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LotV Beta Balance Update -- September 17 - Page 14

Forum Index > Legacy of the Void
309 CommentsPost a Reply
Prev 1 12 13 14 15 16 Next All
Big J
Profile Joined March 2011
Austria16289 Posts
September 18 2015 16:08 GMT
#261
On September 19 2015 00:38 FueledUpAndReadyToGo wrote:
Show nested quote +
On September 19 2015 00:09 Big J wrote:
I don't get to play in the past (and coming) days, so could someone just clarify:
Zerg now has to inject manually again, but injects are still only 75% efficiency, while Terran got the old Mule back on top of the 12worker start buff (relative to zerg economy)?

Nah it's back to four larva per inject again


Ah ok. thanks.
Musicus
Profile Joined August 2011
Germany23576 Posts
September 18 2015 16:19 GMT
#262
On September 18 2015 23:31 XlorD wrote:
At the moment, I just hope they're gonna rework useless units such as the infestor.


Yeah they sacked the new ability and never touched it again, kinda weird.

Awesome to see you back again btw, will you try to compete if the game is to your liking?
Maru and Serral are probably top 5.
Haighstrom
Profile Joined March 2011
United Kingdom207 Posts
September 18 2015 16:25 GMT
#263
So glad to see that Zerg macro exists again. Thank goodness.
cactusjack914
Profile Joined March 2011
United States183 Posts
September 18 2015 16:39 GMT
#264
Thank you Blizzard. Will be playing this weekend,
"starcraft isn't a hobby, its a lifestyle."
MonkeyBot
Profile Joined June 2013
United States125 Posts
September 18 2015 18:02 GMT
#265
I'm a bit disappointed. I think macro boosting mechanics should exist, but their effect should be way nerfed from HOTS for two reasons: to slow down the game and to make it less punishing for new users if they don't hit them perfectly.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17410 Posts
September 18 2015 18:23 GMT
#266
i'm glad David Kim didn't fly to Poland for a PR appearance. Nice to see he is grinding it out in the office.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 18 2015 18:28 GMT
#267
SC2 is alive again thank god. It's just a vocal minority imo or casuals that thought auto-inject hack being in the game was good for SC2. It was absolutely god awful terrible that that was ever implemented in the first place.

Everything was skewed. Instead of gutting SC2 with macro mechanic changes, they should have concentrated on game unit balance and design, and other abilities and tweaking things like nuke cost/nydus worm cost, and etc. to spice up LOTV meta and strategies.

Macro changes were never needed in SC2. The game was functioning really well.

While i agree big changes are good for SC2, the changes that blizzard did with macro mechanics would have eventually killed off SC2 and made it into essentially Warcraft 3/4.

The big changes people should be asking for and looking for are in patches to come in terms of how units are used by each race, unit balance, new abilities, new design, maybe even more new units in the future. Things along those lines are awesome.

I feel the people that thought macro mechanic removal was good truely did not understand SC2 or they are being misled by their own self-feeling of "oh this is new AWESOME!" That feeling of it's new is misleading, because it's temporary and when it came to such game breaking things as removing macro mechanics trust me - months later people would realize how terrible auto-injects, no mules, and bad chrono were going to mess up SC2 beyond repair.

Blizzard hopefully can get back on track now and work on new units, balance, and design tweaks for the rest of the beta as they should have been all along.

Long live SC2, and for those of you that thought having auto-inject hack in SC2 was good for SC2...you really should reconsider your opinion on that issue and realize you really probably didn't think auto-inject was good for SC2, but you were in a euphoria that blizzard was finally making "huge changes" to the game...despite the fact those changes were absolutely horrible changes that would crush SC2 into the ground.

I am with you though if you believe SC2 should have big changes that are good for the game and promote more strategies, more diversity in the metagame at pro level, and a continual developmental cycle of brand new things for the game in all aspects. Those changes i'm sure blizzard will surprise us with in good ways and they will happen i bet.

Blizzard has said they are going to be dedicated to the continual development/patching of LOTV post-launch. Imagine what that can mean down the line for SC2. More new units? More awesome new abilities? It is highly possible that despite LOTV being the "last" game in the SC2 universe...that blizzard will keep this game alive via large content patches akin to how new champions are released in MOBAs. Imagine months or a year from now blizzard announcing some gameplay trailer video of a new P/T/Z unit and what it can do.

I think THAT is the type of change a lot of you will want to see. Amazing additions to the core gameplay of SC2 that change the gameplay of the game, rather than destroy the game slowly by making the game so easy a professional Hello Kitty Adventuers player could play at grandmasters level

:D
Sup
JimmyJRaynor
Profile Blog Joined April 2010
Canada17410 Posts
Last Edited: 2015-09-18 18:56:22
September 18 2015 18:32 GMT
#268
On September 18 2015 23:41 RelmerSc2 wrote:
To conclude, i think the last patch is total bullshit, and i feel blizzard is afraid to try news things because they absolutely want to make LOTV a better game, but they are reluctant when they read (for example) the all terran community crying for their mules or others stupid things like that.
The patch with the macro changes was totaly AWESOME and i hope blizzard gonna react and go though this way again.


Thanks for reading.
Relmer.


thanks for posting.

i think the clock is ticking and the money is running out that is the main reason. they need to see some cash before committing even more resources to the multiplayer. which generates very little money to begin with. there is no way this game makes even $0.1 Billion USD.

they are reluctant to attempt this radical a change so close to the release date when their own team is in a 50/50 split over whether or not it improves the game. Sigaty hinted strongly at large changes after the release date with changes on par with how much Diablo3 changed post release.

the way Sigaty was talking in his 2 interviews with Millenium and PCGamesN .. they will prolly revisit this issue when they have more time after release. it'll be interesting to see what happens.

On September 19 2015 03:28 avilo wrote:
I feel the people that thought macro mechanic removal was good truely did not understand SC2


its these constant passive-aggressive attack style criticisms that make your content difficult to take seriously. it is entertaining though.

DK stated half the team was in favour of macro-mechanics removal. whatever the best route is ... i would not say its obvious, nor would i say that those who disagree with me are ignorant of what makes SC2 fun. it can just be a simple difference of opinion. no need to heap on an additional layer of drama in the disagreement with some kind of attack.

Designing an RTS that is fun for 50 APM and 250 APM and all points in between .. is a tough problem to solve. Give the difficult problem that it is .. its due respect rather than attacking those who disagree with you.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
XlorD
Profile Joined January 2011
Germany16 Posts
September 18 2015 18:41 GMT
#269
On September 19 2015 03:28 avilo wrote:
SC2 is alive again thank god. It's just a vocal minority imo or casuals that thought auto-inject hack being in the game was good for SC2. It was absolutely god awful terrible that that was ever implemented in the first place.

Everything was skewed. Instead of gutting SC2 with macro mechanic changes, they should have concentrated on game unit balance and design, and other abilities and tweaking things like nuke cost/nydus worm cost, and etc. to spice up LOTV meta and strategies.

Macro changes were never needed in SC2. The game was functioning really well.

While i agree big changes are good for SC2, the changes that blizzard did with macro mechanics would have eventually killed off SC2 and made it into essentially Warcraft 3/4.

The big changes people should be asking for and looking for are in patches to come in terms of how units are used by each race, unit balance, new abilities, new design, maybe even more new units in the future. Things along those lines are awesome.

I feel the people that thought macro mechanic removal was good truely did not understand SC2 or they are being misled by their own self-feeling of "oh this is new AWESOME!" That feeling of it's new is misleading, because it's temporary and when it came to such game breaking things as removing macro mechanics trust me - months later people would realize how terrible auto-injects, no mules, and bad chrono were going to mess up SC2 beyond repair.

Blizzard hopefully can get back on track now and work on new units, balance, and design tweaks for the rest of the beta as they should have been all along.

Long live SC2, and for those of you that thought having auto-inject hack in SC2 was good for SC2...you really should reconsider your opinion on that issue and realize you really probably didn't think auto-inject was good for SC2, but you were in a euphoria that blizzard was finally making "huge changes" to the game...despite the fact those changes were absolutely horrible changes that would crush SC2 into the ground.

I am with you though if you believe SC2 should have big changes that are good for the game and promote more strategies, more diversity in the metagame at pro level, and a continual developmental cycle of brand new things for the game in all aspects. Those changes i'm sure blizzard will surprise us with in good ways and they will happen i bet.

Blizzard has said they are going to be dedicated to the continual development/patching of LOTV post-launch. Imagine what that can mean down the line for SC2. More new units? More awesome new abilities? It is highly possible that despite LOTV being the "last" game in the SC2 universe...that blizzard will keep this game alive via large content patches akin to how new champions are released in MOBAs. Imagine months or a year from now blizzard announcing some gameplay trailer video of a new P/T/Z unit and what it can do.

I think THAT is the type of change a lot of you will want to see. Amazing additions to the core gameplay of SC2 that change the gameplay of the game, rather than destroy the game slowly by making the game so easy a professional Hello Kitty Adventuers player could play at grandmasters level

:D


Im with you, but still. The macro mechanics in hots are broken and has to be reworked...
Spyridon
Profile Joined April 2010
United States997 Posts
September 18 2015 18:56 GMT
#270
On September 19 2015 03:28 avilo wrote:
SC2 is alive again thank god. It's just a vocal minority imo or casuals that thought auto-inject hack being in the game was good for SC2. It was absolutely god awful terrible that that was ever implemented in the first place.


Maybe auto injects yes, but the majority of the community HATED the macro mecahnics. It's the "vocal minority" that WANTS the macro mechanics to stay....

Just look at the polls.... If you like macro mechanics YOU are the minority...
Cloak
Profile Joined October 2009
United States816 Posts
September 18 2015 18:59 GMT
#271
Nerf all the major macro mechanic potencies by 50% since we're back to 100%.

Should Chrono stack be gone? HotS Chrono on autocast with designated target. Else just HotS.

Should Mule stack be gone? Mule gets cooldowned and blocks harvesting. Else just blocks harvesting.

Should Larva stack be gone? Hatch larva max 3 and buffered version of HotS. Else just buffered HotS.

PO defense case weak at area coverage to protect workers against Zerg and Protoss. So if a nerf goes through, it should have its range increased to help with the collateral damage of hurting offense case.

On September 19 2015 00:41 Fecalfeast wrote:
"Are there still banelings?"


Less volatile result comes from deflation of the numbers, taking AoE + high DPS units and nerfing them. Can nerf AoE by making units fatter or shrinking AoE radii. In return making the hit in the radius more impactful.
The more you know, the less you understand.
Slashdead
Profile Joined May 2015
9 Posts
September 18 2015 19:04 GMT
#272
Played the beta last night and was so happy manual inject was back by far my favorite lotv patch recently
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
September 18 2015 19:26 GMT
#273
If we try every possible combination of macro mechanics eventually we will find one that appeals to everyone, ...right?
can i get my estro logo back pls
gneGne
Profile Joined June 2007
Netherlands697 Posts
September 18 2015 19:33 GMT
#274
LotV is BOUGHTED
Cyanocyst
Profile Joined October 2010
2222 Posts
September 18 2015 19:44 GMT
#275
On September 19 2015 04:04 Slashdead wrote:
Played the beta last night and was so happy manual inject was back by far my favorite lotv patch recently


Will never understand this mindset. Z players so willing to nerf themselves.

The time with auto-cast taught me something, it taught me that the only thing that i am truly good at for my level of play keeping up with injecting. I suck at Micro, decision making, strategy, tactics, scouting, overlord timings, protecting my mineral line. Injecting is my crutch.

I don't think that this idea was nearly played out enough, especially at a high level for them to "pretty much" revert back to HOTS mechanics. Seems rather lazy.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
JimmyJRaynor
Profile Blog Joined April 2010
Canada17410 Posts
September 18 2015 19:45 GMT
#276
On September 19 2015 03:56 Spyridon wrote:
Show nested quote +
On September 19 2015 03:28 avilo wrote:
SC2 is alive again thank god. It's just a vocal minority imo or casuals that thought auto-inject hack being in the game was good for SC2. It was absolutely god awful terrible that that was ever implemented in the first place.


Maybe auto injects yes, but the majority of the community HATED the macro mecahnics. It's the "vocal minority" that WANTS the macro mechanics to stay....

Just look at the polls.... If you like macro mechanics YOU are the minority...


to be fair its pretty close to a 50/50 split though..its not like only 10% of people like macro mechanics.

here is 1 poll going on during "The Patch"

33% strongly against the latest patch
25% strongly for it.

11% sitting on the fence with a 4 or 5 or 6.

http://strawpoll.me/5516358/r
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Spyridon
Profile Joined April 2010
United States997 Posts
September 18 2015 20:03 GMT
#277
On September 19 2015 04:45 JimmyJRaynor wrote:
Show nested quote +
On September 19 2015 03:56 Spyridon wrote:
On September 19 2015 03:28 avilo wrote:
SC2 is alive again thank god. It's just a vocal minority imo or casuals that thought auto-inject hack being in the game was good for SC2. It was absolutely god awful terrible that that was ever implemented in the first place.


Maybe auto injects yes, but the majority of the community HATED the macro mecahnics. It's the "vocal minority" that WANTS the macro mechanics to stay....

Just look at the polls.... If you like macro mechanics YOU are the minority...


to be fair its pretty close to a 50/50 split though..its not like only 10% of people like macro mechanics.

here is 1 poll going on during "The Patch"

33% strongly against the latest patch
25% strongly for it.

11% sitting on the fence with a 4 or 5 or 6.

http://strawpoll.me/5516358/r



One of many... just look at the post on this forum that contains a list of the polls...
NKexquisite
Profile Joined January 2009
United States911 Posts
September 18 2015 20:46 GMT
#278
Referencing polls... Is there a poll with over 10,000 votes because I'm not too convinced by a poll with less than 300 votes..
Whattttt Upppppppp Im Nesteaaaaaa!!
Cyanocyst
Profile Joined October 2010
2222 Posts
September 18 2015 20:49 GMT
#279
Seeing as we're pretty much back where we started. Not sure how i like the idea of queuing Injects, Ill have to play to see how it functions better.

Though it still doesn't seem equal.

I Mean if you missed your last 4 inject cycles, and you go back to inject and que the other 3. You don't receive any immediate benefit at that time for the 2nd inject or the 3rd inject or the 4th inject. It just means that you don't have to come back to your base as frequently for the next 120 seconds.

Where as the 4 base Terran with 4 CC's come back from not having macro properly and throws down his 16 mules and immediately benefits from the built up energy. (Yes the may not have the infrastructure to support the income, but hes still benefiting far more than Z player with less than optimal macro.)


I think a much better way to make it not as punishing for casuals, but still reward players who do hit their macro mechanic timings is reducing the efficiency for subsequent mechanics used.

What if subsequent energy injects were only half as efficient, yielding only 2 larva? So if a queen has enough energy for 3 injects, a player can choose to inject all his energy for a total of 8 larva (+ Show Spoiler +
First inject =4 2nd inject = 2 3rd inject = 2 _______ 4+2 +2=8)
) However had that player injected 3 times at the appropriate time he would have had 12 larva from the same amount of energy. Not to mention time value of larva they would be available sooner.

Or if the 2nd mule per patch only returned 75 percent of the minerals it normally would per trip, and the 3rd per mineral line only 50 percent.

Or if Structures could be Chrono multiple times but say if normal chono is 1.5 times faster two chrono on a structure is only 1.75 times as fast and so on.

Obviously the percentages and such would have to be balanced, but either way its less punishing for newer players. But Still creates incentive for pros to use their mechanics optimally.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
September 18 2015 20:55 GMT
#280
On September 19 2015 03:28 avilo wrote:

Rather than destroy the game slowly by making the game so easy a professional Hello Kitty Adventuers player could play at grandmasters level

I'm sorry, aren't you the most abusive Terran player in all of existence on TL, abuse mech, focus on doing nothing the entirety of the game, and then hopefully win with maxed 3-3 army? Sounds like you could be a Hello Kitty pro np.
AKA: TelecoM[WHITE] Protoss fighting
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