Community Feedback Update - July 31st - Page 10
Forum Index > Legacy of the Void |
ejozl
Denmark3340 Posts
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TT1
Canada9990 Posts
On August 01 2015 10:15 mishimaBeef wrote: warping in near a warpgate is buffed by 150%... warpgates only cost 150 minerals... offense is still possible too do you know how ridiculous of a statement that is? protoss isnt gonna make an offensive gateway next to a pylon just so they can do a 5 minute gateway timing, also you have to pray that your opponents misses a huge ass structure on the map unless you're saying that we can pressure zerg or terran by warping in at our main, in which case youre wrong | ||
mishimaBeef
Canada2259 Posts
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ThorPool
Panama145 Posts
On August 01 2015 10:15 mishimaBeef wrote: warping in near a warpgate is buffed by 150%... warpgates only cost 150 minerals... offense is still possible too The evolution of the 2 gate.... that sounds interesting :D Hits later but reenforces faster. PS: The more I think about that.. the less it works >.< | ||
Wildmoon
Thailand4189 Posts
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blade55555
United States17423 Posts
On August 01 2015 10:09 TT1 wrote: i wonder how protoss is supposed to allin now. blizzard is essentially limiting our strategic options with the warpgate nerf, whereas all the other races still have a huge array of early game allins at their disposal (zerg even more so with the addition of ovi drops) I"ll help you out a bit here, they are obviously going to buff to compensate even if it isn't immediate. These changes are good as long as they do buff toss to compensate which I would hope they do. If they don't then I can agree with you that these changes are bad. | ||
Parcelleus
Australia1662 Posts
I like alot of Dayvie says this update. Macro changes -I like removing /nerfing things like mules, chrono and messing with injects model -not sure if I like option 1 or 2 yet -dayvie recognise that with all the new units and actions that some other area can give-up a bit of apm, I like that. Disruptor -they are really hearing how bad and risky this unit is for its costs, colossus is more dependable aoe (revert range to 8 already and give toss a real aoe choice) Warpgate -good for PvP (better defensive advantage) but bad for other matchups for aggressive gateway builds, but opens up buffs to gateway units. | ||
TT1
Canada9990 Posts
On August 01 2015 10:31 blade55555 wrote: I"ll help you out a bit here, they are obviously going to buff to compensate even if it isn't immediate. These changes are good as long as they do buff toss to compensate which I would hope they do. If they don't then I can agree with you that these changes are bad. well im commenting on the current patch and they haven't said anything about that.. | ||
mishimaBeef
Canada2259 Posts
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Charoisaur
Germany15878 Posts
It blows my mind a lead designer of one of the biggest video game developers in the world can't understand that the player must be the first priority when designing a game. A game which has no or not many players won't be watched either. | ||
mishimaBeef
Canada2259 Posts
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Quineotio
Australia128 Posts
I like the idea of removing, or at least minimalising macro mechanics. I'd rather be spending my APM moving units around than clicking inject over and over again. I'm all for removing the menial tasks in the game and allowing players to concentrate more on strategy. | ||
B-royal
Belgium1330 Posts
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Henno12
19 Posts
On August 01 2015 10:47 Charoisaur wrote: As long as DK has the attitude "We want to entertain the viewers, the player experience doesn't matter" LotV is doomed to fail. It blows my mind a lead designer of one of the biggest video game developers in the world can't understand that the player must be the first priority when designing a game. A game which has no or not many players won't be watched either. Whats wrong with the game being played? | ||
Quineotio
Australia128 Posts
On August 01 2015 10:32 TT1 wrote: well im commenting on the current patch and they haven't said anything about that.. I think it has to be implied that when a change effects the way the game is played, other changes may need to be made as well. The question is not so much "will protoss still be viable" - because they will obviously keep working at it until ALL the races are viable. The question is "do you want protoss to be balanced around a broken mechanic?". Assuming they continue to balance the game (which is a fair assumption to make), I think the new warpgate is much better. | ||
Roblin
Sweden948 Posts
On August 01 2015 10:47 Charoisaur wrote: As long as DK has the attitude "We want to entertain the viewers, the player experience doesn't matter" LotV is doomed to fail. I agree that if DK had that attitude then LotV would be doomed to fail. but I disagree that DK has that attitude. | ||
JimmyJRaynor
Canada16626 Posts
i'd like to see Blizzard experiment with option 2 of the macromechanics changes and see how they go. i really hope LotV ends up being radically different from HotS namely, a) Cut chrono b) Cut mule c) Spawn larva is autocast by default, but spawn only 2 larva | ||
EleanorRIgby
Canada3923 Posts
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JimmyJRaynor
Canada16626 Posts
On August 01 2015 05:31 Dodgin wrote: Seems like another case of Blizzard trying to add something that nobody was asking for, who the hell came up with this idea that they need to remove macro mechanics? The game may be harder to play but the people you play against have the same trouble as you do keeping up with all the required actions. i've been saying for a long time i want a "fast & fluid" more C&C style of game. and diminishing macro mechanics goes right down that alley. lots of guys i know who play SC2 AND other RTS games want a more fast&fluid combat-centric experience that feels a lot less like an eco-sim. all the ex-C&C guys who lost their jobs when Victory Games was shut down are probably having a big influence on LotV. | ||
[UoN]Sentinel
United States11320 Posts
The issue with cutting Chrono is that it isn't just a macro mechanic but also influences research/build times, which might need to be adjusted (it takes 3 HotS minutes for Blink to be researched without Chronoboost). Having HotS campaign hatcheries which spawn 5 larva instead of 3 is pretty cool though. Maybe have it so that lairs and hives produce larva significantly faster? As for disruptor, I guess we'll see. | ||
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