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.
LotV Balance Update Preview - August 20 - Page 9
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weikor
Austria580 Posts
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
France24192 Posts
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
United Kingdom20282 Posts
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. | ||
[PkF] Wire
France24192 Posts
On August 21 2015 07:48 Cyro wrote: 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 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
2450 Posts
On August 21 2015 07:42 [UoN]Sentinel wrote: How was Protoss macro booster not removed completely? True that, corrected it | ||
Cyro
United Kingdom20282 Posts
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. | ||
DeadByDawn
United Kingdom476 Posts
On August 21 2015 05:02 jpg06051992 wrote: 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
Canada714 Posts
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. | ||
owlman
France58 Posts
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
746 Posts
On August 21 2015 07:14 [PkF] Wire wrote: 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
United States1948 Posts
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. | ||
Charoisaur
Germany15883 Posts
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. | ||
Vanadiel
France961 Posts
On August 21 2015 07:10 [PkF] Wire wrote: 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
Netherlands30548 Posts
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 | ||
The_Red_Viper
19533 Posts
On August 21 2015 07:44 Big J wrote: 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... | ||
Cyro
United Kingdom20282 Posts
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) | ||
astray71
United States325 Posts
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usopsama
6502 Posts
On August 21 2015 03:10 SetGuitarsToKill wrote: Disruptor Redesign:
They finally brought back the reaver. ☺ | ||
kinsky
Germany368 Posts
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
19533 Posts
It is kinda similar, but i wouldn't call it the reaver (and the reaver still has more style ![]() | ||
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