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Community Feedback Update - September 4

Forum Index > Legacy of the Void
107 CommentsPost a Reply
1 2 3 4 5 6 Next All
jakethesnake
Profile Blog Joined May 2011
Canada4948 Posts
Last Edited: 2015-09-04 18:42:17
September 04 2015 18:37 GMT
#1
[image loading]

http://us.battle.net/sc2/en/forum/topic/18724767129

Hey everyone. This week’s community feedback update includes a slew of updates, design considerations, and shout-outs; we’re going to cover the macro mechanics, Adept, a few Zerg changes, the Cyclone, and the Liberator.

First off, we’d like to give a shout-out to Red Bull eSports for running awesome beta events. Compared to the HotS beta, we’re making a lot of big changes to the game and so we truly value high-level games being played regularly. We feel like the Red Bull events have been extremely helpful in developing Legacy of the Void and we are definitely looking forward to their next event! If you guys haven’t checked these games out yet, please do; being able to see new LotV strategies, cheering for fan favorites who are teaming up as Archons, and the fun format they’ve been iterating on seem to be the biggest cool factors.

Now, on to discussing some further developments in Legacy of the Void!

Game is too easy or too difficult due to macro changes discussions
We’ve heard the discussions on both sides of this topic. Our perspective so far is that we think there’s still plenty of both micro and macro mastery needed in StarCraft II, and freeing up some clicks per race does look to be a good direction to go. While we hear some pro gamers who say things like “macro is so easy that everyone’s macro will be equal now”, we highly doubt they will all be playing at the highest possible skill level due to these changes. Further, we’re definitely not seeing perfect macro from any of the three races right now. Last weekend, we looked at pro-level players competitively playing archon mode and we were able to point out plenty of player mistakes in terms of macro, micro, delayed reaction times, etc. This is with two pros playing as one, so we just imagine how big the skill-gap among professional players would still be especially in 1v1 games.

We’d also like to remind everyone that the direction we’ve taken here has come out of the community summit where top-tier Korean pro players nearly unanimously said that even HotS is way too difficult to master in all aspects. As we discussed the topic with them, reducing the clicks and work needed on macro mechanics was the best solution we came up with in that discussion group. We just wanted to point this out, because there does seem to be some disconnect between the Korean pro players’ opinions vs. some crowds of people making conclusions on what they believe Korean pros would think on these changes.

Keep in mind though that testing on these changes is definitely not final, and we haven’t made hard conclusions yet. We would really like to encourage you guys once again to not be too extreme in both your thought processes and conclusions in this area. During this week’s “The Late Game”, we felt iNcontroL and Rifkin were alluding to the same concept when they were talking about how perception of the Carrier changed from useless to OP. When balancing or designing, it’s so important to avoid getting into a narrow, extreme view of changes in order to be able to evaluate the changes fairly.

Adept
We’ve tried various upgrades for the Adept this week, and realized that we do really want a more straightforward upgrade for this unit. As a core unit, the Adept is already pushing it in terms of ability complexity, and the unit itself (even without any upgrades) is already in a cool, distinct spot. However, we do still agree that a health upgrade on an already tanky unit is probably not the best way to go. We’ll most likely try out a different, simple stat upgrade for this unit’s upgrade slot soon.

Separate from the Adept upgrade, we wanted to discuss one additional topic for the Adept. Currently there’s an issue where Adepts are very difficult to counter with tier 1 or tier 2 units on Protoss. There’s also another potential issue of early game Terran bio not having a solid counter to Adepts since Adepts counter Marines in the early game, and Marauders are only soft counters to the Adept. Here, we’re testing a version of the Adept that is armored instead of light.

Corruptor
We agree with your feedback in that the Corruptor’s new ability overlaps a lot with the new role of the Swarm Host. Both are heavily targeted towards sniping Nexus/CC/Hatcheries. Because the new role of the Swarm Host is looking to be in a cool and unique spot, we are exploring potential ways to change up the Corruptor’s ability to give it a different recycle role. Right now, we’re playing around with a version of the ability where the damage is much lower but the Corruptor can use the ability on units to give a bit more power against the ground once the air threats have been taken care of. The goal here is not to encourage players to tech to Corruptors even when no enemy air units are in play, but rather to have the damage in a place that if you happened to have Corruptors due to enemy air threats out there, they can help against the ground a bit.

Overlord drops moving to Lair
We heard the feedback that this is too big of a nerf as many of you, and the person in the fancy suit, pointed out. We will playtest some different ways to potentially get this change to a better place somewhere in between where it used to be vs. where it is now and see if we can find a better solution.

Roach burrow move speed
We agree that we probably went too far with this change. We’ve evaluated not just the high level streams and tournament games, but also looked into many replays that players sent us. Regardless of whether the burrow-move Roaches won Zerg the game, or if the strategy didn’t quite work out, we agree that the current speed might be too much. We’re trying our best to locate a number that encourages burrow-move usage more so than in HotS, but doesn’t make the strategy quite as powerful as it is in the current state.

Cyclone damage
We agree with the general feedback here that the AA damage can use some help in the late-game. We’d like to improve this perhaps by pointing the ability damage to be more +armored focused so that not all air units are countered easily by the Cyclone in the late game. Still, we would like to also point out that having the initially lower damage (before the +damage research) has been a good thing because it allows the opponents to harass against players teching to early Cyclones; it also gives opponents enough time to react before the upgraded Cyclone comes into play.

Liberator strength
This we believe is mostly a timing thing. Sometimes, Liberators come into play before the counters are ready, and especially with the use of Zero-ground on some maps, they can become very difficult to deal with. We don’t think it’s a good idea to have to build maps around this unit going forward, so we believe a good solution here would be to bring the upgrade back into the game. This would allow us to have a tool to control the timing of when Liberators can start attacking ground units a bit better. We probably don’t need the armory requirement in this case, because the upgrade requirement as well as the tech lab needed for the first Starport might already be enough of a nerf.

Thank you as always for your ongoing participation and feedback in the beta, and please remember the playtest the balance update that just went out this week. We are also very excited to test out some of the big changes that went in and will be playing as much as we can during this long weekend!
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Community Newsjjakji || jjakji || jjakji || jjakji || jjakji || jjakji || jjakji nshoseo.jpg
TheDougler
Profile Joined April 2010
Canada8315 Posts
September 04 2015 18:43 GMT
#2
Overlord drops moving to Lair
We heard the feedback that this is too big of a nerf as many of you, and the person in the fancy suit, pointed out. We will playtest some different ways to potentially get this change to a better place somewhere in between where it used to be vs. where it is now and see if we can find a better solution.


Just wanted to give a big THANK YOU to Catz for this one.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Wrath
Profile Blog Joined July 2014
3175 Posts
September 04 2015 18:53 GMT
#3
Are they moving into balance phase already? These seems to be more of balance fixes than changing stuff like before.
AdrianHealeyy
Profile Joined June 2015
114 Posts
September 04 2015 19:05 GMT
#4
Good update
Masada714
Profile Joined March 2011
United States89 Posts
September 04 2015 19:10 GMT
#5
I don't understand how they determined that Overlord drops moving to Lair is too big of a nerf? The patch has only been out a day, give it some more time before deciding that it is too much.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
September 04 2015 19:14 GMT
#6
On September 05 2015 04:10 Masada714 wrote:
I don't understand how they determined that Overlord drops moving to Lair is too big of a nerf? The patch has only been out a day, give it some more time before deciding that it is too much.


it is a worse version of the current drop upgrade from WoL/HotS.

Barely anyone has used it since the days of fruitdealer nearly 5 years ago.
Moderator
SNSeigifried
Profile Joined April 2013
United States1640 Posts
September 04 2015 19:15 GMT
#7
On September 05 2015 03:53 WrathSCII wrote:
Are they moving into balance phase already? These seems to be more of balance fixes than changing stuff like before.

They want to release LOTV between late November and early December this year so they are starting to get low on time so i guess thats why they are pushing balance alot more since that can be 2 months away or 3 months away depending on when they want to release the game which the official date will be told in 8 days.
Icebound Esports
CheddarToss
Profile Joined September 2015
534 Posts
September 04 2015 19:21 GMT
#8
I'm hyped! Seems like good updates all around.
Magnifico
Profile Joined March 2013
1958 Posts
September 04 2015 19:32 GMT
#9
The adept' change is so freaking good to help PvP.
Heyjoray
Profile Joined September 2015
240 Posts
September 04 2015 19:32 GMT
#10
The corrupter change would turn it into a better mutalisk
AFSpeeDy
Profile Joined June 2011
126 Posts
September 04 2015 19:38 GMT
#11
On September 05 2015 04:32 Heyjoray wrote:
The corrupter change would turn it into a better mutalisk


Not really. They main strength of mutalisks is their speed.
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-09-04 20:11:30
September 04 2015 19:47 GMT
#12
Kill the mothership/core. If you must keep it and overcharge, make it so that overcharge is only possible on "super" pylons. Better yet, give something like shield battery (on a pylon or otherwise).

It is amusing to think about how different LotV singleplayer (the base-building part of it, especially) is going to be from multiplayer. There are differences between elegant solutions and silly bandaids. If the core game were solid, there would be no need for so many exceptions and changes to counter specific units. That and maps could be more dynamic instead of compensating for things that people have complained about since day 1 (forcefield, etc).
T P Z sagi
BisuDagger
Profile Blog Joined October 2009
Bisutopia19372 Posts
September 04 2015 19:59 GMT
#13
On September 05 2015 04:14 stuchiu wrote:
Show nested quote +
On September 05 2015 04:10 Masada714 wrote:
I don't understand how they determined that Overlord drops moving to Lair is too big of a nerf? The patch has only been out a day, give it some more time before deciding that it is too much.


it is a worse version of the current drop upgrade from WoL/HotS.

Barely anyone has used it since the days of fruitdealer nearly 5 years ago.

Dimaga bane drops were quite popular several years ago to join in history telling.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
September 04 2015 20:21 GMT
#14
On September 05 2015 04:32 Tiaraju9 wrote:
The adept' change is so freaking good to help PvP.

It's good cause the best counter to Adepts may no longer be Adepts, so hopefully we will get less Adept vs. Adept. But I still feel the unit's strength could be toned down a bit.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
September 04 2015 20:45 GMT
#15
We’d also like to remind everyone that the direction we’ve taken here has come out of the community summit where top-tier Korean pro players nearly unanimously said that even HotS is way too difficult to master in all aspects. As we discussed the topic with them, reducing the clicks and work needed on macro mechanics was the best solution we came up with in that discussion group. We just wanted to point this out, because there does seem to be some disconnect between the Korean pro players’ opinions vs. some crowds of people making conclusions on what they believe Korean pros would think on these changes.


This was my favourite part.
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
JamesT
Profile Blog Joined October 2014
United States681 Posts
September 04 2015 20:45 GMT
#16
Darn, no more ghost first builds in TvP
How are you doing today?
ejozl
Profile Joined October 2010
Denmark3531 Posts
September 04 2015 20:51 GMT
#17
On September 05 2015 05:45 JamesT wrote:
Darn, no more ghost first builds in TvP

why?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Tenks
Profile Joined April 2010
United States3104 Posts
September 04 2015 20:51 GMT
#18
I've only played two games now with automated macro mechanics and at least for Terran I liked it. It sped the game back up but also accomplished the goal Blizzard wanted of removing macro tedium and also removing the late game MULE hammer. I hope going forward they continue to tweak the current iteration of LotV especially if they plan on release this year.
Wat
Tenks
Profile Joined April 2010
United States3104 Posts
September 04 2015 20:52 GMT
#19
On September 05 2015 05:51 ejozl wrote:
Show nested quote +
On September 05 2015 05:45 JamesT wrote:
Darn, no more ghost first builds in TvP

why?


I'm guessing moving Adept to possibly Armored makes the Ghost less viable
Wat
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
September 04 2015 21:11 GMT
#20
On September 05 2015 05:52 Tenks wrote:
Show nested quote +
On September 05 2015 05:51 ejozl wrote:
On September 05 2015 05:45 JamesT wrote:
Darn, no more ghost first builds in TvP

why?


I'm guessing moving Adept to possibly Armored makes the Ghost less viable


Dream: Ghost damage is 10 +10 to bio
Dun tuch my cheezbrgr
1 2 3 4 5 6 Next All
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