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Community Feedback Update - July 17 - Page 5

Forum Index > Legacy of the Void
138 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 Next All
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 18 2015 22:32 GMT
#81
Protoss needs somewhat of a redesign.

Everything else is secondary in importance.
England will fight to the last American
91matt
Profile Joined March 2013
United Kingdom147 Posts
July 19 2015 00:22 GMT
#82
On July 19 2015 07:32 KaiserJohan wrote:
Protoss needs somewhat of a redesign.

Everything else is secondary in importance.


The liberator needs to be nerfed first
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 19 2015 00:23 GMT
#83
Glad to see that the entire Korean scene thinks LotV is too hard.

What boggles my mind is that why does the foreign scene want the game to be more difficult.
fruity.
Profile Joined April 2012
England1711 Posts
Last Edited: 2015-07-19 01:47:24
July 19 2015 01:42 GMT
#84
On July 19 2015 09:23 c0ldfusion wrote:
Glad to see that the entire Korean scene thinks LotV is too hard.

What boggles my mind is that why does the foreign scene want the game to be more difficult.


What's behind your opinion of the whole foreign scene wanting it to be more difficult? To be honest I don't ever recall reading anything along those line round these parts
Ex Zerg learning Terran. A bold move.
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
July 19 2015 01:49 GMT
#85
Why is the clan / group function disabled? Please fix this Blizzard. T_T
AKA: TelecoM[WHITE] Protoss fighting
c0ldfusion
Profile Joined October 2010
United States8293 Posts
Last Edited: 2015-07-19 02:04:35
July 19 2015 02:02 GMT
#86
On July 19 2015 10:42 fruity. wrote:
Show nested quote +
On July 19 2015 09:23 c0ldfusion wrote:
Glad to see that the entire Korean scene thinks LotV is too hard.

What boggles my mind is that why does the foreign scene want the game to be more difficult.


What's behind your opinion of the whole foreign scene wanting it to be more difficult? To be honest I don't ever recall reading anything along those line round these parts


It's in David Kim's summary in the OP.

Game Difficulty Discussion
As many of us on the team expected, this proved to be a tough topic. We knew going in there would be clear disagreements, as we’ve been seeing in many places—including individual pro feedback—that the majority of the Korean community disagrees with our goals for Void, while many outside of Korea strongly agree with our direction.

As many of you already know, these are the main goals that our team has for Legacy of the Void:

More action, less down time.
More micro on both sides in engagements.
New ways to show off skill.
Make the game more difficult for pros.
Make the game more approachable to regular players through new features such as Archon Mode and Allied Commanders.
andrewlt
Profile Joined August 2009
United States7702 Posts
Last Edited: 2015-07-19 02:12:24
July 19 2015 02:11 GMT
#87
On July 18 2015 22:58 Caihead wrote:
List of unit active abilities (I didn't count common mechanics like load/unload):

BW terran: 14
Marine / Firebat: Stim
Medic: Heal, Restoration, Optic Flare
Vulture: Spider Mine
Siege tank: Siege/Unsiege
Wraith: Cloak/Uncloak
Ghost: Nuke, Cloak/Uncloak, Lockdown
Science Vessel: Defensive Matrix, EMP, Irradiate
Battlecruiser: Yamato

SC2 terran: HotS 15 (lotv 19)
Marine / Marauder: Stim
Reaper (lotv): bomb
Ghost: Snipe, EMP. Nuke, Cloak/Uncloak, (lotv) ability subject to change
Hellion/Hellbat: Transform
Tank: Siege/Unsiege
Widow Mine: Borrow/Unborrow
Viking: Transform
Medivac: Boost, Heal
Raven: Auto Turret, Seeker Missile, Point Defense drone
Banshee: Cloak/Uncloak
Battlecruiser: Yamato, (lotv) teleport?
Liberator (lotv): AG mode

BW Protoss (I didn't count morph archon): 10
High Templar: Psionic Storm, Hallucination
Reaver: Build Scarab
Dark Archon: Feedback, Maelstrom, Mind control
Carrier: Build interceptor
Arbitor: Stasis field, Recall
Corsair: Disruption Web

SC2 Protoss: 12, (lotv 16?)
Zealot: Charge
Stalker: Blink
Sentry: Forcefield, Hallucination
High Templar: Storm, Feedback
Immortal (lotv): shield
Phoenix: Lift
Voidray: Alignment
Oracle: Revelation (lotv subject to changes), Envision (lotv subject to changes), Pulsar Beam activate / Deactivate
Carrier: Build interceptor, (lotv) release interceptors to location subject to change?
Disruptor (lotv): Purification nova
Adept (lotv): Teleport

BW Zerg (I didn't count borrow or morph): 7
Defiler: Dark Swarm, Consume, Plague
Queen: Infest Command center, Parasite, Ensnare, Spawn broodling

SC2 Zerg: 9, (lotv 10-11?)
Queen: Spawn Larva, Creep tumor, Transfuse
Ravager (lotv): bile
Infestor: Infested terran, Fungal, Neural (lotv subject to change?)
Viper: Blinding cloud, consume, (lotv) air aoe
Corrupter: Corruption (lotv removed?)



Even though you dismiss people's complaints, your counts pretty much confirm what everybody is saying. There are already more abilities in HotS compared to BW and LotV is adding even more. You also missed the abilities of the thor, overseer, mothership/core and the sentry's guardian shield.

The game isn't just a mess for players. It's a mess for spectators, too. BW had many fans who stopped playing the game ages ago or never played it at all. These people could still understand the game by watching. SC2 currently has way too many active abilities that don't do anything for spectators. They are designed 100% to be busywork for players. If you haven't played the game in a while, you might not even know these abilities exist or what they are there for.
fruity.
Profile Joined April 2012
England1711 Posts
July 19 2015 02:15 GMT
#88
I can't see anything about foreigners wanting the game to be more difficult (has anyone ever read a thread here stating that?), the reasoning behind wanting to make the game harder for pro's I understand, it's not really my place to say if this would be good or bad.

The only time I've heard the difficulty of LotV called in to question was with a recent translation here on TL by Catana I believe (which is a valid point). Sure the learning curve is steep, it is a difficult game, still don't believe that everyone outside Korea wants the game made even harder.

Not looking to be argumentative here
Ex Zerg learning Terran. A bold move.
ZenithM
Profile Joined February 2011
France15952 Posts
July 19 2015 04:16 GMT
#89
OP, you might want to put what you wrote in quotations. For a few sentences I thought the community was talking out of their ass again and officially claiming they're the game's designers :D
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 19 2015 04:20 GMT
#90
lol same here, i thought they had a community meeting or something at first... then i finally found the source link -.-
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-07-19 04:41:46
July 19 2015 04:31 GMT
#91
If you're interested in who exactly was invited to this "community summit" (which I had no idea about until reading the OP :D), I've found on some reddit post a non-exhaustive list of names:
JaKaTaK, Carbot, Lowko, iNcontroL, ZG, Rifkin,etc

The reddit post itself is very optimistic, I don't really know if I can trust it or not :D.

For next week's protoss update, I fully expect the classic statement: "We looked at it in internal testing and it didn't pan out well, Protoss is already nice enough!" I like Blizzard, but for now we've yet to see any hint that they're willing to shake things up to a great enough extent to please the hardcore community (us, TL). It's not an overly enthusiastic reddit post under NDA that will convince otherwise :D.

On another topic, I hugely agree with this post!
On July 18 2015 23:51 Big J wrote:
@Caihead: I honestly don't see why you expect players that probably do not play BW (anymore) to want things to be like BW. These "justify things by showing how they were in broodwar and noone complaint there"-arguments are getting so tiring. I couldn't give any fuck about how others liked what was in broodwar. What I give a fuck about is how my game plays right now and what conclusion I can draw for the future developments of this game.
And excessive amounts of active abilities is something I don't like in STARCRAFT 2. I already don't enjoy playing with 2 different active caster units (e.g. Infestor+Viper, or ghost+raven) in one army, even less 3 (infestor+viper+queen) and I can't see my fun in STARCRAFT 2 increase by also having to implement active skills on more non-caster units into my play.

I can't believe how pissed off I am when I'm forced to control 2 different casters and all the rest of the army with them :D. Thankfully I'm Terran so it doesn't happen that much, but I've already played some raven+ghost+viking+MMM and holy shit, what a pain in the ass this is :D.
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
July 19 2015 09:48 GMT
#92
I can't believe how pissed off I am when I'm forced to control 2 different casters and all the rest of the army with them :D. Thankfully I'm Terran so it doesn't happen that much, but I've already played some raven+ghost+viking+MMM and holy !@#$%^&*, what a pain in the !@#$%^&* this is :D.


I had hoped that Blizzard had reworked how you could use spellcasters along with each other. E.g. you should be able to stim bio units and use Ghost abilities without having two seperate control groups. Would make the game so much simpler and allow us to focus on unit movement instead of control group management.
Big J
Profile Joined March 2011
Austria16289 Posts
July 19 2015 10:02 GMT
#93
On July 19 2015 18:48 Hider wrote:
Show nested quote +
I can't believe how pissed off I am when I'm forced to control 2 different casters and all the rest of the army with them :D. Thankfully I'm Terran so it doesn't happen that much, but I've already played some raven+ghost+viking+MMM and holy !@#$%^&*, what a pain in the !@#$%^&* this is :D.


I had hoped that Blizzard had reworked how you could use spellcasters along with each other. E.g. you should be able to stim bio units and use Ghost abilities without having two seperate control groups. Would make the game so much simpler and allow us to focus on unit movement instead of control group management.


It's also the nature of some spells.
E.g. Mass queen with heal is one of the most frustrating "micro" experiences in the game imo. All you do is spam click targets that keep on running out of the rather small heal range (7). And on top of that the spell has a tiny cooldown that makes it very sluggish because then often the target is in range of a queen that just healed it, but not in range of the next best casting queen and the heal doesn't go off in time.
And then you pair that with spamming infested Terrans and Ravager shots all over the place...

Though I'm giving the ravager more flak than it deserves. The ravager itself is very fun to play with, at least if you know about rapidfire. It's rather that I've already played it in conjunction with the infestor and the lurker and then it keeps on annoying me that I'm basically only clicking buttons and have no time for any positioning micro.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
July 19 2015 10:30 GMT
#94
On July 19 2015 03:08 TiberiusAk wrote:
...
A call to action for players:
Show nested quote +
The last thing I would like to say, ALL OF YOU, including PROS - if you have Beta access you need to start playing Legacy of the Void. WCS is over for 2015 and there are very few big events left. Participate in the online cups that run Legacy of the Void (full transparency: I run one and I'm not saying this just to get more participation). David Kim and his fellow developers watch those events to gather data. They need you to make a meta, break the meta, and build a new one. So do the team and our community a favor and start grinding ladder games, playing in tournaments, using the new units and helping to make LotV the game we all want it to be.

Well, that's nice. But all the players here know the feeling of "damn, I looked away for a second and half of my army is gone"(or, in my usual case, all my army is without shields ).

And how am I supposed to play when I have lag spikes in Beta? I would love to play it, but I SO MUCH HATE these loses. And I really do not want to experience a loss where I couldn't do anything for 2-4 seconds because now I am waiting until the game will give me the ability to actually play it. Until they resolve this problem, LotV beta is not for me.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
July 19 2015 10:53 GMT
#95
I wish they change the lurker attack sound. The BW sound was scary as hell, lotv sound...I can't even hear them when I'm being attacked by the spines :\
ejozl
Profile Joined October 2010
Denmark3411 Posts
Last Edited: 2015-07-19 11:37:05
July 19 2015 11:25 GMT
#96
I hope they don't get too caught up in the "more difficult for pro's" department.
The reason we want it more difficult is so we have more consistent top players. This can also be done by simply removing some of the random factors of openers, or improving the ability to scout.
LotV has made that part of the game worse, which means, even though there's many more tasks to do well in LotV and that insane micro players will do well in that aspect, these players might end up being less consistent overall.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Dingodile
Profile Joined December 2011
4135 Posts
July 19 2015 12:02 GMT
#97
I hope they do someting that losing a game isn't frustating and winning a game is rewarding. Biggest factor here are hardcounter units and some spells. (small example)
I do feel very frustating to lose a game because:
I lost to mass FF
I lost to (strong) wmines hits

I dont feel frustating to lose when such happened:
I lost because my opponent show great muta skills
I lost because my opponent show great blink stalkers micro.

Sadly most games happened like the first example (90% of all losses). And no, I dont feel good that I won my games with sick FF or good wmines random hits.
Grubby | ToD | Moon | Lyn | Sky
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
July 19 2015 13:23 GMT
#98
Brought my passion back for a sec, chief!
The heart's eternal vow
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 19 2015 14:16 GMT
#99
I feel frustrated by losing to Muta regeneration, while I don't mind if good FF secure my opponent a win. It is impossible to remove people feeling frustrated about a loss against what they percieve as unfair, because everyone plays differently and has different strengths and weaknesses.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
July 19 2015 16:36 GMT
#100
On July 18 2015 13:09 SC2John wrote:
Show nested quote +
  • While a new player might not think the SC2 1v1 experience appears inherently accessible, its rich complexity is a part of what makes it so intriguing—and ultimately engaging.
  • We can do a better job making the transition for brand-new players easier. For example, I’m completely new to RTSs or SC2. In Void, maybe the flow for getting me into 1v1 looks something like this: Play the campaign; move on to Allied Commanders; try out Training Mode; play some team games with my favorite ally from Allied commanders; try out Archon Mode; and then try 1v1.
  • We’re not saying that everyone interested in playing SC2 needs to eventually move into 1v1—obviously, we anticipate some Void players will be drawn solely to Allied Commanders, while others will live in team games for years, and that’s great. However, we can make it easier for those interested in every part of SC2 to make the leap from the most accessible part to the most hardcore part—by making it happen in smaller steps.


What. The. Fuck. How is this thinking possible?

SC2, at it's heart, is a 1v1 game. It's a (fun) competitive game based on learning how the races and matchups and interactions work; the rest is extraneous. I'm not saying this because I believe 1v1 is the only way to play, but because the game has been marketed and branded this way since its inception, and it makes no sense to expect that the richest part of a player's experience is going to be building confidence to play a single NORMAL game of SC2. Even if I'm brand new to an RTS, my goal when downloading an RTS is to play an RTS.

For example, if I download Minesweeper, I may not know the rules or how to play, but I can immediately jump into the game, learn little bits and pieces, and quickly master the game. If I download League of Legends, I can immediately jump into a blind pick game and begin learning the basics of how to play against real people without much stress. But in SC2, it's EXPECTED that I'll need to spend several days or weeks just building up enough knowledge and confidence to play a standard game of SC2? Why is the game so hard that a brand new player literally cannot play the game they downloaded?

I appreciate the work towards creating a game that helps new players transition, and I especially appreciate these constant updates. But I personally think it's absolutely flawed that the game has such tight transitions and punishing mechanics that new players are expected to fail, get frustrated, and leave without some sort of alternative gaming safety net.


This logic of Blizzard's makes sense to me. Like someone else posted, I got into rts through the campaign mode as well. Minesweeper is a simple game with simple rules. The rules stay simple, but the game can become very complex, like most sports out there. Anyone can play basketball, but to play it well is another thing.

Starcraft (and rts in general) are complicated games with complicated rule sets, that are also hard to master. Most people will pick this game up to play it and get lost in all the rules. Probably a good chunk of people will give up on the game right there after getting stomped in a 1v1 and never understanding why they lost (because they don't understand all the rules). These non competitive modes give people different levels to learn and participate.

I personally think it will help the community grow larger and I would welcome that.

I agree about the punishing mechanics, but I think LOTV is much better than HOTS in this regard. I usually don't lose a LOTV game in one fight, but in HOTS I find my army is dead in a 3 second fight and it decides the game. Idk, I agree fights should be less punishing, more back and forth.
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