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16seconds is far too huge. The most surprising of all is macro mechanics nerf (and cut)
That's some big change that I didn't foresee it coming at all.
To be honest I do understand why they would do that. Macro is never going to be as viewer friendly to watch as micro. And it is essentially similar across all pro players once we reach certain skill level.
But Sc2 has a very interesting and unique macro mechanics that helps to differentiate races. Please keep them.
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To me looks like Blizzard is trying to make a money move by making the game a lot more casual friendly than it already is. The macro mechanics are not that hard to be honest, and its removal may make the new players feel more atracted to the game but StarCraft without macro would be so boring even to watch as well as to play if youre above gold in my opinion. I also dislike the change to starting workers, the idea is to pick up the pase of the game yeah I know but killing workers in early game is so irrelevant since players have already a lot of them, and less mineral per base? To me looks like no more epic macro games anymore which make me feel really sad. Might as well stick to hots or even go back to BW.
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On August 01 2015 10:14 Dracover wrote: Never thought I would see the day where they would remove chrono, inject and mules. Can't understand why people don't want it removed. I agree, I really want to try StarCraft 2 without the ridiculously gimmicky macro mechanics.
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yay, let's turn sc2 into one more moba
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On August 01 2015 12:18 F u r u y a wrote: yay, let's turn sc2 into one more moba So brood war is a moba because it doent have any of that?
On August 01 2015 12:06 Celepharn wrote: To me looks like Blizzard is trying to make a money move by making the game a lot more casual friendly than it already is. The macro mechanics are not that hard to be honest, and its removal may make the new players feel more atracted to the game but StarCraft without macro would be so boring even to watch as well as to play if youre above gold in my opinion. I also dislike the change to starting workers, the idea is to pick up the pase of the game yeah I know but killing workers in early game is so irrelevant since players have already a lot of them, and less mineral per base? To me looks like no more epic macro games anymore which make me feel really sad. Might as well stick to hots or even go back to BW. No more macro? You no longer have to create units? Or build barracks?
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On August 01 2015 12:19 Henno12 wrote: So brood war is a moba because it doent have any of that? You don't get my joke. I mean quite the opposite.
Because macro mechanics are an area that’s difficult to do, and not many people can really tell how well someone is doing it, we’ve been exploring potentially cutting them or making them less important.
In my opinion the macro mechanics are the essence of this game. If you want to see only battles and micro shows go watch moba.
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On August 01 2015 12:26 F u r u y a wrote:Show nested quote +On August 01 2015 12:19 Henno12 wrote: So brood war is a moba because it doent have any of that? You don't get my joke. I mean quite the opposite. Show nested quote +Because macro mechanics are an area that’s difficult to do, and not many people can really tell how well someone is doing it, we’ve been exploring potentially cutting them or making them less important.
In my opinion the macro mechanics are the essence of this game. If you want to see only battles and micro shows go watch moba.
or many RTS games not called Starcraft.
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Both options to remove/nerf macro mechanics are good.
Macro mechanics are boring, especially spawn larva, and are not needed.
The game is hard enough already.
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On August 01 2015 12:06 Celepharn wrote: To me looks like Blizzard is trying to make a money move by making the game a lot more casual friendly than it already is. The macro mechanics are not that hard to be honest, and its removal may make the new players feel more atracted to the game but StarCraft without macro would be so boring even to watch as well as to play if youre above gold in my opinion. I also dislike the change to starting workers, the idea is to pick up the pase of the game yeah I know but killing workers in early game is so irrelevant since players have already a lot of them, and less mineral per base? To me looks like no more epic macro games anymore which make me feel really sad. Might as well stick to hots or even go back to BW. There's nothing to watch. You can't really watch people do macro mechanics properly.
The only visual cue is lots of units popping out, and that isn't going to change with the removal of macro mechanics.
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the macro mechanic removal will do a ton to fix the game
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On August 01 2015 09:51 ThorPool wrote: Am I seeing this right ? Zerg makes hatches as usuall,but more queens because since I do not inject I can spreed creep. Less larvae makes more drones more important. Lots of queens who do not cost larvae,lots of creep spread and lots of drones because I will make more queens. Fast creep highways early on ? The terran would have more scans to kill creep... Just brainstorming here haha You would still need a queen near the hatchery to inject. It's just auto-cast now, like medivac heals.
So if your queen get's sniped, no injects for you.
It's a very good change
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Perhaps they can have autocast options for larva but make it autocast every 30 seconds not 25. Make autocast less effective but easier. Same for protoss, you can autocast chrono on a building but it will take more energy. Mule is the hardest one. But its also one of the easier macro mechanic so perhaps let it stay the same.
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Yes, please, for the love of guacamole, cut the macro mechanics, or make them not matter as much, or make them easier. They provide a very hollow sense of systems mastery, and for that they're badly designed mechanics. Yes, there is choice involved in muel and inject vs other abilities, so a strict comparison can't be made to L-canceling in one sense, but it's very close in the other sense that "this is something which, as a whole, makes the game less fun to new / bad players, and doesn't add much for the good players, because they're repetitive actions which one often thinks little about, that must be conditioned by rote memorization" imo. At the very least, make inject auto-cast. It would be nice if we could select auto-cast for the other abilities too, but chronoboost in particular would be pretty difficult to code intelligently enough for anyone to consider turning it on to automate the tedious actions.
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I really like the proposed changes to macro mechanics. Go blizz go!
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What if, redisgn disruptor like this, is it ok guys? - Deal way less damage (maybe 10 or 20). - After exploding, make enemy units move and fire slower a little bit. - Spell does not stack. - Invulnerable 1.5 secs after explosion. - Cost change: 200 min/100 gas. Supply:3 or 4. (number can be adjusted)
=> less rewarding, but also less frustrating when getting hit by the disruptor or missing the blow, provide more interesting interaction rather than just all-or-nothing unit.
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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)
They are buffing warp prism all ins at the cost of the surprise of which all in protoss players are going to do (unless there is a proxy gateway which is not impossible). There are still immortal, blink, and plain gateway all ins just have to add a prism which isn't a bad thing with how strong it is. And if im reading it right with this change defensive warp ins would be strong as hell to deal with all ins (maybe instead of relying on photon overcharge). I imagine later in the game the warp to pylon upgrade should be available though. And i do agree ovie drops should require something else other then at hatch.
edit: also on the weakest race comment, lets worry about balance later we all should know blizzard is pretty good at balance just looking at hots for the past few years and even wol winrates has never been below 45ish percent. What they need is design comments.
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Re macro mechanics:
People defending macro mechanics are either doing so because a) they think their removal will make the game too easy at high levels or b) they've gotten good at their respective mechanic and don't want to lose a perceived edge over opponents.
The mechanics are boring, arbitrary extra clicks that add little to the game. Removing them will make the game easier but in a good way. And the Econ changes more than makeup for any reduction in difficulty from their removal. People wanting to keep the mechanics because they're good at them need to put on their thinking caps. This game we love thrives when more people play and watch it. Changes that make the game more fun and intuitive are good. Difficulty for its own sake is stupid by any metric.
On Toss, I assume the redesign of the race will eventually entail a buff to core gateway units. Since i see that as inevitable, the nerfs to Protoss' coin flip strategies are welcome.
All food changes
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On August 01 2015 04:36 TT1 wrote:...wheres the logic in that?
Are you seriously trying to find logical explanations from the Blizzard design team?
This is the same design team who wanted to buff Terran Bio, and then did so by separating Terran Mech and Air upgrades.
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So Blizzard finally admits that half of the game is no fun and they should have made a moba instead? I guess that's it for RTS games.
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