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LotV Balance Update Preview - August 20 - Page 19

Forum Index > Legacy of the Void
507 CommentsPost a Reply
Prev 1 17 18 19 20 21 26 Next All
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
August 21 2015 11:20 GMT
#361
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.
Psychopomp
Profile Joined April 2010
United States237 Posts
August 21 2015 11:20 GMT
#362
On August 21 2015 19:45 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 19:32 Dingodile wrote:
On August 21 2015 19:21 Vanadiel wrote:
On August 21 2015 19:16 DjayEl wrote:
Zerg is harder to play since the patch actually, because all the apm freed-up by removing injects has now to be used to micro battles better or lose (assuming a new state of global race balance that might not be set up yet), just as they previously had to inject perfectly or lose – except now this new apm usage will involve actual decision making. Everyone rejoice.


Well, I completely disagree. It's much easier now because you "just" have to micro your units, while before you had the same requirement to micro your units but you also had to manage your macro.

I would be curious to see how Zerg appreciate (or not) this change as a function of their level.

Wrong, you dont have enough units anymore, your micro skills will be more important than ever.

But without Mules and Chrono T and P have less money so less units no?



Protoss t1 actually do really well in small engagements, zerg and terran could just swarm us out VERY early on requiring us to get AOE as soon as possible to not die. In the long run, after a few balance passes, this will probably pan out so that Protoss can more reliably put on early pressure WITHOUT the MSC bandaid or cheesy rushes. It was possible in pre-MSC, but you were definitely taking some big risks since those units were just dead if zerglings/marauders caught you or they just ran around you and put units in your base.

Recall on nexus and no MSC please
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 11:23 GMT
#363
On August 21 2015 20:20 Hider wrote:
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.

really? I feel like that one has always been pretty easy to either see or guess (if you don't see it it must be under you units). What bugs me more is that it is nearly impossible to tell which unit has the parasitic bomb on it.
Swisslink
Profile Joined March 2011
2954 Posts
August 21 2015 11:24 GMT
#364
Played a few Zerg games... and I feel really stupid playing this race in its current state. I don't even know what to do half the time because there's literally nothing to do xD
Crying
Profile Joined February 2011
Bulgaria778 Posts
August 21 2015 11:33 GMT
#365
I kinda like the patch for now to be honest, vs Zerg you don't feel that you can die any second to a super big pump of units in no time, and vs T well, i think the Scan has to be fixed accordingly because on two bases, he scans you every 50secs, and he pretty much knows what you are doing at all times.

Other than that, I think we are heading in the right direction.Love the disruptor!
Determination~ Hard Work Surpass NATURAL GENIUS!
Vanadiel
Profile Joined April 2012
France961 Posts
August 21 2015 11:44 GMT
#366
On August 21 2015 20:33 Crying wrote:
I kinda like the patch for now to be honest, vs Zerg you don't feel that you can die any second to a super big pump of units in no time, and vs T well, i think the Scan has to be fixed accordingly because on two bases, he scans you every 50secs, and he pretty much knows what you are doing at all times.

Other than that, I think we are heading in the right direction.Love the disruptor!


Honestly, I don't disagree with the idea of nerfing the amount of larves queen's inject give you, I disagree with the fact that it can be auto-casted. I was watching Dark vs MMA earlier, and I was thinking and the caster were highlighting how amazing Dark macro was, allowing to always have enough units and so on, and how it set him apart from the other Zerg. That kind of display of skill, with auto-inject, is gone and that's a pity for me.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 21 2015 11:46 GMT
#367
So far I haven't seen anyone micro their mineral patches at an expansion. For optimization, you really shouldn't be mining low capacity patches with your first 8 workers. This is especially a factor if you're staying on low worker count (8 or less) at that base.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 21 2015 11:47 GMT
#368
On August 21 2015 20:24 Swisslink wrote:
Played a few Zerg games... and I feel really stupid playing this race in its current state. I don't even know what to do half the time because there's literally nothing to do xD

Welcome to the world of toss and terran, but mostly toss. Relay and enjoy the ride
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
August 21 2015 11:59 GMT
#369
Hmm I do think terran is really shitty without mules right now. Bio is obvioulsy unplayable. For mech hellions which used to be a mineral sink needs a pretty huge buff atm.
M1cha84
Profile Joined October 2010
Germany64 Posts
August 21 2015 11:59 GMT
#370
After playing a few games as Zerg, I feel like this 2 Larvae patch is a huge nerf to Zergs above Diamant. As a high Dia/low Masters player I am usually very good with injects in the early game and then it falls apart in the late. But with this patch Zerg doesn't have enough larvae to make drones and lings to make up for early enemy aggression from T and P.

On a side note: How ridiculous is the 30dmg Zealot Charge? Lategame Zealot Warpins kill everything. How could this not be foreseen by the balance team? oO
HaRuHi
Profile Blog Joined November 2010
1220 Posts
August 21 2015 12:06 GMT
#371
On August 21 2015 20:59 M1cha84 wrote:
After playing a few games as Zerg, I feel like this 2 Larvae patch is a huge nerf to Zergs above Diamant. As a high Dia/low Masters player I am usually very good with injects in the early game and then it falls apart in the late. But with this patch Zerg doesn't have enough larvae to make drones and lings to make up for early enemy aggression from T and P.

On a side note: How ridiculous is the 30dmg Zealot Charge? Lategame Zealot Warpins kill everything. How could this not be foreseen by the balance team? oO


The balance team that brought you 8 second fungals? Swarmhosts? Warhounds? How could THEY not forsee this? No Idea mate, their ideas are usually rock solid.
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
August 21 2015 12:08 GMT
#372
On August 21 2015 20:23 Big J wrote:
Show nested quote +
On August 21 2015 20:20 Hider wrote:
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.

really? I feel like that one has always been pretty easy to either see or guess (if you don't see it it must be under you units). What bugs me more is that it is nearly impossible to tell which unit has the parasitic bomb on it.


In big roach vs Ravager battels its impossible to tell. You can probably guess that they are under your units, but which one is impossible. And then you end up moving your whole army instead of only the specific part of the army.
FLuE
Profile Joined September 2010
United States1012 Posts
August 21 2015 12:08 GMT
#373
On August 21 2015 20:59 M1cha84 wrote:
After playing a few games as Zerg, I feel like this 2 Larvae patch is a huge nerf to Zergs above Diamant. As a high Dia/low Masters player I am usually very good with injects in the early game and then it falls apart in the late. But with this patch Zerg doesn't have enough larvae to make drones and lings to make up for early enemy aggression from T and P.

On a side note: How ridiculous is the 30dmg Zealot Charge? Lategame Zealot Warpins kill everything. How could this not be foreseen by the balance team? oO


People just haven't adjusted their mindset yet.

People feel like "I can't invest in extra hatcheries!! I'll fall behind wasting money!"

Then you also have to remember the terran isn't muling, and toss chrono'ing out probes. So perhaps early game Zerg will need to be on 2 base, 3 hatch much quicker?

The higher level players will begin to make macro hatches more often, and Terran and Protoss will get slight adjustments to compensate. I think people need to realize this change is going to make it so much easier to balance the game better especially as it relates to any TvZ and PvZ. Previously they always had to balance the game around the pro level assuming people hit their injects. This made it super unforgiving for casual players, and on the whole the zerg race was either awesome if you hit your injects, or you lost because you ran out of larva when you needed it. I know that there are instances with the other races that made things hard to balance too, I know a pro can get more out of a group of marines than a casual player etc.

But nothing was as extreme a mechanic as the larva injects in terms of having to balance the game. Maybe now zerg units across the board can get looked at to see their actual strengths and weaknesses instead of the current random mode where as a zerg player you either got crushed cause you missed injects or you rolled super easy because your injects were on point. Honestly, as someone who plays a lot of zerg it just wasn't fun to win or lose based on whether or not I didn't miss an inject. I'd rather lose because I stink, or didn't micro well, or picked a bad unit comp.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-08-21 12:15:50
August 21 2015 12:15 GMT
#374
On August 21 2015 21:08 Hider wrote:
Show nested quote +
On August 21 2015 20:23 Big J wrote:
On August 21 2015 20:20 Hider wrote:
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.

really? I feel like that one has always been pretty easy to either see or guess (if you don't see it it must be under you units). What bugs me more is that it is nearly impossible to tell which unit has the parasitic bomb on it.


In big roach vs Ravager battels its impossible to tell. You can probably guess that they are under your units, but which one is impossible. And then you end up moving your whole army instead of only the specific part of the army.


True dat! Hm, not sure how a good marker should look like, maybe a very thin line towards the sky?
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2015-08-21 12:21:09
August 21 2015 12:19 GMT
#375
Another inject idea: A button for Injects like Warp-in button (W). All what we need that Z player doens't look the/all base anymore only for injects. This is the most stupid design. I know we can use Injects by clicking on minimap, but this isn't accurate.
Grubby | ToD | Moon | Lyn | Sky
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 21 2015 12:21 GMT
#376
Here's an idea: forget everything you knew about HotS and *start over*.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2015 12:29 GMT
#377
On August 21 2015 21:15 Big J wrote:
Show nested quote +
On August 21 2015 21:08 Hider wrote:
On August 21 2015 20:23 Big J wrote:
On August 21 2015 20:20 Hider wrote:
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.

really? I feel like that one has always been pretty easy to either see or guess (if you don't see it it must be under you units). What bugs me more is that it is nearly impossible to tell which unit has the parasitic bomb on it.


In big roach vs Ravager battels its impossible to tell. You can probably guess that they are under your units, but which one is impossible. And then you end up moving your whole army instead of only the specific part of the army.


True dat! Hm, not sure how a good marker should look like, maybe a very thin line towards the sky?

Exactly, like a faint red light beam upwards would be nice.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
August 21 2015 12:32 GMT
#378
On August 21 2015 21:15 Big J wrote:
Show nested quote +
On August 21 2015 21:08 Hider wrote:
On August 21 2015 20:23 Big J wrote:
On August 21 2015 20:20 Hider wrote:
Unrelated to macrodiscussion: Still can't believe Blizzard hasn't made the visuals of the Ravagers skillshot better yet. In the majority of the situations I have no idea where the skillshot is and I am just randomly guessing.

really? I feel like that one has always been pretty easy to either see or guess (if you don't see it it must be under you units). What bugs me more is that it is nearly impossible to tell which unit has the parasitic bomb on it.


In big roach vs Ravager battels its impossible to tell. You can probably guess that they are under your units, but which one is impossible. And then you end up moving your whole army instead of only the specific part of the army.


True dat! Hm, not sure how a good marker should look like, maybe a very thin line towards the sky?


Yeh an indiation above the units would be preferable. If that's the case I would also like to see the skillshot duration be reduced by like 0.5 seconds to compensate. Would make the interaction a bit more skillful I think.
nottapro
Profile Joined August 2012
202 Posts
August 21 2015 13:05 GMT
#379
I love these changes, keep it up blizzard. Played last night. Zerg was a ton more fun. Terran felt slower, I like protoss warp-in change.

I hope the game sticks with the change and re-balances. I dont want the old random spiking / svc pull / instant 200 supply tech switch / chrono-ing making everything two teired system back.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
August 21 2015 13:08 GMT
#380
On August 21 2015 04:19 NyxNax wrote:
Show nested quote +
On August 21 2015 03:59 purakushi wrote:
Scan duration should be lowered slightly. Maybe down to 10 or 8 seconds. It is currently 12.3 seconds.



Yes seriously! Now with so many more scans available, DT play is basically worthless against T, ravens are needed less, zerg burrow etc. Should maybe even narrow the scan field as well.

We cannot say how that will work out. It would be really shitty to nerf T like this and then reduce the scan duration. If a DT does damage the way to recover from it is to Mule - oh wait, no can do anymore.

Leave scan as it is. More players will be going for plain CC's or PFs now anyways, so scans will likely be less prevalent.
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