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Photon Cannon Overcharge on pylons - Page 8

Forum Index > Legacy of the Void
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Bohemond
Profile Joined May 2012
United States163 Posts
September 15 2015 21:46 GMT
#141
On September 16 2015 06:21 KT_Elwood wrote:
You Guys talk about a game the want to sell. Marketing worked.
Have faith that it's gonna be balanced some how, Morrow even thinks if the ramp was away from the natural choke in map design, it would not work.


I don't think balance is what people are concerned about. Nothing is more balanced than a mirror match up, and we all know how much fun WoL PvP was to play and watch. Design is the issue here.
robopork
Profile Blog Joined May 2009
United States511 Posts
September 15 2015 21:53 GMT
#142
On September 15 2015 18:19 Bohemond wrote:
Show nested quote +
On September 15 2015 17:51 Sholip wrote:
On September 15 2015 17:27 MapleLeafSirup wrote:
25 mana is just way too little. You can use PO on several pylons when your opponent is attacking, that is just too much.

In general, I just don't understand the way Blizzard designs this game:
step 1) think of something "super mega cool bro"
2) implement it and make it mega strong
3) see what happens
4) realize it is way too OP
5) patch the game in 10 different ways
6) doesn't work out
7) complete redesign
etc.

Look at how often this game gets and got patched and how much stuff every patch includes. BW hasn't been patched since 2004 or what.

No, no, no, you left out two steps:

1) think of something "super mega cool bro"
2) implement it and make it mega strong
3) see what happens
4) realize it is way too OP
5) nerf the hell out of it
6) realize it's so weak noone uses it now
7) patch the game in 10 different ways
8) doesn't work out
9) complete redesign
etc.


What's funny is, you're 100% correct, though step #2 is usually unintentional.

The SC2 team seems to have a fetish for breaking the RTS mold and every time they do, it's disastrous. There are tons of examples from Reapers in the early days (jumping up cliffs removes defenders advantage), Warp Gate (also removes defenders advantage), to this new tank dropping bullshit (guess what it removes!).

They seem to think that a unit is 'cool' and 'interesting' when it breaks unit design conventions and they don't seem to spend much time thinking about why the conventions are there or what a decent player might do with the unit. The initial Cyclone being a great example. Any idiot who looked at it on paper would know how broken it was (very fast + high damage long range moving shot).


The old adage "Don't take a fence down until you know what it was put up" comes to mind.

I'm happy with a lot of changes and some of it is the same old head in the sand kind of shit. MSC and warpgate changes are just... meh. They've realized there's food on their plate but instead of sacking up and eating it they just smear it around.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
KT_Elwood
Profile Joined July 2015
Germany929 Posts
September 16 2015 09:08 GMT
#143
E.G. the Auto-Larva seems to be OP because zerg can now play mouse only. But Larva actually dies to Liberator very fast.

In TvP, Pylon rushing is BS. On the same level it comes down to every marine salvo, while protoss is just derping around.
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
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