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Community Feedback Update - September 10 - Page 5

Forum Index > Legacy of the Void
358 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 16 17 18 Next All
Big J
Profile Joined March 2011
Austria16289 Posts
September 10 2015 20:06 GMT
#81
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva
ejozl
Profile Joined October 2010
Denmark3411 Posts
Last Edited: 2015-09-10 20:14:01
September 10 2015 20:07 GMT
#82
The stacking* Inject was so obvious from the beginning, you can do the same with Chrono Boost? Do you realize this?

I'm more for HotS macro mechanics if they make Chrono Boost&Inject stack* along with weakening all of them together. To either the strength of 2 larvae of 3 larvae. Mule's strength gets closer to supply drop and that of scan and there's more decision to be made, Chrono gets easier and was always a good macro mechanic from the start.

I think it's incredibly important to be consistent with your design goals. Go with either this method or go that of the *NEW* Chrono Boost. Inject can be made the same, do you realize this? Queen can channel Inject untill given a new order.
Mule cannot be changed to be the same way, but Mule was never THAT hard to begin with.

Chrono Target: Should act as if there's a never ending cooldown untill you've ordered all of your Nexus in your control group to a target. This is super hard to explain, but basically when you change a Chrono target from the Nexus, it should wait in line in queue untill you've been through all of your Nexi.
Another way to say it is, the one Nexus that I forgot about, should change target
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
September 10 2015 20:10 GMT
#83
Does this new stackable inject mean that you can almost surely inject perfectly with 2 Queens?
It's actually not a very bad idea, but a strange one nonetheless. Making extra Queens is an investment, just as extra Hatches are in the current auto-inject system. The difference here is that you can still be almost perfect if you hit your injects well without having to invest into extra Queens. This would allow good players to truly shine with their injects, while lesser players could go for more Queens instead.
Not all that bad in theory, but I fear it would feel a little complicated to some. Also, since the best possible method would still be hitting your injects sharply, I think few players would actually use this possibility.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
[PkF] Wire
Profile Joined March 2013
France24209 Posts
September 10 2015 20:10 GMT
#84
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva

I hope they keep similar mechanics to the ones we have in HotS, but toned down quite a bit so that 1) missing them is less unforgiving 2) they match the pace of the game (and especially the economy) better.
Tenks
Profile Joined April 2010
United States3104 Posts
September 10 2015 20:12 GMT
#85
I think the weirdest part about stacking inject is since most Zergs make extra queens for spreading creep those can lay down some tumors then retreat to be extra larva injecters. So now the Zerg who was previously running off 2 bases and a queen is running on the larvae of effectively 3. Not saying it is wrong or broken just possibly something to consider.
Wat
Big J
Profile Joined March 2011
Austria16289 Posts
September 10 2015 20:12 GMT
#86
On September 11 2015 05:10 [PkF] Wire wrote:
Show nested quote +
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva

I hope they keep similar mechanics to the ones we have in HotS, but toned down quite a bit so that 1) missing them is less unforgiving 2) they match the pace of the game (and especially the economy) better.


Well, the last thing I want is to replace inject with a different form of inject that is mechanically similar, yet I have to learn it anew. But yeah, the toning down has always been a major part of what I liked about the original changes.
DERASTAT
Profile Joined May 2014
Germany99 Posts
September 10 2015 20:13 GMT
#87
Please dont make injekt stackable, i dont wonna have 3 Queens per Hatch
Kajiu, Troll der Zerstörung
Charoisaur
Profile Joined August 2014
Germany15977 Posts
September 10 2015 20:14 GMT
#88
As we’ve done multiple times in the past, we definitely know that if a map isn’t completely standard, a majority of players will initially think it’s a bad map. However, this is one of the areas that we would really like to push back because the positive effects of having a more diverse map pool is just too good for the game. We see this in HotS season 3 and even more so in the various tournaments going on in LotV, in terms of how different each map plays.

all I see is coda/cactus/terraform or iron fortress played in every bo3
Many of the coolest moments in sc2 happen due to worker harassment
jpg06051992
Profile Joined July 2015
United States580 Posts
September 10 2015 20:15 GMT
#89
On September 11 2015 05:13 DERASTAT wrote:
Please dont make injekt stackable, i dont wonna have 3 Queens per Hatch


That's not how it works, theres been like 10 descriptions through the pages on how it works.
"SO MANY BANELINGS!"
MyrionSC
Profile Joined May 2015
Denmark140 Posts
Last Edited: 2015-09-10 20:18:03
September 10 2015 20:16 GMT
#90
On September 11 2015 05:13 DERASTAT wrote:
Please dont make injekt stackable, i dont wonna have 3 Queens per Hatch


On September 11 2015 05:12 Tenks wrote:
I think the weirdest part about stacking inject is since most Zergs make extra queens for spreading creep those can lay down some tumors then retreat to be extra larva injecters. So now the Zerg who was previously running off 2 bases and a queen is running on the larvae of effectively 3. Not saying it is wrong or broken just possibly something to consider.


That is not how it works, read the changes again, you do not stack them, you QUEUE them.
[PkF] Wire
Profile Joined March 2013
France24209 Posts
Last Edited: 2015-09-10 20:16:45
September 10 2015 20:16 GMT
#91
On September 11 2015 05:14 Charoisaur wrote:
Show nested quote +
As we’ve done multiple times in the past, we definitely know that if a map isn’t completely standard, a majority of players will initially think it’s a bad map. However, this is one of the areas that we would really like to push back because the positive effects of having a more diverse map pool is just too good for the game. We see this in HotS season 3 and even more so in the various tournaments going on in LotV, in terms of how different each map plays.

all I see is coda/cactus/terraform or iron fortress played in every bo3

yeah, whereas we would get real variety and strategic choices with 7 solid good maps.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
September 10 2015 20:17 GMT
#92
On September 11 2015 05:12 Big J wrote:
Show nested quote +
On September 11 2015 05:10 [PkF] Wire wrote:
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva

I hope they keep similar mechanics to the ones we have in HotS, but toned down quite a bit so that 1) missing them is less unforgiving 2) they match the pace of the game (and especially the economy) better.


Well, the last thing I want is to replace inject with a different form of inject that is mechanically similar, yet I have to learn it anew. But yeah, the toning down has always been a major part of what I liked about the original changes.


Toning down is the only thing I liked, Toning the speed of the game down is crucial now because of the stupid 12 worker change that no one seems to realizes how awful it is for the phases of the game, we usually see the most interesting micro in low economy situations.

I prefer going back to 6 workers with a DH economy but I fear that's too late to get them to push for, I still hope 12 workers will be reverted.
I will make Yogg Saron priest work...
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-09-10 20:39:13
September 10 2015 20:38 GMT
#93
Already going back to HotS mechanics?
Before we know it minerals get buffed again, Swarm Host reverted back to siege unit and then whoops..

This is the last expansion Blizzard, it's THE time to try out stuff... Are we already at the half-assing phase that HotS had before its release?
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-09-10 20:40:20
September 10 2015 20:38 GMT
#94
Manner Mules live again!

I don't know why injects need to be made more forgiving. Zergs aren't the ones wallowing in bronze. The punishment for mismacro on the Protoss/Terran side is having to build more production structures to catch up. It should be similar for zerg.
[PkF] Wire
Profile Joined March 2013
France24209 Posts
Last Edited: 2015-09-10 20:40:43
September 10 2015 20:40 GMT
#95
On September 11 2015 05:38 KeksX wrote:
Already going back to HotS mechanics?
Before we know it minerals get buffed again, Swarm Host reverted back to siege unit and then whoops..

This is the last expansion Blizzard, it's THE time to try out stuff... Are we already back to the half-assing phase that HotS had before it's release?

I think they realized that that WAS the time to try out stuff. Balancing the game and making it suitable for competitive play isn't going to happen like that and the release date they're going to reveal is going to have them bound to it. So I think they're going to stay very safe. There is no denying those changes should have been tried at the beginning of the beta though.
Vanadiel
Profile Joined April 2012
France961 Posts
September 10 2015 20:42 GMT
#96
On September 11 2015 04:38 Big J wrote:
Show nested quote +
On September 11 2015 04:31 Vanadiel wrote:
Inject is back. <3

Not fine of their idea though, what I'll suggest to them is the following proposition :

When you inject, every 25 energy above 50 energy gives you one extra larva. So a 100 energy queen would gives you 5 larvas (and consume all its energy), which is less than one queen that inject every 50 energy (6 larvas) so good player gain something while it's less punishing for lesser player.


How do you control that? I have a 50energy queen, but I don't want to buy 1 larva for 25energy, fuck me?
It's essentially a noob-trap and a punishment more than a help to anybody. You don't want to buy 2more larva 33seconds from now for a transfuse or 2 creep tumors.


I am not sure you understood me well, if so I apologize for my poor writing. If you have a queen with 50 energy, you inject normally and you get the usual amount of larvas (whatever the number of larvas they decide). But the idea is that if you miss inject for a while and that you queen has 75 energy, when you inject you'll get one normal inject+1 extra larva at the additional cost of 25 energy, so the queen's energy goes back to 0.

Basically it's just a way to makes missing injects cycle less punishing.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-09-10 20:47:46
September 10 2015 20:44 GMT
#97
On September 11 2015 05:40 [PkF] Wire wrote:
Show nested quote +
On September 11 2015 05:38 KeksX wrote:
Already going back to HotS mechanics?
Before we know it minerals get buffed again, Swarm Host reverted back to siege unit and then whoops..

This is the last expansion Blizzard, it's THE time to try out stuff... Are we already back to the half-assing phase that HotS had before it's release?

I think they realized that that WAS the time to try out stuff. Balancing the game and making it suitable for competitive play isn't going to happen like that and the release date they're going to reveal is going to have them bound to it. So I think they're going to stay very safe. There is no denying those changes should have been tried at the beginning of the beta though.


Thats what I'm fearing as well and I think it's the wrong approach. Design is more important than balance atm, especially with HotS being the preferred game for at least a couple of months more.

I personally think LotV is not different enough from HotS at this stage, especially if they revert back the macro mechanics. It's more fun, definitely, but the higher the level of play the closer it is to HotS.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
September 10 2015 20:44 GMT
#98
On September 11 2015 05:17 Ovid wrote:
Show nested quote +
On September 11 2015 05:12 Big J wrote:
On September 11 2015 05:10 [PkF] Wire wrote:
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva

I hope they keep similar mechanics to the ones we have in HotS, but toned down quite a bit so that 1) missing them is less unforgiving 2) they match the pace of the game (and especially the economy) better.


Well, the last thing I want is to replace inject with a different form of inject that is mechanically similar, yet I have to learn it anew. But yeah, the toning down has always been a major part of what I liked about the original changes.


Toning down is the only thing I liked, Toning the speed of the game down is crucial now because of the stupid 12 worker change that no one seems to realizes how awful it is for the phases of the game, we usually see the most interesting micro in low economy situations.

I prefer going back to 6 workers with a DH economy but I fear that's too late to get them to push for, I still hope 12 workers will be reverted.

I very firmly believe that all the 12 worker start does is it cuts out the first X seconds of the game and very slightly adjusts early game timings. It does not change the economy in the big picture, and has negligible effect on the mid and even the early game. It does obviously remove some strategies such as 6 Pool and proxy Gate, etc, but other than that, it does not speed up the game and does not suddenly change low-econ situations into high-econ ones or vice versa.
What does change it is the new half mineral patches, which I highly dislike, by the way.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Big J
Profile Joined March 2011
Austria16289 Posts
September 10 2015 20:50 GMT
#99
On September 11 2015 05:42 Vanadiel wrote:
Show nested quote +
On September 11 2015 04:38 Big J wrote:
On September 11 2015 04:31 Vanadiel wrote:
Inject is back. <3

Not fine of their idea though, what I'll suggest to them is the following proposition :

When you inject, every 25 energy above 50 energy gives you one extra larva. So a 100 energy queen would gives you 5 larvas (and consume all its energy), which is less than one queen that inject every 50 energy (6 larvas) so good player gain something while it's less punishing for lesser player.


How do you control that? I have a 50energy queen, but I don't want to buy 1 larva for 25energy, fuck me?
It's essentially a noob-trap and a punishment more than a help to anybody. You don't want to buy 2more larva 33seconds from now for a transfuse or 2 creep tumors.


I am not sure you understood me well, if so I apologize for my poor writing. If you have a queen with 50 energy, you inject normally and you get the usual amount of larvas (whatever the number of larvas they decide). But the idea is that if you miss inject for a while and that you queen has 75 energy, when you inject you'll get one normal inject+1 extra larva at the additional cost of 25 energy, so the queen's energy goes back to 0.

Basically it's just a way to makes missing injects cycle less punishing.


I think I understood you. But do you mean like, a secondary inject-button, so you can choose between normal injects and your injects?
Regardless, I think it is a noob-trap. Noone should actually use it because the other two abilities are just plainly better than 1larva for 25energy. It only makes bad players spend their energy-resource badly.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
September 10 2015 20:52 GMT
#100
On September 11 2015 05:44 Sholip wrote:
Show nested quote +
On September 11 2015 05:17 Ovid wrote:
On September 11 2015 05:12 Big J wrote:
On September 11 2015 05:10 [PkF] Wire wrote:
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva

I hope they keep similar mechanics to the ones we have in HotS, but toned down quite a bit so that 1) missing them is less unforgiving 2) they match the pace of the game (and especially the economy) better.


Well, the last thing I want is to replace inject with a different form of inject that is mechanically similar, yet I have to learn it anew. But yeah, the toning down has always been a major part of what I liked about the original changes.


Toning down is the only thing I liked, Toning the speed of the game down is crucial now because of the stupid 12 worker change that no one seems to realizes how awful it is for the phases of the game, we usually see the most interesting micro in low economy situations.

I prefer going back to 6 workers with a DH economy but I fear that's too late to get them to push for, I still hope 12 workers will be reverted.

I very firmly believe that all the 12 worker start does is it cuts out the first X seconds of the game and very slightly adjusts early game timings. It does not change the economy in the big picture, and has negligible effect on the mid and even the early game. It does obviously remove some strategies such as 6 Pool and proxy Gate, etc, but other than that, it does not speed up the game and does not suddenly change low-econ situations into high-econ ones or vice versa.
What does change it is the new half mineral patches, which I highly dislike, by the way.


I've said a concept before in an old thread.
The concept I was saying was "smooth build orders" my definition for a smooth build order is a build where you make production facilities and workers concurrently without cutting one for the other, this is what has been the economic standard in Hots. A smooth build order for zerg in lotv has 3-4 more workers than a SBO in Hots whilst maintaining the same infrastructure that's roughly 122 Minerals per minute (Hots minute) extra to be spent, it's pretty apparent that will accelerate the game.
I will make Yogg Saron priest work...
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