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Community Feedback Update - August 14 - Page 6

Forum Index > Legacy of the Void
252 CommentsPost a Reply
Prev 1 4 5 6 7 8 13 Next All
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
August 14 2015 23:38 GMT
#101
One month is too little for big changes. Especially when it takes weeks for each patch .
What qxc said.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 14 2015 23:42 GMT
#102
Our current plan is to continue exploring various large-scale changes for roughly one additional month, and then (assuming things are sufficiently finalized) we can shift our focus towards balance changes for the remainder of the beta. Design changes will still be considered after this period, but we will be trying to reduce them to things that are absolutely needed so that we can focus on balance tuning before the release of the game.


This is the most disappointing part for me, that probably means there won't be any changes to economy, high ground, pathing, tier changes (hydra tier one for example), or even some new upgrades which would maybe improve the game (let's be honest, additional upgrades would be sweet)

Oh man, as i said before, Blizzard only doing the absolut minimum (ok a little bit more maybe) :/

Beware people, the LOTV gameplay you see in one week will be pretty much the game we will play till the next big rts, sigh -.-
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 |
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 14 2015 23:54 GMT
#103
I wanna see it tested.
xtorn
Profile Blog Joined December 2013
4060 Posts
Last Edited: 2015-08-14 23:59:21
August 14 2015 23:56 GMT
#104
On August 15 2015 08:42 The_Red_Viper wrote:
Show nested quote +
Our current plan is to continue exploring various large-scale changes for roughly one additional month, and then (assuming things are sufficiently finalized) we can shift our focus towards balance changes for the remainder of the beta. Design changes will still be considered after this period, but we will be trying to reduce them to things that are absolutely needed so that we can focus on balance tuning before the release of the game.


This is the most disappointing part for me, that probably means there won't be any changes to economy, high ground, pathing, tier changes (hydra tier one for example), or even some new upgrades which would maybe improve the game (let's be honest, additional upgrades would be sweet)

Oh man, as i said before, Blizzard only doing the absolut minimum (ok a little bit more maybe) :/

Beware people, the LOTV gameplay you see in one week will be pretty much the game we will play till the next big rts, sigh -.-

i was literally just writing a post on the exact same thing, but now it doesnt make sense since you mentioned it; i completely agree, it feels rushed. When giving such a deadline, ideally many (70% maybe?) of the core design changes would have been tested and approved.

This feels like a management decision from above, they just have to stick to the deadline and there is nothing they can do about it. Realistically in a month at this rate of testing, there is room for a last batch of core changes, after the one on thursday; then only fine tuning and release; the community better help with quality feedback and quick feasible ideas, as time is rapidly running out.
Life - forever the Legend in my heart
vhapter
Profile Joined May 2010
Brazil677 Posts
August 15 2015 00:02 GMT
#105
I guess protoss is going to become very turtlish. This is going to suck for counter-attack harassment with proxy pylons and could make protoss fairly limited.
To live is to fight, to fight is to live!
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 15 2015 00:09 GMT
#106
On August 15 2015 08:56 xtorn wrote:
Show nested quote +
On August 15 2015 08:42 The_Red_Viper wrote:
Our current plan is to continue exploring various large-scale changes for roughly one additional month, and then (assuming things are sufficiently finalized) we can shift our focus towards balance changes for the remainder of the beta. Design changes will still be considered after this period, but we will be trying to reduce them to things that are absolutely needed so that we can focus on balance tuning before the release of the game.


This is the most disappointing part for me, that probably means there won't be any changes to economy, high ground, pathing, tier changes (hydra tier one for example), or even some new upgrades which would maybe improve the game (let's be honest, additional upgrades would be sweet)

Oh man, as i said before, Blizzard only doing the absolut minimum (ok a little bit more maybe) :/

Beware people, the LOTV gameplay you see in one week will be pretty much the game we will play till the next big rts, sigh -.-

i was literally just writing a post on the exact same thing, but now it doesnt make sense since you mentioned it; i completely agree, it feels rushed. When giving such a deadline, ideally many (70% maybe?) of the core design changes would have been tested and approved.

This feels like a management decision from above, they just have to stick to the deadline and there is nothing they can do about it. Realistically in a month at this rate of testing, there is room for a last batch of core changes, after the one on thursday; then only fine tuning and release; the community better help with quality feedback and quick feasible ideas, as time is rapidly running out.

One month would be okish if they actually would be fast with these core changes and tests.
Let's say we use one week per change, that would probably be doable to see if a change is good or bad for the game design (balance is almost unimportant).
But that obviously won't happen, i don't even see ONE more big thing being changed tbh.
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: 2015-08-15 00:30:43
August 15 2015 00:24 GMT
#107
http://www.twitch.tv/redbullesports
Oh look another TvT final the 3 one so suprising... not really.

I hope beatyqt reads this post like he did last time...
"The Fractured but Whole"
Tosster
Profile Joined August 2011
Poland299 Posts
August 15 2015 00:33 GMT
#108
I just don't understand it, why simplifying? I like macroing as Protoss, it gaves me nice feeling when I'm doing it right. To think that less macro brings more micro is just stupid.

Also, Terran can still mule/depo, Zerg has creeps and larva (though auto), and Toss has?.... mcore i guess :/
xtorn
Profile Blog Joined December 2013
4060 Posts
August 15 2015 00:36 GMT
#109
On August 15 2015 06:35 Steelghost wrote:
Macro Mechanics? We are really getting ahead of ourselves, why not fix things like the overlapping disruptor, viper etc?

i think such changes are considered ahead of others because of the "game too hard, make it more approachable for newcomers" argument; this seems to be top priority now, increasing player base (which i agree is necessary, but maybe there are ways to do this other than simply dumbing down the game mechanics)
Life - forever the Legend in my heart
sdnnvs
Profile Joined June 2011
Brazil33 Posts
August 15 2015 01:05 GMT
#110
Change CC and Nexus cost to 500 minerals... Mutas Tier 1,5 (hatchery + spire)... simple, simple, simple...
FaiFai
Profile Joined June 2014
Peru53 Posts
August 15 2015 01:10 GMT
#111
On August 15 2015 08:38 DeadByDawn wrote:
Wow, more protoss, bullshit, cheesy builds incoming. Protoss players love proxying Stargates, now they will proxy gateways instead, then bang - 2 second warp in. With Adepts supporting the pylon and Stargate they will never lose them and the game will become unplayable for 1/3 of match ups. Try to catch them out of position and PO and defensive 2 second warp in will get them out of jail - mothership core out of position just recall and defend.

How about a change that would make Protoss players have to scout? Or be aware of the map? Or any of the other stuff that real players have to do?


you mean that are moving from forcefield bullshit to another bullshit?.
nottapro
Profile Joined August 2012
202 Posts
August 15 2015 01:18 GMT
#112
Super psyched, great job blizz! Big changes.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
August 15 2015 01:20 GMT
#113
Don't add any more automations
AKMU / IU
Temeter
Profile Joined April 2014
37 Posts
Last Edited: 2015-08-15 01:54:15
August 15 2015 01:27 GMT
#114
Not a fan. It's such a bizarre reasoning:

They make inject automatic, making zerg alot easier by removing the one punishing thing about it (and one of the few reasons to even look at your base). Zerg, which is already the race which had the last two years less players in bronce and silver than protoss and terran, meaning it is easier already in low leagues.
23.6% bronce, 27.6% silver, 32.4% gold and more zerg above: nios.kr

Then you remove chrono for protoss, which is busywork, but also can be forgiving when you forgot upgrades or lost workers.

Worst of all, they remove mules for terran, which are incredibly easy to use and the simplest part of terran macro, you'll automatically see all mules while building SCVs anyway. Instead we'll use supply drops now, which will actually take a miniscule amount of more aiming.
Supply drop will make the early game actually more punishing since people can just go for sniping high supply depots to cause hardcore supply-blocks! And did I mention how inbase expands are nerfed by having them to fly out earlier (with less incentive for orbitals)? How you can't mule on fewer bases? How terrans are going to get less orbitals, weakening their natural tools against cloaked units?


So the general 'easement' of macro will make the most accessible race more accessible and don't ease anything about terran at all, but instead making it slightly harder despite simplifying build-orders. Anyone else seeing the error?
Parcelleus
Profile Joined January 2011
Australia1662 Posts
August 15 2015 02:00 GMT
#115
On August 15 2015 10:27 Temeter wrote:
Not a fan. It's such a bizarre reasoning:

They make inject automatic, making zerg alot easier by removing the one punishing thing about it (and one of the few reasons to even look at your base). Zerg, which is already the race which had the last two years less players in bronce and silver than protoss and terran, meaning it is easier already in low leagues.
23.6% bronce, 27.6% silver, 32.4% gold and more zerg above: nios.kr

Then you remove chrono for protoss, which is busywork, but also can be forgiving when you forgot upgrades or lost workers.

Worst of all, they remove mules for terran, which are incredibly easy to use and the simplest part of terran macro, you'll automatically see all mules while building SCVs anyway. Instead we'll use supply drops now, which will actually take a miniscule amount of more aiming.
Supply drop will make the early game actually more punishing since people can just go for sniping high supply depots to cause hardcore supply-blocks! And did I mention how inbase expands are nerfed by having them to fly out earlier (with less incentive for orbitals)? How you can't mule on fewer bases? How terrans are going to get less orbitals, weakening their natural tools against cloaked units?


So the general 'easement' of macro will make the most accessible race more accessible and don't ease anything about terran at all, but instead making it slightly harder despite simplifying build-orders. Anyone else seeing the error?


You have some good points. I think after testing things will be back to normal.

I think a better nerf (if at all required, it isn't imho) - would be to nerf macro boosters by 25%. This will slow their effect and put more emphasis on micro engagements as you will have less money to throw away.
*burp*
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 15 2015 02:02 GMT
#116
i dont understand why people are complaining about the zerg inject auto cast for 2 reasons

1) less economy early. that means that zergs cannot play greedy anymore and really have to think about what units they are producing, especially before they get an additional macro hatch..which also means that they're sinking 300/450 minerals, which could have been something else, into macro hatches/queens to reach similar levels of production

2) zergs can no longer bank as much larva as they used to be able to off of 3/4 base. which means if you kill a drone line, thats twice as devastating for zerg as it was before. it also means that if you wipe out an army, your counter attack will be much stronger as well since they will have less larva.

previously, zergs were punished if they missed injects or lost a queen to save something from harassment..thats production/larva that they can never get back whereas mules and chrono bank and can be spammed out. now terran get to spend energy on more intel via scans, and can more regularly supply drop which saves 100g and keeps a worker mining..thats so huge. protoss will also get naturally faster tech which is pretty neat too, you don't have to choose to spend chrono on either tech or warp-ins (especially with the quicker defensive warp ins).

all in all i think this is positive especially with the new units requiring all races to baby sit and micro more
LiquidDota Staff@BluemoonGG_
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 15 2015 02:07 GMT
#117
Everybody who is talking balance in a design thread should really rethink what they are saying
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
August 15 2015 02:08 GMT
#118
On August 15 2015 11:02 BluemoonSC wrote:
i dont understand why people are complaining about the zerg inject auto cast for 2 reasons

1) less economy early. that means that zergs cannot play greedy anymore and really have to think about what units they are producing, especially before they get an additional macro hatch..which also means that they're sinking 300/450 minerals, which could have been something else, into macro hatches/queens to reach similar levels of production

2) zergs can no longer bank as much larva as they used to be able to off of 3/4 base. which means if you kill a drone line, thats twice as devastating for zerg as it was before. it also means that if you wipe out an army, your counter attack will be much stronger as well since they will have less larva.

previously, zergs were punished if they missed injects or lost a queen to save something from harassment..thats production/larva that they can never get back whereas mules and chrono bank and can be spammed out. now terran get to spend energy on more intel via scans, and can more regularly supply drop which saves 100g and keeps a worker mining..thats so huge. protoss will also get naturally faster tech which is pretty neat too, you don't have to choose to spend chrono on either tech or warp-ins (especially with the quicker defensive warp ins).

all in all i think this is positive especially with the new units requiring all races to baby sit and micro more


Yeah, the problem with all of that is, we haven't gotten to the balance patches yet. The point of cutting macro mechanics isn't to change the meta, it's to make the game smoother for newbies, therefore I have to assume that Blizzard will do everything in their power to minimize the meta-impact of these changes.

"Less economy early" - so they'll just reduce costs on early Zerg structures/units and there won't be a difference.

"Zergs can no longer bank as much larva" - first of all, Zerg will have more Hatcheries in LOTV so this is already a grey area; second, Blizz might just buff Zerg units to make up for less larva.

All of that is up in the air. What we know for a fact is that the macro of a race that wasn't micro-intensive to begin with just got a hell of a lot easier.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
omeGA.
Profile Joined July 2015
8 Posts
August 15 2015 02:18 GMT
#119
"Hey everyone,

We've seen a few questions about the upcoming patch and so we wanted to clarify:

The Disruptor changes will be in the next LotV beta balance patch

The next beta balance patch is currently planned for Thursday, August 20th


Hopefully that helps answer some of your questions!

~Arkitas "
Agh
Profile Blog Joined July 2010
United States936 Posts
August 15 2015 02:24 GMT
#120
Good changes, these will be healthy for the game in the long run.

Mules should have never made it into the game. This will have a nice impact on the TvZ matchup, hopefully they let it play out a bit before making any changes to units. It will hopefully get rid of the ultra turtle style which lotv is trying to get rid of.

The speed at which creed recedes seems like the obvious area to fix. It may add an incentive for players to get overlord speed as a way to regain their creep spread after removal.

The list for build time changes for protoss units and upgrades is going to be huge
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
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