• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:59
CEST 15:59
KST 22:59
  • 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
[ASL22] Ro8 Preview: Within Reach4[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double1Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon103
StarCraft 2
General
Weekly Cups (Sept 21-27): herO and ByuN double Balance hotfix patch 5.0.16b (July 16) StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder [ASL22] Ro8 Preview: Within Reach PLAYzone Challenge - open offline tour in Prague an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5815 users

LotV Balance Update Preview - August 20 - Page 16

Forum Index > Legacy of the Void
507 CommentsPost a Reply
Prev 1 14 15 16 17 18 26 Next All
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 21 2015 08:22 GMT
#301
So many low-post-count people whining in this thread, it's incredible. The patch hasn't even been out for a day...

I can't wait to try it out though !
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 08:24 GMT
#302
On August 21 2015 17:21 Dingodile wrote:
Show nested quote +
On August 21 2015 17:12 Vanadiel wrote:
Autocast inject feels like I am playing with hacks, feels just wrong and stupid. I hope they either revert this change or just completely remove it.

Do you watch userstream right now? SortOf is streaming right now. nonstop battles! 3min no fight is very rare now!
changing something with mules/chrono/inject is by far the best thing blii did. I wished they did it in WoL beta.


Haha, yeah started watching streams right now. (also SortOf since VIBE just went off). It looks so much better watching a zerg stream already and he is even automatically going back to injecting without effect...
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
August 21 2015 08:24 GMT
#303
As someone who has suffered with RSI in my left hand for the past few years I can't wait to try this out.
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 08:26 GMT
#304
On August 21 2015 17:18 Hag wrote:
Show nested quote +
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.
Head Coach Park: "They should buff tanks!"
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2015-08-21 08:29:30
August 21 2015 08:28 GMT
#305
Gotta say that my patch day play has been ruined a bit with my graphics card beginning to stutter, but I feel like 3cc no longer works for Terran as Bio. Rax 2 and 3 feels like a better play in order to avoid overtaxing your production into the midgame.

Where in a build order are our Terrans putting down the 3rd CC against conservative Protoss and Zerg players?
KT FlaSh FOREVER
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
August 21 2015 08:28 GMT
#306
On August 21 2015 17:15 Hag wrote:
Show nested quote +
On August 21 2015 17:06 Sapphire.lux wrote:
Yeah, i played a little bit and the impression is that Zerg macro is almost non existent. Something has to be added to increase the difficulty for Zerg macro.


As I wrote in another thread:

I would say, just wait and see how things will turn out. The patch isn't even out for a day and everyone starts talking how things are too easy now and units aren't balanced. When everything has settled down a bit, protoss and terrans got buffed, you will perhaps be happy that the macro for zergs is easier now because you have to defend from harrass and other things with less larva than before.


Blizzard wants to make this game more casual friendly and now everyone wants to make this game harder again.

If they simplify another races to the same level, that could work too
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 08:31 GMT
#307
On August 21 2015 17:26 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
August 21 2015 08:36 GMT
#308
On August 21 2015 17:31 Big J wrote:
Show nested quote +
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Also the interesting part about this - in Zerg Campaign is no inject! Which shows a little bit how they feel about injects for casuals :-)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 08:37 GMT
#309
On August 21 2015 17:31 Big J wrote:
Show nested quote +
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.
Head Coach Park: "They should buff tanks!"
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 08:39 GMT
#310
On August 21 2015 17:37 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

EDIT: the funny part is, it's not just easy now, but it's boring not having stuff to do; i doubt this is a direction they want to go

Head Coach Park: "They should buff tanks!"
Vanadiel
Profile Joined April 2012
France961 Posts
August 21 2015 08:40 GMT
#311
On August 21 2015 17:16 crappen wrote:
Show nested quote +
On August 21 2015 17:12 Vanadiel wrote:
Autocast inject feels like I am playing with hacks, feels just wrong and stupid. I hope they either revert this change or just completely remove it.


Why does this hurt you? Can't you focus more on the other aspects of the game now?


Like what, holding down A key to build drone, spreading creep and... Well, no that's it. There are absolutely 0 macro to do for zerg except spreading creep and not being supply block.

If that's the direction they want to go then they could add auto-production to terran and protoss rax/gateway because it is exactly the same level of dumbing down the game, so just put the rax on auto-production so they keep building marines/maraudeurs and so on without having to reselect the rax at each production cycle.

But a game like this... I'm out. So long Starcraft, and thank you for the fish!
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 21 2015 08:40 GMT
#312
LOL what the fuck did they do with the immortal model ??? (produce an immortal in game, maybe on low settings, to understand)

Otherwise the warp-in change really sucks at least aesthetically and elegance wise. Don't tell me all those circles aren't confusing.

Haven't played enough to have an opinion about the other changes, but removal of chrono does not feel so strange. Autocast is stupid per se, but the toning down of macro mechanics is a step in the right direction, most definitely. Just have hatcheries produce slightly more larvae, lairs and hives producing at a higher rate, and encourage Z players to have macro hatches. Creep, transfuse, and early air/ranged defence are enough of an incentive for any Z player to get queens without that dumb autocast thing.
crappen
Profile Joined April 2010
Norway1546 Posts
August 21 2015 08:42 GMT
#313
On August 21 2015 17:21 Dingodile wrote:
Show nested quote +
On August 21 2015 17:12 Vanadiel wrote:
Autocast inject feels like I am playing with hacks, feels just wrong and stupid. I hope they either revert this change or just completely remove it.

Do you watch userstream right now? SortOf is streaming right now. nonstop battles! 3min no fight is very rare now!
changing something with mules/chrono/inject is by far the best thing blizzard did. I wished they did it in WoL beta.


That is amazing, and the result I was hoping for. These macro mechanics which only takes focus away from fights are horrible, and glad Blizz takes action to solve it.
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 08:44 GMT
#314
On August 21 2015 17:37 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 08:58 GMT
#315
On August 21 2015 17:44 Big J wrote:
Show nested quote +
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.
Head Coach Park: "They should buff tanks!"
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 21 2015 09:02 GMT
#316
I personally have no problem with removing / toning down macro mechanics, but I do have a problem with autoinject, just by principle. Just set hatcheries to produce larvae at a slightly faster rate by default and balance accordingly. Lairs and hives producing more larvae is something that has been discussed for a long time in the community and could be tested too.
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2015-08-21 09:04:11
August 21 2015 09:03 GMT
#317
On August 21 2015 17:22 LoneYoShi wrote:
So many low-post-count people whining in this thread, it's incredible. The patch hasn't even been out for a day...

I can't wait to try it out though !


I don't understand why we need a ton of time to figure out if we like this change or not. It's not like it's become more complex, it's become less complex. It's really easy to figure out if you'll like the changes or not, even with balance aside. I personally find it less enjoyable to even play, game feels slow, and recovering from any SCV losses drags the game on much longer than it previously did.

Game is slower with less to do, huge negative in my book.
S1 3500+ Master T. S2 1600+ Master T.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2015-08-21 09:07:18
August 21 2015 09:05 GMT
#318
Just played 2 games as zerg. Its so much more fun without inject larva. Macro is now a ton easier and it makes it possible to focus more on controlling units and thus reduces the probability of you dying to stupid burrowed widow mines or other frustrating situations.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2015-08-21 09:06:00
August 21 2015 09:05 GMT
#319
I'll add that I'm very comfortable with removing injects because they added zero depth. In any circumstance, injecting is better than doing anything else. But the MULE/scan duality always felt interesting to me, and as a P player I know how chrono usage could be refined to the extreme. I wish they removed injects altogether (with boosted standard hatchery prod) but kept toned down versions of MULEs and chronos.
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 09:06 GMT
#320
On August 21 2015 17:58 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.
Prev 1 14 15 16 17 18 26 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #106
IntoTheiNu 1032
WardiTV848
OGKoka 270
Rex148
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 270
Rex 148
ProTech121
Codebar 14
StarCraft: Brood War
Bisu 2631
Shuttle 2213
Horang2 1289
EffOrt 957
BeSt 623
Mini 413
Light 409
firebathero 325
Stork 307
ZerO 290
[ Show more ]
Rush 232
ggaemo 201
Barracks 118
Zeus 85
Shine 84
Sea.KH 66
Killer 59
Hyun 50
Shinee 32
Sexy 27
Mong 27
ToSsGirL 26
Bale 25
Aegong 25
sorry 20
soO 20
PianO 20
Terrorterran 13
ajuk12(nOOB) 11
Sacsri 11
yabsab 10
HiyA 8
zelot 7
Icarus 6
Noble 6
Dota 2
qojqva3322
Dendi2031
BananaSlamJamma364
LuMiX1
Heroes of the Storm
crisheroes501
Other Games
singsing2219
olofmeister1645
hiko993
B2W.Neo780
Lowko371
Pyrionflax232
Sick187
Liquid`VortiX174
ArmadaUGS97
Mew2King41
ZerO(Twitch)11
Organizations
Dota 2
PGL Dota 2 - Main Stream536
StarCraft: Brood War
lovetv 10
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH307
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2153
• Nemesis1470
Other Games
• WagamamaTV266
Upcoming Events
Monday Night Weeklies
2h 2m
Sparkling Tuna Cup
20h 2m
Afreeca Starleague
20h 2m
Leta vs Soulkey
PiGosaur Cup
1d 10h
Kung Fu Cup
1d 21h
The PondCast
2 days
Replay Cast
3 days
CranKy Ducklings
4 days
Online Event
4 days
FEL
5 days
[ Show More ]
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
5 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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 © 2026 TLnet. All Rights Reserved.