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On September 18 2015 08:50 Beliskner wrote:Show nested quote +On September 18 2015 08:44 Spyridon wrote:On September 18 2015 08:43 ejozl wrote: So is Mule 100% power of HotS and Inject is 75% power? Don't forget creep is even harder to spread now too! And Chrono is nerfed... Increased creep spread was in the patch before this if you didn't realize. Show nested quote +Zerg Spawn larva increased from 2 to 3 per cast. Creep now spreads and recedes faster.* Ravager New Upgrade: Increases the corrosive bile range to 13 from 9. Costs 100/100. Requires a Lair. Overlord Transport upgrade requires a Lair.
*The increased speed to receding creep didn't make it into this build and will be added in a later patch.
Yes, that was fine with those mechanics. But now it doesn't spread as fast , but STILL recedes faster, even though injects were converted to manual.
So they kept the nerf to creep receding, which was supposedly only done because the of not having to inject, but still kept inject?
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If Chrono is always on, then why is there a cooldown?
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On September 18 2015 08:54 Spyridon wrote:Show nested quote +On September 18 2015 08:50 Beliskner wrote:On September 18 2015 08:44 Spyridon wrote:On September 18 2015 08:43 ejozl wrote: So is Mule 100% power of HotS and Inject is 75% power? Don't forget creep is even harder to spread now too! And Chrono is nerfed... Increased creep spread was in the patch before this if you didn't realize. Zerg Spawn larva increased from 2 to 3 per cast. Creep now spreads and recedes faster.* Ravager New Upgrade: Increases the corrosive bile range to 13 from 9. Costs 100/100. Requires a Lair. Overlord Transport upgrade requires a Lair.
*The increased speed to receding creep didn't make it into this build and will be added in a later patch. Yes, that was fine with those mechanics. But now it doesn't spread as fast , but STILL recedes faster, even though injects were converted to manual. So they kept the nerf to creep receding, which was supposedly only done because the of not having to inject, but still kept inject?
What are you talking about STILL receding faster? It is NOW receding faster in this patch, and spread speed was increased last patch. What does injects have to do with spread creep. Last patch it spread faster, and receded at normal speed. Now it still spreads just as fast, but now recedes faster.
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On September 18 2015 08:57 WhaleOFaTALE1 wrote: If Chrono is always on, then why is there a cooldown? Its a cooldown for switching chrono between buildings.
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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.
Zerg still has to produce units, and they have an extra layer of complexities when u factor in drones, which are basically their own resource, and the timings of when u can actually build drones or units. And you have to bank drones in this game as well if u wont want to lose.
I know exactly how it is to use production cycles on the other races, and it was the same way for Zerg in BW...
Any Zerg who has played both BW and SC2 knows that production cycles are FAR FAR more convenient!!
In BW Zerg only had 3 larvae per base and if you did not use them, it would be wasted time. You actually had LESS time to use them than you have between injecting larvae in SC2. It is NOT about the APM required!!
But in BW, you were REWARDED for CONSTANTLY PRODUCING. It all makes sense from a gameplay perspective. Now, it has nothing to do with keeping up your UNIT PRODUCTION, you have to keep up LARVAE production, completely separate from all unit production.
It's clunky, does not feel natural, and is unforgiving compared ot the other races.
Problem is, it is tied in to the new balance of units & macro system in SC2. You have to bank eggs and use units that are nowhere near as efficient just to survive long enough to macro harder.
I would prefer production cycles like BW WAY WAY ahead of stupid spawn larvae mehcanics...
That is why I am switching to Terran...
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I've been playing starcraft since the broodwar days, and SC2 since the WOL beta.
I main terran, but play all three races at about a platinum level, although I used to be diamond. To make a few really simple points without trying to make some big hoohah about design theory and other bull's crap:
1.I was really excited to play without boosters. I thought it was fun.
2.I was ok with playing with auto-boosters, but didn't think it was fun, especially protoss. Their new mechanic is too confusing to control.
3.Was disappointed to have boosters come back, but was actually surprised to see how fun zerg is with forgiving injects.
4.Based purely on fun-ness, I think protoss chrono should be reverted to the HOTS version, Terran mule should be nerfed slightly to prevent lategame mule hammer, and zerg is fine.
5.I wish more people had fun playing SC2. I think the reason why more people seemed to enjoy Brood War so much was because the game was designed to be fun, not to be an e-sport, as such a thing didn't exist yet. Would we have nukes if this game was designed to be competitive? Prolly not, too hard to balance to make them worth it.
That is all.
/opinion
edit: fixed some grammer/spelling caused by brain-fartation
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I am not sure how I feel about this, I feel like they were at least heading the right direction and suddenly take a 180degree back to the old ways
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the mag accelerator changes. what were they before?
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United Kingdom20282 Posts
On September 18 2015 08:53 JackONeill wrote: Good patch as long as macro mechs go. However :
JUST REMOVE THE PHOTON OVERCHARGE ALREADY. IT SERVES NO F***ING PURPOSE.
The main reason that Photon Overcharge exists is to add defenders advantage to pvp. They added it because WOL pvp was arguably the worst of the matchups and the hardest matchup to secure a natural in.
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Vatican City State35 Posts
This is expected, there was no way the game would be remotely balanced by November release if the mechanics stayed the way they were. I think they should have tried the radical macro changes earlier in the beta so they had time to balance around them. I don't really mind though, I didn't think HotS macro mechanics were problematic like some of the big advocates of the changes.
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Oh man, the tears about not having everything autocast/autodone for you... If you quit/dont play b/c something like larvae inject isn't auto-cast, that's fine, this game isn't for you... Imagine these poor kids having to play Brood War when you couldn't select more than 1 building at a time and not more than 12 units at a time! They'd have gone bezerk! POOR KIDDIES go play HELLO KITTY
Thanks Blizzard for removing auto-everything. Another step in the right direciton.
Edit: To clarify, sure remove the mechanics all together, but this will take a ton of balancing that would take months and isn't really feasible (major change too late in the beta, would have had to been done earlier on to allow for adequate testing)...
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This looks great. Can't wait for LOTV multiplayer now. It's hard to lose sight of the big picture but the changes overall throughout the beta are really coming together.
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On September 18 2015 07:29 floor exercise wrote: And just minutes ago I was reading an interview with Chris Sigaty gushing about how bold and courageous the design team has been with their changes Then they heard Nov 10 release and needed to hurry the fuck up. Sad but true probably
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They still forgot to change how the pylon overcharge works... Geez, just make it usable on pylons within a certain range of a nexus already...
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On September 18 2015 09:33 Cyro wrote:Show nested quote +On September 18 2015 08:53 JackONeill wrote: Good patch as long as macro mechs go. However :
JUST REMOVE THE PHOTON OVERCHARGE ALREADY. IT SERVES NO F***ING PURPOSE. The main reason that Photon Overcharge exists is to add defenders advantage to pvp. They added it because WOL pvp was arguably the worst of the 9 matchups and the hardest matchup to secure a natural in.
Holy shit man, I've been playing and watching this game for 5 years and there are three whole match ups I've never even seen. My mind is blown right now.
On topic:
Almost this entire patch is undoing things they just did. It's a pathetic patch. There are two things that are most interesting about it though. First, no Adept rework, which I really hope is in the pipeline. Second, with the Cyclone buff if you rush out Cyclones blind in TvP the Warp Prism + Adept all-in might be holdable.
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On September 18 2015 09:54 Bohemond wrote:Show nested quote +On September 18 2015 09:33 Cyro wrote:On September 18 2015 08:53 JackONeill wrote: Good patch as long as macro mechs go. However :
JUST REMOVE THE PHOTON OVERCHARGE ALREADY. IT SERVES NO F***ING PURPOSE. The main reason that Photon Overcharge exists is to add defenders advantage to pvp. They added it because WOL pvp was arguably the worst of the 9 matchups and the hardest matchup to secure a natural in. Holy shit man, I've been playing and watching this game for 5 years and there are three whole match ups I've never even seen. My mind is blown right now. You are lucky. I mean ZvP is fun but PvZ is just terrible.
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On September 18 2015 09:54 Bohemond wrote:Show nested quote +On September 18 2015 09:33 Cyro wrote:On September 18 2015 08:53 JackONeill wrote: Good patch as long as macro mechs go. However :
JUST REMOVE THE PHOTON OVERCHARGE ALREADY. IT SERVES NO F***ING PURPOSE. The main reason that Photon Overcharge exists is to add defenders advantage to pvp. They added it because WOL pvp was arguably the worst of the 9 matchups and the hardest matchup to secure a natural in. Holy shit man, I've been playing and watching this game for 5 years and there are three whole match ups I've never even seen. My mind is blown right now. On topic: Almost this entire patch is undoing things they just did. It's a pathetic patch. There are two things that are most interesting about it though. First, no Adept rework, which I really hope is in the pipeline. Second, with the Cyclone buff if you rush out Cyclones blind in TvP the Warp Prism + Adept all-in might be holdable.
TvT PvP ZvZ TvZ PvZ TvP RvZ RvT RvP RvR
It's 10 actually
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On September 18 2015 08:52 WhaleOFaTALE1 wrote:Show nested quote +On September 18 2015 08:08 Kyrth wrote:On September 18 2015 08:02 Charoisaur wrote: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. ^^ If you havent played in 5 years why the hell are you commenting in this thread!?!? That is so ignorant its not even funny. No wonder blizz is confused. It hears opinions from people who dont even play and then trys to implement ideas with no or very little actual game knowledge. Are you joking?.
Well, Mr. 7 posts, here's my reasoning. Maybe you can get over your anger to understand where I'm coming from.
I played SC1 and BW. Stopped playing to go to college and life in general. In Wings of Liberty, I was Diamond zerg. I was fairly decent, but found it not at all fun to play vs terran where mule spam made worker damage feel meaningless. But more than that racial difference, it was just hellishly annoying to get back into the game after any time off. It was 90% macro mechanics, inject inject inject, or lose. I played HOTS singleplayer only. I toyed with the multiplayer and found the core mechanics of the game were just as broken. Now LOTV beta came out, I pre purchased it when I heard they were removing the macro mechanics and have played a few hundred games.
So yes. I play the game. So I get to post here. Get over yourself.
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Nice patch overall. Liberator harass was/is so dumb, at least Terrans have to invest money and time now to do so. I also really like the new injects. Auto injects are not only unfitting for the game, they also decreased the difficulty of zerg macro by what feels like 90%, which is way to much in comparison to the other races. IMO injects were always fun and a fun skill to master and injecting in the middle of a fight over microing also added some kind of decision. The new method seems perfect, as long as it doesn't get out of hands with like 3 queens per hatchery. But since this wasn't necessary in Hots, why should it be necessary now. Good injects will be valuable again, but even if you suck at injecting you'll be able to spend your money usefully, just like 30 seconds later, falling rightfully behind, especialy in ZvZ. Now just give us the old chrono boost back and the game will be hella fun again  I also think 10 starting workers would be fine/better too, but I guess it's already too late for them to change that, but whatever. Disruptors still fill useless/gimmicky tho. 1 hit in per fight that is easily dodgeable and weird controlling (you manually have to select the "shot" to move it) just feels way to weak to be a solid AoE alternative (if that's what it's supposed to be, idk..). Just some good balancing now and the faith for an awesome game is slowly coming back.
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United Kingdom20282 Posts
Fuck i derped with the matchup counts
too much math on chrono's like last page. Gimme a break
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