• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:33
CEST 12:33
KST 19:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach3[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double0Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon103
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sept 21-27): herO and ByuN double StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder [ASL22] Ro8 Preview: Within Reach PLAYzone Challenge - open offline tour in Prague an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7723 users

LotV Beta Balance Update -- September 17 - Page 16

Forum Index > Legacy of the Void
309 CommentsPost a Reply
Prev 1 14 15 16 All
[PkF] Wire
Profile Joined March 2013
France24239 Posts
September 20 2015 12:02 GMT
#301
Since we seem to have entered the fine tuning phase, I would like the next community update to point out all the potential problems they've identified and their stance on them. So far they only talk about issues when they're ready to push out a solution, but I would like them to make a global point on the state of the game atm ; what do they think of adepts ? Warp prisms ? Cyclones ? Ultras ? Swarm hosts ? Would be interesting to read.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
September 20 2015 12:26 GMT
#302
On September 20 2015 09:32 ShambhalaWar wrote:
Show nested quote +
On September 19 2015 00:14 Zealously wrote:
On September 18 2015 23:59 ShambhalaWar wrote:
I would like people to consider this,

In csgo, imagine if every time you had to reload, instead of pressing the "r" button had to press a more complicated sequence of buttons such as, "F1, F2, F3, F4, R, shift+S." The argument behind this being that it mimics the "stress of combat on a simple action like reloading." And maybe if you messed up you would be punished with a jam.

How FUN do you think that would make csgo?

How much do you think that would "DIFFERENTIATE" the pros from the plebs?

It would make the game terrible, less people would play it, and it wouldn't help the esports scene.

*Every extremely popular sport in the world is based off a simple set of rules and mechanics, and pros always differentiate themselves from the average player. Csgo is no exception, it is a much simpler game than LOTV and the "mechanics" are pushing 1 button to reload or shift walking, yet it absolutely has a pro scene with consistent players that stand out at the top despite not have a complex system of mechanics to help them stand out. It would be the same with no macro mechanics or auto mechanics in sc2.


I understand the point you're trying to make, but the analogy is poor. There is no choice between reloading and not reloading in CS:GO. None, as far as I know, at all. The freedom of choice regarding macro mechanics in SC2 may be quite minor, but there nevertheless is some wiggling room and space for decision making. Reloading is not comparable.


I think I did not make my point very clear.

That being said, reloading is a legitimate decision that depends on a good number of variables.

For example, if I spray 17 rounds of a 20 round mag to kill 1 of 2 opponents, do I then reload (which will probably lead to me getting killed by his spray down) or do I try to kill him with my last 3 rounds? Do I switch to my pistol which will cause less damage, but give me more rounds? do I spray my 3 rounds and go for the knife? Do i have a nade or flash?

Past that, the reason I made the comparison is because reload is a required mechanic at some point in a match, and inject is no different. For the first minute of the game there might be a choice to inject or tumor, but past that it is only a requirement.

So why not make inject simpler like the reload? The argument people are putting out there is that, "if we make it easier, then pros won't be able to stand out, because everyone will macro like a pro."

My point, is that pros will still stand out even if inject is easier or automatic (or close to automatic, I don't think people would want auto reload in csgo). This is why i used csgo as an example, because the "mechanics" of the game are extremely simple (you press one key to reload), yet the skill ceiling is extremely high.

Global elite is a true accomplishment, if you made it that high your not a pleb. And the people that made it that high didn't do so off complicated mechanics like inject cycles. If you made inject the equivalent of reload in difficultly to execute, you would still have a large gap between professional players and everyone else. It wouldn't be even remotely close, it would be the same as it is today with the current mechanics, because there is so much to master in LOTV.

By the reverse logic, if you made the reload mechanic as difficult as inject (a series of keystrokes you spam) you wouldn't make the better players "stand out more," you would probably just stifle the fun of the game and frustrate professional players.

Why do you compare reload to inject? Reloading isn't anyhwere near as important to csgo as macro is to sc2.
If we want to keep macro as a part of the game there simply has to be extra difficulty in the zerg macro because otherwise it is way easier than the terran and toss one.
You guys probably wanna reduce the importance of macro and make micro the most important skill, that is another discussion entirely though.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 20 2015 14:24 GMT
#303
I'd much rather see all macro mechanics taken out still, it was the most fun patch by far. By far. But queuing injects is better than I thought it'd be. Basically after you get distracted by something critical and have that tiny bit of extra energy, for a while you can go inject early and queue it up.
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 20 2015 14:25 GMT
#304
Continuous Chrono with 5 second cooldown is decent but needs a little bit of help still for ease of use. It's usable at least.

Very confused on MULES. I liked auto-MULES with distance restriction way better.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2015-09-20 20:29:01
September 20 2015 20:27 GMT
#305
Are cyclones strong vs ground as it is ? And do they still display their circles for everyone ? That used to be rather annoying when facing compositions with a lot of cyclones.
Athenau
Profile Joined March 2015
589 Posts
September 20 2015 21:01 GMT
#306
On September 21 2015 05:27 [PkF] Wire wrote:
Are cyclones strong vs ground as it is ? And do they still display their circles for everyone ? That used to be rather annoying when facing compositions with a lot of cyclones.


Cyclone ground damage was nerfed (was 600 vs everything, now it's 400+200 vs armored). Hard to tell whether that's strong or not, because no one's playing them, but then again, no one was playing them before the patch either.

I suspect they'll still be good against Protoss, should mech ever get figured out (Cyclone/Mine looks good on paper vs most P comps), but not against Zerg.

The number itself looks reasonable (roughly unsieged tank dps with the ability to fire on the move).
[PkF] Wire
Profile Joined March 2013
France24239 Posts
September 20 2015 21:05 GMT
#307
On September 21 2015 06:01 Athenau wrote:
Show nested quote +
On September 21 2015 05:27 [PkF] Wire wrote:
Are cyclones strong vs ground as it is ? And do they still display their circles for everyone ? That used to be rather annoying when facing compositions with a lot of cyclones.


Cyclone ground damage was nerfed (was 600 vs everything, now it's 400+200 vs armored). Hard to tell whether that's strong or not, because no one's playing them, but then again, no one was playing them before the patch either.

I suspect they'll still be good against Protoss, should mech ever get figured out (Cyclone/Mine looks good on paper vs most P comps), but not against Zerg.

The number itself looks reasonable (roughly unsieged tank dps with the ability to fire on the move).

thanks. It kinda looks reasonable, though I hope massing cyclones is not viable ever. Circles and dots everywhere on the screen.
Charoisaur
Profile Joined August 2014
Germany16095 Posts
September 20 2015 21:10 GMT
#308
On September 20 2015 09:34 ShambhalaWar wrote:
Show nested quote +
On September 20 2015 09:08 Ranari wrote:
Actually, I'd say one of the biggest effects the macro patches have had on the game is game length. I don't have any actual evidence to back this up other than the fact that I watch a tremendous amount of SC2, but one of the things I noticed when watching SC2 during this particular period of the beta phase was that games were just a lot longer. In HOTS, you can trade energy for economy or trade energy for tech (the ladder necessary for timing attacks), but during this particular beta phase you could really only trade that energy for economy, and it was all automated. As a result, nearly all games went the longer macro match route!

Although I like the idea of easing up the macro mechanics, it really messes with the variability of the overall game. As much as I like a long, epic war between two players, some of the best SC2 games are actually those 12-15 minute games where you're watching a player weather out a timing attack (like a Blink Stalker all-in against a 3 base Zerg scrambling to defend with just roaches). And it's not like that capability completely disappeared, but when your macro mechanics are kinda automated for you, it makes weathering one out a lot easier than it was in the past since there a are fewer variables to make mistakes with.

Secondly, Archon Mode appears to be becoming a much desired "thing" to watch in the eSports scene. In Archon mode, games are just "bigger" with fewer overall mistakes being made. They're fantastic to watch, but they could use some added variability. With two players, you just need a lot to do.


Watch the red bull tourney, the best players in the world and mistakes are still made. I don't think they need anything else to do.

If 2 pros can't perfectly play 1 side in lotv, that says a lot about the skill ceiling and multitasking.


those mistakes might have a lot to do with communication issues.
Many of the coolest moments in sc2 happen due to worker harassment
Lexender
Profile Joined September 2013
Mexico2663 Posts
September 21 2015 01:22 GMT
#309
On September 21 2015 06:05 [PkF] Wire wrote:
Show nested quote +
On September 21 2015 06:01 Athenau wrote:
On September 21 2015 05:27 [PkF] Wire wrote:
Are cyclones strong vs ground as it is ? And do they still display their circles for everyone ? That used to be rather annoying when facing compositions with a lot of cyclones.


Cyclone ground damage was nerfed (was 600 vs everything, now it's 400+200 vs armored). Hard to tell whether that's strong or not, because no one's playing them, but then again, no one was playing them before the patch either.

I suspect they'll still be good against Protoss, should mech ever get figured out (Cyclone/Mine looks good on paper vs most P comps), but not against Zerg.

The number itself looks reasonable (roughly unsieged tank dps with the ability to fire on the move).

thanks. It kinda looks reasonable, though I hope massing cyclones is not viable ever. Circles and dots everywhere on the screen.


Not really, rather than the damage nerf the vision requirement nerfed the cyclone more, since cyclones require to be kitted all the time, it gets really hard to do so without breaking the lock-on, and since they are bad in direct engagements, specially after the health nerf, massing cyclones isn't as OP as before.

That being said massing cyclone is still the only viable mech composition (apart from liberators that is) but its hard to know if thats because cyclones are still too good or if its because tanks still suck ass, wich they do, but its hard to know if they suck enough to not be made almost at all.
Immaterial
Profile Blog Joined September 2010
Canada510 Posts
September 24 2015 23:38 GMT
#310
I find it depressing that this expansion release is basically the last hope of Blizzard fixing some of the fundamental design problems that make the game less fun to play/spectate, and I just don't see it happening at this point. I really wanted to return to SC2 with the release of LotV but I just haven't seen enough to draw me back in. I am certain many people feel the same way, whether it be due to the design of Protoss, macro mechanics, Depth of Micro, all that shit. I resent Browder and Kim's seeming unwillingness to reevaluate some of elements of SC2's core design.

+ Show Spoiler +
Hey, do people still play that SC2BW map? If Blizz had just reskinned BW for the most part, I think SC2 would be marvellous.
It is the mark of an educated mind to be able to entertain a thought without accepting it.
Prev 1 14 15 16 All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro8 Match 3
Soma vs JaedongLIVE!
Afreeca ASL 13441
StarCastTV_EN283
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 285
Lowko232
ProTech107
Rex 42
StarCraft: Brood War
Bisu 10004
EffOrt 4793
BeSt 1435
Larva 1113
Hyuk 878
ZerO 848
Horang2 688
Hyun 251
Zeus 232
Killer 174
[ Show more ]
Light 167
Stork 155
Barracks 124
Rush 73
Shinee 44
ToSsGirL 39
Bale 30
Terrorterran 28
Mong 20
Sacsri 20
PianO 18
HiyA 9
ajuk12(nOOB) 8
Noble 7
sorry 7
Dota 2
XaKoH 684
XcaliburYe369
League of Legends
KnowMe39
Counter-Strike
byalli829
Other Games
singsing1770
olofmeister1265
crisheroes241
Sick154
ArmadaUGS62
Mew2King52
Pyrionflax5
Organizations
StarCraft: Brood War
UltimateBattle 193
Dota 2
PGL Dota 2 - Main Stream51
StarCraft: Brood War
lovetv 10
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH300
• StrangeGG 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1953
• Stunt369
Other Games
• WagamamaTV168
Upcoming Events
WardiTV Weekly
27m
Rex42
Monday Night Weeklies
5h 27m
Sparkling Tuna Cup
23h 27m
Afreeca Starleague
23h 27m
Leta vs Soulkey
PiGosaur Cup
1d 13h
Kung Fu Cup
2 days
The PondCast
2 days
Replay Cast
3 days
CranKy Ducklings
4 days
Online Event
5 days
[ Show More ]
FEL
5 days
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
5 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.