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Community Feedback Update - July 31st - Page 3

Forum Index > Legacy of the Void
427 CommentsPost a Reply
Prev 1 2 3 4 5 20 21 22 Next All
Olli
Profile Blog Joined February 2012
Austria24417 Posts
July 31 2015 20:31 GMT
#41
No, nonononononononono. Stay away from macro mechanics.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 31 2015 20:36 GMT
#42
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.


Koreans at the california meeting. And most pro players agree... the zerg ones cuz MULE and CHRONO take less to 0 skill
"The Fractured but Whole"
TT1
Profile Blog Joined December 2008
Canada10010 Posts
July 31 2015 20:37 GMT
#43
blizzards reasoning behind the macro change is obviously due to the comment that Canata made about how hard LOTV is.. thats how they think
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
July 31 2015 20:38 GMT
#44
On August 01 2015 05:36 ZergLingShepherd1 wrote:
Show nested quote +
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.


Koreans at the california meeting. And most pro players agree... the zerg ones cuz MULE and CHRONO take less to 0 skill


Source?
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 31 2015 20:38 GMT
#45
Wow, no mule, weak larva inject. But they forget something important in the lategame. I know the new expand or die system makes it not that strong.
But Protoss still has their oversupply mechanic in warpgates. Means that every Warpgate extends the Supply cap by +2. If we consider the Warpgate change its even stronger at higher level, where you use a Prism.

But my main issue would be, Mule is such a fun mechanic in the lategame. Manner mules, mass mules stealing from the opponent. Lategame weird stuff that is rather entertaining.
Protoss might get a few problems. Zerg would need an extra hatch, but their worker output wouldn't be that hurt. Terran would just say, screw orbtials !

But yeah testing testing. I think they will run out of time.
Vindicare605
Profile Blog Joined August 2011
United States16071 Posts
Last Edited: 2015-07-31 20:47:01
July 31 2015 20:40 GMT
#46
On August 01 2015 04:31 Charoisaur wrote:
One of the most disappointing community updates as of late.
Protoss is widely regarded as a defensive "deathball" race so they make it weaker offensively and stronger defensively. makes sense.
Also the alt control group feature is terrible, I thought they wanted players to be able to differentiate themselves through their skill and not make the mechanics even more easy than they are now.
Finally they want to tone down/remove the races unique macro mechanics making the races more similar and reducing the required mechanical skill even further.
At this point it wouldn't surprise me if LotV will be a huge failure and kill sc2 as a competitive eSports.


They have to address offensive Warp Ins if Protoss is ever going to be able to be buffed in a way that allows Gateway units to stand on their own.

Offensive Warp Ins are a balance nightmare, it removes all defender's advantage and trying to keep them around is how we ended up with Bandaid bullshit like Photon Overcharge.
aka: KTVindicare the Geeky Bartender
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-31 20:41:23
July 31 2015 20:41 GMT
#47
On August 01 2015 05:38 Dodgin wrote:
Show nested quote +
On August 01 2015 05:36 ZergLingShepherd1 wrote:
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.


Koreans at the california meeting. And most pro players agree... the zerg ones cuz MULE and CHRONO take less to 0 skill


Source?


The california meeting community update where they said koreans talk about how hard the game is

"The Fractured but Whole"
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
July 31 2015 20:41 GMT
#48
On August 01 2015 05:41 ZergLingShepherd1 wrote:
Show nested quote +
On August 01 2015 05:38 Dodgin wrote:
On August 01 2015 05:36 ZergLingShepherd1 wrote:
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.


Koreans at the california meeting. And most pro players agree... the zerg ones cuz MULE and CHRONO take less to 0 skill


Source?


The california meeting community update where they said koreans talk about how hard the game..



So you think " the game is hard " means they should remove or lessen the importance of macro.

How about we get rid of the 1000 active abilities on units that aren't fun to use.
cabal]
Profile Joined January 2013
Belgium37 Posts
July 31 2015 20:42 GMT
#49
Making spawn larva autocast is one of those things that make me want to quit the game. Takes away a lot from the zerg race
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-31 20:58:23
July 31 2015 20:46 GMT
#50
On August 01 2015 05:41 Dodgin wrote:
Show nested quote +
On August 01 2015 05:41 ZergLingShepherd1 wrote:
On August 01 2015 05:38 Dodgin wrote:
On August 01 2015 05:36 ZergLingShepherd1 wrote:
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.


Koreans at the california meeting. And most pro players agree... the zerg ones cuz MULE and CHRONO take less to 0 skill


Source?


The california meeting community update where they said koreans talk about how hard the game..



So you think " the game is hard " means they should remove or lessen the importance of macro.

How about we get rid of the 1000 active abilities on units that aren't fun to use.


We should see more Micro and small battles then macro up and then huge armies colide and GG. That is horrible. Deathball killed this game alot.

Abilities are bad to and alot of them should be removes, even units that overlap should be removed.

Its time to bring back this game back to BW.
"The Fractured but Whole"
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
July 31 2015 20:54 GMT
#51
I actually really hate the thought of removing the inject mechanics, it's such a distinguishing feature, and really good players make so good use of it.. Remember when DRG started showing us the potential of just having REALLY good injects for the time, and all the opportunities that made for you? I am really really against that, it takes away more than it adds i think
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
cabal]
Profile Joined January 2013
Belgium37 Posts
Last Edited: 2015-07-31 20:58:28
July 31 2015 20:57 GMT
#52
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.
Ctesias
Profile Joined December 2012
4595 Posts
July 31 2015 20:57 GMT
#53
I really like the warp in changes. Maybe the numbers need tuning, but I very much like the direction they're thinking.

In equal measures do I dislike the proposed changes to macro. This is definitely not something that will be good for the game.
Flash | Mvp
bosshdt
Profile Joined April 2015
Afghanistan98 Posts
July 31 2015 20:59 GMT
#54
Community cry's for changes, and and community cry's when changes are being made cool.. I like them all. Nice job blizzard.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 31 2015 21:00 GMT
#55
On August 01 2015 05:57 cabal] wrote:
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.


At the end of the day that is the problem

Injects skill >>>>>>>>>>>>>>>>> Chrono >>>>>>>>>>>>> Mules.

And its not fair at all.

"The Fractured but Whole"
Yiome
Profile Joined February 2014
China1687 Posts
July 31 2015 21:02 GMT
#56
WOW
What is this madness?!
Not sure it is necessary a bad thing? But somehow I feel this is going to be a really long beta if Bliz suddenly want to change the very basic of Starcraft II now
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
Last Edited: 2015-07-31 21:06:11
July 31 2015 21:05 GMT
#57
The RTS purist in me really hates the idea of lessening or getting rid of macro mechanics, I always loved how in SC2 you can differentiate yourself purely by being able to be a more robust player and that's what made me fall in love with BroodWar, the very idea that it's like trying to spin a bunch of plates while you're thinking strategy and that is one of many ways you can differentiate yourself as a player. Intuitively I love the idea that you can differentiate yourself on these different levels, macro or micro or generally strategy and this would be taking one of those out.

Having said all that I don't exactly play a ton of SC2 anymore so maybe my gut reaction is totally wrong and that's the sort of thing that would motivate me to load it up more often. Would be interesting to at least test.

On August 01 2015 06:02 Yiome wrote:
WOW
What is this madness?!
Not sure it is necessary a bad thing? But somehow I feel this is going to be a really long beta if Bliz suddenly want to change the very basic of Starcraft II now


I'd gladly trade an extra 6 months of beta time for a better product so at least weird shit is on the table.
@RealHeyoka | ESL / DreamHack StarCraft Lead
cabal]
Profile Joined January 2013
Belgium37 Posts
July 31 2015 21:07 GMT
#58
On August 01 2015 06:00 ZergLingShepherd1 wrote:
Show nested quote +
On August 01 2015 05:57 cabal] wrote:
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.


At the end of the day that is the problem

Injects skill >>>>>>>>>>>>>>>>> Chrono >>>>>>>>>>>>> Mules.

And its not fair at all.


I know that it was always more punishing for zerg to miss injects than it was to miss a mule when you can call down 2 later.
But when the whole mechanic of zerg gets removed that shows good multitasking and time sense of a zerg player it is in the end bad for the zerg race. Might be overpowered as well and they have to weaken zerg units even more. And to be honest I don't know what to do with my spare time in the game. You can't even use that saved time to be aggressive on the map in the early game since everything is walled off anyway.
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
July 31 2015 21:11 GMT
#59
On August 01 2015 06:00 ZergLingShepherd1 wrote:
Show nested quote +
On August 01 2015 05:57 cabal] wrote:
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.


At the end of the day that is the problem

Injects skill >>>>>>>>>>>>>>>>> Chrono >>>>>>>>>>>>> Mules.

And its not fair at all.


Than remove the Mule and add something more difficult for terran, don't remove macro mechanics. Such a stupid idea!
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 31 2015 21:16 GMT
#60
On August 01 2015 06:07 cabal] wrote:
Show nested quote +
On August 01 2015 06:00 ZergLingShepherd1 wrote:
On August 01 2015 05:57 cabal] wrote:
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.


At the end of the day that is the problem

Injects skill >>>>>>>>>>>>>>>>> Chrono >>>>>>>>>>>>> Mules.

And its not fair at all.


I know that it was always more punishing for zerg to miss injects than it was to miss a mule when you can call down 2 later.
But when the whole mechanic of zerg gets removed that shows good multitasking and time sense of a zerg player it is in the end bad for the zerg race. Might be overpowered as well and they have to weaken zerg units even more. And to be honest I don't know what to do with my spare time in the game. You can't even use that saved time to be aggressive on the map in the early game since everything is walled off anyway.


This shows you dont play LotV.

Overlord drop avoid all walls, creep spreading is a huge deal.
Its not OP since they removed 1 larva per inject.

On August 01 2015 06:11 sashkata wrote:
Show nested quote +
On August 01 2015 06:00 ZergLingShepherd1 wrote:
On August 01 2015 05:57 cabal] wrote:
Removing or automating the macro mechanics will only make the game worse. You cannot remove the skill based abilities and the most severe being the auto cast spawn larva. Just because sc1 did not have those ablities does not mean sc2 does not need them. Sc1 had different ways of showing skill mainly no MBS and 12 unit limit. you have unlimited unit selection in sc2 and mbs. you can make units and f2 your army. That is why macro mechanics are needed to differentiate fast players from slow players. Sure MULES and chrono boost are not that punishing if you miss them since you bank the energy but spawn larva is a different story.


At the end of the day that is the problem

Injects skill >>>>>>>>>>>>>>>>> Chrono >>>>>>>>>>>>> Mules.

And its not fair at all.


Than remove the Mule and add something more difficult for terran, don't remove macro mechanics. Such a stupid idea!


If they remove MULE and CHRONO and gaved you guys actual skill in macro then im okay with that.
At this point the MULE is so forginving and in late game so OP.

The only nerf the MULE got in Lotv is that if you mine to much it might lead to your death since you would need to expand like crazy even more.
"The Fractured but Whole"
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