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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
France24237 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
France24237 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
570 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
France24237 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
Germany16021 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
Mexico2655 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.
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