Community Feedback Update - July 31st - Page 20
Forum Index > Legacy of the Void |
mishimaBeef
Canada2259 Posts
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JimmyJRaynor
Canada16595 Posts
Kotick gets an esports question and he lists 3 ATVI games and NOT STARCRAFT lol. that should tell us where SC2 stands with ATVI. | ||
boxerfred
Germany8360 Posts
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donkmcstonk
1 Post
As a balancing factor I think it should be more visible how much energy she is carrying. She should get a fatter belly so it would be more visible and worth to to hunt the fatter ones. Fattys could be slower. A Queen that gets maxed should produce a warning scream and explode if energy is not spent in say 10 secs. | ||
Cazimirbzh
334 Posts
warp changes is BS. "have Warpgates touching their pylon power. " so i wall third with gate and have to remember to warp from these gates to defend b3 and not b1 .... "Pylons not “connected” to Warpgates." Same here even if it's a "huge" nerf that affect enought the mechanics of protoss reinforcement compared to Z or T. "Spawn larva is autocast by default," ........no no no, do we need to push a key to make it work ? no? then remove. Option 1 and 2 are the same. That's not a choice^^. If you want to remove, in my opinion, these important aspects of sc2 races, why not. I even tend to agree as they're a real nightmare for balance. If you want to keep them, they should be effective in midgame in order to keep early game safe from racial imba(bw memories^^). Cost could be increase drastcly ( ? 75 nrg ? ) in order to create a racial choice during mid game between agression/economic style (zerg creep or boost in larvas, protoss chrono tech or probe production, and terran scan or mule. The fact that you can force nrg to be spend on specific issues allows also for some kind of counter. Edit: however, this option doesnt resolve the issue of racial macro mechanics in late game. | ||
PVJ
Hungary5214 Posts
On August 01 2015 07:53 DeadByDawn wrote: Already pre-ordered it to play the beta and I do not regret it. Regardless of the silliness of these changes SC2 is still the best RTS we have (OK, maybe BW - but it makes my eyes hurt). And I gave CarBot $350 to bring StarCrafts to the game - so it can only get better ![]() That's a lot of money. | ||
Cloak
United States816 Posts
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ishida66
Japan74 Posts
The gateway range thing seems clunky, they could make it "creep esque", using connected pylon as fast warp-in region. Maybe a mid game upgrade that reduced the warp-in time for out of range would be interesting. | ||
crazedrat
272 Posts
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Clear World
125 Posts
Saying that, I don't like the macro abilities because they currently are 'non'-strategic choices. They are simply too strong and are the obvious choice compare to the other options. And for the Queen Inject Larva ability specifically, the timing forces players to be so precise with their injects. Back when I was attempting to learn how to play Zerg, I remember my friend tell me, "If your Queen has over 25 energy, it's a sign that you're performing the spawn larva ability poorly." and that line made it so obvious to me that there isn't much room for error. Also I consider keeping these abilities for the sake of having consuming time a bad idea. While I'm on the topic of marco things, just a personal thing I would like to see in how they nerf, following their option 1. Though, other balance changes would have to come with it. I'll just toss it in the spoiler to not waste space. + Show Spoiler + Zerg - Queen starting energy increased to 50 from 25. - Queen Transfusion energy cost reduced to 25 from 50. - Transfusion heal reduce to 60 from 125. - Spawn Larva energy cost increased to 50 from 25. - Spawn Larva bonus larva reduced to 3 from 4. - Lair and Hive produce Larva at a faster rate (like, 1 larva every 12 & 8 seconds fir Lair & Hive respectively), and naturally holds more larva (like, 4 & 6 for Lair & Hive respectively). And a Hatchery/Lair/Hive can hold a maximum of 6 / 7 / 9 larva through Spawn Larva. * The biggest thing about this would that this would nerf the 'banking' on larva strategy on some levels while providing incentive for Zerg players to morph Lairs and Hive. Hopefully, the increase production from Lair and Hive will also help somewhat offset the need for Queen constant Spawn Larva ability. It might be even possible to see a game where Zerg would want to have more than 1 Hive or Lair at the same time in the game. Protoss - Nexus starting energy increased to 25 from 50. - Chrono Boost energy cost increased to 50 from 25. - Chrono Boost duration increased to 35 seconds from 20. - Nexus has a new ability - Transform Gateway into Warpgate. Cost 50 energy. (Warpgate research at Cybernetic Core removed) - Nexus has a new ability - Energize: Grant a unit with energy, 100 energy over 25 seconds. Cost 50 energy. * The biggest goal with this would just provide more strategic options for Toss players in choice. Also, with the Warpgate nerf (assuming they don't intend to keep the 2 second warp-in through Warp Prism) and making that the player has to transform gateways into warp-gate 1 at a time, this will weaken All-In timings, while still making Warpgate still easily obtainable (similar to Transporting Overlords). Terran - Mule ability now puts a coating of armor over an existing SCV, becoming a Mule for 90 seconds before reverting to a SCV. - Mineral gathered per trip reduced to 15 from 30. - Mule repairs double the speed of SCV (requires half the time to repair a unit, but equal in cost). * Like the other two, this change is remove the 'option' of just tossing all your SCV away since now Mule requires SCV to be made. I think Scan is good enough, though, I would love to see a buff to the third ability. Maybe, Extra Supplies also allow units to load in and attack like a bunker? It would give that ability an extra utility that may open additional choices in the game. | ||
Big J
Austria16289 Posts
On August 07 2015 12:08 Clear World wrote: Personally, I wouldn't want to see the macro abilities to be removed. It was be ashamed to just simply remove content from the game. Having more strategic options and viable choices in the game is better for the game in the long run. Blizzard just have to be smart in how they design the game, and actually consider the full benefits those enhancements brings to the game. Saying that, I don't like the macro abilities because they currently are 'non'-strategic choices. They are simply too strong and are the obvious choice compare to the other options. And for the Queen Inject Larva ability specifically, the timing forces players to be so precise with their injects. Back when I was attempting to learn how to play Zerg, I remember my friend tell me, "If your Queen has over 25 energy, it's a sign that you're performing the spawn larva ability poorly." and that line made it so obvious to me that there isn't much room for error. Also I consider keeping these abilities for the sake of having consuming time a bad idea. While I'm on the topic of marco things, just a personal thing I would like to see in how they nerf, following their option 1. Though, other balance changes would have to come with it. I'll just toss it in the spoiler to not waste space. + Show Spoiler + Zerg - Queen starting energy increased to 50 from 25. - Queen Transfusion energy cost reduced to 25 from 50. - Transfusion heal reduce to 60 from 125. - Spawn Larva energy cost increased to 50 from 25. - Spawn Larva bonus larva reduced to 3 from 4. - Lair and Hive produce Larva at a faster rate (like, 1 larva every 12 & 8 seconds fir Lair & Hive respectively), and naturally holds more larva (like, 4 & 6 for Lair & Hive respectively). And a Hatchery/Lair/Hive can hold a maximum of 6 / 7 / 9 larva through Spawn Larva. * The biggest thing about this would that this would nerf the 'banking' on larva strategy on some levels while providing incentive for Zerg players to morph Lairs and Hive. Hopefully, the increase production from Lair and Hive will also help somewhat offset the need for Queen constant Spawn Larva ability. It might be even possible to see a game where Zerg would want to have more than 1 Hive or Lair at the same time in the game. Protoss - Nexus starting energy increased to 25 from 50. - Chrono Boost energy cost increased to 50 from 25. - Chrono Boost duration increased to 35 seconds from 20. - Nexus has a new ability - Transform Gateway into Warpgate. Cost 50 energy. (Warpgate research at Cybernetic Core removed) - Nexus has a new ability - Energize: Grant a unit with energy, 100 energy over 25 seconds. Cost 50 energy. * The biggest goal with this would just provide more strategic options for Toss players in choice. Also, with the Warpgate nerf (assuming they don't intend to keep the 2 second warp-in through Warp Prism) and making that the player has to transform gateways into warp-gate 1 at a time, this will weaken All-In timings, while still making Warpgate still easily obtainable (similar to Transporting Overlords). Terran - Mule ability now puts a coating of armor over an existing SCV, becoming a Mule for 90 seconds before reverting to a SCV. - Mineral gathered per trip reduced to 15 from 30. - Mule repairs double the speed of SCV (requires half the time to repair a unit, but equal in cost). * Like the other two, this change is remove the 'option' of just tossing all your SCV away since now Mule requires SCV to be made. I think Scan is good enough, though, I would love to see a buff to the third ability. Maybe, Extra Supplies also allow units to load in and attack like a bunker? It would give that ability an extra utility that may open additional choices in the game. Numbers could be discussed, but I like the ideas you have about chrono, Mule and inject. In particular I love the idea to have SCVs temporarily transformed into mules instead of summoning free units. | ||
[PkF] Wire
France24192 Posts
On August 05 2015 17:28 boxerfred wrote: The Warp Prism mechanic will make Robo allins stronger than they have ever been. Yeah this is kinda stupid, it'll just make warp prism all-ins even more frustrating, while splitting energy/warp-in power would not. I don't know why they're this focused on making the warp prism absolutely crazy broken, it's already damn strong with that retarded long range pick-up, don't overdo it. 2 seconds warp prism warp-in seems abusive though. It would be abusive indeed, hence why the proposed change is far worse than what they proposed in the Protoss community update. It would leave no place to any gateway buff and make Protoss even keener to all-in, since a lot of all-ins can already include a warp-prism (adepts all-ins usually go with a WP, same with immortal sentry...). | ||
Pirfiktshon
United States1072 Posts
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digmouse
China6327 Posts
New redesigned Disruptor: Purifying Nova is removed, replaced by a new ability to shoot detonating balls that can be controlled by the Protoss player and be dodged by the enemy, basically a controllable Scarab. | ||
Topin
Peru10041 Posts
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mishimaBeef
Canada2259 Posts
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owlman
France58 Posts
Disruptor harass will be dead with an immobile unit! | ||
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ZeromuS
Canada13386 Posts
On August 09 2015 02:01 Topin wrote: but the new distruptor wont be able to move iirc It will be able to move. It wont be able to move when the scarab piece is out though. Sounds similar to the mod proposed by decemberscalm. Video here: | ||
The_Red_Viper
19533 Posts
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ZergLingShepherd1
404 Posts
even a 1 supply unit after so long. that would be good. | ||
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