Warpin changes are TERRIBLE. way to complicated and buffs warpprism allins.
If those changes go through I will probably stick with HotS.
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Charoisaur
Germany15866 Posts
Warpin changes are TERRIBLE. way to complicated and buffs warpprism allins. If those changes go through I will probably stick with HotS. | ||
Clear World
125 Posts
On August 15 2015 05:18 ZergLingShepherd1 wrote: Show nested quote + 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 Inefeste 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 enmy 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 It's more apperent that its not that they have no idea how Zergs work, but rather their main goal is to reach 50-50 win ratio with the fewest possible changes, at the expense of all other aspects of the game. | ||
FaiFai
Peru53 Posts
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[PkF] Wire
France24192 Posts
On August 15 2015 05:09 jpg06051992 wrote: 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. I think the warp-in nerfs (more damage taken, a bit longer) should be deleted to help Protoss (alongside with splitting energy and warp-in power to make offensive warp-ins disappear) ; allowing those on steroids warp-ins is bound to be abused and I find it more worrisome than exciting. On August 15 2015 05:47 Charoisaur wrote: Macro changes are terrible. They remove strategic depth, reduce the mechanical skill cap and make the races less unique. Warpin changes are TERRIBLE. way to complicated and buffs warpprism allins. If those changes go through I will probably stick with HotS. While I'm not as harsh as you on macro changes, I feel the same about warp-in changes. I for sure won't stick with HotS, I love competing and there won't be any competition left in HotS most likely, but I'm pretty sure I won't enjoy LotV as much as HotS. | ||
ZergLingShepherd1
404 Posts
But it could be fixed by lowering the supply cost of some units... like roaches and BL and Ultralisk. I mean Zerg has no god damn 1 supply unit. | ||
Pontius Pirate
United States1557 Posts
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ZergLingShepherd1
404 Posts
On August 15 2015 05:48 Clear World wrote: Show nested quote + On August 15 2015 05:18 ZergLingShepherd1 wrote: 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 Inefeste 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 enmy 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 Its more apperently that its not that they have no idea how Zergs work, but rather their main goal is to reach 50-50 win ratio with the fewest possible changes over all other aspects of the game. True, its all about that win ratio... deosnt matter that it gets that way with cheese, stupid all ins, dont let them get there, deathballs and turtles. So stupid. | ||
AdrianHealeyy
114 Posts
On August 15 2015 05:53 ZergLingShepherd1 wrote: The biggest problame is going to be that Zerg will have another 6-8 supply stuck in queens. But it could be fixed by lowering the supply cost of some units... like roaches and BL and Ultralisk. I mean Zerg has no god damn 1 supply unit. We do. The drone. | ||
FaiFai
Peru53 Posts
On August 15 2015 05:56 ZergLingShepherd1 wrote: Show nested quote + On August 15 2015 05:48 Clear World wrote: On August 15 2015 05:18 ZergLingShepherd1 wrote: 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 Inefeste 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 enmy 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 Its more apperently that its not that they have no idea how Zergs work, but rather their main goal is to reach 50-50 win ratio with the fewest possible changes over all other aspects of the game. True, its all about that win ratio... deosnt matter that it gets that way with cheese, stupid all ins, dont let them get there, deathballs and turtles. So stupid. Agree. | ||
ROOTFayth
Canada3351 Posts
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AdrianHealeyy
114 Posts
On August 15 2015 06:06 ROOTFayth wrote: protoss and terran don't have half a supply unit ![]() They aren't the swarm and all. I think the 'autoinject' is a bit silly, but the direction they are going seems reasonable. Just 'make' us make more hatches. That's cooler anyway. | ||
WickedBit
United States343 Posts
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. No. Even BW had the same mechanic of constructing buildings and there was no mules then. The way it was compensated was that SCVs had more HPs than probes/drones so that they would be more resistant to harass during game start. Mules was introduced since Chrono boost and spawn larva enabled zerg and protoss to produce workers quicker than terran. Without Chrono boost and spawn larva there is really no need for mules. It also makes Terran more susceptible to harass. I kinda of like these changes with the exception of autocast spawn larva. I liked an earlier suggestion of hatcheries just spawning larvas faster. But this does mean that TVZ or TVP balance will be out of whack! The balance has an implicit dependence of mules providing the mineral boost enabling mineral heavy armies. Also in late game terran would often trade scvs for units depending on mules for mining. I don't see how all of this is going to be rebalanced in time for game release! | ||
BoxedCube
United States23 Posts
On August 15 2015 06:04 AdrianHealeyy wrote: Show nested quote + On August 15 2015 05:53 ZergLingShepherd1 wrote: The biggest problame is going to be that Zerg will have another 6-8 supply stuck in queens. But it could be fixed by lowering the supply cost of some units... like roaches and BL and Ultralisk. I mean Zerg has no god damn 1 supply unit. We do. The drone. Time for mass drones! Honestly though. I would appreciate a nerfed 1 supply roach. From the beginning of SC2, zerg have never really been limited in terms of larva except for mass lings late game just because queen inject was so strong. Maybe with this change, a 1 supply roach might be possible and zerg will finally feel more zergy. | ||
Obsi
87 Posts
The idea of removing macro mechanics could've been nice and everything. But that half ass way without thinking it through (at least it seems like that) is just disappointing and bad. The 900 Mins on half of the patches also still feels wrong. Speeding up the game with 12 Workers and destroying cheesy proxy builds and early pools? Fine whatever, doesnt change that much in the end. But this ressource change still seems odd. It's hard to see LotV becoming a great game in like 2.5 months of beta left at most. | ||
[PkF] Wire
France24192 Posts
On August 15 2015 06:16 Obsi wrote: It's hard to see LotV becoming a great game in like 2.5 months of beta left at most. I'm VERY doubtful too, because we're basically sent back to WoL, no timing is figured out, nothing is solid, nothing is known. I expect the first months to be very rough, and not necessarily in a good way. | ||
AdrianHealeyy
114 Posts
On August 15 2015 06:16 Obsi wrote: sooo... Zergs are going to need pretty much 2/3 Macro Hatcheries per 3 mining bases? Just letting them spawn more larvae all the time would be a way better change imo. Though it would force you to constantly build units/drones instead of a more "in waves" way. Which would probably not even make macro much easier at all. But just the requirement of macro hatches pretty much from 2 Base on seems really odd. Will also require you to build more queens that wont even be able to creep spread with at least every second 25 energy. The idea of removing macro mechanics could've been nice and everything. But that half ass way without thinking it through (at least it seems like that) is just disappointing and bad. The 900 Mins on half of the patches also still feels wrong. Speeding up the game with 12 Workers and destroying cheesy proxy builds and early pools? Fine whatever, doesnt change that much in the end. But this ressource change still seems odd. It's hard to see LotV becoming a great game in like 2.5 months of beta left at most. The new 12-worker start has created new cheesy builds. Triple rax from terran, proxy gates from p, 12 pool. It's all still there. | ||
chipmonklord17
United States11944 Posts
On August 15 2015 06:18 [PkF] Wire wrote: Show nested quote + On August 15 2015 06:16 Obsi wrote: It's hard to see LotV becoming a great game in like 2.5 months of beta left at most. I'm VERY doubtful too, because we're basically sent back to WoL, no timing is figured out, nothing is solid, nothing is known. I expect the first months to be very rough, and not necessarily in a good way. I feel like blizzard is just changing for change sake. Once the initial spike of players who come on because of an expansion (like always) die out we're going to be left with a much rougher and ultimately less good game. I'd rather see them flesh out these changes and release LotV later, or not go so balls to the wall for seemingly no reason On August 15 2015 06:21 AdrianHealeyy wrote: Show nested quote + On August 15 2015 06:16 Obsi wrote: sooo... Zergs are going to need pretty much 2/3 Macro Hatcheries per 3 mining bases? Just letting them spawn more larvae all the time would be a way better change imo. Though it would force you to constantly build units/drones instead of a more "in waves" way. Which would probably not even make macro much easier at all. But just the requirement of macro hatches pretty much from 2 Base on seems really odd. Will also require you to build more queens that wont even be able to creep spread with at least every second 25 energy. The idea of removing macro mechanics could've been nice and everything. But that half ass way without thinking it through (at least it seems like that) is just disappointing and bad. The 900 Mins on half of the patches also still feels wrong. Speeding up the game with 12 Workers and destroying cheesy proxy builds and early pools? Fine whatever, doesnt change that much in the end. But this ressource change still seems odd. It's hard to see LotV becoming a great game in like 2.5 months of beta left at most. The new 12-worker start has created new cheesy builds. Triple rax from terran, proxy gates from p, 12 pool. It's all still there. I thought that, at least in the 12 pool case, it no longer punishes like a 6-10 pool used to | ||
AdrianHealeyy
114 Posts
On August 15 2015 06:22 chipmonklord17 wrote: I thought that, at least in the 12 pool case, it no longer punishes like a 6-10 pool used to 12 pool beats 17 hatch pretty comfortably. (Or I'd like to think that: otherwise I am just bad.) I haven't tried 12 pool against FFE, because P don't reliable FFE anymore. My response is now double extractor trick, 16 hatch, 15 pool, 14 gas, 13 overlord. From my experience, it's a counter to 12 pool and you aren't far behind from 17 hatch. | ||
chipmonklord17
United States11944 Posts
On August 15 2015 06:24 AdrianHealeyy wrote: Show nested quote + On August 15 2015 06:22 chipmonklord17 wrote: I thought that, at least in the 12 pool case, it no longer punishes like a 6-10 pool used to 12 pool beats 17 hatch pretty comfortably. (Or I'd like to think that: otherwise I am just bad.) I haven't tried 12 pool against FFE, because P don't reliable FFE anymore. My response is now double extractor trick, 16 hatch, 15 pool, 14 gas, 13 overlord. From my experience, it's a counter to 12 pool and you aren't far behind from 17 hatch. I'm talking outside the mirror match up | ||
AdrianHealeyy
114 Posts
On August 15 2015 06:25 chipmonklord17 wrote: Show nested quote + On August 15 2015 06:24 AdrianHealeyy wrote: On August 15 2015 06:22 chipmonklord17 wrote: I thought that, at least in the 12 pool case, it no longer punishes like a 6-10 pool used to 12 pool beats 17 hatch pretty comfortably. (Or I'd like to think that: otherwise I am just bad.) I haven't tried 12 pool against FFE, because P don't reliable FFE anymore. My response is now double extractor trick, 16 hatch, 15 pool, 14 gas, 13 overlord. From my experience, it's a counter to 12 pool and you aren't far behind from 17 hatch. I'm talking outside the mirror match up Fair enough, but 6/7 pool isn't particularly strong in hots/wol against terran either... Against P, it's only reasonable when P goes FFE. If they wall of, you nearly almost lost the game. | ||
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