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LotV Balance Update Preview - August 20 - Page 9

Forum Index > Legacy of the Void
507 CommentsPost a Reply
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weikor
Profile Blog Joined March 2011
Austria580 Posts
August 20 2015 22:45 GMT
#161
Well, there should be radical changes. So what if zealot is broken now, then that will get fine tuned.

The worst possible outcome is a mid - release patch to try fix some balance issues. This way everything will get changed in time for the release.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
Last Edited: 2015-08-20 22:47:59
August 20 2015 22:47 GMT
#162
On August 21 2015 07:45 weikor wrote:
Well, there should be radical changes. So what if zealot is broken now, then that will get fine tuned.

The worst possible outcome is a mid - release patch to try fix some balance issues. This way everything will get changed in time for the release.

I kinda agree, but I wish they would set their goals more clearly. I remember that the adept was presented as a harass unit for instance, now it's clear they want it to be part of the core of a standard P army while making the zealot more harass focused. Fine, but I would like to see more of those design goals. What do they want to do for the Liberator for instance ?

But I agree we don't care about balance, this will be taken care of in a month when fine tuning begins.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-08-20 22:50:30
August 20 2015 22:48 GMT
#163
So Protoss economy got nerfed, but they got a buff


They're still in the design phase (differentiating zealots from adepts, reworking warpgates in what's a massive nerf to offensive play) and balance will come later

On August 21 2015 07:34 Joedaddy wrote:
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.



same as before, design before balance. Also, hitting injects was the difference between living and dieing.. against pre-nerf warpgates and muled terrans. Mules are huge.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
[PkF] Wire
Profile Joined March 2013
France24202 Posts
August 20 2015 22:51 GMT
#164
On August 21 2015 07:48 Cyro wrote:
Show nested quote +
So Protoss economy got nerfed, but they got a buff


They're still in the design phase (differentiating zealots from adepts, reworking warpgates in what's a massive nerf to offensive play) and balance will come later

Show nested quote +
On August 21 2015 07:34 Joedaddy wrote:
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.



same as before, design before balance. Also, hitting injects was the difference between living and dieing.. against pre-nerf warpgates and muled terrans. Mules are huge.

Yeah. If you try and play a game without the ability to chrono probes, your army won't be very impressive. It seems pretty fine to me.
Rollora
Profile Joined February 2012
2450 Posts
August 20 2015 22:54 GMT
#165
On August 21 2015 07:42 [UoN]Sentinel wrote:
Show nested quote +
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?

True that, corrected it
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-08-20 22:58:53
August 20 2015 22:55 GMT
#166
Spawn Larvae doesn't come into play until spawning pool and queen is done, i think most zerg players don't understand the impact of those first 2 mules giving you ~540 minerals or chroning workers at 10, 12, 14 supply.

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


Instead of getting 270 minerals from mule after a pretty big time delay, they have to use the 100-mineral-value instant supply drop. That provides both a safety net against supply blocks (even the best terrans can fuck up once or have depots focused/killed) and also, having the minerals earlier instead of after a 30 second delay can be very powerful - one of the strongest very early game terran all-ins used supply drop instead of mule in order to go to 3 rax without a second depot first, even when mule was available.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
August 20 2015 22:57 GMT
#167
On August 21 2015 05:02 jpg06051992 wrote:
Show nested quote +
On August 21 2015 05:00 weikor wrote:
im super excited for the changes.
My prediction is that the zealot change will be nerfed, 30 damage sounds incredibly much - considering it already does an autoattack once it reaches it target. thats like 45?, almost oneshotting a marine - with charge.

The medivac thing also looks bad, and the larva thing im not too excited about.


All in all, im super hyped about some new, big SC2 Changes.


Yea they are going full Liberator on the Zealot right now, overbuffing it to death so it can be toned down to an appropriate level of balance.

Hell, remove them altogether at that point lol, the Adept is 10X the unit that the Zealot is anyways.

Yep, the idea should be to reduce the OPness of the Adept early in the game, not buff the Zealot because everyone just spams Adepts instead.
IMLyte
Profile Joined November 2010
Canada714 Posts
August 20 2015 22:58 GMT
#168
I'm really disliking the auto-inject :/
I feel like over the last 5 years it has become staple for zergs and differentiates good from bad. Injecting is just so fundamental (imo much more so than mules and chrono) it will feel weird without it.
I'ma show you how great I am ~ Muhammed Ali
owlman
Profile Joined August 2009
France58 Posts
August 20 2015 22:59 GMT
#169
On August 21 2015 07:39 Rollora wrote:
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


what? :o

- zerg halved
- terran halved ( yeah supply drop is worth 100 and free 1 scv = around 20 mineral worth of mining ... also you deplete your mineral slower without mule)
- protoss cutted
Naracs_Duc
Profile Joined August 2015
746 Posts
August 20 2015 23:00 GMT
#170
On August 21 2015 07:14 [PkF] Wire wrote:
Show nested quote +
On August 21 2015 07:12 Naracs_Duc wrote:
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.


I definitely don't like it myself, I just don't see it as overpowered. Unelegant is closer to my opinion of it.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
August 20 2015 23:05 GMT
#171
On August 21 2015 07:58 IMLyte wrote:
I'm really disliking the auto-inject :/
I feel like over the last 5 years it has become staple for zergs and differentiates good from bad. Injecting is just so fundamental (imo much more so than mules and chrono) it will feel weird without it.


Yeah~ no kidding =(

You know that perfect rhythm you get when you're running through your cycle of actions? Yeah... I'm going to miss having inject as part of that.
I might be the minority on TL, but TL is the minority everywhere else.
Charoisaur
Profile Joined August 2014
Germany15958 Posts
August 20 2015 23:14 GMT
#172
Welcome to League of Starcraft!
Blizzard dumbing down the game more and more. It will probably be a huge failure. people who like easy games already play League or DOTA and the starcraft players will be leaving soon.
Many of the coolest moments in sc2 happen due to worker harassment
Vanadiel
Profile Joined April 2012
France961 Posts
August 20 2015 23:19 GMT
#173
On August 21 2015 07:10 [PkF] Wire wrote:
Show nested quote +
On August 21 2015 07:06 Big J wrote:
On August 21 2015 06:50 [PkF] Wire wrote:
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...


I'm pretty sure people will also try to just proxy gateways and I'm not sure you can really find and deny them as Terran. E.g. against a blink, adept or charge allin, how much can you really just go out early? Or say a proxy robo or proxy stargate allin of 1base. It's not like you can kill the robo, so what makes blizzard think that that one gateway somewhere at the front can be denied? And suddenly Protoss has even stronger reinforcements...

The energy and warp-in power split however feels not that elegant either. At least when I visualize it, I always think of some green circles overlapping with some blue circles and you need X to get the one and Y for the other and it kind of makes no sense in my head. :S

With the current change you'll have circles overlapping, not with splitting. You'll see blue circles (energy power) when you want to build something and you'll see [insert any color that's not blue] circles when hitting W or selecting warpgates. Pretty neat and elegant IMO, while with the current change you definitely should have different color circles overlapping to make it clear where the warp-in will take 16 sec and where it'll take only 2.

Splitting energy and warp-in power would make life happier !


That's one solution which is better than the one they propose, nevertheless I still prefer the one when once you research warpgate, your gate can either warp at any pylone when you press W to recall all your warpgate OR when you recall them with the control group you build them directly from your gate, like normal production. Now the main difference would be that, of course, building with the gate is faster than the warpgate cooldown, instead of the actual opposite.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
August 20 2015 23:21 GMT
#174

Spawn Larva is reduced to 2 per injection, and set to autocast by default
M.U.L.E. is removed
Chrono Boost is removed



As we’ve been discussing over the past few weeks, we’d like to try out these changes on a larger scale. We are aware that these changes may present the need for balance tuning in other areas, so it would be great if everyone can keep this in mind while testing. For example, this type of feedback: “removing Chrono Boost was bad because Blink now takes unreasonably long” isn’t very useful because changing research and build time is easy if we determine that the Chrono Boost change is good.


I still don't understand what kind of feedback they áre looking for...? Still seems like a pure design choice to me, there's nothing quantifiable to test
Neosteel Enthusiast
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 20 2015 23:27 GMT
#175
On August 21 2015 07:44 Big J wrote:
Show nested quote +
On August 21 2015 07:26 [PkF] Wire wrote:
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.


Well i would rather give zerg more micro potential (so there actually is a decision if you don't have enough apm to do both "at the same time") than just deleting one choice from the game.
b) is the same for other races and their production cicles, you don't get the seconds back if you miss to build a marine.
For zerg this is less of a problem because in the end you can just build all the units at once (in theory)
I would agree that the initial eggs per inject was too high though (and thus it was too important to actually inject)
On the other hand zerg macro is already pretty easy WITH inject tbh, so i don't know...
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 |
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-08-20 23:36:42
August 20 2015 23:27 GMT
#176
I always enjoyed chrono boost as a protoss mechanic (though it did force some balance changes, it feels versatile and fun) but i think mule was a bit of a toxic mechanic right from the start, it just gave a LOT of money. Injects are fun IMO but having a queen generate significantly more larvae than a hatchery isn't good, i think.

No auto-inject, reduced energy cost to 10-15 and giving 2 larvae with a small buff to hatch larvae generation would be better IMO. That would mean a bit less (or similar) larvae to today, but it would be less cataclysmicallly bad to miss them for 10-20 seconds and even with 100% perfect injects, it would only take two thirds of your energy (instead of current state where you have 22-23 energy stored when the next 25 energy inject timer is up)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
astray71
Profile Joined February 2012
United States325 Posts
August 20 2015 23:33 GMT
#177
wtf chrono boost is gone? yeah, i'm done with blizzard
There is no victory without the blessing of god, and there is no god but Madlife.
usopsama
Profile Joined April 2008
6502 Posts
August 20 2015 23:39 GMT
#178
On August 21 2015 03:10 SetGuitarsToKill wrote:

Disruptor Redesign:

  • Disruptors now shoot out a ball of energy

They finally brought back the reaver. ☺
kinsky
Profile Joined November 2010
Germany368 Posts
August 20 2015 23:42 GMT
#179
On August 21 2015 08:33 astray71 wrote:
wtf chrono boost is gone? yeah, i'm done with blizzard


not sure if trolling or not...
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 20 2015 23:42 GMT
#180
On August 21 2015 08:39 usopsama wrote:
Show nested quote +
On August 21 2015 03:10 SetGuitarsToKill wrote:

Disruptor Redesign:

  • Disruptors now shoot out a ball of energy

They finally brought back the reaver. ☺

It is kinda similar, but i wouldn't call it the reaver (and the reaver still has more style )
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 |
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