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LotV Balance Update Preview - August 20 - Page 8

Forum Index > Legacy of the Void
507 CommentsPost a Reply
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[PkF] Wire
Profile Joined March 2013
France24234 Posts
Last Edited: 2015-08-20 22:13:18
August 20 2015 22:12 GMT
#141
AAAAAH QUOTED MYSELF AGAIN

When will I get used to that new design my God
jpg06051992
Profile Joined July 2015
United States580 Posts
August 20 2015 22:14 GMT
#142
On August 21 2015 06:50 [PkF] Wire wrote:
Good and bad things in that patch, as usual...

1) Macro mechanics : I'm all for the test, but I really think the autocast is crossing a dangerous line. I wish a more elegant solution was found. Creep is vital enough for Zerg to be an incentive to get queens (plus they're anti-air + ranged and incredibly useful in defence early game) so that I think that having the hatcheries spawning more larvae (and maybe lairs, hives spawning even more) would have been better.

2) Cyclone : my God, at last they're considering nerfing that shitty unit. I still think the upgrade should increase only vs air damage, but this is a start, though the "greatly improves" is definitely worrisome.

3) Zealot charge : LOL. So adepts are overpowered, hence overused, better make chargelots broken as well. Keep zealots as they are, nerf adepts accordingly. Why are you so stubborn ? And why do adept shades STILL go through freakin forcefields ?

4) Warpgate change : I'll be the first one to laugh at all the retards saying "Yay !" to the change when they will die to their 15th warp prism all-in of the day. Warp-in time should be left untouched, because they're basically buffing every all-in that includes a warp prism. I'll say it once again, but splitting energy power and warp-in power was a far more elegant and wise change that achieved the same offensive nerf while keeping the warp prism tame. But they seem adamant that a warp prism should be the most broken thing you can get for 200 minerals, so maybe that's a good change for them...

5) Disruptor redesing : this seems to be a good direction, I'm glad the invulnerability thing is gone. I'm comfortable with that one.

6) Enemy spawn location : lol who cares.

Anyway I'm not playing that unstable thing until they reach the fine tuning point (so roughly another month of HotS, which is a more pleasant and solid game anyway imo)... I'm no good tester, and I can't bear playing a game that's so obviously plagued with imbalanced things.


Nice response honestly, a few differing opinions from my own but I really like some of yours.

Totally agree with the mechanics thing, I definitely want the auto cast removed and refined to something else that benefits top level play, maybe make it a lot cheaper like 25 energy but you only get the 2 larvae instead of the 4 with a 6 larvae max? I'm not sure what the actual max it but I know it's alot, something that still makes macro hatcheries a good option but in the early to mid game if you need extra units and your Jaedong you can have them but no crazy Mutalisk 200/200 remax that makes balance hard as hell to work around.

I'm just very excited to see some radical changes to simplify the apm sinks, I do kind of disagree with you on the Warp Gate change though, while it's good to see someone else who recognizes that this change with the Prisms will be broken as with the pick up not being an upgrade it's already kind of OP in my opinion. But I think that both of these changes are going to be like ripping off a big band aid and it's going to hurt balance greatly, but this time when it heals, which it WILL heal, the Koreans are going to set the meta and it's going to evolve just like it always does and that means balance patches WILL be coming out for a long time.

Couldn't agree more with you on the Cyclone though, that unit is total garbage, why the hell not just add the damn Goliath for mobile AA, Lurkers and uh.."Disruptors" have already injected so much life into the game, why not just do it for Terran as well, especially if the unit is just trying so hard to fill the same role that the Goliath did, the Cyclone is just so awful and low skill cap. It's not the unit mech needs or deserves.

I'm also kind of wondering when Overlord drop is going to be changed to something sensible like OVERSEER DROP. The drop at hatch tech thing just makes it so insanely gimmicky that it's not even funny, ZvZ just sucks, there is no stability without the ability to make a reliable wall off. No other race possesses drop tech at tier 1 for a reason, because it's just OP by nature being able to instantly by pass a wall off.

Change drop to an upgrade for Overseers for the same cost and time, that way, if a Zerg player wants to rush for drop tech, they at least have to wait for Lair, but they can still hit fast and Overseers without speed are only moderately fast, kind of sluggish and easy to pick off, but not so much with Overlords which by the mid game will NEVER be able to get a drop off in a defended base.

Also, Overseers even with speed upgrades still lack a direct combat involved ability, they are a utility unit only, they would be merely speedy detectors that can spawn scouts (which would be sick to cover drop areas for safety) So it wouldn't be OP to keep them cheap, having good drop options should be available to everybody, don't finally make the big change for Zerg and make it some gimmicky nonsense, give us a mid - late game reliable drop unit, not gimmicks that ruin the mirror match up if they work and are just stupidly useless if they don't.

Apologies for hijacking your post it was just nice to hear a level headed response to each change, lately it's just crying about MULES and Chrono lol so I can appreciate.
"SO MANY BANELINGS!"
[PkF] Wire
Profile Joined March 2013
France24234 Posts
August 20 2015 22:14 GMT
#143
On August 21 2015 07:12 Naracs_Duc wrote:
Show nested quote +
On August 21 2015 06:57 [PkF] Wire wrote:
On August 21 2015 06:54 Naracs_Duc wrote:
Can someone explain to me why a 3 second reduction in warp ins without a change in the cooldown of the unit makes proxy warp gates OP?

Not proxy warpgates that are a big commitment, but warp-in all-ins are definitely made stronger.


The cooldowns of units does not change. The only thing that changes is that the first round of units show up 3 seconds sooner--everything else comes in at the same pace as current all ins. Is the first wave showing up 3 seconds sooner that big of a buff to define them as overpowered?

I think it's a huge buff to anything that includes a warp prism and lots of gateways, but maybe I'm overreacting. I say for sure it's not elegant, at least far less than warp-in/energy splitting.
Captain Peabody
Profile Blog Joined May 2009
United States3126 Posts
August 20 2015 22:15 GMT
#144
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.
Dies Irae venit. youtube.com/SnobbinsFilms
[PkF] Wire
Profile Joined March 2013
France24234 Posts
Last Edited: 2015-08-20 22:23:48
August 20 2015 22:18 GMT
#145
On August 21 2015 07:15 Captain Peabody wrote:
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.

I simply hope that if the test turns out to be just bad or to require too many changes, they'll consider keeping macro mechanics as they are. Just that. But I'll be perfectly happy if the removal turns out to be great, I definitely think this can match the pace of the game and the economy far better since you'll exhaust minerals more slowly.

The game being turned upside down is probably not a bad thing per se, but I can't understand why they didn't do those huge changes earlier. I'm pretty sure they aim at a post-Blizzcon release, and time is running out. I hope I'm wrong, but I think the released product will be really bad balance wise and that the first LotV tourneys are going to be absolute jokes (which wasn't really the case with HotS, beginning was awesome and problems began after the oracle patch), I hope they'll accept to be very reactive with patches after release.
crazedrat
Profile Joined July 2015
272 Posts
August 20 2015 22:18 GMT
#146
On August 21 2015 07:07 [UoN]Sentinel wrote:
Why nerf adepts when Protoss is already the underpowered race? Give Protoss some broken toys for the beta too. To match the ravager and tank.

Protoss don't seem to know how to play at this point. I've seen really strong Protoss and then I've seen Protoss who fold like tents.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
August 20 2015 22:20 GMT
#147
Is call supply depot still in the game? They should remove that.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-08-20 22:23:24
August 20 2015 22:22 GMT
#148
On August 21 2015 07:18 [PkF] Wire wrote:
Show nested quote +
On August 21 2015 07:15 Captain Peabody wrote:
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.

I simply hope that if the test turns out to be just bad or to require too many changes, they'll consider keeping macro mechanics as they are. Just that. But I'll be perfectly happy if the removal turns out to be great, I definitely think this can match the pace of the game and the economy far better since you'll exhaust minerals more slowly.

I think i will miss the "mindless apm sink" as people named it.
It is just fun to play against the game a bit, not every single interaction has to be with the enemy 100%, at least i don't see why.
I think Zerg macro will be boring now, but i guess i should try it first...^^

edit: I agree that macro being slower overall is a good thing though
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 |
Big J
Profile Joined March 2011
Austria16289 Posts
August 20 2015 22:26 GMT
#149
On August 21 2015 07:20 TheBloodyDwarf wrote:
Is call supply depot still in the game? They should remove that.

yes it is and yes it should
[PkF] Wire
Profile Joined March 2013
France24234 Posts
Last Edited: 2015-08-20 22:27:19
August 20 2015 22:26 GMT
#150
On August 21 2015 07:22 The_Red_Viper wrote:
Show nested quote +
On August 21 2015 07:18 [PkF] Wire wrote:
On August 21 2015 07:15 Captain Peabody wrote:
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.

I simply hope that if the test turns out to be just bad or to require too many changes, they'll consider keeping macro mechanics as they are. Just that. But I'll be perfectly happy if the removal turns out to be great, I definitely think this can match the pace of the game and the economy far better since you'll exhaust minerals more slowly.

I think i will miss the "mindless apm sink" as people named it.
It is just fun to play against the game a bit, not every single interaction has to be with the enemy 100%, at least i don't see why.
I think Zerg macro will be boring now, but i guess i should try it first...^^

edit: I agree that macro being slower overall is a good thing though

The thing I'm the saddest about is the patch is kinda killing those pristine macro Zergs I'm a huge fan of (Jaedong sometimes, soO). It also limits a lot one of the things I liked the most about Zerg, namely wild tech switches. I think good things can be gotten from that change nevertheless (but don't have autocast queens please).
[PkF] Wire
Profile Joined March 2013
France24234 Posts
Last Edited: 2015-08-20 22:27:06
August 20 2015 22:26 GMT
#151
Quoted myself... again...
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 20 2015 22:28 GMT
#152
JD still has his legendary muta control which is still pretty amazing in SC2 even without the stacking. soO... he's got CatZ as a coach, he'll stay relevant in LotV.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Cyro
Profile Blog Joined June 2011
United Kingdom20320 Posts
August 20 2015 22:28 GMT
#153
On August 21 2015 03:23 Little-Chimp wrote:
blizz couldn't resist a medivac buff eh, oh well, lookin good minus that and auto inject


medivac power creep since WOL launch to now is pretty wild

If they like a reaver style unit, re-use reaver model and name IMO :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
[PkF] Wire
Profile Joined March 2013
France24234 Posts
August 20 2015 22:29 GMT
#154
On August 21 2015 07:22 The_Red_Viper wrote:
Show nested quote +
On August 21 2015 07:18 [PkF] Wire wrote:
On August 21 2015 07:15 Captain Peabody wrote:
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.

I simply hope that if the test turns out to be just bad or to require too many changes, they'll consider keeping macro mechanics as they are. Just that. But I'll be perfectly happy if the removal turns out to be great, I definitely think this can match the pace of the game and the economy far better since you'll exhaust minerals more slowly.

I think i will miss the "mindless apm sink" as people named it.
It is just fun to play against the game a bit, not every single interaction has to be with the enemy 100%, at least i don't see why.
I think Zerg macro will be boring now, but i guess i should try it first...^^

edit: I agree that macro being slower overall is a good thing though

I hope they try what they talked about at some point, namely nerfing the mechanics but keeping them. I think this achieves what we all want, slower macro that fits the game better and more forgiving (or less punishing ?) macro.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
August 20 2015 22:34 GMT
#155
So~ did they increase the rate at which larva spawn from the hatchery now to keep the overall larva production in the early game equal to the old way?

Without playing it, I feel like zerg is going to be super weak in the early/mid game now~ a time when hitting all your injects was the difference between living and dying.
I might be the minority on TL, but TL is the minority everywhere else.
BraveProbe
Profile Joined October 2011
36 Posts
August 20 2015 22:38 GMT
#156
The macro mechanics change is sadly not enough to get me playing the game again since it is pretty trivial given all the other macro demands.

What it does do is take away a lot of the prestige and some of the edge of some of the best players that I have been watching religiously for years.

These would be very disappointing changes if they do go live.
Startale Legend Fan Club
Dumbledore
Profile Joined April 2011
Sweden725 Posts
August 20 2015 22:39 GMT
#157
Is it the standard pylon power field that has to touch the nexus or the buffed one?
Have a nice day ;)
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2015-08-20 22:55:09
August 20 2015 22:39 GMT
#158
So Protoss economy booster removed, but they got a buff
Zergs economy booster got nerfed
Terran economy booster got removed completely without a buff. I always thought the mule should help out because you always have several scvs building stuff, therefore not mining. Removing it completely, not removing the others macro booster completely... i see what you did there blizzard.
But at least you are trying completely different things and mechanics and its just a beta, so I am really hopeful for LOTV
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 20 2015 22:42 GMT
#159
On August 21 2015 07:39 Rollora wrote:
So Protoss economy got nerfed, but they got a buff
Zergs economy got nerfed
Terran economy booster got removed completely without a buff. I always thought the mule should help out because you always have several scvs building stuff, therefore not mining. Removing it completely, not removing the others macro booster completely... i see what you did there blizzard

How was Protoss macro booster not removed completely?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Big J
Profile Joined March 2011
Austria16289 Posts
August 20 2015 22:44 GMT
#160
On August 21 2015 07:26 [PkF] Wire wrote:
Show nested quote +
On August 21 2015 07:22 The_Red_Viper wrote:
On August 21 2015 07:18 [PkF] Wire wrote:
On August 21 2015 07:15 Captain Peabody wrote:
I really hope that adding back in macro mechanics in some form will still be possible, and will still be considered, after this patch. If this works out wonderfully, fine. But if it doesn't, then I hope that everyone figures that out.

Gosh, I'm a bit nervous about this whole thing. The game's being turned upside down.

I simply hope that if the test turns out to be just bad or to require too many changes, they'll consider keeping macro mechanics as they are. Just that. But I'll be perfectly happy if the removal turns out to be great, I definitely think this can match the pace of the game and the economy far better since you'll exhaust minerals more slowly.

I think i will miss the "mindless apm sink" as people named it.
It is just fun to play against the game a bit, not every single interaction has to be with the enemy 100%, at least i don't see why.
I think Zerg macro will be boring now, but i guess i should try it first...^^

edit: I agree that macro being slower overall is a good thing though

The thing I'm the saddest about is the patch is kinda killing those pristine macro Zergs I'm a huge fan of (Jaedong sometimes, soO). It also limits a lot one of the things I liked the most about Zerg, namely wild tech switches. I think good things can be gotten from that change nevertheless (but don't have autocast queens please).


It's pretty sad though when you watch a first person view of soO during a combat and what he does is presplit stuff and make a concave and all that cool shit and then the action starts and he a-moves and goes inject. (paraphrasing Teoita from TL Strat Chat)
The mechanic is rotten. It has two major problems (that are obviously hugely connected):
a) it's too important. Regardless what you are currently doing, if you haven't injected injecting is the proper call. During a battle when you think unit control and all that shit can be shown off, even or rather especially the best zergs go inject instead of microing. having 60% of your production on an ability is just too much and completely irreplaceable by any other form of play.
b) the inject cannot be stored or postponed. 40seconds over? Well, gotta go inject right now. There is some battle going on? Sorry, micro comes afterwards, right now is inject time or otherwise I just lose out on this resource called larva.
Doing muta harass that is going well? Well, let me park them over there for 5seconds because now is inject time.
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