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LotV Beta Balance Update — September 3 2015 - Page 6

Forum Index > Legacy of the Void
341 CommentsPost a Reply
Prev 1 4 5 6 7 8 18 Next All
Krikkitone
Profile Joined April 2009
United States1451 Posts
September 04 2015 04:06 GMT
#101
Exact opposite of what they needed to do (except for Protoss, that one is OK)

They removed the possibility of interesting choice.

For MULES
-should still have energy requirement.
-add the cooldown (but NOT as high as the energy regen time) and range limitation...possibly even autocast as an option
Weaken them until they are competitive with scans (they mostly already were)
Strengthen Supply Drop until it is competitive with scans/MULES (say 25 energy)
Then weaken Orbital until it is competitive with Planetary Fortress or an unmodified CC. (Say 2x energy cost of everything...MULE, Scan=100, drop supply back to 50)

For Zerg.....
Allow injects only on larvaless hatcheries...have it cause the hatchery to spawn all 3 larva in 5 seconds.(no natural larva generated by a Injected Hatchery)
Move it up to 50 energy and make it autocastable. Queen is just about as good as 1/2 a Hatchery then, but the Queen would be good for remaxes.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2015-09-04 04:28:46
September 04 2015 04:09 GMT
#102
Pylon overcharge sucks

EDIT: To play against*, to clarify
digmouse
Profile Blog Joined November 2010
China6327 Posts
September 04 2015 04:16 GMT
#103
Planetary Pylon
Pylon cannon
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Hotshot
Profile Joined November 2004
Canada184 Posts
September 04 2015 04:40 GMT
#104
This chrono boost seems harder to use (because it only wants to cast chrono from the nexus in your first control group), while getting a rather large nerf...

Assuming they fix the casting thing bug, chrono still seems like a massive nerf to toss. Zerg gets free auto injects, terran gets auto mule drops (but loses some flexibility), while toss gains almost nothing since doing chrono is easy (because even if you miss it for a bit, you can cast it multiple times).

I really don't like the direction this game is going. The biggest 'pro' I see about this patch is sieged tank drops being slightly nerfed (which was annoying in tvz).
larse
Profile Blog Joined March 2012
1611 Posts
September 04 2015 04:43 GMT
#105
[image loading]

Pylon Overchage is all over LOTV now.
AkashSky
Profile Joined May 2014
United States257 Posts
September 04 2015 05:00 GMT
#106
pylon overcharge = LOL. I just don't like the new cronoboost thing where its permanently on my nexus. Sometimes I wanna cronoboost more than 2 things at once, and with this new patch i dont have that option.
Asturas
Profile Blog Joined September 2010
Finland587 Posts
September 04 2015 05:03 GMT
#107
Overcharge on Pylons? o.O but... why?

I am not a big fan of new macro mechanics, but now with chrono and mules back I will give it another try.
There are no boundaries, that's the final conclusion.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-09-04 05:21:18
September 04 2015 05:20 GMT
#108
Blizzard tried overcharge on things that weren't a nexus before. It did not end well. I don't know why they're doing it again.
Wrath
Profile Blog Joined July 2014
3174 Posts
Last Edited: 2015-09-04 05:51:37
September 04 2015 05:31 GMT
#109
This is absolutely BS. Not a single one of these updates have any promising value.

Zealot damage charge nerf: We need it to be tanky not damage dealer.

Chrono return: The return of the awful MM.

Warpgates: Because MM is back, lets return all the super long times to balance it out.

Photon over charge: PvT pylon rush is a thing now.

Colossus: Well, that really won't change the unit from trash to be useful.

Tempests: back to no massive air vs protoss.

Immortals: 1 zerglings activate it like baiting a wm, then let it die...

Oracle: Yeah... because in range 9, it was killed by static defense when it tried to cast revelation.

Carriers: Well... I'll admit... Not a bad change. Have to wait and see.

Mule return: Another retarded MM returns....

Scanner cost: Yep... Lets make sure we never scan unless we are 100% sure he is going to make some BS. Now lets die to DT easier than ever before. BTW, there was a reason why scanner was reduced from 75 to 50 like 13 years ago Blizzard... Wanna see again what was that reason?

Supply drop: No one used those, and with the scan cost, no one ever will.

Siege Tanks change: Just remove that BS medivac pickup. Siege tanks need raw power buff not trolling with medivacs.

spawn larva to 3 from 2: Yay just to make sure zerg never ever make macro hatcheries now we have super injects to make zerg even stronger than it was...

Creep change: Not bad and not good, creep will cover the map in like 5 min. But the good thing that will give opponent the chance to reduce fast too.

Ravagers: Remember Artosis first comment ever on the Cyclone? Here it is: LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL.

overlord change: Not enough info to judge it.

WhaleOFaTale
Profile Joined June 2014
46 Posts
September 04 2015 05:45 GMT
#110
PLEASE revisit the macro changes. The early game has been completely nuked and now we are seeing 5 minute hydras and games end within 12 minutes. I miss the longer intense tug of war games. Not these games where it feels like you are on crack and everything goes so fast. Lairs happen in the first couple minutes. 12 workers is WAY TO MANY. 10 would be more then enough. Also, if you are gonna make macro changes that cause Terran to mine out there main in a couple minutes the weird low mineral patch thing needs to be reverted OR just please look at the reduced efficiency model again. This 12 worker-2/3 minerals every other patch is silly and sloppy. IMO it should be 8-10 workers with full 1500 patches and a reduced efficiency model. If that happens I would be more accepting of these weird auto macro changes. Until economy changes I think I will be sticking with HOTS.

Does anyone else agree or am I in the complete minority?
insitelol
Profile Joined August 2012
845 Posts
September 04 2015 05:46 GMT
#111
bla-bla-bla back to hots
Less is more.
Wrath
Profile Blog Joined July 2014
3174 Posts
September 04 2015 05:54 GMT
#112
On September 04 2015 14:45 WhaleOFaTale wrote:
PLEASE revisit the macro changes. The early game has been completely nuked and now we are seeing 5 minute hydras and games end within 12 minutes. I miss the longer intense tug of war games. Not these games where it feels like you are on crack and everything goes so fast. Lairs happen in the first couple minutes. 12 workers is WAY TO MANY. 10 would be more then enough. Also, if you are gonna make macro changes that cause Terran to mine out there main in a couple minutes the weird low mineral patch thing needs to be reverted OR just please look at the reduced efficiency model again. This 12 worker-2/3 minerals every other patch is silly and sloppy. IMO it should be 8-10 workers with full 1500 patches and a reduced efficiency model. If that happens I would be more accepting of these weird auto macro changes. Until economy changes I think I will be sticking with HOTS.

Does anyone else agree or am I in the complete minority?


I agree with you. But sadly, we are not the majority here, because by definition. The majority is Blizzard + Reddit retards.
DooMDash
Profile Joined May 2010
United States1015 Posts
September 04 2015 06:01 GMT
#113
I'm not a fan of the auto cast garbage, but this patch is a million times more fun than the last patch. Seriously can actually afford to have fun armies/upgrades again.
S1 3500+ Master T. S2 1600+ Master T.
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 04 2015 06:04 GMT
#114
Its a shame the photon overcharge change is not working as they intended it to be. Please remove the damage and make it so the units in the pylon radius powered by photon overcharge have an increased shield regeneration , sort of like the shield battery.
Author of Coda and Eastwatch.
NumberFiveAlive
Profile Joined January 2012
Czech Republic2 Posts
September 04 2015 06:16 GMT
#115
- autocast mechanics are silly, just bring back the old ones and let them be or nerf them a little
- remove MSC and make toss early game stronger (maybe it is already, i dont have beta access) or make overcharge a nexus ability which is transferable between all nexi so you can use it at the place where you are attacked

i really wonder how will they design/balance the game in time for release, right now it sounds like a longshot...well balance can be (will be) off in the beginning but this new design direction is terrible, please stop it :D
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
Last Edited: 2015-09-04 06:39:09
September 04 2015 06:37 GMT
#116
The new chronoboost is pretty fucking terrible to manage with multiple nexuses, their goal was to make it less mechanically challenging but they actually made it harder. If I want to change a single chrono boosted building to something else I have to redo all of them anyways since there's no way I'll remember which nexus is doing which building and bother to manually select a nexus to change it.

Please just give us back the old one, it was fine as it was. Even the worst players knew how to chrono boost out their tech and stuff.. This is the first patch where I really really lost appetite to ladder in the beta.. Don't even get me started on automatically triggering Immortal shields on first hit lol..
Too weird to live, too rare to die.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
September 04 2015 06:39 GMT
#117
On September 04 2015 15:01 DooMDash wrote:
I'm not a fan of the auto cast garbage, but this patch is a million times more fun than the last patch. Seriously can actually afford to have fun armies/upgrades again.

or they could have made expanding as terran viable instead of just increasing income...
paralleluniverse
Profile Joined July 2010
4065 Posts
September 04 2015 06:44 GMT
#118
The new chrono boost requires far more macro, far more attention, than even the old version to use optimally.

Chrono should be removed.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
September 04 2015 06:52 GMT
#119
--- Nuked ---
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-09-04 07:14:06
September 04 2015 06:58 GMT
#120
To be honest, this feels rushed and incomplete.

When people said that they want more ballsy and bigger changes they didn't talk about ridiculous band-aid fixes, but instead they meant fundamental changes to the races and gameplay. We don't see much of that and instead get these weird toys that look more like Command & Conquer than Starcraft.


And then for some things they're just changing numbers. Why are they changing the colossus at all? It's a dumb unit with bad design - the true ballsy move here would be to remove it completely and redesign the other units accordingly.

"No. Just buff it again. See if that works."
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