
Community Feedback Update - August 28 - Page 2
Forum Index > Legacy of the Void |
FanaticCZ
Czech Republic287 Posts
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BaronVonOwn
299 Posts
As for zealots instead of buffing them, I think they can be fixed by nerfing their worst enemy: the widow mine. That +shields damage is just gratuitous. Widow mines are a low effort "wonder" unit that counters almost everything in the TvP matchup. Seriously, they even counter carriers (???). The only safe and easy way to remove them is with colossus, another unit I wish never existed. Honestly they're like half the reason I don't play Starcraft anymore. | ||
Qwyn
United States2779 Posts
I was tunneling on inject. Now Blizzard is making chrono and mule autocast as well? Please do not make macro mechanics autocast! Oh my that's painful. | ||
purakushi
United States3300 Posts
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WickedBit
United States343 Posts
On August 29 2015 03:26 [UoN]Sentinel wrote: I loved the original removal. I'm sad that they pussyfooted around and brought back the boosters. Same here. I'm kinda disappointed with this. They should have tested with zerg hatcheries spawning more larva with injects removed. It just seems such a cop out. Macro boosters were bad by themselves but auto cast macro boosters are even worse even if their efficiency is reduced. The change to remove them was inspired but this is not... | ||
Wrath
3174 Posts
Tempest back to "No massive air vs toss". Seriously you said this is the last month. How lazy can you be? | ||
intotheheart
Canada33091 Posts
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ffadicted
United States3545 Posts
This entire update has me feeling like a sad panda, and I've been one of the most optimistic ones this whole beta. Losing hope for sc to be back to its glory days every week. Also can't believe they haven't dropped the idea of photon overcharge on pylons,overlord drop to lair and13 range corrosive bile | ||
Tenks
United States3104 Posts
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jpg06051992
United States580 Posts
I like the macro changes, but keep the damn skill involved, now that they are nerfed it should be all about the better player mechanically get's the slight edge over time. The creep change is cool though and I'm glad they are bringing a nerfed Mule back. By the way autocast on inject is just horrible, when I need the Queens to do something they will sometimes wander off to make an inject pit stop, yea I know you can disable it but if you can disable it, why even bother keeping it at all? Starcraft is all about the best players with the best mechanics wrestling with the multitasking and macro requirements. I don't know, I just don't really get it I guess. Also no Infestor update is a joke. | ||
Pontius Pirate
United States1557 Posts
I dislike the loss of energy tension by putting Mules on a cooldown system. As much as prefer autocast on Queens, Mules are a pretty easy macro mechanic to use, and the limitation on casting range doesn't really make it any easier. If anything, it makes it marginally harder to manage them. I would've much rather seen the economy ramp up slowed down by having Calldown Mule also cost some resources. Maybe 50 minerals and 25 gas, so that it still provides a net gain of 220-250 minerals, just at a cost of 25 gas. And obviously this would be a terrible decision to use en masse in the very late game on one base, when the map is starting to run out of resources. | ||
[UoN]Sentinel
United States11320 Posts
On August 29 2015 03:37 IntoTheheart wrote: How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast? Autocasting is not the problem. The MULE itself is the problem. | ||
Tenks
United States3104 Posts
On August 29 2015 03:37 IntoTheheart wrote: How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast? How would that solve the necessity to learn macro mechanic timings as a barrier of entry to SC2, though? | ||
Little-Chimp
Canada948 Posts
On August 29 2015 03:37 IntoTheheart wrote: How would you guys feel if they just had cooldowns on MULE and Chrono, but got rid of the auto-cast? That would be great. To me, the two best options were always nerfing the macro mechanics but keeping them in, or removing them completely and balancing around that. This autocast shit is terrible and for the first time in beta I really don't feel inspired to play anymore. Really bad update. | ||
OtherWorld
France17333 Posts
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Qwyn
United States2779 Posts
On August 29 2015 03:39 Tenks wrote: How would that solve the necessity to learn macro mechanic timings as a barrier of entry to SC2, though? What exactly is the problem here? You have to get better at using macro-mechanics, among many other different skills, to improve at the game? Why exactly is that a barrier? And why is it a bad thing? MULE and Chrono don't exactly take up much of a player's time, compared to inject. And I WANT inject to be manual. Good players pull further and further ahead with strong injects. Mediocre players can get by with decent injects and strong focus in other skills. It balances itself out. But for the people who want inject to not be manual, why not oblige them rather than homogenizing an entire facet of Zerg play so that there is no skill differential at all? | ||
SetGuitarsToKill
Canada28396 Posts
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WickedBit
United States343 Posts
On August 29 2015 03:44 SetGuitarsToKill wrote: I'm surprised people are being so negative about these changes, I actually some of these. The macro changes are ok, the only problem is auto-cast nature of them. I would either prefer manual toned down macro or no macro boosters at all. | ||
pzlama333
United States276 Posts
Another question: how do we know if a lifted orbital command in cooldown? | ||
Tenks
United States3104 Posts
On August 29 2015 03:43 Qwyn wrote: What exactly is the problem here? You have to get better at using macro-mechanics, among many other different skills, to improve at the game? Why exactly is that a barrier? And why is it a bad thing? MULE and Chrono don't exactly take up much of a player's time, compared to inject. And I WANT inject to be manual. Good players pull further and further ahead with strong injects. Mediocre players can get by with decent injects and strong focus in other skills. It balances itself out. But for the people who want inject to not be manual, why not oblige them rather than homogenizing an entire facet of Zerg play so that there is no skill differential at all? Because no one has fun dropping MULE, CB'ing a forge or injecting larvae. It is an artificial and unnecessary chore. | ||
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