird disconnect between what the community actually wants and what Blizzard thinks the community wants at times...it's very puzzling.



StrategyAllyssa Grey <3<3
ZombieFrog
Profile Joined August 2014
United States87 Posts
June 20 2015 03:47 GMT
#70
Good posts by blizzard showing their attention to community, and I personally am happy with the changes made and the things that remain unchanged (battle time, resource model)
For Sure
ZeromuS
Profile Blog Joined October 2010
Canada13423 Posts
June 20 2015 04:02 GMT
#71
Now I just need to convince them to apply no worker pairing alongside a LotV approach
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
ZenithM
Profile Joined February 2011
France15952 Posts
June 20 2015 04:54 GMT
#72
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach

Yes!
usethis2
Profile Joined December 2010
2164 Posts
June 20 2015 05:54 GMT
#73
I hope this response from DK will finally quiet down the outcry of "We want DH economy!"

Blizz said really nicely without offending anyone that so-called DH economy is a trash and they have internal testings to back it up. I wish TL were a bit more careful in causing a mindless uproar.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
June 20 2015 06:34 GMT
#74
On June 20 2015 14:54 usethis2 wrote:
I hope this response from DK will finally quiet down the outcry of "We want DH economy!"

Blizz said really nicely without offending anyone that so-called DH economy is a trash and they have internal testings to back it up. I wish TL were a bit more careful in causing a mindless uproar.

Internal testing to back it up? Lol. I guess Daedalus 1.0, the queen patch or the mine nerf had internal testing to back them up too. They have a whole crowd of beta testers available, including pro players. If they really wanted to test DH, they have all the tool available. They just don't want to.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
June 20 2015 06:43 GMT
#75
On June 20 2015 14:54 usethis2 wrote:
I hope this response from DK will finally quiet down the outcry of "We want DH economy!"

Blizz said really nicely without offending anyone that so-called DH economy is a trash and they have internal testings to back it up. I wish TL were a bit more careful in causing a mindless uproar.


But it's not trash! It's actually quite brilliantly designed and aesthetically pleasing. Have you played with it?

Try this. Spread 8x6 workers (8 workers on each base). Compare your mineral income to 16x3 (16 workers on each base). DH 3x3 WORKS! It accomplishes its major goal - allowing players to have more mineral income by spreading the same amount of drones around on more bases.

Now as to whether or not the difference is drastic enough - I think the income gains could be a bit higher. But having 55 drones on 6 bases give me more mineral income than 66 on 3 is pretty fucking awesome, and adds a dynamic that doesn't exist in HOTS, or LOTV.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-06-20 06:45:43
June 20 2015 06:44 GMT
#76
On June 20 2015 15:34 OtherWorld wrote:
Show nested quote +
On June 20 2015 14:54 usethis2 wrote:
I hope this response from DK will finally quiet down the outcry of "We want DH economy!"

Blizz said really nicely without offending anyone that so-called DH economy is a trash and they have internal testings to back it up. I wish TL were a bit more careful in causing a mindless uproar.

Internal testing to back it up? Lol. I guess Daedalus 1.0, the queen patch or the mine nerf had internal testing to back them up too. They have a whole crowd of beta testers available, including pro players. If they really wanted to test DH, they have all the tool available. They just don't want to.

The queen patch was the single most important boon to the game, what are you talking about?

+ Show Spoiler +
I'd never thought I'd say that, even as a joke.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2015-06-20 10:04:46
June 20 2015 08:31 GMT
#77
I really agree with this. I always felt in SC2 that cooldown timings had to be mastered, not that the game wasn't responsive enough.


What are you thinking of? It's not hard at all to master attack cooldowns. The only effect of a damage point (when kiting) is that instead of moving back every X second you move back every X + "value of DP"-seconds. This is just something you need to get used to.

Having a slight damage point creates some interesting interactions with kiting, but otherwise makes the unit clunky. Air units, and in particular vikings, mutas, and corruptors, all suffer from a clunkiness that is due to their damage points, and none of them really have very fascinating micro; in conclusion, the problem with their micro ability appears to have very little to do with their damage points.


The reason the Hellion needs a damage point is so that it will take damage in the proces from speedlings, which it otherwis wouldn't as it kills Speedlings so fast with the splash damage. With the (0.25) damage point, you will instead have to position the injured Hellions in the back while kiting with the rest of your Hellions. This adds an extra element to the game.

But for all other units, the same effect can be accomplished by adjusting the range and movement speed of units while maintaining 0 damage point. Arguing that the Hydralisks, Immortal, Banshee or Oracle should have 0.167 DP becaue it makes them harder to master and using the Hellion as an example is very flawed logic.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
Last Edited: 2015-06-20 08:47:39
June 20 2015 08:33 GMT
#78
On June 20 2015 15:43 Qwyn wrote:
Show nested quote +
On June 20 2015 14:54 usethis2 wrote:
I hope this response from DK will finally quiet down the outcry of "We want DH economy!"

Blizz said really nicely without offending anyone that so-called DH economy is a trash and they have internal testings to back it up. I wish TL were a bit more careful in causing a mindless uproar.


But it's not trash! It's actually quite brilliantly designed and aesthetically pleasing. Have you played with it?

Try this. Spread 8x6 workers (8 workers on each base). Compare your mineral income to 16x3 (16 workers on each base). DH 3x3 WORKS! It accomplishes its major goal - allowing players to have more mineral income by spreading the same amount of drones around on more bases.

Now as to whether or not the difference is drastic enough - I think the income gains could be a bit higher. But having 55 drones on 6 bases give me more mineral income than 66 on 3 is pretty fucking awesome, and adds a dynamic that doesn't exist in HOTS, or LOTV.


I think for some the concept is maybe hard to understand, I really can't think of another reason why someone would shit on the idea.

Maybe players that don't like DH are typically turtle style players that are really happy with a 3 base cap? Idk. The funny thing is that DH would work just fine for them as well. I can't see a style of play that DH cripples... It just seems to open more options in the game.

I still have yet to hear one person properly explain the "pitfalls" of a DH economy. So please, anyone enlighten me... ?

On June 20 2015 12:45 SC2John wrote:

3)
Show nested quote +
Just to reiterate once more, we’re not looking to make minor tweaks in this area. We’re looking for a big change that will make sure that players will spread out their expansions at a much faster rate than they do in Heart of the Swarm.


As far as the Double Harvest model goes, it is designed to be as close to HotS balance as possible to prevent having a complete balance overhaul. The models are not mutually exclusive, but I understand why the development team has steered clear of testing the DH model when they already have a working model that is meeting their goals nicely.



I'm confused why you didn't advocate for a joining of the two models?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
June 20 2015 08:47 GMT
#79
But for all other units, the same effect can be accomplished by adjusting the range and movement speed of units while maintaining 0 damage point. Arguing that the Hydralisks, Immortal, Banshee or Oracle should have 0.167 DP becaue it makes them harder to master and using the Hellion as an example is very flawed logic.

Lets say u add 0 damage point to all units. And now you adjust the range and movementspeed.
This could backfire(?)
The movementspeed increase and range increase could maybe work in relation to lets say hellion vs ling but the ling might go out of hand vs other units.

Feels like it would be hard to find a general good solution here, adding damage point and backswings makes this alot easier.
JCoto
Profile Joined October 2014
Spain574 Posts
June 20 2015 09:07 GMT
#80
On June 20 2015 17:31 Hider wrote:
Show nested quote +
I really agree with this. I always felt in SC2 that cooldown timings had to be mastered, not that the game wasn't responsive enough.


What are you thinking of? It's not hard at all to master attack cooldowns. The only effect of a damage point (when kiting) is that instead of moving back every X second you move back every X + "value of DP"-seconds. This is just something you need to get used to.
Show nested quote +

Having a slight damage point creates some interesting interactions with kiting, but otherwise makes the unit clunky. Air units, and in particular vikings, mutas, and corruptors, all suffer from a clunkiness that is due to their damage points, and none of them really have very fascinating micro; in conclusion, the problem with their micro ability appears to have very little to do with their damage points.


His example of the Hellion shows that David Kim doesn't actually understand the consequences of a damage point very well. The reason the Hellion needs a damage point is so that it will take damage in the proces from speedlings which adds an extra element into the game. To be more specific, you will try to move the injured Hellion to the backline in order for it to avoid taking damage.

But for all other units, the same effect can be accomplished by adjusting the range and movement speed of units while maintaining 0 damage point. Arguing that the Hydralisks, Immortal, Banshee or Oracle should have 0.167 DP becaue it makes them harder to master and using the Hellion as an example is very flawed logic.


I also think that the examples and arguments brought by DK are very poor. Sad to hear that arguments from the lead game designer.

However I don't think it is bad to have some damage points, as it helps to balance the speed - range - exposition time trinomium. It works well for some units but it makes other units feel kinda stupid. I think that on air units, damage point is really bad since air units are acceleration-based, meaning that after attacking with a DP they get slow and need to reaccelerate since the default attack method of air units is gliding (slowing). But ground units don't accelerate, they always move at full speed. So it's different cases.

I think the most ignored aspect of damage point is how it helps bringing exposition times for the unit to be damaged while maintaining some qualities of the unit (speed and range) intact, and prevents infinite damage-free kiting. Speed factor is specially important because it also dictates the defensive strength on retreat, since damage points give you time to scape. For example, you can nerf Stalker speed a bit and remove damage point, but then you will make stalkers even worse at retreating against roaches. And then there is a ton of problems asociated to the strength of meele units vs kitings. As most damage points are standard, you will need to apply an standard factor to speed/range of the units. would it change much? It would change a lot of dynamics, since for example damage point helps balancing the strength of stalker kiting early game vs marines .

For example, Hellions are very good at scaping because of the high speed, but they get very exposed to Zerglings when attacking because of the damage point. If you remove the damage point of Hellions, they will become easy to chase and even easier to kill, and if you reduce the range, the attack method of Hellions would need a ton of rebalance. Same applies to Stalkers, since with their high speed and range they could kite and move-shot

It is also important on drop techniques, since 0 damage point Immortal would just fire instantly, so with optimal micro you can't even damage immortals. If the Siege tank had 0.5 damage point with animation (charging the cannon) the SiegeTank-medivac thing would feel weaker.

Damage points/Backswings/animation delays are part of a ton of games and creates some dynamics. Reducing all of them to 0 except the Hellion's is not going to solve much.
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
hero 652
soO 533
BeSt 443
Hyuk 406
Killer 66
Mind 40
Shinee 37
Mong 34
Bale 25
ZergMaN 12
[ Show more ]
yabsab 11
Dota 2
monkeys_forever932
XaKoH 714
XcaliburYe168
League of Legends
JimRising 507
Counter-Strike
byalli52
Other Games
summit1g9499
olofmeister790
ceh9521
Happy263
Livibee166
Mew2King80
crisheroes78
ArmadaUGS48
Organizations
Other Games
gamesdonequick534
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH383
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2298
League of Legends
• Rush1303
• Stunt488
Upcoming Events
Afreeca Starleague
2h 5m
Soma vs Jaedong
WardiTV Weekly
3h 5m
Monday Night Weeklies
8h 5m
Sparkling Tuna Cup
1d 2h
Afreeca Starleague
1d 2h
Leta vs Soulkey
PiGosaur Cup
1d 16h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
3 days
CranKy Ducklings
5 days
[ Show More ]
Online Event
5 days
FEL
5 days
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.