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Community Feedback Update - August 28 - Page 10

Forum Index > Legacy of the Void
445 CommentsPost a Reply
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AdrianHealeyy
Profile Joined June 2015
114 Posts
August 28 2015 23:30 GMT
#181
People should realize that they aren't balancing between the races, they are balancing between micro and macro.

(Add to this entire article: 'in Blizzard's opinion'.)

It was the case that macro was too important relative to micro. After the removing, it seemed that macro was less important (less to do). So they tried to find a middle ground: with (nerfed) macro boosters, that don't require too much clicks, but still some choice.

Sure; the 'auto' seems a bit silly, but really: it's not that different than 'auto' building workers relative to 'having to click the barracks for the entire process of building a marine'.

We will all get used to the 'auto' mule/chrone/inject and spend our APM on other things; things that _still_ require 'macro' (new hatch? should I expand? should I build new building?) but are, on the margin, more actual 'fighting the army of the opponent': scouting, positioning, the many spells and all.

Importantly - for the vast majority of blizzard's income, aka, the casuals - this will make sure that 'casuals' their game will resemble more closely to what pro's play, which will increase the likelihood of people wanting to play it. If you watch a bronze and gm play, it's two completely different things, because of the importance of macro boosters. However, if you take that away, on the margin, it iwll be similar (so lowering the skillfloor) but on the other side; the skill ceiling is still so high that we will still see a big difference. Just; a difference in skill that will still produce 'similar' games, rather than vastly different games. This is a good thing, for the marketability of blizzard.

Blizzard is, I think, taking the right step for the long term survival of starcraft. Making a game that pro-players cna play, that newbies can easily grasp and that has a long, but fun, learnign curve.
TiberiusAk
Profile Joined August 2011
United States122 Posts
Last Edited: 2015-08-28 23:36:58
August 28 2015 23:36 GMT
#182
On August 29 2015 06:48 Creager wrote:
Siege tank drops are a fundamental design flaw (completely nullifying the downside of a unit and thus disabling potential counterplay) and absolutely need to go.

Hmm, what about this?

Reaver drops are a fundamental design flaw (completely nullifying the downside of a unit and thus disabling potential counterplay) and absolutely need to go.

Reaver drops nullified the downside of the Reaver (low mobility) yet introduced different counterplay.

Reaver drops were initially OP, but they got nerfed to a point of balance. And I believe they were nerfed using the exact mechanism that Blizzard is pursuing with tank drops (a delay between drop and fire). Looks like a repeat of successful design, no?

If tank drops are coming too soon for their counters, maybe tank drops just need a 200/200 upgrade requirement? Factory tech lab lights would be a good scoutable tell.
"I like the new weapon, it's solid removal with a really nice deathrattle in a mech deck. The murloc is a little confusing though, not sure why they thought shamans needed a murloc."
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 28 2015 23:37 GMT
#183
Re-introduce siege tank research, haha.
TiberiusAk
Profile Joined August 2011
United States122 Posts
August 28 2015 23:43 GMT
#184
On August 29 2015 08:27 DeadByDawn wrote:
Show nested quote +
On August 29 2015 08:18 digmouse wrote:
Am I the only one who actually like the macro mechanics change?

I like it more than just removing them.

But I do not think that they have addressed a very significant worry of the community - namely that worker harass is game ending now because recovery is not possible. This affects Terran more than Protoss, and Protoss more than Zerg.

How are they not addressing that, when the proposed change gives Terran and Protoss some of their recovery ability back? (Not as strong as HotS, but still recovery will be buffed compared to the non-macro mechanics LotV.)
"I like the new weapon, it's solid removal with a really nice deathrattle in a mech deck. The murloc is a little confusing though, not sure why they thought shamans needed a murloc."
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 28 2015 23:43 GMT
#185
Sigh how sad they didn't even try balancing for it just doing the nerfed mechanics. Very disappointed, expected of course but disappointed.
When I think of something else, something will go here
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
August 28 2015 23:47 GMT
#186
On August 29 2015 08:43 blade55555 wrote:
Sigh how sad they didn't even try balancing for it just doing the nerfed mechanics. Very disappointed, expected of course but disappointed.


Auto inject never bothered you? Now we've got auto mule and auto chrono too .
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
August 28 2015 23:48 GMT
#187
I guess it was all too good to be true. Blizzard actually having the balls to completely remove some longstanding features... of course that wasn't going to happen.

I'm sad. I was actually looking forward to where they were going with this. Removing the macro mechanics was such a great change, and such a drastic one at that. Instead of going through with it and reworking the balance from there, they just put back in the same thing but nerfed.

I thought they had a plan. But it falls back down to what I've been thinking since a year or two ago. Blizzard just simply does not know what to do. They do not know how to make starcraft into a good and exciting game. They're just mucking about, becoming ever desperate, hoping to strike gold with every patch. They did with the last patch in my opinion. But they realize they have no idea how to adapt the game to work without those macro mechanics, so they back out. It's a sad state of affairs really.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
WhaleOFaTale
Profile Joined June 2014
46 Posts
August 28 2015 23:50 GMT
#188
Looks like HOTS will be my last SC2 purchase
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
August 28 2015 23:51 GMT
#189
On August 29 2015 08:43 TiberiusAk wrote:
Show nested quote +
On August 29 2015 08:27 DeadByDawn wrote:
On August 29 2015 08:18 digmouse wrote:
Am I the only one who actually like the macro mechanics change?

I like it more than just removing them.

But I do not think that they have addressed a very significant worry of the community - namely that worker harass is game ending now because recovery is not possible. This affects Terran more than Protoss, and Protoss more than Zerg.

How are they not addressing that, when the proposed change gives Terran and Protoss some of their recovery ability back? (Not as strong as HotS, but still recovery will be buffed compared to the non-macro mechanics LotV.)

Because (for TvP) the amount of damage that can be done to worker lines by an Oracle, or by Adepts is huge, and the recovery potential is being reduced from before. It just sufficed before, and now will not be enough.

This is the only complaint I have. I believe that they are attempting to balance the game but I am not sure that they are understanding the need for recovery potential.
listlesscontent1
Profile Joined August 2013
Poland1 Post
August 28 2015 23:52 GMT
#190
My idea is to make:
-queen costs 125 minerals,
-queen can spawn 5 eggs
-creep spread range 8
Lepiej spłonąć niżeli zgnić.
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
August 28 2015 23:54 GMT
#191
I would like to hear what actual Korean progamers think of these changes, would be worth alot more than people endlessly speculating.
"If you're not living in the US or are a US Citizen, please do not tell us how to vote or how you want our country to be governed." - Serpest, American Hero
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 28 2015 23:57 GMT
#192
On August 29 2015 08:51 DeadByDawn wrote:
Show nested quote +
On August 29 2015 08:43 TiberiusAk wrote:
On August 29 2015 08:27 DeadByDawn wrote:
On August 29 2015 08:18 digmouse wrote:
Am I the only one who actually like the macro mechanics change?

I like it more than just removing them.

But I do not think that they have addressed a very significant worry of the community - namely that worker harass is game ending now because recovery is not possible. This affects Terran more than Protoss, and Protoss more than Zerg.

How are they not addressing that, when the proposed change gives Terran and Protoss some of their recovery ability back? (Not as strong as HotS, but still recovery will be buffed compared to the non-macro mechanics LotV.)

Because (for TvP) the amount of damage that can be done to worker lines by an Oracle, or by Adepts is huge, and the recovery potential is being reduced from before. It just sufficed before, and now will not be enough.

This is the only complaint I have. I believe that they are attempting to balance the game but I am not sure that they are understanding the need for recovery potential.


Those issues, I believe, will be addressed, *after* they have settled on what they think are core mechanics. Just like they addressed the 4-gate issue in PvP (where the best response to 4-gate was to more 4-gate).

I hope they'll address swarmhost/infestor (I am a zerg), but those issues just aren't on the table yet, as explained when they said a week or two ago that for the next month (so two or three more weeks) they first want to settle on design, then balance.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 28 2015 23:58 GMT
#193
On August 29 2015 08:54 Caihead wrote:
I would like to hear what actual Korean progamers think of these changes, would be worth alot more than people endlessly speculating.

To be honest, I don't think actual Korean progamers' opinions would be much more than speculations, either, since most of them don't play LotV close to competitively. Yes, they may have more insight, but I'm not sure if they could correctly guess the directions the game is going to take after each change.
Sadly, though, we will have to wait for this until LotV is released and Korean pros start playing it, I think.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Kyrth
Profile Joined July 2010
United States101 Posts
Last Edited: 2015-08-29 00:03:21
August 29 2015 00:02 GMT
#194
I actually thought the overlord drop at hatchery was a good step, finally allowing me to play aggressive. I stopped playing after WOL because I hated being forced to turtle every single game as a zerg. That and because mules made terrans too resilient to fight against. It was possible, but just not very fun. Same with the inject. It was really annoying, although I could do it (I was diamond back at release). I haven't played it in 5 years though, and all my friends quit too. However, I do like the overall direction Blizzard is taking this.
ohmylanta1003
Profile Joined February 2015
United States128 Posts
August 29 2015 00:03 GMT
#195
On August 29 2015 08:50 WhaleOFaTale wrote:
Looks like HOTS will be my last SC2 purchase


That's great!!! Thanks a lot for telling us.
Roblin
Profile Joined April 2010
Sweden948 Posts
August 29 2015 00:09 GMT
#196
I could go either way keeping or removing macro mechanics, but I am really enjoying playing with auto-injects (much more than with manual injects) and quite frankly would not like to see them go back to manual-only injects.
In fact I would lean towards removing macro mechanics (inject included) completely and rebalance from there (the game without macromechanics is a more streamlined and elegant form of starcraft in my opinion, and the game loses practically no strategical skill as a cost), but I can live with having them exist on auto-cast. I'm not upset about it.
I'm better today than I was yesterday!
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
August 29 2015 00:22 GMT
#197
Why not, instead of giving terran and protoss these tools, reduce the queen inject to 1 larva, 50 energy and remove autocast so you can opt to just make a hatchery instead (3 hatch 1 queen for creep into roach/hydra lets go).
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Roblin
Profile Joined April 2010
Sweden948 Posts
August 29 2015 00:36 GMT
#198
On August 29 2015 09:22 a_flayer wrote:
Why not, instead of giving terran and protoss these tools, reduce the queen inject to 1 larva, 50 energy and remove autocast so you can opt to just make a hatchery instead (3 hatch 1 queen for creep into roach/hydra lets go).

what would be the purpose of such a change?
getting a hatchery wouldn't be "opting", getting queens for larvae wouldn't be viable at all.
this change would make queens be made exclusively for creep and anti-air defense while larvae production would be gotten via hatcheries, queen injecting would only happen if the zerg is happy with the amount of creep it has.
while I kind of like this general idea, I think it would be better to just remove inject completely. that would give practically identical results while keeping the design more streamlined.
I'm better today than I was yesterday!
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2015-08-29 00:58:53
August 29 2015 00:49 GMT
#199
I think the one mistake Blizzard is making is releasing this stuff before a patch. They should just release these thoughts alongside a new patch and say "ok here we did this bexause X, now try it out". Because releasing stuff this way just causes a lot of speculation, pretty pointless disscussion and angry people complaining about changes they haven't even tried.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
emc
Profile Joined September 2010
United States3088 Posts
August 29 2015 00:59 GMT
#200
This is really bad.

but at least it's beta, so it's time to test this stuff
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