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Community Feedback Update - August 28

Forum Index > Legacy of the Void
445 CommentsPost a Reply
1 2 3 4 5 21 22 23 Next All
DeepBurrow
Profile Joined August 2015
49 Posts
August 28 2015 18:07 GMT
#1
[image loading]


http://us.battle.net/sc2/en/forum/topic/18704214130
Hey everyone - here is an update on a lot of what's been being discussed over the last week:


Macro mechanics stuff


Overall, the coolest thing we’re seeing is the freed up clicks needed on this side going to more interesting parts of the game, and our worry of some of the races becoming too easy to play doesn’t seem to be the case. We agree with the Korean pros/community on this side point - that because Starcraft 2 is already one of the most difficult games to master by far out there, and LotV added much more skill needed to play, helping out on this end looks to be the correct move. With that said, there are definitely issues we’d like to improve.:

Terran’s minerals income rate in the early/mid game slowing down especially in the early/mid game took a big hit.
How frequent Scan has become so frequent that it doesn’t look to be as interesting for the game since Terran can play while seeing so much more than before.
Protoss lost a potentially cool choice in terms of what specific thing to Chronoboost per situation.
Zerg choice between Queen and additional hatcheries became a bit more muddy, because Queens cost less for less larva per time now.
Zerg Queen positioning is still important, and it looks as if we haven’t completely removed clicks needed here. Eg. when queens move out of range to defend, players still need to reposition each Queen correctly each time this happens which can be quite frequent in LotV games.


However, these are the things that we’d like to try to keep going forward:

Reduced clicks per race surrounding macro mechanicsin this area
Potentially increasing the both players’ interaction with creep spread more (now that Zerg players can more easily dedicate more effort in this area)
Bring back some of the necessary components of each race, but not go all the way back in strength per mechanic.
We like the fact that there can’t be 10~20 mules in the late game quickly mining out future bases, and would like to keep this component.


After trying various solutions that hit the points above on both what we’d like to keep and what we’d like to address, here’s what we’re currently looking at internally:

Protoss

Chrono boost is back, reduced in effectiveness per time, no longer costs energy to cast, and starts defaulted to being cast on the Nexus.
Protoss players will be able to switch the Chrono Boost on a Nexus to any building of his or her choice, and until it’s switched out again, it’ll remain on that building forever.

This way, we bring back the interesting choice part of Chrono Boost in a slightly nerfed state, while having minimal number of clicks. And for non pronewer level players who never even click onesonce, they would still benefit the whole game from units being built from eacheach of their Nexus always being Chrono Boosted.

Terran

Mule is back, reduced in harvesting racerate, no longer costs energy to cast, has a cooldown equal to the time it takes to generate 50 energy, and is autocast on by default.
Mule will have a casting range, and will only be usable within that radius, so that in the late game, the Orbitals themselves have to move closer to the mining bases in order to drop multiple mules there.
Scan and supply drop energy costs will be increased to compensate for the free mule cost.

With this version we can solve the issue of Terran early game income rates, solve the end game Terran mule case, and also have no increase in the number of clicks needed to mule effectively in games.

Zerg

Keep Spawn Larva as autocast, but increase the larva count per use to 3.
Increase the creep spread rate, and increase the creep going away rate.decay rate.

The first change is to make the benefit of having the Queen very clear, and now that players have more effort spent on creep spread, we wonder if the creep interaction between players in Zerg games will be more interesting in terms of spreading creep tumors vs. clearing them out on a more regular basis within game.


Adept

We’ve reverted the Adept cost nerf. With both this cost nerf as well as the nerf to offensive Pylon Warp ins, the unit lost too much strength in the early game. We were looking for a minor nerf to help out other races defending against early Adept pushes, and were hoping to keep them still remain strong in the early game, and the offensive warp in nerf looks to be a good start already in this direction. We don’t want to overreact and nerf the unit too much.

However, another thing we’ve been exploring in this area is to have a more interesting upgrade for the Adept other than the health buff. Per your suggestion we’re trying to see if a damage upgrade is more relevant for this unit. We are also discussing other possibilities for this upgrade slot, and we will keep you guys updated going forward.

Oracle Revelation

We’ve been getting feedback around this ability for a long time from our community, and one of our favorite casters from South Holland. Overall, it doesn’t compete well with observer detection, and although it is more effective in certain, specific situations such as countering Lurkers or speed upgraded Banshees, it is also a big nerf against certain specific situations such as clearing out Creep Tumors. But because this new way for Oracles to detect fits the unit much better, is a cool difference from how the Observer works, and clearly has some advantages, we’d like to push this version and see if this will ultimately be a good change in how the Oracle detects.

We’re currently trying a version where the Revelation cast range is increased to 12, so that against majority of the threats out there, it’ll be possible to keep the Oracle alive much easier when trying to detect enemy units. For example, when trying to hit Lurkers with Revelation, it’ll be much more difficult for the Vipers to pull the oracle in to kill them, and Vikings will also have a much more difficult time taking Oracles out when they try to come in to detect Terran units. This way, although the strengths and weaknesses of Revelation hasn’t changed, it’ll be possible for Protoss to more reliably use Oracles as detectors more often.

Tempest

It’s pretty clear that Tempests’ role is needed more than ever in LotV due to the units they counter being much stronger such as Brood Lords, Carriers, BCs, and even new additions such as Liberators that Protoss going only ground struggle heavily against.

However, the redesigned Tempest isn’t working out as well as we had hoped. The main reason is that we’ve added an activated ability to replace what the Tempest normally does in HotS, but the ability added isn’t very interesting. There’s no real counter to the ability being cast due to it being a instant 1 click thing where the opponent really doesn’t have many responses to other than “use this unit before it dies.” Therefore, we believe the HotS version is just better for this unit, and a role change to this unit is not a good idea due to the Tempests’ role being more needed than ever in LotV. We’ve decided to revert this unit back for now.to its HotS version.

Zealot damage on Charge

We fully agree with majority of your feedback in that 30 damage is too much. We made a mistake here because there was a bug internally where Zealots were not always dealing damage on charge, which we weren’t aware of until very close to the release of the patch. We fixed the bug right before the patch went out, but forgot to double check to see what that actually means in actual games. Fortunately, we’re still in the beta so there was no huge issue of players losing tournament money due to this mistake, but even so, we will try our best to make sure things like don’t happen even in the beta going forward.

We’ve been exploring with much lower damage on charge internally, and what we’re finding is something we’ve known and been talking about for long time. It’s very difficult to do a minor buff to such massable tier 1 units, because the impact of a minor buff adds up due to the ability to effectively mass these units so easily in the later stages of the game. We’re not yet sure what the best course of action on this area is, but we’ll continue exploring. For the next balance patch, we’ll greatly reduce this number, but we’re not sure yet if the added damage for this upgrade is correct in the long run.

Balance changes

We’re also exploring some balance changes this week especially on the specific things you bring up often. These include things like:

0.75 sec delay before the Siege Tanks in siege mode fires can fire when being dropped by Medivacs
Moving overlord drop upgrade to Llair tech
Colossi upgraded range up from 8 to 9
Continuing to test the new Ravager Corrosive Bile range upgrade.
Continuing to test different numbers on Mothership Core Overcharge being on Pylons.

We’re not saying all these things will make it into the beta for certain, but these are some examples of things we’re currently testing right now. We’ll provide an additional update next week that clearly outlines the changes coming to the beta, but we wanted to give you this information as early as possible. Thanks for your continued testing and feedback in helping us develop the best Legacy of the Void possible.
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DeepBurrow
Profile Joined August 2015
49 Posts
Last Edited: 2015-08-28 18:13:03
August 28 2015 18:08 GMT
#2
I just want to say that im really dissapointed with 1 thing.

They completely forgot about Infestors
Sogetsu
Profile Joined July 2011
514 Posts
August 28 2015 18:15 GMT
#3
I can't stop laughing...

Auto MULE
Auto Chrono
Auto Larva+1

And didn't realize the obvious math mistake on Zealot damage numbers lol
Oh God, thankfully there is StarBow or I would be playing any other RTS instead SC2 right now, or even going back to WoL (but it was sad to see Protoss struggling so much early game there)
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2015-08-28 18:19:42
August 28 2015 18:17 GMT
#4
Is that a Rotti shoutout?

Not a fan of the autocasted macro boosters. I'd rather they just take them all out and balance the game around regular old macro.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2015-08-28 19:11:55
August 28 2015 18:17 GMT
#5
Oh look more auto-casting for marco. :p

So before, many of the marco boosters were just the clear-cut better options compare to the alternative options. So the new answer is to just automatically do them all. Obviously they have been nerf, but the question is, if there's just always there without even a single input for the player, how is this more engaging/fun to have for the game.

Here's a suggestion for the Zealot. Why not look for ways to improve the timing which they become powerful over just simply buffing them in extra damage if late game situations causes too much issue. Maybe move Charge to a earlier stage of the game, like moving to Cybernetic Core. Note: this does not mean Zealots SHOULD or CAN'T still receive some late game buff.

As for the other mentioned stuff:
- Adepts: Can't say I'm super happy about this, but I'm glad at least they looking to go away from just being a ubertank. Though, it's not enough in my view.
- Oracle change is something I like.
- Tempest reverting back to its HoTS counter part was not surpising at the slightlest. I figured Blizzard was going to do something like this when they just left the Tempest to sit around filling zero useful roles. Though, saying that, I don't like the Tempest in either position as its HoTs role wasn't something I even liked that much.
- Mass Zergling running underneath Siege Tank/Medivac can stop it now, i guess.
- As much as I thought Overlord drops were strong in the early game, I would have perferred if they would have kept it hatchery level and made it easier for the Terran/Protoss (though mainly protoss) the ability to defend against it easier. I like a more varity of openings.
- Colossi is meh. With the Disruptor the way they are, I find the Colossi a reduntant role that doesn't really provide the Protoss player enough varience in what can do.
- Maybe unpopluar opinion but I think they could do so much more with the Roach/Ravager dyamic, but in the state the Ravager are, I guess I just have to accept them as just for the ability.
- I find the Photon Overcharge on Pylon stupid. Free defense is stupid in my opinion. I want incentizes to have to have my units placed in the proper positions. Not just, overcharge these Pylon.
:p <-- this is my sarcasm face
Little-Chimp
Profile Joined February 2008
Canada948 Posts
Last Edited: 2015-08-28 18:21:40
August 28 2015 18:17 GMT
#6
Autocast on everything now? You gotta be kidding me. Also the overlord drop had no reason to move to lair.

I really hate this update. The only thing I didn't like about removing the macro mechanics was the queen autocast and now every race will have it too.

If they wanted to ditch the macro mechanics they should have nerfed them or removed them completely. This autocast shit is just blizzard not wanting to rebalance around the new macro and band aiding the shit out of old macro mechanics.
Crying
Profile Joined February 2011
Bulgaria778 Posts
August 28 2015 18:20 GMT
#7
Lemme just say that when people figure out how to properly abuse Liberators, Terrans will be invulnerable.

Last night i watched NightEnd stream and a guy just made 3 liberators and sieged his probes.The liberators were clearly out in the space and not reachable with any ground unit.

Anyway i don't like macro mechanics back, i wanna see Lurkers being seen because really now, they are incredibly strong midgame, giving the zerg so much easier agression.
Determination~ Hard Work Surpass NATURAL GENIUS!
jinjin5000
Profile Joined May 2010
United States1434 Posts
August 28 2015 18:21 GMT
#8
Just because macro mechanics were Autocast doesn't reduce any if the "hardness" lower leagues face other than for zerg.
As a person who was lower leaguer very recently and went through grinding of mechanic improvement drill very recently (9-10 months ago at silver/gold), and top bronze in wol, the biggest obstacle by far was keeping up with production cycle and supply, not the macro mechanic as terran.
In addition to this, the biggest barrier by far at least when I was lower league is the ridiculously fast punishment of your army if it is caught out that melts your army to point you lose your game instant you don't babysit your army while doing general production building. This is primarily reason why I quit back in wol anyway. Not because production struggles or macro mechanics, because how fast your hard earned army melts in instant you look away, hence reputation of game as twitchy fingers.
Seems like blizzard have different idea of lower league struggles for protoss and terran.
Since zerg inject is equivalent of the production cycle along with drone timing, it does ease zerg players lower league tremendously
Also, this isn't gonna do anything to terran 3rd/4th base production parade pushes. Those depended on ability to inflate base count with mules to keep up with mineral income and boost bio production. With limited cast range, it isn't gonna solve the midgame problem especially with lotv mineral patches. But this will "fix" early game
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:21 GMT
#9
The MULE change is actually quite elegant. I feel people are glossing over that OCs now have a cast range so you can't just MULE hammer a base when an OC lands on it.
Wat
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
August 28 2015 18:24 GMT
#10
Dang it, my streak of posting this is broken

Thanks though OP
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
ohmylanta1003
Profile Joined February 2015
United States128 Posts
August 28 2015 18:25 GMT
#11
Lol. Team Liquid for the win. Are the members of this forum ever happy with any of these changes?
AkashSky
Profile Joined May 2014
United States257 Posts
August 28 2015 18:25 GMT
#12
To be honest, I don't like auto chrono, but I still have the choice of what is getting crono'd so, im pretty fine with it This is a good version of legacy going forward.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 28 2015 18:26 GMT
#13
On August 29 2015 03:25 ohmylanta1003 wrote:
Lol. Team Liquid for the win. Are the members of this forum ever happy with any of these changes?

I loved the original removal. I'm sad that they pussyfooted around and brought back the boosters.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
TheDougler
Profile Joined April 2010
Canada8304 Posts
August 28 2015 18:26 GMT
#14
I like the cast range on mule, that's a great change. However, with no energy cost on mules, even if they increase the energy cost for supply drops or scans to 75 energy, that's still more resources than terrans had before these changes. I dunno if that will affect anything but it seems like something to consider.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:27 GMT
#15
On August 29 2015 03:25 AkashSky wrote:
To be honest, I don't like auto chrono, but I still have the choice of what is getting crono'd so, im pretty fine with it This is a good version of legacy going forward.


I also like it for scouting purposes. CB has always been a cornerstone in scouting Protoss. Now it is back for you to determine where the player is putting emphasis.
Wat
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
August 28 2015 18:27 GMT
#16
So um....what in the actual **** is Blizzard thinking?
AKA: TelecoM[WHITE] Protoss fighting
Tenks
Profile Joined April 2010
United States3104 Posts
August 28 2015 18:28 GMT
#17
On August 29 2015 03:26 TheDougler wrote:
I like the cast range on mule, that's a great change. However, with no energy cost on mules, even if they increase the energy cost for supply drops or scans to 75 energy, that's still more resources than terrans had before these changes. I dunno if that will affect anything but it seems like something to consider.


MULE gives less now though. So if a single MULE only returns 150 minerals over it's time frame that won't be better than MULE + free depot than pre-nerf MULE.
Wat
AkashSky
Profile Joined May 2014
United States257 Posts
August 28 2015 18:30 GMT
#18
On August 29 2015 03:27 Tenks wrote:
Show nested quote +
On August 29 2015 03:25 AkashSky wrote:
To be honest, I don't like auto chrono, but I still have the choice of what is getting crono'd so, im pretty fine with it This is a good version of legacy going forward.


I also like it for scouting purposes. CB has always been a cornerstone in scouting Protoss. Now it is back for you to determine where the player is putting emphasis.


In addition, it adds the extra mechanic of being able to "mind game" your opponent by switching your cronoboost to a building you are not focusing on while they scout if you see them get past you to scout with say a reaper or overlord.
Wrath
Profile Blog Joined July 2014
3174 Posts
August 28 2015 18:31 GMT
#19
This is it. This is the last nail in the coffin. Not even starbow can redeem this. Time to go to ICCUP...
Tenks
Profile Joined April 2010
United States3104 Posts
Last Edited: 2015-08-28 18:34:43
August 28 2015 18:32 GMT
#20
I wish they'd add chrono boost range as well to help with those pesky proxy oracles

-edit-

Actually thinking about it this someone does help. Now that CB is always active it will be easy to see they don't have the CB in their base instead of implying based upon an absence of CB on the nexus and adding up the nexus energy.
Wat
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