Community Feedback Update - August 14 - Page 7
Forum Index > Legacy of the Void |
iPhoneAppz
United States37 Posts
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Temeter
37 Posts
On August 15 2015 11:00 Parcelleus wrote: 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
2391 Posts
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Darpa
Canada4413 Posts
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. | ||
WhaleOFaTale
46 Posts
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WhaleOFaTale
46 Posts
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
Italy1741 Posts
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 | ||
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BisuDagger
Bisutopia19152 Posts
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Cinskywind
1 Post
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Fran_
United States1024 Posts
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jpg06051992
United States580 Posts
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. | ||
JackONeill
861 Posts
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
Sweden725 Posts
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 ![]() | ||
Noonius
Estonia17413 Posts
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LoLoWy
Switzerland4 Posts
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sushiman
Sweden2691 Posts
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Thinh123456
70 Posts
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bosshdt
Afghanistan98 Posts
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mishimaBeef
Canada2259 Posts
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Haighstrom
United Kingdom194 Posts
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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