• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:00
CEST 01:00
KST 08:00
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments1[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes127BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes Team TLMC #5 - Finalists & Open Tournaments #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
KSL Week 80 Stellar Fest StarCraft Evolution League (SC Evo Biweekly) RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion Diplomacy, Cosmonarchy Edition ASL20 General Discussion Soulkey on ASL S20 ASL TICKET LIVE help! :D
Tourneys
[ASL20] Ro16 Group D BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Borderlands 3 Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Big Programming Thread UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1966 users

Community Feedback Update - August 14 - Page 9

Forum Index > Legacy of the Void
252 CommentsPost a Reply
Prev 1 7 8 9 10 11 13 Next All
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-08-15 14:34:57
August 15 2015 14:27 GMT
#161
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.
Temeter
Profile Joined April 2014
37 Posts
August 15 2015 14:41 GMT
#162
On August 15 2015 23:27 LSN wrote:
Show nested quote +
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


All of these macro mechanics were a reason for comebacks. A fast 3CC could replenish, lots of larva mean lots of drones, and chroonoboost could alleviate tech disadvantages and probe losses.
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
August 15 2015 14:48 GMT
#163
well, not buying LotV

nice job
Zerg for Life
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-08-15 14:56:59
August 15 2015 14:50 GMT
#164
On August 15 2015 23:41 Temeter wrote:
Show nested quote +
On August 15 2015 23:27 LSN wrote:
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


All of these macro mechanics were a reason for comebacks. A fast 3CC could replenish, lots of larva mean lots of drones, and chroonoboost could alleviate tech disadvantages and probe losses.



These mechanics were responsible for high advantage vs. disadvantage scaling mostly. Look at 2 hatch vs. 3 hatch ZvZ. Compare at 2 oc vs. 3 oc TvT.

The same applies to mixed matchups: compare 3 OC T vs. 4 hatch Z with 2 OC vs. 4 hatch zerg and with 3 OC vs. 3 hatch zerg. Losing a base or having an additional hatch/oc out only a bit late can auto lose you the game or force you unwillingly on all-in-mode due to the high scaling.

Exactly this is what narrows down sc2's strategical and tactical diversity.
Temeter
Profile Joined April 2014
37 Posts
August 15 2015 14:56 GMT
#165
On August 15 2015 23:50 LSN wrote:
Show nested quote +
On August 15 2015 23:41 Temeter wrote:
On August 15 2015 23:27 LSN wrote:
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


All of these macro mechanics were a reason for comebacks. A fast 3CC could replenish, lots of larva mean lots of drones, and chroonoboost could alleviate tech disadvantages and probe losses.



These mechanics were responsible for high advantage vs. disadvantage scaling mostly. Look at 2 hatch vs. 3 hatch ZvZ. Compare at 2 oc vs. 3 oc TvT.

The same applies to mixed matchups: compare 3 OC T vs. 4 hatch Z with 2 OC vs. 4 hatch zerg and with 3 OC vs. 3 hatch zerg. Losing a base or having an additional hatch/oc out only a bit late can auto lose you the game or force you unwillingly on all-in-mode due to the high scaling.

Exactly this is what narrows down sc2's strategic and tactical diversity.


What narrows down ZvZs diversity are mostly roaches, which are incredibly efficient earlygame and snowball everything.

TvT always had lots of uncertainities and comebacks, lots of potential for positional play and economical damage.

Removing macro will never add to the games diversity. Suddenly the game gets easier, suddenly the game gets less punishing, suddenly comebacks are more possible, suddenly there is more complexity.
That's a pipe dream.

BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 15 2015 14:58 GMT
#166
On August 15 2015 23:15 ZergLingShepherd1 wrote:
Show nested quote +
On August 15 2015 22:54 BluemoonSC wrote:
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.


terran and protoss have just as much supply in probes and scvs, though. yes, you want to be ahead, but with more workers, comes more production, comes more units. you don't necessarily need queens on your macro hatches either. an extra hatch per expansion is what will likely become the norm to make up for the missing larva. minerals are easy for a zerg to come by too, so im not too upset.

On August 15 2015 23:21 Cascade wrote:
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.


dude we get 2 less larva than we did before..this is actually a nerf. it makes zerg production choices super important and building that extra round of drones instead of units is even more punishing. i understand that the autocast thing is a little lame, but realistically with all of hte micro options for the other races, injecting perfectly is almost impossible. even the koreans thought it was hard.
LiquidDota Staff@BluemoonGG_
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-08-15 15:36:30
August 15 2015 15:02 GMT
#167
On August 15 2015 23:56 Temeter wrote:
Show nested quote +
On August 15 2015 23:50 LSN wrote:
On August 15 2015 23:41 Temeter wrote:
On August 15 2015 23:27 LSN wrote:
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


All of these macro mechanics were a reason for comebacks. A fast 3CC could replenish, lots of larva mean lots of drones, and chroonoboost could alleviate tech disadvantages and probe losses.



These mechanics were responsible for high advantage vs. disadvantage scaling mostly. Look at 2 hatch vs. 3 hatch ZvZ. Compare at 2 oc vs. 3 oc TvT.

The same applies to mixed matchups: compare 3 OC T vs. 4 hatch Z with 2 OC vs. 4 hatch zerg and with 3 OC vs. 3 hatch zerg. Losing a base or having an additional hatch/oc out only a bit late can auto lose you the game or force you unwillingly on all-in-mode due to the high scaling.

Exactly this is what narrows down sc2's strategic and tactical diversity.


What narrows down ZvZs diversity are mostly roaches, which are incredibly efficient earlygame and snowball everything.

TvT always had lots of uncertainities and comebacks, lots of potential for positional play and economical damage.

Removing macro will never add to the games diversity. Suddenly the game gets easier, suddenly the game gets less punishing, suddenly comebacks are more possible, suddenly there is more complexity.
That's a pipe dream.




Sure it will. And you will be one of the guys that hasn't seen it coming but will have to admit it later on when it becomes obvious for everyone.

And you know what becomes obvious about your post? You just dislike that zergs will have an easier life with auto injects. You don't even understand the global context and impact of these changes nor want to know them. I am sorry to say.
Less 3vs2 base (etc.) scaling is exactly what Sc2 needs.


Some other effects:
- Less larvas per inject is what I suggested already like 1-2 years ago in balance discussion (and ppl told me its design). Goes without saying that it was just too much with 4 per inject. It was the only thing that matters and forgetting it in important situations or losing 1-2 major queens at times ends the game.

- The ability of terran to lose almost all its economy but have about 15 free scv replacements from 3 OC had to go, it made every committment on attacking the terran early on without killing him a complete waste and therefore narrowed down the strategical diversity to pure all-in or pure defensive macro against terran (compare introduction of oracles: that was nothing else than giving protoss an effective ability to harrass terran at all early on). Now there will be more shades of grey and committing on different levels of pressure on terran can pay off without the drawback of mules making your efforts invisible. The game will become more skill heavy due to this for everyone included.

- Replacing lategame economy almost completely with supplyless mules is one of the dumbest things Sc2 has seen, it had to go. Rather make terran stronger overall (e.g. scv back to 55-60hp).
Phaenoman
Profile Joined February 2013
568 Posts
August 15 2015 15:08 GMT
#168
Ppl still talk about numbers at this stage... Why is that. Must be psychological pressure that they feel when "their" race has been touched. No one wants a balance talk right now...

I don't like that it's only 1 month of design changes. I am really disappointed. I guess the management floor wants the game to be released asap. There goes the quality : (
Random is hard work dude...
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-15 15:14:10
August 15 2015 15:11 GMT
#169
On August 15 2015 23:58 BluemoonSC wrote:
Show nested quote +
On August 15 2015 23:15 ZergLingShepherd1 wrote:
On August 15 2015 22:54 BluemoonSC wrote:
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.


terran and protoss have just as much supply in probes and scvs, though. yes, you want to be ahead, but with more workers, comes more production, comes more units. you don't necessarily need queens on your macro hatches either. an extra hatch per expansion is what will likely become the norm to make up for the missing larva. minerals are easy for a zerg to come by too, so im not too upset.

Show nested quote +
On August 15 2015 23:21 Cascade wrote:
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.


dude we get 2 less larva than we did before..this is actually a nerf. it makes zerg production choices super important and building that extra round of drones instead of units is even more punishing. i understand that the autocast thing is a little lame, but realistically with all of hte micro options for the other races, injecting perfectly is almost impossible. even the koreans thought it was hard.


I think you missed the point, you will need 8 hatches and 6 queens to balance out the current 5 hatches with 3-4 queens injecting.


You will lose supply, early timings will be impossible... not to mention holding a hellbat push that comes just a bit latter.

Zerg will need some buffs to early and mid game while Terran will need late game buffs.

Protoss doesnt change much... they can revert some research timings and their good to go.
"The Fractured but Whole"
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
Last Edited: 2015-08-15 15:14:54
August 15 2015 15:14 GMT
#170
On August 16 2015 00:11 ZergLingShepherd1 wrote:
Show nested quote +
On August 15 2015 23:58 BluemoonSC wrote:
On August 15 2015 23:15 ZergLingShepherd1 wrote:
On August 15 2015 22:54 BluemoonSC wrote:
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.


terran and protoss have just as much supply in probes and scvs, though. yes, you want to be ahead, but with more workers, comes more production, comes more units. you don't necessarily need queens on your macro hatches either. an extra hatch per expansion is what will likely become the norm to make up for the missing larva. minerals are easy for a zerg to come by too, so im not too upset.

On August 15 2015 23:21 Cascade wrote:
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.


dude we get 2 less larva than we did before..this is actually a nerf. it makes zerg production choices super important and building that extra round of drones instead of units is even more punishing. i understand that the autocast thing is a little lame, but realistically with all of hte micro options for the other races, injecting perfectly is almost impossible. even the koreans thought it was hard.


I think you missed the point, you will need 8 hatches and 6 queens to balance out the current 5 hatches with 3-4 queens injecting.

You will lose supply, early timings will be impossible.

Zerg will need some buffs to early and mid game while Terran will need late game buffs.

Protoss doesnt change much... they can revert some research timings and their good to go.


if you're on 3 bases, you lose 6 larva with this nerf. you only need 2 macro hatcheries to account for the missing larva and for most players, they won't be floating too much because they will obviously be injecting on time and your saturation will come much slower. im interested to see what happens when zergs take a 4th and go into the late-late game though.
LiquidDota Staff@BluemoonGG_
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 15 2015 15:21 GMT
#171
On August 16 2015 00:14 BluemoonSC wrote:
Show nested quote +
On August 16 2015 00:11 ZergLingShepherd1 wrote:
On August 15 2015 23:58 BluemoonSC wrote:
On August 15 2015 23:15 ZergLingShepherd1 wrote:
On August 15 2015 22:54 BluemoonSC wrote:
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.


terran and protoss have just as much supply in probes and scvs, though. yes, you want to be ahead, but with more workers, comes more production, comes more units. you don't necessarily need queens on your macro hatches either. an extra hatch per expansion is what will likely become the norm to make up for the missing larva. minerals are easy for a zerg to come by too, so im not too upset.

On August 15 2015 23:21 Cascade wrote:
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.


dude we get 2 less larva than we did before..this is actually a nerf. it makes zerg production choices super important and building that extra round of drones instead of units is even more punishing. i understand that the autocast thing is a little lame, but realistically with all of hte micro options for the other races, injecting perfectly is almost impossible. even the koreans thought it was hard.


I think you missed the point, you will need 8 hatches and 6 queens to balance out the current 5 hatches with 3-4 queens injecting.

You will lose supply, early timings will be impossible.

Zerg will need some buffs to early and mid game while Terran will need late game buffs.

Protoss doesnt change much... they can revert some research timings and their good to go.


if you're on 3 bases, you lose 6 larva with this nerf. you only need 2 macro hatcheries to account for the missing larva and for most players, they won't be floating too much because they will obviously be injecting on time and your saturation will come much slower. im interested to see what happens when zergs take a 4th and go into the late-late game though.


Will see how it goes... but i suspect that will need macro hatches at all bases until we take the 5 base.
"The Fractured but Whole"
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
August 15 2015 15:31 GMT
#172
On August 15 2015 23:41 Temeter wrote:
Show nested quote +
On August 15 2015 23:27 LSN wrote:
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


All of these macro mechanics were a reason for comebacks. A fast 3CC could replenish, lots of larva mean lots of drones, and chroonoboost could alleviate tech disadvantages and probe losses.


If macro mechanics can be used for comebacks they can be also be used to get ahead. Any boosters for economy, unit production, upgrades can be used by either player and will always favour the one who is ahead. It is at best a bad comeback mechanic imo..
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 15 2015 15:34 GMT
#173
On August 15 2015 23:48 KelsierSC wrote:
well, not buying LotV

nice job

I didn't buy HotS but if all these changes go into release I will be buying LotV.

So nice job
Roblin
Profile Joined April 2010
Sweden948 Posts
August 15 2015 15:53 GMT
#174
On August 16 2015 00:34 -Archangel- wrote:
Show nested quote +
On August 15 2015 23:48 KelsierSC wrote:
well, not buying LotV

nice job

I didn't buy HotS but if all these changes go into release I will be buying LotV.

So nice job


I'm buying lotv either way.

blizz is making a good product that I will enjoy, they deserve some of my disposable income.

keep doing good blizz
I'm better today than I was yesterday!
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
August 15 2015 16:15 GMT
#175
On August 16 2015 00:34 -Archangel- wrote:
Show nested quote +
On August 15 2015 23:48 KelsierSC wrote:
well, not buying LotV

nice job

I didn't buy HotS but if all these changes go into release I will be buying LotV.

So nice job


meh there's plenty of casual games for free, clearly that is the direction Blizzard want to move in.

Zerg for Life
BillGates
Profile Blog Joined April 2013
471 Posts
August 15 2015 16:29 GMT
#176
Why does zerg retain the "macro" mechaics and why is it automatically done? Why not just hatcheries 5 larva to produce from?

I hate how they are making the game so easy with the automation of the zerg macro mechanic.

And why is David Kim a game designer? Being good at the game doesn't automatically mean you are a great balancer and even if you were a good balancer, that doesn't mean you are a good designer.

Clearly David Kim lacks any sort of game design skills.
IcemanAsi
Profile Joined March 2011
Israel681 Posts
August 15 2015 16:34 GMT
#177
On August 15 2015 03:26 SetGuitarsToKill wrote:
Nevertheless, having a more visible result from players’ macro looks to be a much cooler direction rather than just having the forced/needed clicks found in things like Inject Larva.


NO. FUCKING. SHIT!!!

I swear to god, five freaking years of screaming at blizzard about how fucking boring inject is and what do you fucking know, removing it makes the game better!!!

Aghggaaaa!!!!


FeyFey
Profile Joined September 2010
Germany10114 Posts
August 15 2015 16:38 GMT
#178
On August 15 2015 23:27 LSN wrote:
Show nested quote +
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


I think the removal of Macro mechanics actually reduces the opportunity for comeback, especially in the case of Terran. Because those mechanics were the most forgiving part of the Macro. They also buffed harassment to insane degrees, because killing workers had little effect because of Macro mechanics.
Killing drones just depleted the Larva of the Zerg a little. Killing probes just slowed the upgrades of Protoss. Killing SCVs just made Terran Scan less.

Thinking about it, killing a full workerline hurts so much with this change. It might actually help spreading out expansions. Well unless you are Terran, thanks to Neo Steel and no need for Orbitals, you can have your 15 workers hide inside the CC on your expansions now XD.
Deleted User 132135
Profile Joined December 2010
702 Posts
August 15 2015 16:52 GMT
#179
On August 16 2015 01:38 FeyFey wrote:
Show nested quote +
On August 15 2015 23:27 LSN wrote:
On August 15 2015 23:21 Cascade wrote:
Auto-inject is the laziest solution ever seen... If you don't want players to have to do injects, then remove the ability ffs.


Killing an auto-inject queen remains a tactical option in battles and harrassments but it wont have that high effect anymore. It's the best solution.

Blizzard is perfectly right with its current decisionmaking. They reduce "terrible terrible damage" as well as scaling of advantages and disadvantages. More opportunities for comebacks will be created etc. It is what this game needs.


I think the removal of Macro mechanics actually reduces the opportunity for comeback, especially in the case of Terran. Because those mechanics were the most forgiving part of the Macro. They also buffed harassment to insane degrees, because killing workers had little effect because of Macro mechanics.
Killing drones just depleted the Larva of the Zerg a little. Killing probes just slowed the upgrades of Protoss. Killing SCVs just made Terran Scan less.

Thinking about it, killing a full workerline hurts so much with this change. It might actually help spreading out expansions. Well unless you are Terran, thanks to Neo Steel and no need for Orbitals, you can have your 15 workers hide inside the CC on your expansions now XD.


I understand where you are coming from but again I wanna emphasize the major aspects of these changes for me.

1. These changes reduce scaling. Scaling always helps the player that has the advantage. Therefore the reduction of scaling will help to make comebacks possible more oftenly as the player with the advantage will gain less benefits from his advantage.

2. Terran's ability to come back with mules can't be even considered as that. It was more kind of a metagame factor that everyone knew and had to count in. It lead to the fact that attacking the terran was almost only worth it when you could kill the terran completely. In PvT and ZvT any extra committement on harrassing the terran was negated by the fact that he could make up for major eco losses with only dropping mules, terran basically just had to survive and p/z were behind with their committment even when they did comparetively large amounts of damage. That again lead to the fact that play against terran almost only was either full all-in with the only objective to kill terran or passive/defensive macro play - there was hardly anything inbetween aside of oracles that only for these reasons were introduced to the game.
Now with these changes this is going to change. A Z/P can committ on different levels and only has to deal damage that is corresponding to the level of his committment. Only this is going to take Sc2 to a new level!

ohmylanta1003
Profile Joined February 2015
United States128 Posts
August 15 2015 17:24 GMT
#180
On August 15 2015 23:48 KelsierSC wrote:
well, not buying LotV

nice job


Well, no one fucking cares.

Great, original post about LOTV. This one will really help Blizzard make the game the best it can be!

Nice job.

User was warned for this post
Prev 1 7 8 9 10 11 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 159
ZombieGrub129
StarCraft: Brood War
Britney 14036
LaStScan 114
NaDa 30
Dota 2
NeuroSwarm169
League of Legends
Trikslyr64
Counter-Strike
kRYSTAL_28
Other Games
summit1g10208
FrodaN3753
Grubby3166
gofns2835
Sick176
C9.Mang0132
ViBE115
KnowMe109
Maynarde91
XaKoH 80
PPMD29
Organizations
Other Games
gamesdonequick155
StarCraft 2
angryscii 34
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• RyuSc2 69
• Sammyuel 67
• davetesta11
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4271
Other Games
• imaqtpie891
• Scarra886
• Shiphtur225
Upcoming Events
Korean StarCraft League
4h 1m
BSL Open LAN 2025 - War…
9h 1m
RSL Revival
11h 1m
Reynor vs Cure
TBD vs Zoun
OSC
22h 1m
BSL Open LAN 2025 - War…
1d 9h
RSL Revival
1d 11h
Classic vs TBD
Online Event
1d 17h
Wardi Open
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
LiuLi Cup
4 days
The PondCast
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.