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Community Feedback Update - August 14 - Page 8

Forum Index > Legacy of the Void
252 CommentsPost a Reply
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The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 15 2015 11:34 GMT
#141
On August 15 2015 20:28 mishimaBeef wrote:
Exciting times for Starcraft!

Yeah very exciting to read that they won't do big changes anymore pretty much.
At least they tested a lot of what the community wanted, right?
I really hoped blizzard would care and do a good job with this beta, but in the end they didn't deliver :/
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 |
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
August 15 2015 11:46 GMT
#142
warp prisms should get a bit more expensive i think. with the 2 sec warpin a warpprism pretty much contains infinite (as much as gateways) units without the risk of losing them like other dropships have (medivac, overlord)
_Epi_
Profile Joined February 2014
Germany158 Posts
August 15 2015 11:50 GMT
#143
I am very happy with this community update. I think they are going in a great direction with it.
Gullis
Profile Joined April 2012
Sweden740 Posts
Last Edited: 2015-08-15 12:00:58
August 15 2015 11:54 GMT
#144
I can see what blizzard is aiming for but I am still really worried.
I mean ok it is good to put a bigger focus on micro. Currently I see 2 things that problaby are going to make the game pretty frustrating to play.
1. The cyclone. The first time you see this unit you will go "ok that was some pretty cool micro" the second time "well it is ok I guess" and the third time it will be "wtf is this shit". There is ZERO depth to this auto move and shoot micro and the skill ceiling is incredibly low.
2. The adept. They fill a pretty good role for protoss with how tanky they are but my problem is with the ability and with how strong they are against light units. Imho the shade thing is at the end of the day only fun for the player using it, I cant see much micro for the opposing player other than simply being aware and not being caught of guard by it. So you are basically being punished for not paying attention or you are paying attention and the protoss will just cancel, not loosing anything.

Additionally both of these units will require very specific army comps to deal with which will limit diversity.
(Admittedly to keep things interesting you need some uniques but these 2 along with a few other crosses the line, my humble opinion)
I would rather eat than see my children starve.
BigRedDog
Profile Joined May 2012
461 Posts
August 15 2015 12:07 GMT
#145
Looks like I will be building more hatcheries to have more larvae available.
Big Red Dog!
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
August 15 2015 12:13 GMT
#146
macro was fine, why do they have to destroy everything that is good, its like the game is good enough (not perfect, but what game is...), so they are no longer needed, therefore they have to destroy everything so they have something to fix again...
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
August 15 2015 12:16 GMT
#147
The first time you went live with considering to take away some of the macro mechanics I went totally bananas =P

Posted an aggresive comment too, now that it has sunk in I have to say that I'm curious to see how this goes if you try it. I'm very excited for it actually, to try anyway.

Zerg changes would be welcome seeing as anyone but Rogue is trumped against mech on maps where its good. The other possiblity is making all/most maps very very open so zerg actually can make 280 degrees surrounds which is the only other possible way of winning without outplaying your opponent as Z.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
[PkF] Wire
Profile Joined March 2013
France24233 Posts
Last Edited: 2015-08-15 12:33:22
August 15 2015 12:20 GMT
#148
On August 15 2015 12:17 Darpa wrote:
Show nested quote +
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.

No. Some Protoss all-ins will indeed effectively disappear, but anything that includes a warp prism will actually be even stronger -don't forget that retarded 6 range pick-up thing on top of the now nearly instantaneous warp-ins.

Don't expect most Protoss players to respectfully use the "defensive" warp-ins to try and painfully survive vs bio + liberators or lurkers. Expect them to try to proxy gateways or use warp prisms to strengthen their adept all-ins. I know for instance that I will only do 1 base proxy robo warp prism adepts all-ins vs T if that change goes through and enjoy my free wins.

The warp prism is already far too cheap for how good it has become, and now you make it even stronger. This is plain retarded. "Defensive" warp-ins shouldn't be that strong. Revert warp-in duration and damage taken to what it was in HotS, and split energy and warp-in power (you can only warp-in around warp gates, Nexi and warp prism). THAT change would allow some work on zealots and stalkers without the fear of creating an unstoppable 8 gates warp prism all-in and without the confusion of the many circles of different colors. I can already feel my eyes suffer.
Temeter
Profile Joined April 2014
37 Posts
Last Edited: 2015-08-15 12:34:58
August 15 2015 12:28 GMT
#149
On August 15 2015 21:16 Shuffleblade wrote:Zerg changes would be welcome seeing as anyone but Rogue is trumped against mech on maps where its good. The other possiblity is making all/most maps very very open so zerg actually can make 280 degrees surrounds which is the only other possible way of winning without outplaying your opponent as Z.


Most maps are already zerg-favored and (for this or other reasons) bio-play just doesn't cut it anymore against top zergs. You've been able to see lots of korean terrans just die by using bio, that's why Innovation went mech against zerg in the first place. Proleague has reached 60% ZvT winrate, the individual leagues don't have many terrans at the top. If anything, protoss dominance might be an issue.
Mech is basically the only tool that reliably works against zerg of that level and following many terran players jumped on the mech train. Funny thing is most of them never played much mech, bio-play was far more common.

Looking at proleague, GSL and Starleague only paints a kinda weird picture as to why Blizz suddenly thinks mech is an issue and Bio play just fine, all the while while terran winrates are down and only mech helps to recover atm.

Not that I've got too much sympathy for mech, while it has some nice positional elements, bio all the way. Personally, I'm not so hot about balance change, but that's a weird place to start. Also, I've got little trust in Blizz creating anything out of that abomination of an unit that is the swarmhost.
Koivusto
Profile Blog Joined August 2013
Finland542 Posts
August 15 2015 12:53 GMT
#150
On August 15 2015 16:17 BisuDagger wrote:
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.


I second this! The economy would run as blizz intends, without mules, but terran would still have three distinct options to use energy in orbitals. Just taking the mule outright out decreases the diversity of plays unnecessarily.
#1 Blitzcrank #Forever platinum toss --> current diamond Terran <3
[PkF] Wire
Profile Joined March 2013
France24233 Posts
August 15 2015 12:55 GMT
#151
On August 15 2015 21:53 Koivusto wrote:
Show nested quote +
On August 15 2015 16:17 BisuDagger wrote:
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.


I second this! The economy would run as blizz intends, without mules, but terran would still have three distinct options to use energy in orbitals. Just taking the mule outright out decreases the diversity of plays unnecessarily.

And the manner mules !
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
August 15 2015 13:08 GMT
#152
On August 15 2015 21:55 [PkF] Wire wrote:
Show nested quote +
On August 15 2015 21:53 Koivusto wrote:
On August 15 2015 16:17 BisuDagger wrote:
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.


I second this! The economy would run as blizz intends, without mules, but terran would still have three distinct options to use energy in orbitals. Just taking the mule outright out decreases the diversity of plays unnecessarily.

And the manner mules !



I require a new spell on the cc which cast mules with auto dance.
RIP MKP
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 15 2015 13:10 GMT
#153
On August 15 2015 19:39 Thinh123456 wrote:
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!


They could reduce the supply of all zerg units by 1 across the board with few exceptions.
"The Fractured but Whole"
Deleted User 132135
Profile Joined December 2010
702 Posts
August 15 2015 13:27 GMT
#154
Everything great! Finally the right steps.
Temeter
Profile Joined April 2014
37 Posts
Last Edited: 2015-08-15 13:38:59
August 15 2015 13:37 GMT
#155
On August 15 2015 22:10 ZergLingShepherd1 wrote:
Show nested quote +
On August 15 2015 19:39 Thinh123456 wrote:
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!


They could reduce the supply of all zerg units by 1 across the board with few exceptions.

In bio TvZ zerg uses banelings, which are incredibly supply efficient. That does more than just balance out the supply difference. Just think about it: 40 marines equate to 80 banelings supply-wise.

And that's also one of the reasons terran needs mines, which do need to kill huge amounts of zerg in a single shot from time to time.
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2015-08-15 13:48:17
August 15 2015 13:47 GMT
#156
Finally, some good changes. It took like 5 years them to realize that.
Worst timing though, there are hardly anybody to appreciate it.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 15 2015 13:54 GMT
#157
On August 15 2015 22:10 ZergLingShepherd1 wrote:
Show nested quote +
On August 15 2015 19:39 Thinh123456 wrote:
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!


They could reduce the supply of all zerg units by 1 across the board with few exceptions.


That would make a zerg 200/200 supply army way better than it needs to be. I honestly think that with macro hatches zerg will be ok, but if they're not, it's more likely gonna be a buff to the speed at which larva spawn.
LiquidDota Staff@BluemoonGG_
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
August 15 2015 14:13 GMT
#158
On August 15 2015 20:34 The_Red_Viper wrote:
Show nested quote +
On August 15 2015 20:28 mishimaBeef wrote:
Exciting times for Starcraft!

Yeah very exciting to read that they won't do big changes anymore pretty much.
At least they tested a lot of what the community wanted, right?
I really hoped blizzard would care and do a good job with this beta, but in the end they didn't deliver :/


They said they are still going to be doing big patches for a month at least. The changes they are testing in this patch are big and worth testing.

I love this patch!!
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-15 14:16:16
August 15 2015 14:15 GMT
#159
On August 15 2015 22:54 BluemoonSC wrote:
Show nested quote +
On August 15 2015 22:10 ZergLingShepherd1 wrote:
On August 15 2015 19:39 Thinh123456 wrote:
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!


They could reduce the supply of all zerg units by 1 across the board with few exceptions.


That would make a zerg 200/200 supply army way better than it needs to be. I honestly think that with macro hatches zerg will be ok, but if they're not, it's more likely gonna be a buff to the speed at which larva spawn.


The problem is, zerg still has alot of supply in drones and queens... now they will have even less supply to work with. ( more queens on macro hatches )

Did i mention we still dont have a 1 supply unit ?
I do agree they might buff the larva spawn but Zergs needs a 1 supply unit and/or reduced supply on other units.

Zerg is the swarm for god sake and everytime it has less units then a terran.... its such bad design and a really bad joke.
"The Fractured but Whole"
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 15 2015 14:21 GMT
#160
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.

There is no way ever that Blizzard would have created a queen with autocast injects from the start. The only reason it exists is that the game is designed around injects and now they want to remove it, but they can't because it is too important, and they don't know what to replace it with. Try explaining the rational of the suggested queen to someone that never played sc2, how would it add something to the game?

I mean... what if we suggest a unit for protoss that has a spell that casts chronoboost on a warpgate for 10 seconds. costs 50 minerals. 10 second cooldown on the spell. Oh, and it's autocast. Sounds like a great unit? My point is: there is NO WAY the suggested queen would have made it through if suggested as a new unit as it is now. The other devs would have looked at the person suggesting it in a strange way and stop inviting him to after-work beers.

I'm a bit upset at this change... I am personally pretty emotionally against removing manual inject to start with, and then they choose to not even remove it, but rather add more mechanics that cancels it out? Well, cudos for testing, but this is a plain lazy solution.
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