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LotV Beta Balance Update -- September 17 - Page 2

Forum Index > Legacy of the Void
309 CommentsPost a Reply
Prev 1 2 3 4 5 14 15 16 Next All
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
September 17 2015 22:57 GMT
#21
I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
September 17 2015 22:57 GMT
#22
On September 18 2015 07:08 dust7 wrote:
Blizzard's devilish plan to alter the macro mechanics and then slowly revert them back to how they were, all in order to burn the remaining time of beta without having to do any hard design changes, is close to coming full circle.

haha yeah, this pisses me off SO MUCH tbh. They could test a lot of really important stuff the community asked for since wol beta, but NOPE macro mechanics are way more important!!

I had high expectations for this beta and blizzards willingness to change things, big things.
But i don't feel like they used the time efficiently at all and i also don't think that LOTV is any better than Hots (quite the opposite tbh)
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 |
jpg06051992
Profile Joined July 2015
United States580 Posts
September 17 2015 23:01 GMT
#23
Protoss changes all seem decent, pylon overcharge should be way less ridiculous after this, I have zero clue how the Chrono number changes will affect everything.

The Terran changes kind of are a bit of a let down MULE wise but the bottom line is if you want to not play against Mech every game then they are necessary, so in the end, I'd choose the lesser of two evils and let Terran be able to play bio, as long as MULES can't be abused late game it's really all good. CONFUSION on the Cyclone changes is that 600 for ground damage? I must be reading that wrong.

THANK YOU for this sensible Liberator nerf, I would have been fine if they just required a tech lab but this is a good little starter nerf. It still has the potential for cancer turtle mech and that is no bueno that style should be annihilated via balance team.

Now for the changes I really care about (my races)

The stack thing seems neat, I'm pretty bad with it but it plays alot like HOTS and I'm sure the proper timings and mechanics around it could be cool, I can see how it rewards the top players and doesn't punish the noobs.

But the Overlord transport thing is just a complete let down, you guys have a chance to make Zerg drop play good and reliable not gimmicky and your blowing it.

- Overseers not automatically can store units upon morphing

Make Overseers the Zerg drop machine, because while it's cheap and easily massable, it still costs gas and has no offensive capabilities like Prisms and Medivacs, Overlord drops are just things to do when your so ahead you can be silly, Zerg needs a way to be able to quickly and reliably get units around defenses, not do a troll doom drop when the game is already won.

Also, where the hell is the Infestor at in Kims eyes? The unit is total crap, I mean the Ghost is super niche but it still has it's uses and the Infestor is nothing compared to the mighty Templar.

Wasn't Infestors supposed to receive a new ability to replace Neural Parasite? (Shit ability btw has no place in an RTS)

The unit was nerfed into the fucking ground and Zerg is left with a useful but flimsy and unwieldy gas intensive Hive level caster that while good specializes more in anti mech/anti mass air and Zerg atm needs something more immediately accessible to make a mana based impact on the battlefield. Not saying we should make Infestors OP again but should we just leave them impotent? This is a core Zerg unit since WOL and shouldn't just be cast aside for stupid ass units like the Cyclone that require no skill to use.

I mean, there are just a variety of ways to buff the unit that wouldn't even take much thought process.

Fungal plus damage to armored?

Fungal radius increase?

Make Infestor smaller/faster?

Built in Pathogen Glands?!

ANYTHING?! Wheres my mid game spell caster D:

"SO MANY BANELINGS!"
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-09-17 23:02:33
September 17 2015 23:01 GMT
#24
I don't see balancing around offensive photon overcharge as being good for the game. I don't care about the ultimate numbers for balancing, but it should be a defensive tool, not a weird cannon rush. You're ultimately going to have to have to make it really weak due to its offensive use, which makes it much, much worse defensively.
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
September 17 2015 23:01 GMT
#25
On September 18 2015 07:57 SetGuitarsToKill wrote:
I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens.


how about increasing the base larva max count? 5 instead of 3?
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
WidowMineHero
Profile Joined September 2014
New Zealand143 Posts
September 17 2015 23:01 GMT
#26
At least there are no more early reactor liberators behind mineral lines.
"Time won't change anything, I will."
Charoisaur
Profile Joined August 2014
Germany16095 Posts
September 17 2015 23:02 GMT
#27
On September 18 2015 07:07 Kyrth wrote:
I hate spawn larva so much, that I don't even want to play

and I didn't want to play without it.
Blizzard can't please everyone.
Many of the coolest moments in sc2 happen due to worker harassment
AgamemnonSC2
Profile Joined October 2012
Canada254 Posts
September 17 2015 23:02 GMT
#28
On September 18 2015 07:46 -NegativeZero- wrote:
yep just as predicted, regardless of what blizz does with the macro mechanics, the majority of the responses will always be bitching and complaining.


Thats because they are going against what the majority actually want! See poll below for proof:

http://www.teamliquid.net/forum/legacy-of-the-void/494703-poll-macro-booster-community-feedbac
Co-Founder of SC2 Mistakes
Charoisaur
Profile Joined August 2014
Germany16095 Posts
September 17 2015 23:05 GMT
#29
On September 18 2015 07:57 SetGuitarsToKill wrote:
I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens.

it's the same for the other races. We have to hit our production circles every x seconds or we are punished severaly.
Zerg doesn't get punished for missing production circles because they bank larvae and then just spawn all units at once.
Injects balance this out. Just view them as the zerg production circle.
Many of the coolest moments in sc2 happen due to worker harassment
edding
Profile Joined September 2015
2 Posts
September 17 2015 23:06 GMT
#30
What the hell are you doing Blizzard? The MACRO should be remove with no doubt. Most high rank players in Korea wanted to remove MACRO. and now see what happened. Why did you get feedback from that? I can't understand it. MACRO only bring us getting tired of gaming.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-09-17 23:08:51
September 17 2015 23:07 GMT
#31
Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm.


Why have the nerfed the fuck out of chrono but left terran mechanics exactly the same?

The inject change was justified regardless if zerg is expected to be micro intensive; their mechanic was way more punishing to miss for 5 seconds than protoss or terran mechanics

here we have new chrono that is harder to use on 3+ bases and less powerful at the same time. Why?

On September 18 2015 08:02 AgamemnonSC2 wrote:
Show nested quote +
On September 18 2015 07:46 -NegativeZero- wrote:
yep just as predicted, regardless of what blizz does with the macro mechanics, the majority of the responses will always be bitching and complaining.


Thats because they are going against what the majority actually want! See poll below for proof:

http://www.teamliquid.net/forum/legacy-of-the-void/494703-poll-macro-booster-community-feedback


this is semi-auto for protoss, full macro for terran and full but changed to be more forgiving for zerg
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Hularuns
Profile Joined November 2014
United Kingdom37 Posts
Last Edited: 2015-09-17 23:08:45
September 17 2015 23:07 GMT
#32


Thats because they are going against what the majority actually want! See poll below for proof:

http://www.teamliquid.net/forum/legacy-of-the-void/494703-poll-macro-booster-community-feedbac


Just because people think for now that it's more fun that they can play all 3 races without any practice doesn't mean it will be good for keeping players in the long term. The removal of macro mechanics severely reduces the skill cap a lot of players strive for.

Like no jokes, if people don't like macroing or can't seem to remember to do stuff, they do literally have the option of archon mode playing as the army controller.

Mules should have a diminishing return on amount of active mules on the map at once.
k
WhaleOFaTALE1
Profile Joined April 2015
47 Posts
September 17 2015 23:08 GMT
#33
PLEASEEE FIX THE ECON. The macro changes are great! But please reduce starting workers to 10 at most and get rid of the weird 1/2 minerals every other patch model. Next, please redesign liberator and cyclone! Then you will have a kick ass game
HaRuHi
Profile Blog Joined November 2010
1220 Posts
September 17 2015 23:08 GMT
#34
I mean, what do they wanna test?
The chrono boost should almost be 100% match with the Hots efficiency, minus the saving up.
Terran they just admit is back to Hots.
And Stacking does not help if you wan to use energy effenciently and you go by muscle memory and timing anyways for the retarded task, so also just Hots.

Gonna watch closely this week, really wonder if all the matchups are back to 5 minute build up into 5 second clash.
Kyrth
Profile Joined July 2010
United States101 Posts
September 17 2015 23:08 GMT
#35
On September 18 2015 08:02 Charoisaur wrote:
Show nested quote +
On September 18 2015 07:07 Kyrth wrote:
I hate spawn larva so much, that I don't even want to play

and I didn't want to play without it.
Blizzard can't please everyone.


Fair enough. I hadn't played in 5 years anyway. This was was fun for a month though. Maybe it's for the best because it was taking up too much time. ^^
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
September 17 2015 23:08 GMT
#36
On September 18 2015 08:05 Charoisaur wrote:
Show nested quote +
On September 18 2015 07:57 SetGuitarsToKill wrote:
I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens.

it's the same for the other races. We have to hit our production circles every x seconds or we are punished severaly.
Zerg doesn't get punished for missing production circles because they bank larvae and then just spawn all units at once.
Injects balance this out. Just view them as the zerg production circle.

Exactly, i don't understand why people don't get this.
Zerg without manual injects is BY FAR the easiest race to macro with.
If we want the game to be balanced around the difficulty of execution (which it imo should be) we at least have to be close.
Zerg without injects isn't anywhere near close to this goal 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 |
TheWinks
Profile Joined July 2011
United States572 Posts
September 17 2015 23:09 GMT
#37
On September 18 2015 08:05 Charoisaur wrote:
Show nested quote +
On September 18 2015 07:57 SetGuitarsToKill wrote:
I'm still not happy with the state of injects. The simple reality of it is that if you miss injects you're punished so severaly, and it makes the game so much less fun for zerg when you have a "press these buttons every 30 seconds or you just are screwed" mechanic. I'm not saying we have to remove it or make it auto, but I hate how punishing it is compared to the other races mechanics. Queuing isnt' really that helpful, since you need the energy on the queens to do it and you should never have energy on your queens.

it's the same for the other races. We have to hit our production circles every x seconds or we are punished severaly.
Zerg doesn't get punished for missing production circles because they bank larvae and then just spawn all units at once.
Injects balance this out. Just view them as the zerg production circle.

Exactly. I don't see why there should be a handicap introduced with larva inject at all. Keep falling behind on production cycles as terran/protoss? Well, you need to put down more buildings than you can fully saturate on your economy and then use them. If you want to make the game easier for zergs, you have to start doing that for all races, like pulling money out only as things are being built instead of being queued.
unicornsicle
Profile Joined February 2015
United States3 Posts
September 17 2015 23:11 GMT
#38
i really dont like the photon overcharge changes and with the zerg early game and considering how terran has lots of early game power with some builds protoss will have to adjust a lot to the photon overcharge change to be defensive
I like apples
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
September 17 2015 23:12 GMT
#39
On September 18 2015 08:07 Cyro wrote:
Show nested quote +
Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm.


Why have the nerfed the fuck out of chrono but left terran mechanics exactly the same?

The inject change was justified regardless if zerg is expected to be micro intensive; their mechanic was way more punishing to miss for 5 seconds than protoss or terran mechanics

here we have new chrono that is harder to use on 3+ bases and less powerful at the same time. Why?

Show nested quote +
On September 18 2015 08:02 AgamemnonSC2 wrote:
On September 18 2015 07:46 -NegativeZero- wrote:
yep just as predicted, regardless of what blizz does with the macro mechanics, the majority of the responses will always be bitching and complaining.


Thats because they are going against what the majority actually want! See poll below for proof:

http://www.teamliquid.net/forum/legacy-of-the-void/494703-poll-macro-booster-community-feedback


this is semi-auto for protoss, full macro for terran and full but changed to be more forgiving for zerg



Well, with the new Protoss chrono, chrono is ALWAYS on. So instead of 50% faster its 20 something but you never run out of energy and things are always being chronoed.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-09-17 23:17:26
September 17 2015 23:13 GMT
#40
I mean, what do they wanna test?
The chrono boost should almost be 100% match with the Hots efficiency, minus the saving up.


HOTS chrono was both substantially more versatile in the early game and easier to use in the mid to lategame (manually managing the positions of chrono's from 3-7 nexii is way harder than hitting 5c-click-click-click no matter how many you have)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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