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Community Feedback Update - August 14 - Page 7

Forum Index > Legacy of the Void
252 CommentsPost a Reply
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iPhoneAppz
Profile Joined March 2013
United States37 Posts
August 15 2015 02:29 GMT
#121
As an old man, I'm happy with anything that reduces the APM requirements of the game. However, as,a gamer, I'm disappointed with these changes. I think that removing chrono removes a lot of strategy from the game. Same goes for mules. I guess the queen inject change is ok. IDK. I'm interested in testing out these changes.
Temeter
Profile Joined April 2014
37 Posts
Last Edited: 2015-08-15 02:36:15
August 15 2015 02:32 GMT
#122
On August 15 2015 11:00 Parcelleus wrote:
Show nested quote +
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.


Thanks! I imagine Blizzard would ofc still balance terran around these new issues, but I just can't really see the point. It's like exchanging one system for another without actually making anything easier.

I see how taking some speed out of the midgame makes sense, slowing down the jump to lategame compared to HOTS and putting more focus on limited engagements than fast deathballing. Just not really convinced this is the way to do it, slowing down boosters and limiting their relevance might be indeed better.
Hier
Profile Blog Joined November 2009
2391 Posts
August 15 2015 02:52 GMT
#123
Holy hell, what's going on in the beta? Macro mechanics being outright removed? Additional set of warp in rules? Were we seriously asking for all this?
"But on a more serious note..." -everyone on this forum at some point.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
Last Edited: 2015-08-15 03:25:59
August 15 2015 03:17 GMT
#124
On August 15 2015 11:52 Hier wrote:
Holy hell, what's going on in the beta? Macro mechanics being outright removed? Additional set of warp in rules? Were we seriously asking for all this?


Warp in rules should have been in from day one. It defied the entire point of the warp prism tech to be able to warp in anywhere on the map with no penalty. Plus the protoss matchups are balanced around protoss all ins, which now wont be nearly as effective. Which means protoss might get some buffs in the gateway units.
"losers always whine about their best, Winners go home and fuck the prom queen"
WhaleOFaTale
Profile Joined June 2014
46 Posts
August 15 2015 04:00 GMT
#125
I don't care if it takes Blizz till the end of 2018 if it means they will make an amazing game that will last for a decade or more! PLEASE TAKE YOUR TIME
WhaleOFaTale
Profile Joined June 2014
46 Posts
August 15 2015 04:01 GMT
#126
On August 15 2015 11:29 iPhoneAppz wrote:
As an old man, I'm happy with anything that reduces the APM requirements of the game. However, as,a gamer, I'm disappointed with these changes. I think that removing chrono removes a lot of strategy from the game. Same goes for mules. I guess the queen inject change is ok. IDK. I'm interested in testing out these changes.



Unless you are like 50 you should be fine! Im 24 and my APM skill is increasing. Just remember Bomber is like 27! It also will help keep you mentally fit! You will live to 100 if you play starcraft!-research still pending
SuperHofmann
Profile Joined September 2013
Italy1741 Posts
August 15 2015 04:04 GMT
#127
Finally something against Mech.
Maybe Blizzard realized that it was a bit strange that after 5 years of bio now 90% of the korean Terrans have switched to full mech
Vasacast always in my <3
BisuDagger
Profile Blog Joined October 2009
Bisutopia19214 Posts
August 15 2015 07:17 GMT
#128
What if they kept mules as repair only ability? That'd be cool at least having drop down repairs. They could also then continue to be used with the scan drop combo.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Cinskywind
Profile Joined August 2015
1 Post
August 15 2015 07:20 GMT
#129
I believe in the Mule!
Fran_
Profile Joined June 2010
United States1024 Posts
August 15 2015 07:39 GMT
#130
so disappointing
jpg06051992
Profile Joined July 2015
United States580 Posts
August 15 2015 07:44 GMT
#131
On August 15 2015 16:39 Fran_ wrote:
so disappointing



Why? Macro boosters sucked and only barely had a place in the game because of the way the economy worked. Now with the new economy they are more harmful then anything else.

Mules have been OP since the start, Chronoboost has sucked since the start, and Inject has been more of a necessary evil then a true display of "skill" and limited balance options for Zerg because of the remax capability.
"SO MANY BANELINGS!"
JackONeill
Profile Joined September 2013
861 Posts
August 15 2015 08:35 GMT
#132
Removing macro mecanics instead of giving people a choice on how they affect their gameplay is ridiculous. Terran bio only works because of mules, protoss techswitches only work with chronoboost.

Removing the macro mecanics is ridiculous. BW difficulty about macro because you had mecanical limits to the game. SC2 doesn't have these limits, and removing the macro mechanics will lead to a BORING game to play and to watch.
Dumbledore
Profile Joined April 2011
Sweden725 Posts
August 15 2015 08:41 GMT
#133
"If a Pylon’s power radius is touching a Warp Gate or a Nexus, the color of the power radius changes, and warp-ins take 2 seconds."

So basically, the new way to 4gate is to put a proxy gateway at your opponents natural for fast warpins?
When you guys see it in GSL, you gotta call it the Dumbledore build
Have a nice day ;)
Noonius
Profile Joined April 2012
Estonia17413 Posts
August 15 2015 09:04 GMT
#134
but how do I manner mule then?
Terran forever | Maru hater forever
LoLoWy
Profile Joined June 2012
Switzerland4 Posts
Last Edited: 2015-08-15 10:09:10
August 15 2015 10:08 GMT
#135
I personnaly see the auto-cast inject as the worst change. Not only it gives outright the optimum production potential to all zergs (whether GM or Bronze), but it is also a hidden buff to creep spread (you have more time to manage your creep). It is basically more creep and more production for every zerg player, no matter their level of skill... Protoss and Terran macro mechanics changes feel like design changes, the Zerg ones feel like balance (imba?) changes.
sushiman
Profile Joined September 2003
Sweden2691 Posts
August 15 2015 10:14 GMT
#136
They say they want macro to be more visible, but give queens autoinject... >< Macro will be easy as piss now, and it already was incredibly simple compared to BW. The development team has a MOBA-boil in desperate need of lancing, I'm getting increasingly frustrated by how they're always trying to add more and more "fast-paced action" and abilities to units, while dumbing down the economical aspect and macro.
1000 at least.
Thinh123456
Profile Joined July 2015
70 Posts
Last Edited: 2015-08-15 11:16:53
August 15 2015 10:39 GMT
#137
this autoinject will make zerg in lotv can't be able to remax as fast as in hots. Zerg army supply is always smaller than terran and protoss due to higher worker count. They must depend on high larva count to rebuild his army fast and send immidiately to the battlefied to overwhelm the enemy. Especially in Lotv, with Lurker-3 supply unit in the combination, zerg army is even smaller. Unless there are some ways to buff the efficiency of zerg army, or at least increasing the max supply cap of the zerg, then i don't think people will consider to play zerg. The zerg is getting far away from its identity of being a swarmy race!!! Fuck that!
bosshdt
Profile Joined April 2015
Afghanistan98 Posts
August 15 2015 11:11 GMT
#138
The release date is already written down, Lets all haste the beta now; gg
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 15 2015 11:28 GMT
#139
Exciting times for Starcraft!
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Haighstrom
Profile Joined March 2011
United Kingdom196 Posts
August 15 2015 11:31 GMT
#140
As a compromise, what I would like to see is an optional manual inject for Zerg which gives a small advantage to macro over the auto-option, but not so great that it is mandatory (and other activities such as creep spread or harrass could be chosen instead for players who don't like injecting). For example auto injects give 2 larva, but manual injects still produce 4 larva (exact numbers TBD).

That would allow lower level players and those who don't like the inject pattern not to have to worry about it, but those like me who love injecting could choose to do injects over other activities for a small larva bonus, perhaps until the lategame when larva isn't as important as army control.

Also, I'm not a fan of the comment "we’re also seeing better creep spread. This is something that we may need to tune eventually."

To me, this says that the current plan is replace injects + creep with creep which is twice as hard to do. That is simply removing an aspect of the game for no benefit whatsoever.

Remember: injects and the other macro actions were put in to keep a timed-return-to-your-base skill similar to worker building in brood war. Whilst I completely accept SC2 moves towards strategy over mechanics, I really feel it would be a shame to remove this remaining unique facet from the game entirely.
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