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Active: 1560 users

LotV Patch 2.5.3 + Update Preview - July 13

Forum Index > Legacy of the Void
220 CommentsPost a Reply
1 2 3 4 5 10 11 12 Next All
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2015-07-13 19:10:47
July 13 2015 18:08 GMT
#1
[image loading]

"Hello everyone,

We wanted to give you all an update on the specific changes we are planning for the next balance update. Little of this should come as a surprise for those of you who have to reading, giving feedback, and interacting with us on the weekly dev updates. Please remember that none of this is final, and we definitely want to hear your thoughts before and after you play with the changes once they go live to the beta.
"

Addressed an issue with air unit separation when in larger numbers.


We made some changes to allow for smoother microing of larger numbers of air units.

Enabled Siege Tank/immortal turret tracking

Per community suggestion, we have made a change to the way Siege Tank and Immortal turrets behave when firing and moving in quick succession.


Added minimap icons for destructible rocks and towers

With the high rate at which maps rotate in and out of the ladder, we wanted to give some support in this area for Void. These were the two main things that were missing on the minimap, so we’ve added icons to indicate where the destructible units are on the map.

Added possible enemy spawn location support at the start of games


Some maps have special rules on enemy spawn locations. We wanted the game to easily point this out, because we will most likely continue to have special case rules on new maps going forward. At the start of the game for 10 seconds, you will be able to see the possible enemy start locations on the minimap.

Ghost new snipe ability - 170 damage after 3 seconds, but ability is cancelled if the ghost is hit. Targets bio only.


We’ve replaced the armor debuff drone ability with this version of Snipe, mainly due to your feedback regarding the fantasy of the Ghost lacking with the previous ability we tried. We wanted to capture the fantasy of Ghosts sneaking around or being positioned really well out of harms way in order to deal massive single target damage. This new ability works a bit differently from most abilities in that you can’t just run away to cancel the ability. Instead, you must interrupt the Ghost’s set up time by dealing damage to the Ghost. The reason we wanted to try this route was to have some interaction between both players instead of Snipe being an ability that only one player is involved in.

Disruptor Changes

Our main goal here was to reduce the maximum impact of the current Disruptor so that each shot is not so game ending, and also to increase the minimum impact per shot of Disruptors so that each shot is a bit more reliable. We also wanted to make Disruptors less of a suicide unit, and turn them into more of a unit where the Protoss player has to add up a bunch of smaller wins in order to be successful with them.

In order to do so, we’ve significantly lowered the radius that the Disruptors hit, increased its speed to make each shot a bit easier to hit at least some units, and increased its survivability. Please remember that the balance might not quite be there yet, but we mainly wanted to get a wider playtesting with this unit in order to better tune it throughout the beta.


Raven changes + Raven upgrade changes


The main goal here was to reduce the potential stalemate scenarios with Ravens in the future, and to have Ravens see a bit more play. With the much higher damage of auto turrets, they would be much stronger in a specific combat situation rather than being persistent forces on the map. And with the new Raven upgrade, our hope is to have more strategies where the one time usage of spells in specific situations could be stronger. At the same time, we hope to nerf the mass Raven case mostly through the auto turret duration change and the Seeker missile cost change.


Combined mech armor upgrades

We felt the complete split in upgrade was too much of a nerf in terms of mech play, and wanted to go back a little bit. We chose to combine only the armor upgrades so that it helps full mech strategies out a bit more so than bio play supported by mech. We felt bio play supported by mech often times only get weapon upgrades on mech units, so by doing this, that type of play style will still need to research 2 different weapon upgrades if they want to utilize units from both the factory and starport.


Ravager range increase from 4 to 6


This change is to help Ravagers stay behind Roaches better and focus on firing its ability. We felt Ravagers could use a bit more help, and this change popularly suggested by our community was a solid direction when we tested it out internally.

Liberator changes


We wanted to make the anti-ground role of the Liberator a bit more core to the unit, so we reduced the requirement to mode switch to just an Armory requirement. We also wanted to try reducing the time required to switch back to mobile form in order to have Liberators run away a bit easier. This should help allow the anti-ground mode to be used a bit more aggressively around the map.

We also fixed a bug that was occurring with the Liberator that caused it to shoot further than its indicator whenever there were overlapping indicators. This unintentionally ended up nerfing the Liberator, so we increased the radius which is actually a buff in the overall case, and about the same effectiveness in the overlapping area.


These changes will be coming to the beta very soon. Thank you for continuing to help test various ideas and changes throughout the beta, and we’re looking forward to hearing what you have to say about these specific topics. Thank you.
"


PATCH 2.5.3


Archon Mode
  • You can now use the Alt plus control group number or Alt, Shift, and control group number to ‘steal’ units from your allies’ control.
  • When the party leader joins the queue for Archon mode, all members of the party will be shown the selected race.


Chat
  • Made several changes to improve the in-game chat system.
  • Added a Chat Manager to help manage multiple channels.
  • Added channel members list.
  • You can now increase the chat window size.


General
  • Ranked ladder play is now available.
  • The following gameplay options are being removed from the menu and will permanently be active.
    • Display World Object Tooltips
    • Display Game Tooltips.
    • Display Hotkeys on Command Card.
    • Enable Starting Worker Rally.
    • Game Timer.

  • New Tab: Observer and Replay Options.
  • 'Show Build Grid’ is now on by default.
  • 'Voice’ tab renamed to ‘Voice Chat.’


Bug Fixes
  • Fixed an issue where a Cyclone’s Lock On ability would be stuck in the ‘On’ state.
  • Researching Targeting Optics should no longer prevent the Cyclone from using the Lock On ability on flying units.
  • The number of current Heroes of the Storm games will no longer appear in chat.
  • Fixed an issue where Reaper’s KD8 charge would reverse Adept’s Psionic Transfer ability.
  • The Reaper’s KD8 charge will no longer break the automatic harvest cycle of workers.
  • The Reaper’s KD8 charge should no longer interfere with a unit’s ability to use shift-queued commands.
  • Graviton Beam will no longer instantly cause a Ravager or Lurker to finish morphing.
  • Terran A.I. should once again research Vehicle Weapon upgrades.
  • (2) Dash and Terminal – All gold bases should now have the correct number of full mineral patches.
  • (2) Bridgehead LE – All bases should have 5 full mineral patches.
  • Build Bypass Armor Drone and Research Rapid Deployment now have hotkeys.
  • Bypass Armor Drone will now reacquire a target that has left and reentered its range.
  • Cyclone now receives the correct amount of armor from armor upgrades.
  • Fixed an issue that caused the Bypass Armor Drone to not display it’s visual on a Stalker that used blink.
  • The Immortal’s Barrier should now properly block the Disruptor’s Purification Nova.
  • Fixed an issue that prevented a party leader from inviting a player who recently left their party.
  • Motherships should no longer be able to cast Photon Overcharge on Pylons.
  • [MAC] Fixed a crash when attempting to download the latest patch.


Balance Update Source
Patch 2.5.3 Source
Facebook Twitter Reddit
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 13 2015 18:10 GMT
#2
Thanks. I like the direction Blizzard is taking with respect to interacting with the community.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
HmmmCookies
Profile Joined March 2014
Canada34 Posts
July 13 2015 18:11 GMT
#3
Still no economy change? Come on Blizz get your...stuff...together!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19297 Posts
Last Edited: 2015-07-13 18:15:22
July 13 2015 18:12 GMT
#4
Overall positive changes.

Positives I really like.
Toying with ravens and increasing auto turret damage.
Working with what the ghost has already in its arsenal.

Regarding the ghost, I'd like to see how nukes work there way back into the game too.

On July 14 2015 03:11 HmmmCookies wrote:
Still no economy change? Come on Blizz get your...stuff...together!

Blizzard is most certainly aware that there are people unhappy with the current economy. It's kind of tiring to hear people complain about. No point in beating a dead horse. I'd rather here how you feel about the current changes and what impact it could have on the game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2015-07-13 18:17:07
July 13 2015 18:16 GMT
#5
Addressed an issue with air unit separation when in larger numbers.

We made some changes to allow for smoother microing of larger numbers of air units.


Curious what this is...
Could it be the issue with units deadstopping?
T P Z sagi
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
July 13 2015 18:19 GMT
#6
Definitely the best patch so far. A few more patches of this quality and I might pick up the game again.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-07-13 18:20:59
July 13 2015 18:19 GMT
#7
A lot of good stuff in here, but the Protoss race overall still needs a ton of work and the sooner the better. They have to tackle it's lack of mobility and make Warpgates have some drawbacks compared to normal Gateways. If Warpgates aren't so overused anymore, gateway units can finally get some buffs.

From another thread:
On July 14 2015 02:37 Musicus wrote:
Show nested quote +
On July 13 2015 04:02 BlackLilium wrote:
On July 13 2015 02:31 Ball656 wrote:
make transforming each gateway to warpgate cost the minerals and build time of a zealot. A warpgate is more useful than a gateway, so it makes sense that it would cost more. Since it gives you the units it produces almost a production cycle early, and with more flexibility with regard to location, it makes sense that this additional cost would match up with the cost of one unit. An 8 gate that has to spend 800 extra minerals transforming its gateways to warp gates would be much less powerful, but still a bit better than an 8 gate that declines to transform its gateways, spends the time waiting for its units to finish and then walks across the map (or arrives at the same time with 8 less units).


I actually really like this idea - thank you!
Yes, in the late game you want warpgates and there is no reason not to have them.
However, in early game, if you attach an extra cost of transforming each individual gateway to warpgate - then there is a really valid decission of what you need most. Maybe, instead of getting 4 warpgates, you want to put that expansion first?


I love this idea btw, it makes sense on so many levels. You could even put warpgate later in the tech tree and increase the cooldowns between warp-ins until it''s faster to build a big gateway army through normal gateways instead of warpgates. Then in the lategame you would like to have 10 Gateways for building your army and maybe 5 warpgates for harassing via Warpprisms/proxy Pylons or to defend harass.

Then finally buffs for gateway units like giving zealots 10 more shield and faster zealot legs and lots of other stuff would be possible.



And maybe try the senrtry restoring shields out in the MP?



All Protoss has right now seems to be the Adpet/Immortal all-in or die trying to get out Carriers somehow .
Maru and Serral are probably top 5.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-13 18:24:21
July 13 2015 18:23 GMT
#8
I don't like balance updates that do not contain all the numbers.

Ghost 170dmg, 3second channel for 25mana still or what???? If so, that's bonkers.
Disruptor and Raven changes, which ones?
Air separation what?

I like the Liberator solution, but I believe it should stick after you had an armory once. Otherwise its plenty weird when your Liberators lose the ability again (like OLs with the creep pooping) and you need to make another armory.
pieroog
Profile Joined June 2010
Poland146 Posts
July 13 2015 18:26 GMT
#9
I like those changes a lot (especially to Disruptor) but..... isn't 170dmg with a Ghost's Snipe too much?
Lunareste
Profile Joined July 2011
United States3596 Posts
July 13 2015 18:26 GMT
#10
On July 14 2015 03:16 purakushi wrote:
Show nested quote +
Addressed an issue with air unit separation when in larger numbers.

We made some changes to allow for smoother microing of larger numbers of air units.


Curious what this is...
Could it be the issue with units deadstopping?


I think it is.
KT FlaSh FOREVER
BisuDagger
Profile Blog Joined October 2009
Bisutopia19297 Posts
July 13 2015 18:27 GMT
#11
On July 14 2015 03:23 Big J wrote:
I don't like balance updates that do not contain all the numbers.

Ghost 170dmg, 3second channel for 25mana still or what???? If so, that's bonkers.
Disruptor and Raven changes, which ones?
Air separation what?

I like the Liberator solution, but I believe it should stick after you had an armory once. Otherwise its plenty weird when your Liberators lose the ability again (like OLs with the creep pooping) and you need to make another armory.

Armory Sniping could be a legitimate strategy if they don't change it the way you mention. Could be interesting.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 13 2015 18:28 GMT
#12
On July 14 2015 03:26 pieroog wrote:
I like those changes a lot (especially to Disruptor) but..... isn't 170dmg with a Ghost's Snipe too much?


Well, it's only to bio. So there aren't that many targets for it. And there is a 3 second setup time which is a long time.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 13 2015 18:32 GMT
#13
I really would like them to try out different versions of the disruptor, we are still in early beta afterall. What about instead of a single shot unit , they gained a persistent spinning attack which deals less damage than the nova , but it activates only when they reach a specific speed (3/4 ? ) , assuming they change its acceleration to take some time to reach maximum speed?
Author of Coda and Eastwatch.
Deathstar
Profile Blog Joined May 2010
9150 Posts
July 13 2015 18:32 GMT
#14
This is the time to be beating the horses. Air micro and snipe change is cool !
rip passion
TronJovolta
Profile Joined April 2013
United States323 Posts
July 13 2015 18:37 GMT
#15
As a Masters Terran player I actually totally disagree with them combining mech and air upgrades again. Mech is too strong in TvT, period. There's no chance to win as a bio player if you don't do a lot of damage early.

Everything else is cool.
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
July 13 2015 18:39 GMT
#16
Wonder what the range of Snipe is, 3 seconds seems pretty long
Liquipedia"Expert"
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
July 13 2015 18:40 GMT
#17
Ghost rush is back?
Anyway I think these changes will be good.

No mention of implementing ranked ladder though?
I will make Yogg Saron priest work...
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
July 13 2015 18:44 GMT
#18
On July 14 2015 03:40 Ovid wrote:
Ghost rush is back?
Anyway I think these changes will be good.

No mention of implementing ranked ladder though?

That's because they just implemented ranked ladder right now ahead of these balance changes. Details for the patch are in another thread.
ㅇㅅㅌㅅ
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-07-13 18:46:21
July 13 2015 18:46 GMT
#19
Now I reeaaaaaaally like these changes.

Turret Tracking and Ghost snipe are the best news I've heard in a long time!
LiquipediaWanderer
JDfz
Profile Joined December 2012
United Kingdom50 Posts
July 13 2015 18:50 GMT
#20
Loving these changes, some excellent responses to community feedback. Interesting to see if they've got another stab at an economy test in the near future...
CJGumiho <3
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