• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:02
CEST 17:02
KST 00:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League35Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War1335.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
SCII needs to put more weight on strategy and tact Terran AddOns placement No more sc2 streamers on team liquid? Weekly Cups (October 5-11): Farewell to 5.0.16 Server Blocker
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Mineral gathering rate (boosted) for each patch Rollback Netcode in Brood War BW General Discussion Making an Online Broodwar Manager Game [Megathread] Daily Funny Videos
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Warcraft III: The Frozen Throne General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10789 users

Community Feedback Update - August 14 - Page 3

Forum Index > Legacy of the Void
252 CommentsPost a Reply
Prev 1 2 3 4 5 11 12 13 Next All
MyrionSC
Profile Joined May 2015
Denmark140 Posts
August 14 2015 19:40 GMT
#41
On August 15 2015 04:39 [PkF] Wire wrote:
Show nested quote +
On August 15 2015 04:36 MyrionSC wrote:
Yes, the warp prism all ins will be stronger. But at least it will be shut down HARD once the warp prism dies. It will probably be standard to get some ravagers or vikings to counter the warp prism once you scout the all in coming, but so be it. Don't bash it too much before you try to play against it.

I wouldn't bash it if splitting warp-in power and energy power didn't achieve exactly the same things on the offensive warp-in nerf side, but without the downsides...


I'm not familiar with what you are talking about. How is what you are saying different from what is being implemented?
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 14 2015 19:42 GMT
#42
On August 15 2015 04:39 Dingodile wrote:
Show nested quote +
On August 15 2015 04:26 Topin wrote:
creep spread will be alot easier to do now for every player... looks scary

with auto-inject you have basically zero chance to creep spread.

I think you'll be able to set queens on auto-inject. If you don't set a queen on auto-inject, it will just live its peaceful creep spreading / transfusing life.

Nevertheless, I hate the autocast "solution" too. Make hatcheries automatically spawn more larvae, it's more elegant and queens are a very useful spellcaster and early game defense anyway.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
August 14 2015 19:43 GMT
#43
Scanner Sweep use is much more common, but because there are so many possible scans available, Calldown: Extra Supplies now has tactical justification. The decision to cast one ability or the other has become rather dynamic, and the constant decisions between these two abilities seem interesting.


It cannot be understated how gigantic this nerf to bio play is. I think you will have to go for gas intensive units now. Marine/Maurauder is unlikely to be viable.

Also the decision between supply call down and scan isn't interesting at all, but w/e.
Dingodile
Profile Joined December 2011
4139 Posts
August 14 2015 19:46 GMT
#44
On August 15 2015 04:42 [PkF] Wire wrote:
Show nested quote +
On August 15 2015 04:39 Dingodile wrote:
On August 15 2015 04:26 Topin wrote:
creep spread will be alot easier to do now for every player... looks scary

with auto-inject you have basically zero chance to creep spread.

I think you'll be able to set queens on auto-inject. If you don't set a queen on auto-inject, it will just live its peaceful creep spreading / transfusing life.

?
If you disable the auto-inject, that queen is doing the same job like the current queen/state?!
Grubby | ToD | Moon | Lyn | Sky
ejozl
Profile Joined October 2010
Denmark3558 Posts
August 14 2015 19:47 GMT
#45
Warp Gate change is much better now.

I think there's honestly no reason to cut the Mule if they keep call down supply. Instead they could just nerf it to the ground.
Using call down supply, when no scan is needed, will feel terrible as with Orbitals giving 14 Supply there's already not much space to make building walls, with call down supply, it'll hurt this even more and those walls will actually be pretty precious at 16 supply pr. supply depot.

Auto inject should instead be the ability to queue up injects I think. The reason auto inject is kept instead of increasing the hatch larvae spawn rate, is so you can still harass and kill off queens. MB auto inject is nice, but have a hard time thinking of a nice implementation of this.

Chrono Boost is the easiest to just cut, though if they go back on this at some point, you could also make it able to queue up instead.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
August 14 2015 19:47 GMT
#46
On August 15 2015 04:43 Hider wrote:
Show nested quote +
Scanner Sweep use is much more common, but because there are so many possible scans available, Calldown: Extra Supplies now has tactical justification. The decision to cast one ability or the other has become rather dynamic, and the constant decisions between these two abilities seem interesting.


It cannot be understated how gigantic this nerf to bio play is. I think you will have to go for gas intensive units now. Marine/Maurauder is unlikely to be viable.

Also the decision between supply call down and scan isn't interesting at all, but w/e.


Also Terran's implicit harass resistance. Mules make up for dead SCVs. Turtle mech is going to be much better, especially cyclones.
Dun tuch my cheezbrgr
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 14 2015 19:48 GMT
#47
On August 15 2015 04:40 MyrionSC wrote:
Show nested quote +
On August 15 2015 04:39 [PkF] Wire wrote:
On August 15 2015 04:36 MyrionSC wrote:
Yes, the warp prism all ins will be stronger. But at least it will be shut down HARD once the warp prism dies. It will probably be standard to get some ravagers or vikings to counter the warp prism once you scout the all in coming, but so be it. Don't bash it too much before you try to play against it.

I wouldn't bash it if splitting warp-in power and energy power didn't achieve exactly the same things on the offensive warp-in nerf side, but without the downsides...


I'm not familiar with what you are talking about. How is what you are saying different from what is being implemented?

The solution they first came with and which I'm a big fan of :

- Pylons provide only energy power, that allows you to build structures (blue circles). They don't provide warp-in power anymore.
- Warpgates, Nexi and warp prisms provide usual warp-in power. Warp-in duration is left unchanged.

That solution just kills early/mid game attacks that rely on proxy pylons.

It also avoids the downsides of the 2/16 sec "solution" : with their solution, the warp prism makes every gateway based all-in basically able to reinforce at an unheard of speed, and I can even see proxy warpgates becoming a thing. I'm pretty adamant it would force a severe adept nerf because of warp prism + adepts all-ins. Besides, that solution is quite confusing... I really see no reason to favor the 2/16 solution instead of the warp-in / energy power split.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 14 2015 19:49 GMT
#48
On August 15 2015 04:46 Dingodile wrote:
Show nested quote +
On August 15 2015 04:42 [PkF] Wire wrote:
On August 15 2015 04:39 Dingodile wrote:
On August 15 2015 04:26 Topin wrote:
creep spread will be alot easier to do now for every player... looks scary

with auto-inject you have basically zero chance to creep spread.

I think you'll be able to set queens on auto-inject. If you don't set a queen on auto-inject, it will just live its peaceful creep spreading / transfusing life.

?
If you disable the auto-inject, that queen is doing the same job like the current queen/state?!

I think so. I'm pretty sure Proleague will forbid queen autocasting by the way, like they did with automatic drones rally at the start.
Blargh
Profile Joined September 2010
United States2103 Posts
Last Edited: 2015-08-14 20:00:43
August 14 2015 19:50 GMT
#49


In order of disappointment...
Removal of Inject>Removal of Chrono-boost>Changes to Warp-ins>Removal of Mule.

Also, now Warp Prisms are essentially required for offensive attacks as Protoss. I don't really see many aggressive builds forgoing it.

Another thing is that they removed a lot of the build strategy in Protoss and Zerg due to the macro reduction changes. Chrono-boost gave Protoss a lot of ways to customize their build, or tweak it slightly for crisp timings in the early game. I thought it was sort of neat. Similar situation with Zerg. Inject timings were a cool part of Zerg openers, at least in ZvZ. But whatever.
RaFox17
Profile Joined May 2013
Finland4581 Posts
August 14 2015 19:54 GMT
#50
Argh. I feel like warp-in change will make warp prism the new hero unit and still not sure how i feel about the auto inject :/ I do believe they should nerf ravens r BC´s and NOT just give SH some small buff as that won´t do anything most likely. Let´s see what´s gonna happen but at the moment i´m not feeling very optimistic on Lotv or ZvMech.
TheDougler
Profile Joined April 2010
Canada8324 Posts
August 14 2015 19:57 GMT
#51
On August 15 2015 03:34 Energizer wrote:
Well that was... disappointing I guess. I was kind of hoping for some more changes considering macro mechanics are being removed. I'd be lying if I wasn't at least half-expecting supply costs to be revisited, especially for zerg since they're going to have an even tougher time remaxing after a fight without as much of a larva bank. May as well let zerg have a larger max army to help with trades.





Agreed. I can't believe I'm saying this, but I actually think it's time to revisit one supply roaches. (Note: not two armor, however).
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Loccstana
Profile Blog Joined November 2012
United States833 Posts
August 14 2015 20:01 GMT
#52
Blizzard has to remember that the mule was introduced to compensate for the fact that in early game, Terran must pull scvs from mining to construct buildings.

What if the orbital calls down an SCV instead of a mule? That would be a interesting change.
[url]http://i.imgur.com/lw2yN.jpg[/url]
MyrionSC
Profile Joined May 2015
Denmark140 Posts
August 14 2015 20:04 GMT
#53
On August 15 2015 05:01 Loccstana wrote:
Blizzard has to remember that the mule was introduced to compensate for the fact that in early game, Terran must pull scvs from mining to construct buildings.

What if the orbital calls down an SCV instead of a mule? That would be a interesting change.


That is exactly what it does in starbow
jpg06051992
Profile Joined July 2015
United States580 Posts
August 14 2015 20:09 GMT
#54
Negative people will be negative but I think this is exactly the round of changes that needed to be made with the macro mechanics, without the super boosts that all of them are providing, battles in the early game will be much more micro centric as there will now just be less army supply on the map early to mid game, Zerg is going to have to invest in macro hatcheries for appropriate larvae spending.

The WG changes are beautiful, really an awesome solution, allow WG to be a tool to defend bases especially against super drops, other super prisms and Zerg drops, Protoss needs to be able to quickly and reliably spread out. Now that that is taken care of, a slew of balance problems are going to exist and Protoss is probably going to be a bit underpowered, but after several balance changes and the Koreans coming into the scene and teaching everyone how to play, I think Protoss will have to go through the rough learning phase while they are redesigned into a more unit control skill cap based race.

My only gripes is that there are things that are clear problems in LOTV right now that aren't really an issue of people learning to play. Ultralisks are killing bio play and are stupid and A move, the Ghost and Infestor still are underpowered compared to Templar play, Liberators need to be tuned down, the Reaver change needs to go through for the Disruptor, and the Cyclone still needs to be removed.

All in all, as far as major balance and design changes, I am so pleased to finally see Protoss get some fundamental reworking, especially to WG, it's been so problematic for so many years, nice to see a good, sensible, balance friendly solution.
"SO MANY BANELINGS!"
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
August 14 2015 20:17 GMT
#55
the irony of this "community" update is that they're not actually listening to the vast majority of the community

it's like a slap in the face..

please reconsider auto-cast injects.. i'm no BW purist but this is taking the auto rallied workers and auto mining to the extreme.
http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-14 20:56:43
August 14 2015 20:18 GMT
#56
On August 15 2015 04:16 Liquid`Snute wrote:
Zergs asked for two buttons, one to spawn ground locust and one for air locust, but it never happened.
Locust landing AI is clunky and not fun to use.
Locusts are Light, a few turrets and a PF with blue flame hellbats next to them completely demolish them.
60 seconds waiting time is still a lot.
They move awfully slowly in the air.

Feels like a lot of ways to improve the SH without making it utterly broken.
Reducing its supply from 4 to 3 is probably the best way since it only affects the later maxed-out stages of the game. Pretty much every caster out there has stated it a million times including on the WCS streams ... "the army is so small" ...
But even then, turtle mech players are extremely good at taking close to zero damage from them anyway. It's really impressive to play against players like Happy that position their planetaries, hellbats, turrets etc. well. I've had several scenarios where 10 swarm hosts have only been able to kill one turret and 1-2 hellbats. They're just really weak.

Reducing the supply from 4 to 3 is the most important change, but even then this unit has so many issues and a lot of those issues will transfer over to LOTV if they are not fixed, especially not having separate buttons for ground/air and the clunky, un-enjoyable AI with slow air locusts, stutters before landing, premature landing, etc... still there.

Actually they could just remove the swarm host and buff infested terrans on hive tech. make the eggs beefy, make the marines do damage, especially vs buildings (PF...). Same purpose, better design in every possible way.


I agree 100%

Best way is to give upgrades back to Infested Terrans, make FG do bonus damage vs Armored units, longer range.
Remove PDD
That alone could change the game a bit. It would allow you to do something.

Also NP that was never used... that ability could also be a projectile that gives you control of the enemy unit for 12 - 15 sec.

There are so many ways to help Zerg vs Mech but i feel David Kim or other people on the balance team have no god damn idea how Zergs even work in Sc2
"The Fractured but Whole"
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
August 14 2015 20:28 GMT
#57
I pre-ordered the game today because this patch is so awesome!
Little-Chimp
Profile Joined February 2008
Canada951 Posts
August 14 2015 20:38 GMT
#58
Autocast injects is so fucking lame. Love the rest of the changes
Araneae
Profile Joined July 2011
Norway100 Posts
August 14 2015 20:38 GMT
#59
Can't say I like auto-cast at all, could just remove inject and buff larva spawning from the hatch instead if you are going to make it auto-cast imo.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 14 2015 20:43 GMT
#60
On August 15 2015 05:38 Araneae wrote:
Can't say I like auto-cast at all, could just remove inject and buff larva spawning from the hatch instead if you are going to make it auto-cast imo.

the end result is the exact same except you wouldn't need 1 queen for every macro hatchery
Prev 1 2 3 4 5 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 555
Rex 120
Codebar 59
StarCraft: Brood War
Britney 45860
Calm 3037
Shuttle 2123
Jaedong 1350
EffOrt 733
Horang2 558
Mini 490
Stork 416
firebathero 374
Soulkey 372
[ Show more ]
Rush 332
actioN 270
BeSt 213
ZerO 210
Snow 130
Killer 116
sorry 113
Zeus 101
Mong 83
Barracks 82
hero 70
Sea.KH 59
Creator 45
Shinee 45
Sexy 32
ToSsGirL 27
Bishop 26
Hm[arnc] 24
soO 24
Yoon 23
Noble 23
Sacsri 22
Soma 18
Shine 17
Terrorterran 17
Trap 15
Aegong 13
scan(afreeca) 13
HiyA 11
yabsab 10
Dota 2
Dendi1381
syndereN352
Fuzer 106
Other Games
singsing2604
hiko1223
B2W.Neo1211
Lowko380
crisheroes338
Liquid`VortiX213
Hui .173
Beastyqt130
ToD100
KnowMe65
QueenE58
ZerO(Twitch)15
Organizations
StarCraft 2
IntoTheiNu 904
Other Games
WardiTV855
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• ChaeLyn 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV572
League of Legends
• Nemesis3302
• Jankos2473
• TFBlade897
Upcoming Events
Monday Night Weeklies
58m
IntoTheTV X SOOP
19h 58m
PiGosaur Cup
1d 8h
The PondCast
1d 18h
Kung Fu Cup
1d 19h
IntoTheTV X SOOP
2 days
FEL
4 days
FEL
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
[ Show More ]
WardiTV Weekly
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.