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Community Feedback Update - July 31st - Page 20

Forum Index > Legacy of the Void
427 CommentsPost a Reply
Prev 1 18 19 20 21 22 Next All
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2015-08-04 23:43:47
August 04 2015 20:50 GMT
#381
I'm sticking with my predictions of Blizzcon open beta, Christmas launch.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
JimmyJRaynor
Profile Blog Joined April 2010
Canada16750 Posts
Last Edited: 2015-08-04 21:04:14
August 04 2015 21:00 GMT
#382
Morhaime: "Higher demand for LotV pre-orders relative to HotS" and i guess Allied Commanders mode is now official now that Mike just said it.

Kotick gets an esports question and he lists 3 ATVI games and NOT STARCRAFT lol.
that should tell us where SC2 stands with ATVI.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
August 05 2015 08:28 GMT
#383
The Warp Prism mechanic will make Robo allins stronger than they have ever been. PartinG is probably setting up a huge party right now. I don't see the benefit from removing/changing the MULE. I always understood the MULE as partially a replacement of workers (since Terran is the race to build workers the slowest) and as a lategame mineral boost (i.e. build 4+ OCs and have fun spamming). Removing or nerfing the MULE and substituting it with another mechanic (which is necessary IMHO) will be a HUGE buff to scans simply due to the availability.
donkmcstonk
Profile Joined August 2015
1 Post
August 05 2015 11:38 GMT
#384
I would like missed larvae injects to be a little more forgiving. With mules thats not dropped when u have the energy, u still get your minerals (but a bit later). I think the queens should be able to stockpile energy and inject and get the larvae later with a larger inject, as the penalty could be huge for not having the larvae early on when needed. (or with a minor penalty that at least recoups a part of the missed larvae)

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
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-05 16:22:58
August 05 2015 16:20 GMT
#385
A lot of errors
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
Profile Blog Joined July 2012
Hungary5221 Posts
August 06 2015 01:03 GMT
#386
On August 01 2015 07:53 DeadByDawn wrote:
Show nested quote +
On August 01 2015 07:42 StaN.de wrote:
Not gonna buy LotV if these macro changes are going to make it in the final game.

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.
The heart's eternal vow
Cloak
Profile Joined October 2009
United States816 Posts
August 06 2015 01:16 GMT
#387
The only way to stop build order loss aside form unit design is to make unit victories shittier at destroying buildings and workers.
The more you know, the less you understand.
ishida66
Profile Joined May 2011
Japan74 Posts
August 06 2015 04:46 GMT
#388
Warp in changes seems nice as long as it follows with additional changes to the units itself maybe, but seems like a good start. 2 seconds warp prism warp-in seems abusive though.

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
Profile Joined July 2015
272 Posts
Last Edited: 2015-08-07 02:02:45
August 07 2015 01:47 GMT
#389
I don't want to play a slowed down version of this game with the macro mechanics weakened or autocasted. I enjoy pushing to improve my speed and macro. This makes the game rewarding. There are other ways to help the noob players with the macro mechanics. Make it so the punishment for missing an inject is diminished. Such as, allow for a double inject which gives diminishing returns - spawns 6 larva; a double chrono boost with diminishing returns such as 75 percent speed increase. Mules, they seem alright to me. Noobs don't really complain about MULES. This way the macro mechanics are retained yet noob players can still 'make up' for missing their injects or chronos.
Clear World
Profile Joined April 2015
125 Posts
August 07 2015 03:08 GMT
#390
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.
:p <-- this is my sarcasm face
Big J
Profile Joined March 2011
Austria16289 Posts
August 07 2015 09:47 GMT
#391
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
Profile Joined March 2013
France24209 Posts
Last Edited: 2015-08-07 17:57:22
August 07 2015 17:55 GMT
#392
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
Profile Joined June 2013
United States1072 Posts
August 07 2015 18:05 GMT
#393
I'm starting to like the idea that a couple ppl are bringing out just to eliminate or make them more painful when you miss them such as Terran Orb only have 50 energy means you better spend it when you have it also it limits chrono so you can't chrono 15 gateways at once or save up chrono and queens need to make a decision save energy to heal or spread creep or inject LOL Most ppl would not be happy about that initially though because it seems the overall consensus is to make the game ezier
digmouse
Profile Blog Joined November 2010
China6329 Posts
Last Edited: 2015-08-08 16:59:09
August 08 2015 16:55 GMT
#394
David Kim said on the Gamescom stream that the next balance update will be focusing on the macro mechanics, likely starting with removing them.

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.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Topin
Profile Blog Joined December 2010
Peru10081 Posts
August 08 2015 17:01 GMT
#395
but the new distruptor wont be able to move iirc
i would define my style between a mix of ByuN, Maru and MKP
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 08 2015 17:03 GMT
#396
Sounds like it will have a charge-up period before it can shoot, and will be unable to move during that charge-up.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
owlman
Profile Joined August 2009
France58 Posts
Last Edited: 2015-08-08 17:07:31
August 08 2015 17:04 GMT
#397
and won't be used anymore to kill workers or kill some unprotected units with a WP like a coward...

Disruptor harass will be dead with an immobile unit!
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 08 2015 17:10 GMT
#398
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:

StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 08 2015 17:12 GMT
#399
They really try hard to not include the reaver
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-08 18:18:02
August 08 2015 18:17 GMT
#400
will have to see but this change will mostly kill all zerg timings... but we could finally get some buffs.
even a 1 supply unit after so long.

that would be good.
"The Fractured but Whole"
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