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Community Feedback Update - September 4 - Page 3

Forum Index > Legacy of the Void
107 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
digmouse
Profile Blog Joined November 2010
China6330 Posts
September 05 2015 01:53 GMT
#41
The new macro mechanics are kind of un-intuitive, especially the new Chrono boost.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 05 2015 02:19 GMT
#42
On September 05 2015 05:45 Fecalfeast wrote:
Show nested quote +
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.

I felt some serious schadenfreudey "I told ya so" pride after that part.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
johnbongham
Profile Joined April 2014
451 Posts
September 05 2015 02:28 GMT
#43
Shuda just nerfed all 3 macro mechanics and make them less effective, not completely change the way they work. That way the best macro players will still outshine those who dont macro as well but not overwhelmingly especially at lower levels. Not going to buy lotv if the final version goes the way it is right now.
paralleluniverse
Profile Joined July 2010
4065 Posts
September 05 2015 08:24 GMT
#44
On September 05 2015 03:37 jakethesnake wrote:
Game is too easy or too difficult due to macro changes discussions

The game is always as hard as your opponent.

Even if every can macro perfectly (which they absolutely false), so what? Everyone can a-move perfectly too.
xtorn
Profile Blog Joined December 2013
4060 Posts
Last Edited: 2015-09-05 08:53:23
September 05 2015 08:46 GMT
#45

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.

I find this paragraph very interesting. Core changes were discussed with the top-tier koreans and they approved them. This is the correct approach they should have taken, and I'm glad they did. It kinda gives me a very cozy feeling now that they did the right thing.

On September 05 2015 07:18 Lexender wrote:
Show nested quote +
On September 05 2015 06:38 Charoisaur wrote:
On September 05 2015 06:30 Gullis wrote:
I am a little surprised by the korean pro feedback. Or atleast that all aspects of the game was to hard. I would have guessed that they only though the game was to punishing, volatile and random.

maybe DK misinterpreted it...
Or he just asked a small number of koreans who have another opinion than the other koreans. + Show Spoiler +
or he's just lying

I remember flash and others complaining multiple times that macro is to easy in sc2 and players can't really differentiate themselves through macro. I doubt they have changed their opinion.


Or he is telling the truth, after all I'm pretty sure he has talked with more korean progamers than anybody in TL


Exactly.
Life - forever the Legend in my heart
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
September 05 2015 08:52 GMT
#46
On September 05 2015 17:46 xtorn wrote:
Show nested quote +

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.

I find this paragraph very interesting. Core changes were discussed with the top-tier koreans and they approved them. This is the correct approach they should have taken, and I'm glad they did. It kinda gives me a very cozy feeling now that they did the right thing.

I doubt they all thought the same on the issue or that the changes were perfect, still we don't know what they actually think.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
xtorn
Profile Blog Joined December 2013
4060 Posts
Last Edited: 2015-09-05 09:04:30
September 05 2015 09:02 GMT
#47
On September 05 2015 17:52 Ansibled wrote:
Show nested quote +
On September 05 2015 17:46 xtorn wrote:

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.

I find this paragraph very interesting. Core changes were discussed with the top-tier koreans and they approved them. This is the correct approach they should have taken, and I'm glad they did. It kinda gives me a very cozy feeling now that they did the right thing.

I doubt they all thought the same on the issue or that the changes were perfect, still we don't know what they actually think.

It says "nearly unanimously" so your doubt is already correct - not all thought the same, some opposed or were neutral to the idea, but were in the minority.

I don't think it's necessary to disect and overthink "but exactly how many of the top-tier koreans agreed to this" or which ones precisely; to me this phrasing points out that they discussed the difficulty topic with a significant portion of top-tiers, since it's in their best interest to not ruin the game for those who use it to make a living.
Life - forever the Legend in my heart
Ketch
Profile Joined October 2010
Netherlands7285 Posts
Last Edited: 2015-09-05 09:11:54
September 05 2015 09:10 GMT
#48
Just give the corruptors and ability to kamikaze into the ground after being shoot out from the hatchery carry units to battle like those air drops. That will be the Zerg version of warp in, though expensive as the corruptor dies on impact to the ground. Requires vision.

From BlueZero(?) on Battle.net

I like this idea for the corrupter -> suicide and destroy ground things - spawn some broodlings maybe
Penev
Profile Joined October 2012
28524 Posts
September 05 2015 10:18 GMT
#49
The community feedback updates are awesome, thanks Blizz!

But pls remove the liberator
I Protoss winner, could it be?
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-09-05 10:31:21
September 05 2015 10:27 GMT
#50
I'd love to see how the new patch plays out in ZvP and ZvT, but all I get is ZvZ. Not kidding, just had my thirtiest ZvZ in a row. I started to leave all of them but I still get exclusively ZvZ.
Big J
Profile Joined March 2011
Austria16289 Posts
September 05 2015 10:33 GMT
#51
On September 05 2015 19:27 KeksX wrote:
I'd love to see how the new patch plays out in ZvP and ZvT, but all I get is ZvZ. Not kidding, just had my thirtiest ZvZ in a row. I started to leave all of them but I still get exclusively ZvZ.


Zerg confirmed too much fun for the game without injects.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-09-05 10:48:23
September 05 2015 10:47 GMT
#52
On September 05 2015 19:33 Big J wrote:
Show nested quote +
On September 05 2015 19:27 KeksX wrote:
I'd love to see how the new patch plays out in ZvP and ZvT, but all I get is ZvZ. Not kidding, just had my thirtiest ZvZ in a row. I started to leave all of them but I still get exclusively ZvZ.


Zerg confirmed too much fun for the game without injects.



Wouldn't be too bad if they weren't all turtling... Thats the main reason I leave, a ZvZ atm is a sure way to face someone spamming queens and lurkers to tech to ultras. Thats fun once in a while but not 30 times in a row.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 05 2015 10:55 GMT
#53
On September 05 2015 11:28 johnbongham wrote:
Shuda just nerfed all 3 macro mechanics and make them less effective, not completely change the way they work. That way the best macro players will still outshine those who dont macro as well but not overwhelmingly especially at lower levels. Not going to buy lotv if the final version goes the way it is right now.

Yea all those poor lower league players who lose games because they didn't Chrono Boost enough!
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
Last Edited: 2015-09-05 11:40:40
September 05 2015 11:34 GMT
#54
On September 05 2015 06:38 Charoisaur wrote:
Show nested quote +
On September 05 2015 06:30 Gullis wrote:
I am a little surprised by the korean pro feedback. Or atleast that all aspects of the game was to hard. I would have guessed that they only though the game was to punishing, volatile and random.

maybe DK misinterpreted it...
Or he just asked a small number of koreans who have another opinion than the other koreans. + Show Spoiler +
or he's just lying

I remember flash and others complaining multiple times that macro is to easy in sc2 and players can't really differentiate themselves through macro. I doubt they have changed their opinion.


none of`em. It is delivered PERFECTLY.
"Morality is simply the attitude we adopt towards people we personally dislike"
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
September 05 2015 11:40 GMT
#55
On September 05 2015 20:34 Thouhastmail wrote:
Show nested quote +
On September 05 2015 06:38 Charoisaur wrote:
On September 05 2015 06:30 Gullis wrote:
I am a little surprised by the korean pro feedback. Or atleast that all aspects of the game was to hard. I would have guessed that they only though the game was to punishing, volatile and random.

maybe DK misinterpreted it...
Or he just asked a small number of koreans who have another opinion than the other koreans. + Show Spoiler +
or he's just lying

I remember flash and others complaining multiple times that macro is to easy in sc2 and players can't really differentiate themselves through macro. I doubt they have changed their opinion.


none of`em. Delivered PERFECTLY.

"Morality is simply the attitude we adopt towards people we personally dislike"
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
September 05 2015 11:41 GMT
#56
On September 05 2015 19:55 ZAiNs wrote:
Show nested quote +
On September 05 2015 11:28 johnbongham wrote:
Shuda just nerfed all 3 macro mechanics and make them less effective, not completely change the way they work. That way the best macro players will still outshine those who dont macro as well but not overwhelmingly especially at lower levels. Not going to buy lotv if the final version goes the way it is right now.

Yea all those poor lower league players who lose games because they didn't Chrono Boost enough!


taking in mind that Blizzard already made 12 workers instead of 6, auto rally at the game start, and now auto macro mechanics, everything to make silver scrubs happier even tho it won't help them to play better.

why didn't they made everything automatic? auto worker/building/unit creation and so on?

this game should be complex and hard in all possible aspects, not easier than previos addons, either the same or even harder.
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2015-09-05 12:13:23
September 05 2015 12:12 GMT
#57
On September 05 2015 19:47 KeksX wrote:
Show nested quote +
On September 05 2015 19:33 Big J wrote:
On September 05 2015 19:27 KeksX wrote:
I'd love to see how the new patch plays out in ZvP and ZvT, but all I get is ZvZ. Not kidding, just had my thirtiest ZvZ in a row. I started to leave all of them but I still get exclusively ZvZ.


Zerg confirmed too much fun for the game without injects.



Wouldn't be too bad if they weren't all turtling... Thats the main reason I leave, a ZvZ atm is a sure way to face someone spamming queens and lurkers to tech to ultras. Thats fun once in a while but not 30 times in a row.

play some games against me :D i almost always go muta/ling/queen with heavy harassment into about 10 lurkers to buy time for a brood lord switch (if my opponent is going heavy ground), and let me tell you my lategame zvzs are really really fucking fun.
TL+ Member
JackONeill
Profile Joined September 2013
861 Posts
September 05 2015 12:36 GMT
#58
Please. We don't care about that.

=> put back the old macro mechs
=> cut the ridiculous pylon overcharge : how did that made it past internal testing???
Big J
Profile Joined March 2011
Austria16289 Posts
September 05 2015 15:00 GMT
#59
About that liberator upgrade for anti-ground mode:
Techlab requirement on a reactorable unit for terran has always been a semi-viable thing.
It works for marines with stim and shields in bio builds that build more than one rax anyways.
It works for hellions in mech-builds because you get more than one factory anyways.
In TvZ there is this old, semi-viable cheese build with 2factories and blue flame that can transition into mech or bio.
And widow mines in TvZ will eventually be upgraded from a second or third factory in bio/mine/thor builds.

But the process of getting such an upgrade is always a very commited, or very late play. So I personally feel like this isn't a good solution, I think it will push the liberator far back or maybe even completely out of the metagame. This is of course a bit of theorycrafting and not something tested, but I think there could be nicer solutions.

For example, the AG mode could unlock with a fusion core instead of the armory. This would mean that you don't unlock hellbat transformation and liberator AG at the same time, so you don't have the combined rush power. You still have the old hellbat rush, and possibly a new liberator rush. But not the combination of both that is very hard to prepare for.
And in a non-rush game, building a 150/150 fusion core is much easier than having a second techlabed starport upgrading for an upgrade that will cost like 150/150 on top of that. And the fusion core also unlocks the underused banshee speed and battlecruiser techs, giving terran more options in the process than the second starport to upgrade does.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 05 2015 15:25 GMT
#60
On September 05 2015 17:07 SnowfaLL wrote:
Show nested quote +
On September 05 2015 08:54 TimeSpiral wrote:
On September 05 2015 07:02 FabledIntegral wrote:
On September 05 2015 03:30 Big J wrote:
On September 05 2015 03:18 CheddarToss wrote:
On September 05 2015 03:14 Naracs_Duc wrote:


We just need depots that morph into Supply Fortresses.

SC2 is a game with asymmetric race design, which is why I wouldn't like it for T or Z to have the exact same mechanic. But yeah, if the current early game tools for T/Z are not strong enough, I think that they should get something along the the same lines. But don't get me wrong, I'm not mourning the early WoL days, but it seems to that macro play is too strong currently. I just want a better balance between macro play and cheese.

On September 05 2015 03:17 Scrubwave wrote:
On September 05 2015 03:06 CheddarToss wrote:
On September 05 2015 02:44 Scrubwave wrote:

Okay, where are similar aggressive options for zerg and terran?


Good question. There is none now, at least for Z. Not after Ovi drops were nerfed. T has the "TOP build", with the proxy starport into Liberator, which wrecks Protoss hard, if they aren't scouting well.

Yes, clearly proxy starport is similar to proxy pylons + momma core.

Well, it doesn't have to be. T and P are different races,after all. As long as both builds lead to a loss if held well (meaning that both are all-ins) and are not too easy to execute, I don't have a problem with that.


Cheese by definition is a weak play that only works because of enemy mistakes. If you want stronger cheese you actually want current cheese to not be cheese anymore but standard play like ling/bling attacks are in ZvZ, or 4gate wars were back in the 2010-2011 PvPs.


No, it's not? Cheese has long been defined (and you can check Wikipedia) as a strategy that is strong if unscouted, but very easy to counter if scouted. That's why many cheeses are all-ins, but many are not.

For example, in HOTS building 8 lings and going around a reaper in ZvT was cheesy, because the reaper could simply stay back if it scouted them. However, it definitely wasn't all-in. Similarly, two base DT builds in PvT or PvZ were cheesy, but not all in.

From Liquipedia:

Cheese most often refers to an unexpected strategy that relies in large parts on lack of information and/or psychological impact on the opponent. Cheese build orders typically revolve around an early attack that, if undetected, is more difficult to defend than execute.

I wouldn't say it's "weak play" and "because of enemy mistakes" rather than being unprepared due to lack of info. Same reason why the 1-1-1 in WoL was an all-in if you pulled SCVs, but not a cheese. Strong even if you knew it was coming.


Oh gawd ... not a cheese discussion in a strategy game, lol.

I've come to find cheese is anything non-meta. *shrugs*


You are so right.. People seem to think that anything that doesnt let them 3hatch before pool is considered "cheese" Anything that doesnt let terran CC first is cheese. It's sickening that the definition of cheese or all-in is basically anything that doesn't let a player be comfortable.

This game NEEDS more aggressive builds to punish the super macro openings. Thats the biggest thing I hate about SC2 - theres too many "safe" macro builds. If you 3 hatch before pool and your opponent doesnt nexus/cc first, you should be punished. Thats what made BW so good, the only person who could consistently do super greedy macro openings and hold it was Flash, because hes super-human..


Thanks.

It's a silly, but persistent conversation. Kinda like the skill ceiling one. Both unnecessary, save for maybe philosophical exercise. The professional commentators use the term cheese, of course, perpetuating the negative connotation and pejorative usage here in the community. Any type of qualifiers I see, like high risk, relies on hiding information, easier to execute than it is to hold, etc ... It's all completely subjective and relative, or, in other words, near-meaningless. This, and all-in. Ugh. Anyway ...


Big J,

They originally had the upgrade on the Tech Lab and then moved it, because it belongs as unlockable via Armory. So the hellbat Liberator rush attack was difficult to hold. Are there not dozens of difficult-to-hold rush attacks in this game? Isn't that kinda the idea of a RTS, no?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
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