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LotV Beta Balance Update — September 3 2015 - Page 3

Forum Index > Legacy of the Void
341 CommentsPost a Reply
Prev 1 2 3 4 5 16 17 18 Next All
Beliskner
Profile Joined August 2015
111 Posts
September 04 2015 00:49 GMT
#41
I'm liking the new overcharge for muta defense(althought they can just kill the pylon/core)... but for cannon rushing it's pretty hilarious.

Like the Ravager upgrades, I'd like to see some Disruptor upgrades in the Robo Bay that would be fun. Much like the Reaver which was Robo's mainstay had 2 upgrades. Not sure but maybe the ability to hit air/muta's? Robo feels like it needs something like that, although the new PO could suffice.

Stasis ward hitting air would be pretty cool too.



Quakecomm
Profile Joined April 2012
United States344 Posts
September 04 2015 00:50 GMT
#42
This may be too off topic, but OP's quote is, "I give lessons in injecting for 9.99€. That's like 20$ or so." RIP
gorkey island is the only good map
TelecoM
Profile Blog Joined January 2010
United States10861 Posts
September 04 2015 00:51 GMT
#43
I guess all of the changes make sense except the Pylon over charge.... Um....

I have no idea.
AKA: TelecoM[WHITE] Protoss fighting
SmileZerg
Profile Joined March 2012
United States543 Posts
September 04 2015 00:53 GMT
#44
On September 04 2015 09:19 Energizer wrote:

What probably astounds me the most is the buff to carriers... like they need any help.

It was a nerf, not a buff. Try reading more carefully next time before complaining that Blizzard doesn't know what they're doing.
"Show me your teeth."
NyxNax
Profile Joined March 2014
United States227 Posts
Last Edited: 2015-09-04 00:57:06
September 04 2015 00:54 GMT
#45
I Have 2 problems with this patch, the MULE auto calldown, which now mines your main out faster. It should be a choice between auto and manual. WHY NOT?! If you can only call one down every xx seconds, why not be able to choose?!

Second : The tank fire delay when dropping.... I mean are you serious.... Isnt the whole point in picking up a sieged tank so theres no fire delay?? MAKE THE DELAY WHEN PICKING THE TANK UP!? Seems a bit obvious but I donno.. Like a .5 to .75 delay in picking it up, just show a little animation of a cable(with a magnet) picking it up?

Ok thats my first impression, seeing as I cant play it I'll make note I could be wrong.. Now that I think about it more though, when actually playing, having the tank fire delay makes it easier to micro, rather than having your medivac pause to pick up the sieged tank. So I suppose I'll amend this by saying I think the delay picking up the tank makes more sense(to me), but the tank fire delay will be easier. I suppose just even a slight .25-.50 delay pickin it up might be just enough pause to get a couple hits off on the tank and rinse/repeat - eventually push it back.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
September 04 2015 00:54 GMT
#46
Protoss

Zealot
Zealot Charge damage decreased from 30 to 8.


Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-09-04 01:06:52
September 04 2015 00:56 GMT
#47
On September 04 2015 09:54 Cyro wrote:
Show nested quote +
Protoss

Zealot
Zealot Charge damage decreased from 30 to 8.


Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that?


They have a regular attack when charging. So what this should do is make them do an overall of 24damage. Instead of what blizzard originally wanted (30) and what they accidently implemented (46).
Pseudorandom
Profile Joined April 2010
United States120 Posts
September 04 2015 00:57 GMT
#48
I really liked the macro mechanics being gone, and wanted larvae inject (not queens) to leave also. Too bad they are going the opposite way of what I enjoyed. LotV keeps doing something I think is amazing only to revert it or go the opposite direction the next patch -_-
"This is scissors, paper is fine, paper just needs to learn how to play. Paper needs to stop complaining." - richlol
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-09-04 01:05:01
September 04 2015 01:02 GMT
#49
On September 04 2015 09:56 Big J wrote:
Show nested quote +
On September 04 2015 09:54 Cyro wrote:
Protoss

Zealot
Zealot Charge damage decreased from 30 to 8.


Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that?


They have a regular attack when charging. So what this should do is make them do an overall of 24damage. Instead of what blizzard originally had (30) and what they accidently implemented (46).


Cool.

That colossus buff isn't gonna be enough i feel. Seems like the extreme ranges and damage from liberator/ravager would make them worth a lot less even if the LOTV colossus didn't have hugely reduced damage and competed better with the Reaver.

I'm ~55 games deep into legacy archon GM with a ~73% ratio and i have not seen a Colossus yet. Why would you build them?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
_Epi_
Profile Joined February 2014
Germany158 Posts
September 04 2015 01:04 GMT
#50
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!
HmmmCookies
Profile Joined March 2014
Canada34 Posts
September 04 2015 01:05 GMT
#51
Soon we won't even have to make workers or micro units. I mean I know we're trying to make the game more accessible, but this is ridiculous. Auto-cast macro mechanics? Really Blizz?
NKexquisite
Profile Joined January 2009
United States911 Posts
September 04 2015 01:05 GMT
#52
100 energy for a scan could be really interesting
Whattttt Upppppppp Im Nesteaaaaaa!!
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
September 04 2015 01:06 GMT
#53
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!


Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.

Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
_Epi_
Profile Joined February 2014
Germany158 Posts
September 04 2015 01:07 GMT
#54
On September 04 2015 10:06 Cyro wrote:
Show nested quote +
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!


Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.

Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS


You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-09-04 01:10:34
September 04 2015 01:09 GMT
#55
On September 04 2015 10:07 _Epi_ wrote:
Show nested quote +
On September 04 2015 10:06 Cyro wrote:
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!


Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.

Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS


You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.


We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
_Epi_
Profile Joined February 2014
Germany158 Posts
September 04 2015 01:11 GMT
#56
On September 04 2015 10:09 Cyro wrote:
Show nested quote +
On September 04 2015 10:07 _Epi_ wrote:
On September 04 2015 10:06 Cyro wrote:
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!


Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.

Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS


You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.


We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well


since the range decreased a lot you can walk around them if they are placed badly
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
September 04 2015 01:13 GMT
#57
On September 04 2015 10:11 _Epi_ wrote:
Show nested quote +
On September 04 2015 10:09 Cyro wrote:
On September 04 2015 10:07 _Epi_ wrote:
On September 04 2015 10:06 Cyro wrote:
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!


Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.

Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS


You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.


We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well


since the range decreased a lot you can walk around them if they are placed badly


Sure, you can walk around photon cannons too. Pretty much the same thing
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2015-09-04 01:14:23
September 04 2015 01:14 GMT
#58
I think one of the initial things that irk me the most (my god so many of these things irk me) is that the oracle is being buffed. I personally feel like every decision should have a cost to go with it. If your decision is to get detection via an oracle rather than an observer there should be some drawback to that. There should be inherent reasons to want to get an oracle versus wanting to get an observer.

To me it doesn't sound like you'd ever really WANT an observer, as the invisibility doesn't seem to outway the resourcefulness of an oracle, and the overall sense of Stargate > Robo. This last part is coming from a zerg who mostly watches LotV rather than plays, so its possibly off the mark but its my initial observations.
Cluster__
Profile Joined September 2013
United States328 Posts
September 04 2015 01:14 GMT
#59
havent played the update yet but the creep spread thing seems very exciting. Was just watching NeuroSwarm's stream and it appears to spread verrrry fast
Liquid`Snute, AcerScarlett, ROOTCatZ, MC, Maru, Soulkey, Losira
Feisty
Profile Joined December 2013
Vatican City State35 Posts
September 04 2015 01:15 GMT
#60
Wow the overcharge change is massive. I feel like they need to change the msc starting energy and make it only able to cast within a certain range of a nexus to balance it.
Mule change is really interesting to me. I wonder if your natural is close enough on some maps that you could send your main mule to the natural to mine more efficiently or after your main mins mine out completely. I need to go ladder now.
Polt why so God
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