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LotV Beta Balance Update -- July 16 - Page 3

Forum Index > Legacy of the Void
99 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
nath
Profile Blog Joined May 2010
United States1788 Posts
July 17 2015 03:34 GMT
#41
On July 17 2015 11:43 mishimaBeef wrote:
is it a straight nerf? isn't the burst damage of auto turret increased?

yeah but the space control of a 3 min auto turret is eliminated, its now 10 seconds...seems like a straight nerf to me. the increased damage doesn't do much in the scenarios where autoturrets are best
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
TelecoM
Profile Blog Joined January 2010
United States10686 Posts
July 17 2015 03:35 GMT
#42
I will have to see the Disruptor change to really understand lol
AKA: TelecoM[WHITE] Protoss fighting
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
July 17 2015 04:10 GMT
#43
Any videos or thoughts about the turret tracking change from anyone who has played with it?
ㅇㅅㅌㅅ
Morbidius
Profile Joined November 2010
Brazil3449 Posts
July 17 2015 04:28 GMT
#44
I noticed an undocumented balance change:
Removed Protoss race from the game.
Has foreign StarCraft hit rock bottom?
Carefoot
Profile Blog Joined June 2010
Canada410 Posts
July 17 2015 05:42 GMT
#45
I love how they took my advice and went the other direction with it. I asked them to make the disruptor physically larger more food, and more cost they were like the fuck does this waygook know but, lets surprise him.
The sky calls to us. If we do not destroy ourselves, we will one day venture to the stars http://twitch.tv/NickCarefoot
Masada714
Profile Joined March 2011
United States89 Posts
July 17 2015 05:43 GMT
#46
I know this is a little off topic but in the beta the Season says it ends 11/10/15. That seems kind of random but I wonder if this could possibly have anything to do with the release date. That would be right around Blizzcon and the Beta will of been out for around what 7 months or so at that point?

It could be nothing but I found that interesting.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 17 2015 05:55 GMT
#47
On July 17 2015 07:48 Hider wrote:
Show nested quote +
Damage increased to 16.
Duration decreased to 10 seconds.
Seeker missile cost increased to 125.
Durable materials upgrade removed.
New Upgrade: Explosive Shrapnel Shells.
Increases damage of Seeker Missile and Auto Turret by 30%.


Seems like an incredibly dull redesign of the Raven. The whole "force enemy to cast Seeker Missile --> Run away with army"-dynamic in TvT/TvZ is boring as crap, and the change to Seeker only further incentiviez this interaction.

Instead, Seeker should always hit the single target (after a launch delay) and instead have much lower single-target damage (and perhaps larger radius) so it would be more about splitting than moving the entire army away.

Placing an Auto-Turret is not fun in either way, and I guess this will make them more similar to Infested Terrans, but without the potential for placing ITs on top of enemy units (like Siege tanks). So essentially a more boring version of Infested Terrans.

No need to talk more about PDD (aka worst designed ability in the game).

@ Disruptor

I think it was correct to reduce the risk/reward of the unit, but invulnerability post activation seems dumb as it removes counterplay. A general speed increase from 2.25 to 2.5 (with a 1.6 modifier when activated) would be enough along with the cost reduction.

Yeah, really agree with what you said about the Seeker Missile... just making it even more hit or miss.

What makes PDD different from dark swarm oO?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MoonyD
Profile Joined December 2013
Australia191 Posts
July 17 2015 06:29 GMT
#48
It's so underwhelming playing Protoss in this new expansion in all honesty.

Though the adept is a fun/gimmicky early game unit, its only purpose is as an early game scout and it can't serve to be added into the late game protoss army. The liberator on the other hand is incredibly risky unit and leaves you vulnerable for to an air tech-switch from your opponent.
The world wants to be deceived
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
July 17 2015 06:32 GMT
#49
Terran
Vehicle and ship armor upgrades have been combined.

Please include a poll option for this so I can vote against it.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2015-07-17 07:11:44
July 17 2015 07:09 GMT
#50
Mini disruptor should have the build time decreased a bit IMO.

Also the autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio.
Revolutionist fan
ZackAttack
Profile Joined June 2011
United States884 Posts
July 17 2015 07:23 GMT
#51
Protoss is so weak, but so fun. I'm just going to keep trying as many ways to get to carriers as I can,
It's better aerodynamics for space. - Artosis
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 17 2015 07:24 GMT
#52
On July 17 2015 16:23 ZackAttack wrote:
Protoss is so weak, but so fun. I'm just going to keep trying as many ways to get to carriers as I can,

Yes lol, I love carriers
To ease another's heartache is to forget one's own - Lincoln
AbouSV
Profile Joined October 2014
Germany1278 Posts
July 17 2015 07:54 GMT
#53
On July 17 2015 16:09 Salteador Neo wrote:
Also the autoturret should have the highest priority target, so Terran could cast it to draw the Lurker attack away from the bio.


This, sir, sounds like an excellent idea.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 17 2015 08:03 GMT
#54
On July 17 2015 14:43 Masada714 wrote:
I know this is a little off topic but in the beta the Season says it ends 11/10/15. That seems kind of random but I wonder if this could possibly have anything to do with the release date. That would be right around Blizzcon and the Beta will of been out for around what 7 months or so at that point?

It could be nothing but I found that interesting.


Well, nonetheless LotV is the swan song of the SC series, so BLZ ought to make it great, which will certainly take a long time.
Make DC listen!
fenix404
Profile Joined May 2011
United States305 Posts
Last Edited: 2015-07-17 08:37:22
July 17 2015 08:36 GMT
#55
they just have no idea what they really want the disruptor to be...

at this point, i feel the reaver would be so much better for both players.

i want to see them talk about dark archon, with maelstrom, and i want to see lockdown for the ghost. it might be wishful thinking, but i feel like those are two important spells that need to be in the game for the races to properly function. maelstrom the mutas? marines? lings? roaches?... lockdown the immortal? colossus? void ray? BC? tank? this stuff just makes too much sense...

more and more it seems that brood war is the answer. i'm sure you could make it different while including the main important mechanics in both maelstrom and lockdown.
"think for yourself, question authority"
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
Last Edited: 2015-07-17 08:51:20
July 17 2015 08:46 GMT
#56
On July 17 2015 09:31 The_Red_Viper wrote:
I really, really wanna know why lycan made that reddit post saying we will " !@#$%^&* our pants" by the end of the year.
TBH i simply don't see blizzard doing anything really meaningfull GAMEPLAYWISE at this point.
Obviously i would be happy to be wrong, but in the end it will be some skins probably


Microtransactions most likely.

What makes PDD different from dark swarm oO?


I talked about this in another thread, but I listed five reasons, but the most important once is that Dark Swarm didn't scale. You placed one DS and your units were safe vs the majority of the enemy composition. The enemy could have a large army but it wouldn't be able to counter it.

This allowed a BW to split Defiler and Lurkers (typically) into multiple positions over the map and the enemy needed to "work" to break down the positions.

The only counter to PDD on the other hand is just having more stuff (critical mass/scaling problem). Raven needs something that makes it feel extremely useful in low numbers (1-3), while not particularly strong when massed.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 17 2015 08:52 GMT
#57
10 sec WTF? So it's a 100% spam during fight ability now with all strategical and tactical elements taken away. Might as well give it a normal attack that drains energy like the Oracle.
Head Coach Park: "They should buff tanks!"
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 17 2015 08:53 GMT
#58
The ability of Liberators to fire into other zones was the most cool feature of the unit. Perhaps they could have balanced around this - make a shot from a liberator into another liberator's zone be much weaker (it has travelled further, lost momentum).

The turret has been removed from the game - 50 energy for a 10 second pea shooter. Please remove and add an interesting ability to the Raven.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
July 17 2015 08:54 GMT
#59
On July 17 2015 17:36 fenix404 wrote:
at this point, i feel the reaver would be so much better for both players.

i want to see them talk about dark archon, with maelstrom, and i want to see lockdown for the ghost. it might be wishful thinking, but i feel like those are two important spells that need to be in the game for the races to properly function. maelstrom the mutas? marines? lings? roaches?... lockdown the immortal? colossus? void ray? BC? tank? this stuff just makes too much sense...

more and more it seems that brood war is the answer. i'm sure you could make it different while including the main important mechanics in both maelstrom and lockdown.

Maelstrom into Forcefields, Psi Storm, Disruptor and Death Ball with high DPS? Don't think Maelstrom ever make it into SC2.

But agree with Lockdown. At least it could be tested instead of HotS Snipe.

About Reaver. I think they replaced him with Disruptor for more micro challenge. Reaver could make Protoss Death Ball even more scary with just A-click them with other units. With Disruptor you can't just a-click and you even can't cast it near your army because it has friedly fire.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
ejozl
Profile Joined October 2010
Denmark3463 Posts
July 17 2015 09:40 GMT
#60
On July 17 2015 17:52 Sapphire.lux wrote:
10 sec WTF? So it's a 100% spam during fight ability now with all strategical and tactical elements taken away. Might as well give it a normal attack that drains energy like the Oracle.


Kind of agree with this.
Maybe they could be like those turrets in SC:BW Campaign. Where they burrow underground till enemy forces approach, then they surface and start shooting, but could be adjusted so that once they've surfaced, they stay up and only last 10 seconds.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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