LotV Balance Update Preview - August 20 - Page 20
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Tenks
United States3104 Posts
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AdrianHealeyy
114 Posts
Except for the auto-inject, that's not ideal, this is great. | ||
Big J
Austria16289 Posts
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
United States5 Posts
Hatchery Spawn 5 Lair Spawn 6 Hive Spawn 8 | ||
xtorn
4060 Posts
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 | ||
HaRuHi
1220 Posts
On August 21 2015 22:39 xtorn wrote: 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
114 Posts
On August 21 2015 22:39 xtorn wrote: 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
4133 Posts
On August 21 2015 22:39 xtorn wrote: 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. | ||
xtorn
4060 Posts
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 | ||
Pontius Pirate
United States1557 Posts
On August 21 2015 22:31 Big J wrote: 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. | ||
Cazimirbzh
334 Posts
I taught the same thing about chronoboost ![]() 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
United States3545 Posts
On August 21 2015 22:31 Big J wrote: 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 | ||
rockslave
Brazil318 Posts
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The_Red_Viper
19533 Posts
On August 21 2015 14:23 papaz wrote: 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 | ||
TimeSpiral
United States1010 Posts
On August 21 2015 22:52 Cazimirbzh wrote: @Big J I taught the same thing about chronoboost ![]() Terran sensor tower ? ^^ edit: @Pontius Pirate 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. | ||
Sholip
Hungary422 Posts
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Big J
Austria16289 Posts
On August 21 2015 22:52 Cazimirbzh wrote: @Big J I taught the same thing about chronoboost ![]() Terran sensor tower ? ^^ edit: @Pontius Pirate 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
United States1010 Posts
On August 21 2015 22:48 Pontius Pirate wrote: 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. | ||
intotheheart
Canada33091 Posts
On August 21 2015 23:14 TimeSpiral wrote: 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. ![]() | ||
ETisME
12343 Posts
warp prism is way too powerful right now. | ||
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