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LotV Balance Update Preview - August 20 - Page 20

Forum Index > Legacy of the Void
507 CommentsPost a Reply
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Tenks
Profile Joined April 2010
United States3104 Posts
August 21 2015 13:09 GMT
#381
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?
Wat
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 21 2015 13:23 GMT
#382
There is going to be so many balance issues the next couple of months, but it feels worth it.

Except for the auto-inject, that's not ideal, this is great.
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 13:31 GMT
#383
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

Creep is pretty much the type of mechanic blizzard wants to have in the game. It is completely unrelated to the 3 traditional resources (minerals, vespene, supply) and to production, is not that vital in the lower leagues (even around diamond-masters you can often get away with bad creepspread if you are just good with other stuff) but it's visually apparent who does well with it and who doesn't.

I would actually like it if the other races got something similar that somehow showcased their territory on the map and was kind of optional, yet beneficial.
Stuvv360
Profile Joined March 2015
United States5 Posts
August 21 2015 13:35 GMT
#384
Inject Larva needs to be removed. In its place increase the amount of larva created by the Hatcheries/ Lair/ Hive.

Hatchery Spawn 5
Lair Spawn 6
Hive Spawn 8
xtorn
Profile Blog Joined December 2013
4060 Posts
August 21 2015 13:39 GMT
#385
On August 21 2015 22:35 Stuvv360 wrote:
Inject Larva needs to be removed. In its place increase the amount of larva created by the Hatcheries/ Lair/ Hive.

Hatchery Spawn 5
Lair Spawn 6
Hive Spawn 8

then when upgrading all hatcheries up to hives, the larva count will be too much in favor of zerg
Life - forever the Legend in my heart
HaRuHi
Profile Blog Joined November 2010
1220 Posts
August 21 2015 13:42 GMT
#386
On August 21 2015 22:39 xtorn wrote:
Show nested quote +
On August 21 2015 22:35 Stuvv360 wrote:
Inject Larva needs to be removed. In its place increase the amount of larva created by the Hatcheries/ Lair/ Hive.

Hatchery Spawn 5
Lair Spawn 6
Hive Spawn 8

then when upgrading all hatcheries up to hives, the larva count will be too much in favor of zerg


And that is not how larva spawning works in the first place xD

They should just reduce the Cooldown.
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 21 2015 13:42 GMT
#387
On August 21 2015 22:39 xtorn wrote:
Show nested quote +
On August 21 2015 22:35 Stuvv360 wrote:
Inject Larva needs to be removed. In its place increase the amount of larva created by the Hatcheries/ Lair/ Hive.

Hatchery Spawn 5
Lair Spawn 6
Hive Spawn 8

then when upgrading all hatcheries up to hives, the larva count will be too much in favor of zerg


Spending 300/300 to get to hive (let alone the time) can have some benefit, no?
Dingodile
Profile Joined December 2011
4137 Posts
August 21 2015 13:45 GMT
#388
On August 21 2015 22:39 xtorn wrote:
Show nested quote +
On August 21 2015 22:35 Stuvv360 wrote:
Inject Larva needs to be removed. In its place increase the amount of larva created by the Hatcheries/ Lair/ Hive.

Hatchery Spawn 5
Lair Spawn 6
Hive Spawn 8

then when upgrading all hatcheries up to hives, the larva count will be too much in favor of zerg

you mean in a extreme situation? 8 larvas per base is damn low to the current 19 larvas per base.
Grubby | ToD | Moon | Lyn | Sky
xtorn
Profile Blog Joined December 2013
4060 Posts
Last Edited: 2015-08-21 13:49:08
August 21 2015 13:47 GMT
#389
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

The advantage of having units move faster on creep is pretty important for many reasons (easier flanking, better defense, vision etc), plus it fits the race perfectly, they should definitely not remove it

also watching progamers spread creep in the most efficient manner is a delight
Life - forever the Legend in my heart
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
August 21 2015 13:48 GMT
#390
On August 21 2015 22:31 Big J wrote:
Show nested quote +
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

Creep is pretty much the type of mechanic blizzard wants to have in the game. It is completely unrelated to the 3 traditional resources (minerals, vespene, supply) and to production, is not that vital in the lower leagues (even around diamond-masters you can often get away with bad creepspread if you are just good with other stuff) but it's visually apparent who does well with it and who doesn't.

I would actually like it if the other races got something similar that somehow showcased their territory on the map and was kind of optional, yet beneficial.

Maybe Pylon power fields should be displayed on the minimap. It might also be wise to let them have an actual effect on Protoss units. Maybe jumpstarting their shield regeneration, so that they don't have to wait 10 seconds out of combat. Or maybe just a flat buff to shield regeneration rate.

I've been playing around with the idea of a small free structure that Terran could build (probably with a somewhat long build time though) that gives vision and +1 armor to any units within a range of 2 or 3. I submitted a unit based around a precursor to this idea to that thread a while back that was oriented around these small space control buildings.

Another idea I had (that potentially steps on the toes of warp-in a bit) was an idea for a building called a Relay Node that Terran can build that gets "synced" to a Barracks, whose production queue then pauses once the unit is complete, and can bring in infantry in drop pods within a very short radius, like 1 or 2. Might also give it detection or cloaking or some sort of palpable benefit in addition to providing a spawn point for units. It would have to be pretty cheap for it to be used for map control though, especially since only one Barracks could be synced per Relay Node.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-21 13:57:22
August 21 2015 13:52 GMT
#391
@Big J
I taught the same thing about chronoboost . Creep plays a huge role in current zerg play ( def, map control, engagement, production). It's a "macro" mechanic.
showcased their territory
Terran sensor tower ? ^^

edit:
@Pontius Pirate

that gives vision and +1 armor to any units within a range of 2 or 3
Bunker seems still better^^
ffadicted
Profile Joined January 2011
United States3545 Posts
August 21 2015 13:54 GMT
#392
On August 21 2015 22:31 Big J wrote:
Show nested quote +
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

Creep is pretty much the type of mechanic blizzard wants to have in the game. It is completely unrelated to the 3 traditional resources (minerals, vespene, supply) and to production, is not that vital in the lower leagues (even around diamond-masters you can often get away with bad creepspread if you are just good with other stuff) but it's visually apparent who does well with it and who doesn't.

I would actually like it if the other races got something similar that somehow showcased their territory on the map and was kind of optional, yet beneficial.


Protoss kind of had it with proxy pylon placement until now
SooYoung-Noona!
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
August 21 2015 13:56 GMT
#393
What I don't like about creep is that zerg is too dependent on it. I miss seeing Jaedong's army in the middle of the map cutting reinforcements.
What qxc said.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 21 2015 13:57 GMT
#394
On August 21 2015 14:23 papaz wrote:
Show nested quote +
On August 21 2015 12:34 The_Red_Viper wrote:
On August 21 2015 12:33 mishimaBeef wrote:
i have one thing to say about this patch:

fucking brilliant

I am zerg and i hate it, zerg macro is way, way too easy now in comparison to the other races


I don't understand this kind of attitude. What do you mean it's too easy?

Like before there was a challenge and now you got a chance to play on GSL level?

What's so wrong with things being easier? It's not like you are going from amateur level to pro level just because Blizzard removes your APM sink.

I don't say that i am now gsl level, but yes i think my skill level now is enough to play vs terrans and protoss players one league above me in hots.
I also think it simply is not fun to have this easy auto inject, terran and protoss still have mechanics checks in their production cycles and production of buildings. Zerg pretty much only has creep left tbh, it's simply boring to me atm
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 21 2015 13:59 GMT
#395
On August 21 2015 22:52 Cazimirbzh wrote:
@Big J
I taught the same thing about chronoboost . Creep plays a huge role in current zerg play ( def, map control, engagement, production). It's a "macro" mechanic.
Show nested quote +
showcased their territory
Terran sensor tower ? ^^

edit:
@Pontius Pirate

Show nested quote +
that gives vision and +1 armor to any units within a range of 2 or 3
Bunker seems still better^^


I always thought it was absurd that Terran's sensor tower and scanner sweep shows a visual warning to the opponent.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2015 14:07 GMT
#396
I think it would be better to move automated Larva spawn to the Hatchery altogether, because this with the Queens is... weird to say the least. I haven't tried it yet but I imagine it could lead to some unintended scenarios with the auto-inject (like Queens popping out inject immediately, for one). If Spawn Larva were at the Hatch, Queens could be used for Creep spread entirely, and for transfuses and base defense. This may lead players to not making Queens anymore, though, but would still be a much cleaner solution in my opinion. Also, slightly increasing Larva output when upgrading to Lair and Hive 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
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 14:13 GMT
#397
On August 21 2015 22:52 Cazimirbzh wrote:
@Big J
I taught the same thing about chronoboost . Creep plays a huge role in current zerg play ( def, map control, engagement, production). It's a "macro" mechanic.
Show nested quote +
showcased their territory
Terran sensor tower ? ^^

edit:
@Pontius Pirate

Show nested quote +
that gives vision and +1 armor to any units within a range of 2 or 3
Bunker seems still better^^


It is a macro mechanic in a wider sense, i.e. it influences how you set-up your gameplan. However not in the sense that it speeds up anything or returns any resource. It is not actually connected to production in any direct sense unlike chronoboost which speeds it up. Sure you can say that it allows zerg to take bases and stuff, but then basically everything is connected to production.
@Chronoboost: Chrono is a very nice mechanic and has a nice visual indications that showcases that the player is spending attention towards a certain structure.

Also true about the pylons being similar to creep. And it would indeed be interesting to see powerfields on the map, at least as observer but might be interesting for players as well (assuming the pylon has been spotted).
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 21 2015 14:14 GMT
#398
On August 21 2015 22:48 Pontius Pirate wrote:
Show nested quote +
On August 21 2015 22:31 Big J wrote:
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

Creep is pretty much the type of mechanic blizzard wants to have in the game. It is completely unrelated to the 3 traditional resources (minerals, vespene, supply) and to production, is not that vital in the lower leagues (even around diamond-masters you can often get away with bad creepspread if you are just good with other stuff) but it's visually apparent who does well with it and who doesn't.

I would actually like it if the other races got something similar that somehow showcased their territory on the map and was kind of optional, yet beneficial.

Maybe Pylon power fields should be displayed on the minimap. It might also be wise to let them have an actual effect on Protoss units. Maybe jumpstarting their shield regeneration, so that they don't have to wait 10 seconds out of combat. Or maybe just a flat buff to shield regeneration rate.

I've been playing around with the idea of a small free structure that Terran could build (probably with a somewhat long build time though) that gives vision and +1 armor to any units within a range of 2 or 3. I submitted a unit based around a precursor to this idea to that thread a while back that was oriented around these small space control buildings.

Another idea I had (that potentially steps on the toes of warp-in a bit) was an idea for a building called a Relay Node that Terran can build that gets "synced" to a Barracks, whose production queue then pauses once the unit is complete, and can bring in infantry in drop pods within a very short radius, like 1 or 2. Might also give it detection or cloaking or some sort of palpable benefit in addition to providing a spawn point for units. It would have to be pretty cheap for it to be used for map control though, especially since only one Barracks could be synced per Relay Node.


I've had some similar ideas.

PARATROOPERS - Some late upgrade allows you to rally barracks to remote locations on the map (as long as you have vision). The barracks units drop from the sky in parachutes in that location. They float down for a short period, are vulnerable during this period.

SENSOR TOWER - I think we just need to modify the sensor tower a tiny bit. If it detects motion, it can also grant vision around that unit. Pull the radius in a bit.

AREA BUFFS FOR TERRAN - I actually dislike this idea, even though both Zerg and Protoss get powerful AOE buffs to their units (creep, cloaking fields, guardian shield, etc ...). With the recent nerf to bio and the SCV (MULE nerf), we could probably use a buff to our anti-ground static defense. Put the Shrike Turret upgrade in the orbital command, and allow any bunker within [x] range of an OC, to mount a Shrike Turret (this turret is similar to a marine or two).

While we're on it, I also think the hi-sec auto tracking and neo-steel frame upgrades should be moved to the Armory. Stupid that the engineering bay has nine upgrades.

PROTOSS - if you take away photon overcharge, I like your idea. Fast warp-in powerfields should also buff shields. I like that idea a lot, actually.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
August 21 2015 14:17 GMT
#399
On August 21 2015 23:14 TimeSpiral wrote:
Show nested quote +
On August 21 2015 22:48 Pontius Pirate wrote:
On August 21 2015 22:31 Big J wrote:
On August 21 2015 22:09 Tenks wrote:
Since they're considering removing macro mechanics going forward how do you guys feel about creep? Should it be removed as well?

Creep is pretty much the type of mechanic blizzard wants to have in the game. It is completely unrelated to the 3 traditional resources (minerals, vespene, supply) and to production, is not that vital in the lower leagues (even around diamond-masters you can often get away with bad creepspread if you are just good with other stuff) but it's visually apparent who does well with it and who doesn't.

I would actually like it if the other races got something similar that somehow showcased their territory on the map and was kind of optional, yet beneficial.

Maybe Pylon power fields should be displayed on the minimap. It might also be wise to let them have an actual effect on Protoss units. Maybe jumpstarting their shield regeneration, so that they don't have to wait 10 seconds out of combat. Or maybe just a flat buff to shield regeneration rate.

I've been playing around with the idea of a small free structure that Terran could build (probably with a somewhat long build time though) that gives vision and +1 armor to any units within a range of 2 or 3. I submitted a unit based around a precursor to this idea to that thread a while back that was oriented around these small space control buildings.

Another idea I had (that potentially steps on the toes of warp-in a bit) was an idea for a building called a Relay Node that Terran can build that gets "synced" to a Barracks, whose production queue then pauses once the unit is complete, and can bring in infantry in drop pods within a very short radius, like 1 or 2. Might also give it detection or cloaking or some sort of palpable benefit in addition to providing a spawn point for units. It would have to be pretty cheap for it to be used for map control though, especially since only one Barracks could be synced per Relay Node.


I've had some similar ideas.

PARATROOPERS - Some late upgrade allows you to rally barracks to remote locations on the map (as long as you have vision). The barracks units drop from the sky in parachutes in that location. They float down for a short period, are vulnerable during this period.

SENSOR TOWER - I think we just need to modify the sensor tower a tiny bit. If it detects motion, it can also grant vision around that unit. Pull the radius in a bit.

AREA BUFFS FOR TERRAN - I actually dislike this idea, even though both Zerg and Protoss get powerful AOE buffs to their units (creep, cloaking fields, guardian shield, etc ...). With the recent nerf to bio and the SCV (MULE nerf), we could probably use a buff to our anti-ground static defense. Put the Shrike Turret upgrade in the orbital command, and allow any bunker within [x] range of an OC, to mount a Shrike Turret (this turret is similar to a marine or two).

While we're on it, I also think the hi-sec auto tracking and neo-steel frame upgrades should be moved to the Armory. Stupid that the engineering bay has nine upgrades.

PROTOSS - if you take away photon overcharge, I like your idea. Fast warp-in powerfields should also buff shields. I like that idea a lot, actually.

Are you gonna suggest a Tarmogoyf unit as well? I feel like you've been missing that opportunity for a while.
kiss kiss fall in love
ETisME
Profile Blog Joined April 2011
12513 Posts
August 21 2015 14:22 GMT
#400
everyone is so focused on macro mechanics, but wtf that protoss warp in change is mega huge.
warp prism is way too powerful right now.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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