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We've been testing internally for some time a slew of big changes that we were not prepared to go into before now, since we needed to test the recent macro changes. Now we feel we have a much better grasp of how we want the game flow to be and so here are the changes, let us know what you think.
Macro Boosters: We felt the new Inject was the closest to home and felt most like Starcraft, so we've decided internally to make similar changes to Chrono Boost. Also we felt that while Macro Boosters are important in the start of the game, so you have something to do, the strength of them was too powerful and had a too huge impact on how it sped up the game, here are the changes:
* Chrono Boost reverted to the HotS version, but only at 25% increase rate. It now can stack like what we've tested with Inject (You can now see how many stacks are currently on the building.)
(The following underlined section, Blizzard have found a similar better and more balanced solution.)
* Inject is changed to 2 Larvae (You can now see how many stacks are currently on the building.)
* Mule stays the same, but now occupies the Mineral Field for twice the duration, giving it 50% income, but furthermore nerfs it in the late game when you drop many Mules on the same Mineral Patch.
Core game changes: We've been hearing your feedback about solving more core issues, rather than changing specific units and making exceptions. This is something that means a lot to us, but bear in mind changing something like this can have great impact on the game, so we really need feedback in this area, when the patch is live.
* Rich Mineral Fields can now be seen on the Minimap.
* Camera Locations are now saved on every map, between games.
* You now get notion on where your opponents spawned at the start of the game.
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* Low Ground Disadvantage: Ranged units that attack to higher ground, now have 1 less range. + Show Spoiler +Give players more reason to conquer the map for favourable high ground positions. It allows races to contain without always having defensive structures/units with the army, allows for much more tactical maneuvering on the fly. It will be much tougher to encroach fortified positions, since moving up ramps hampers your units firing range. Imagine moving up ramps with Roaches against Siege Tanks, now imagine the units were Marines, with range of Roaches. They'd do nothing, this change fights the death ball on two ends. 1) The Death Ball does not look as Death Bally, since lower range units rely much heavilier on concaves, getting surrounds. Roach vs Roach is not as Death Bally as other compositions. 2) Death Ball only really stop to matter when we get situations where a smaller and weaker army can defeat bigger, stronger armies. Once that can happen, it allows for splitting your armies in halves, which means more action, more pew pew, more fun.
Medium Armor introduced: General rule of thumb is that units that have +vs the armor types: armored and light have + half that damage to the Medium Armor type.
Baneling, Queen, Ravager, Ghost, Adept, Disruptor, Oracle, Liberator, Hellbat is now considered Medium Armor. [As an example this means that Ghosts now deal slightly less damage to Adepts, while Marauders deal slightly more.] + Show Spoiler +Medium Armor would be perfect for Adepts, first it was Light and now in an attempt to nerf it, it's Armoured. With so many more units in the game, since WoL, there's an increased need to differentiate unit roles, a new armour type allows for just that. Furthermore it gives us fewer instances where our units do ALL or NOTHING damage to the units we fight. The units with no armour type were floating in nowhere land and countered units in weird ways. Queens were surprisingly good vs Stalkers, Immortals, Void Rays. Ghosts soak infinity Banelings. The rest was changed from one type to another, in order to buff or nerf the unit, one more armour type just gives us more options. * Protoss Shields: All Protoss units and structures shields now take 50% more damage from Splash Damage.
We've had trouble balancing splash vs all 3 races and have made changes like +vs Shields on Widow Mines and Disruptors in the past. We hope that a change such as this will make it more scary to walk around with your entire army as a Protoss player. +vs Shields are in our first iteration are cut from the game (this has no effect on EMP, EMP removes Shields rather than damages it.)
* Energy Upgrades has been changed, instead of granting 25 more energy upon Spawn, it increases the regeneration of the unit slightly. High Templar, Oracle, Ghost now have energy upgrades. + Show Spoiler +Energy Upgrades have been in a weird spot, for some units it was totally useless, for others it was absolutely crucial. The upgrade never really made sense for the casters that don't have spells that cost 75 energy. Our standard core units, we can invest in, to get more profit, this is not the case with Spell casters, it's pretty cool, whenever you can invest in something and gain a slight edge from that unit. The new Energy Upgrade does that. ---
Tech Tree changes:
Protoss: * Adepts now require Twiilight Council. * Added 2 structures: The Phase Generator (requires Robotics Facility) and the Tribunal of Delphi (requires Star Gate.) * Warp Prism Speed upgrade is now put on the Phase Generator, the Phase Generator allows the production of Disruptors for the Robotics Facility. *The Tribunal of Delphi allows you to build Oracles and Tempests from your Star Gate.
Terran: * Added 2 structures: The Cyborg Den (requires Factory) and the Liberation Statue (requires Star Port.) * Production of Hellbats and Thors requirements changed to the Cyborg Den. * Production of Liberators now require the Liberation Statue. * Liberator requires Tech Lab.
Zerg: * Added 2 new structures: The Ravager Warren (morphed from Roach Warren) and the Bile Nest (requires Hive.) Allows the production of Vipers. + Show Spoiler +The addition of tech allows us to slow down the game in more areas and enrich it. We've seen more expanding strategies spawned from having less minerals, this sort of creates the same dynamic. The average player now has less tech, so if you invest in teching, it allows your units to do so much more than the opponent. Which can allow for more dynamic gameplay where one guy expands like crazy, the other techs like crazy, or whether he upgrades +1/+1 and so on. Furthermore it gives players more information, whenever the player scouts something in his opponents base. How can players adapt, if we don't allow them to.
Unit Changes:
Protoss: * Warp Prism: Now have 16 seconds Warp In like normal Pylons, once the Warp Prism have stayed in Phase Mode for 3 Seconds the Power generated from the Prism is changed to Warp Gate power and units have 2 seconds Warp In. + Show Spoiler +Warp Prism allins are simply too strong right now. Late game it also might be too devastating, but instead of neutering Prism play, a change such as this, makes it so that you don't just barge into the enemies base and Warps in Adepts on top of his army. Something I've actually done, it's pretty stupid. But if the player is searching for an invisible spot in the base and manages to find it, he can set up the Prism and start wreaking havoc in the enemies base, in the same way a Nydus Worm would.
* Late game 200/200 upgrade added for the Zealot (upgraded on the Templars Archive.) Zealots gain an auto-casted ability, where it explodes upon death, dealing damage to ALL units nearby (Friendly Fire.) Different from the Baneling in the way that the Zealot cannot activate the ability, it only happens when the Zealot dies from damage (can be deactivated.) + Show Spoiler +This is really just added coolness to the Zealot, they should go out with a BANG. In the spirit of Predators from the Predator movies, they sacrifice themselves for the greater good. But I don't want to just introduce the Banelot, which is why it should have different qualities.
* Adept Shield Upgrade is removed and replaced by an upgrade that allows the Adepts shots to pierce the target allowing it to deal a thin line of splash damage behind the target. + Show Spoiler +People have talked about how Adepts should not be tanky, and scale better into the late game. A semi splash allows that, it's not worse vs Bio Clumps, which is something Protoss struggle against, without late game splash opportunities. I think it fits pretty well with the disc theme.
* Flux Vanes upgrade added to the Fleet Beacon (Void Ray speed upgrade.) + Show Spoiler +Void Rays lack utility, more than just being anti Corruptor. The coolest way you can utilize them now are together with the Mothership Core and go on base killing spree. This is a heavy buff to that strategy, if you INVEST into it.
* Psionic Storm duration increased to 4.5 from 4 seconds, dealing one more pulse of 10 damage, just enough to kill a Widow Mine. + Show Spoiler +This is really just to protect ourselves from future metagames, where Mines blow everything Protoss up, now that the Colossus is somewhat out of the picture. + Storm is cool!
* Stasis Trap now has a duration of 5 min from unlimited. + Show Spoiler +This isn't seen much, but I've abused it. Going mass Oracles and locking down the game, this is the Protoss version of Swarm Host or Raven play, stop it now already! Also, I've given them a damn energy regen upgrade.
* Mothership Core: Fixed a bug where the Mothership Core waits to float to it's destination, before issuing it's Recall order. + Show Spoiler +More than any imbalance currently in the beta, this is what makes me cry the most.
* The Disruptor can now be picked up by Warp Prism/Phoenix while it's projectile is out, but the projectile fizzles. * Disruptors can now damage each other. * Disruptor's projectile can now also be controlled by holding in the hotkey of Purification Nova from the Disruptor. + Show Spoiler +Good playes can now save Disruptors, if you've made a foul play. Correct bad play, with good play! Disruptors deal friendly fire, because we don't want mass Disruptor, if you're about to hit your own, you can pick them up now 
* Tempest ability upgrade researched at the Tribunal. The Tempest channels a Vortex right in front of it sucking in all AIR units in a small radius, finally living up to it's name. + Show Spoiler +This is maybe one I shouldn't have made, if I want this post to be taken seriously. Though it makes sense with the Tempest theme, it was made as a counter to mass air, this is a semi counter to mass air units.
Terran:
* The Liberator don't grant vision of the area, when using AtG AoE. + Show Spoiler +Prevents abusive play, hiding behind cliffs, also keep in mind I gave units on low ground -1 range.
The Ghost: * Cost Changed to 150/150 from 200/100. * EMP Radius increased to 2 from 1.5, Shield damage nerfed to 50 damage from 100. (Changed to be more anti-caster role.) * Snipe damage increased to 180 from 170, just enough to kill an Adept. + Show Spoiler +Adepts are currently super broken in the beta, they're now Medium, comes from Twilight Council and can be 1 shotted by Snipe. Hopefully this is enough, or maybe people will start picking up the Adepts in Warp Prism's everytime a Snipe ensues <.<
* Medivac Speed Boost is now a research upgraded at the Liberation Statue. Boost now have an energy cost of 12 energy. + Show Spoiler +Killer of positional play, bringer of doom drops. I don't like it, but it can stay in the game, with these conditions. MMA+Maru+GumiHo are maybe good enough to make the upgrade worthwhile, maybe other Terrans won't research it? Different playstyles? What is this!
* Siege Tanks picked up in Medivacs while in Siege Mode, enter non-Sieged Mode state inside the Medivac and is dropped as non-Sieged. + Show Spoiler +Many want Siege Tanks to be positional, others want pew, pew, bang, bang. You can still drop them like crazy, but they're worse in that regard. However, they're buffed in that you can save more of them, since you can carry 2 Siege Tanks in a Medivacs, from Sieged position.
* Vehicle and Ship Plating cost changed to 150/150, 225/225, 300/300 from 100/100, 175/175, 250/250. + Show Spoiler +Makes it more fair, this is the cost for Ground Carapace.
Zerg:
* Spine Crawler and Spore Crawler now both have 9 duration root time. (Spine Crawler from 12, Spore Crawler from 6.) + Show Spoiler +Less numbers to remember, consistency.
* The Ultralisk Frenzy is removed. * Ultralisk armour increased to 2 from 1. Chitinous Plating now gives +3 armor instead of +4. + Show Spoiler +Ultralisks are a bit weak upon spawn, Carapace makes them insanely powerful. I like that they're strong, but you should be able to counter it with spells. Neural on Ultralisks, the dream.
* The Viper Parasitic Bomb's damage do not stack anymore. * The Viper no longer has Abduct. + Show Spoiler +Viper has too much utility currently, it makes sense, it has 4 abilities. Parasitic Bomb counter too many units, because you can just stack it like crazy and in those scenarious it's impossible to split your army.
The Corruptor: * The Corruptor no longer has Caustic Spray. * The Corruptor no longer has +vs Massive. * The Corruptor now has the Abduct ability. * Abduct range nerfed to 5 from range 9, it has a 25 second cooldown and don't require energy. + Show Spoiler +Corruptor is boring, EVEN with Corruptor piss. Finally they can utilize the tentacles they have for something. It loses + Massive, since having Abduct is in itself a counter to massive units. There will be amazing moments where you've killed all air units, have nothing but Corruptors yet and hilariousness ensues. You start Abducting stuff like crazy and that is weird enough to be cool. Hey, you can even Abduct Ultralisks now.
* Fungal Growth duration increased to 5 from 4, full damage remains 30. * Infested Terran Egg armor increased to 4 from 2. + Show Spoiler +This makes Fungal Growth a little more Fungal Growth and a little less Psionic Storm. Infested Terran's are now stronger if your aim is to block certain units such as Ultralisks, they will spawn more often, it's a weak spell currently.
* Mutalisk Regeneration is now researched on the Bile Nest. + Show Spoiler +I think this goes nice together with delayed Oracle, delayed Medivac Boost.
* New Upgrade added to the Bile Nest that increases the health regeneration of all Zerg Structures. + Show Spoiler +Protoss have +shield upgrade for buildings, Terrans have +2 armour for buildings, Zerg should have something too.
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You forgot to post the changes to the UI
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Hope you like it. These are all changes that I have seen posted earlier and my own ideas. If you'd like to add some changes, feel free to post it, if I think it fits with the other changes I will add it to OP. This is really sorta my own community patch and I aim to solve many of the core issues that we currently have in LotV. I want to say that I think Legacy is pretty awesome right now and I will continue to play this game, as I've done since the launch of the beta for WoL.
Really my overall message is that we've slown down the economy of LotV in Legacy of the Void, because you need to expand a lot more to get a economy simular to the one of HotS. And we see it has great effect on the game, I feel you can do the same for many other areas of the game. Teching is really too fast right now and there's not much depth in the Tech Tree. Slowing down how fast things come by introducing 2 new structures to each race is HUGE. When you scout you might actually find out what you were looking for instead of seeing a Star Gate and not knowing if it's Phoenix/Oracle/Void Ray, because each structure has 3 new units that can be made from it. There's been introduced a lot of new units and all of them are just cramped into the same Tech Tree and it just makes the game too volatile.
Another thing I really like is the 50% more damage from AoE on the Shields, it means we can actually go Storm in PvP's and Zergs can go Banelings, we as Protoss players now HAVE to actually spread our units.
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On October 01 2015 23:42 graNite wrote: You forgot to post the changes to the UI I fear my expertise does not reach to that area. Many have provided insane feedback in that area, but it's not really something I can comment on.
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*Starcraft 2 Legacy of the Void: Fixed a bug where the release date was too soon. Changed from Winter 2015 to Spring 2016.
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From WoL -> LotV
There's been roughly a 40% increase in units. There's 1 more building, the Lurker Den. And we now have less upgrades than in WoL.
I think that's a little sad.
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On October 01 2015 23:52 Phaenoman wrote: *Starcraft 2 Legacy of the Void: Fixed a bug where the release date was too soon. Changed from Winter 2015 to Spring 2016. lol!
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I can't tell if this is a parody or not. 'Phasing Den', 'Cyborg Den' and 'Bile Nest' make me tend towards yes.
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On October 02 2015 00:02 ZAiNs wrote: I can't tell if this is a parody or not. 'Phasing Den', 'Cyborg Den' and 'Bile Nest' make me tend towards yes. I tried coming up with names, but in the end just gave up and gave them the funny 'Den' name. As we remember from Day9 (Colossus Den.)
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If this was a real balance update I would have had a heart attack at
* The Viper no longer has Abduct.
and then had another at the thought of mass corrupter when I read this,
* The Corruptor now has the Abduct ability.
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You have to provide reasoning behind every change to provide context and so people understand your train of thought
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Some of these are actually pretty cool ideas, such as putting Muta regen and Medivac boost behind an upgrade, moving Oracle production until after an additional tech structure has been completed, and the general efficacy reduction but not distillation of macro boosters. + Show Spoiler +If this post is serious, rather than parody, I'd suggest also switching the tech tree orientations of Banshee cloak and Banshee speed, so that they can't cloak until the very late game, but they can zip around the map early on if the investment feels worthwhile .
As an aside, some other name suggestions for your new structures: The Phasing Den - Phase Generator. The logic is that this, in a sense provides the power for Adepts' ability and Disruptors' ammunition. After all, they do exist on the same collision pane. You could also host both Adept and Disruptor upgrades on this structure. Tribunal - Tribunal of Delphi. Just squeezing in a reference to the famous oracle from legends and history books. Ravager Warren - good name Bile Nest + Show Spoiler +(I'd prefer them to be a Lair-tech morph of Mutas, but anyway...) - Viper Pit. It already exists. Duh. Plus, it's etymologically based off of pit vipers. A no-brainer, really. Cyborg Den - Drone Antenna. Maybe you could even have Cyclones shut down if it's destroyed, a la Red Alert 2 Robot Tanks. Liberation Statue - Liberation Compound. It sounds maybe a bit post-9/11 dystopia-esque, but that can be seen as a good thing in a video game.
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On October 02 2015 01:13 Pontius Pirate wrote:Some of these are actually pretty cool ideas, such as putting Muta regen and Medivac boost behind an upgrade, moving Oracle production until after an additional tech structure has been completed, and the general efficacy reduction but not distillation of macro boosters. + Show Spoiler +If this post is serious, rather than parody, I'd suggest also switching the tech tree orientations of Banshee cloak and Banshee speed, so that they can't cloak until the very late game, but they can zip around the map early on if the investment feels worthwhile . As an aside, some other name suggestions for your new structures: The Phasing Den - Phase Generator. The logic is that this, in a sense provides the power for Adepts' ability and Disruptors' ammunition. After all, they do exist on the same collision pane. You could also host both Adept and Disruptor upgrades on this structure. Tribunal - Tribunal of Delphi. Just squeezing in a reference to the famous oracle from legends and history books. Ravager Warren - good name Bile Nest + Show Spoiler +(I'd prefer them to be a Lair-tech morph of Mutas, but anyway...) - Viper Pit. It already exists. Duh. Plus, it's etymologically based off of pit vipers. A no-brainer, really. Cyborg Den - Drone Antenna. Maybe you could even have Cyclones shut down if it's destroyed, a la Red Alert 2 Robot Tanks. Liberation Statue - Liberation Compound. It sounds maybe a bit post-9/11 dystopia-esque, but that can be seen as a good thing in a video game. Nice names, will update OP.
I don't think we see enough Banshee play to justify slowing down Cloak, you could give them back the 200/200 Cost though. I don't see it as a problem.
Reason for Bile Nest being Hive is to differentiate it from the Infestor, instead of having 2 Lair Tech caster units and the reason I didn't call it Viper Pit, is because it has upgrades for other things than the Viper, but if it already exists I guess..
Currently I have Cyborg Den as Hellbat/Thor, Cyclone is still Armory. Since that made sense thematically, though you could keep them on the Armory and give Cyclone the Drone Antenna. I think for the Liberation Statue I was thinking somethin along the lines of Hand of Nod.
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These ideas are pretty cool
On October 01 2015 23:52 Phaenoman wrote: *Starcraft 2 Legacy of the Void: Fixed a bug where the release date was too soon. Changed from Winter 2015 to Spring 2016.
LOL
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On October 02 2015 01:30 ejozl wrote:Show nested quote +On October 02 2015 01:13 Pontius Pirate wrote:Some of these are actually pretty cool ideas, such as putting Muta regen and Medivac boost behind an upgrade, moving Oracle production until after an additional tech structure has been completed, and the general efficacy reduction but not distillation of macro boosters. + Show Spoiler +If this post is serious, rather than parody, I'd suggest also switching the tech tree orientations of Banshee cloak and Banshee speed, so that they can't cloak until the very late game, but they can zip around the map early on if the investment feels worthwhile . As an aside, some other name suggestions for your new structures: The Phasing Den - Phase Generator. The logic is that this, in a sense provides the power for Adepts' ability and Disruptors' ammunition. After all, they do exist on the same collision pane. You could also host both Adept and Disruptor upgrades on this structure. Tribunal - Tribunal of Delphi. Just squeezing in a reference to the famous oracle from legends and history books. Ravager Warren - good name Bile Nest + Show Spoiler +(I'd prefer them to be a Lair-tech morph of Mutas, but anyway...) - Viper Pit. It already exists. Duh. Plus, it's etymologically based off of pit vipers. A no-brainer, really. Cyborg Den - Drone Antenna. Maybe you could even have Cyclones shut down if it's destroyed, a la Red Alert 2 Robot Tanks. Liberation Statue - Liberation Compound. It sounds maybe a bit post-9/11 dystopia-esque, but that can be seen as a good thing in a video game. Currently I have Cyborg Den as Hellbat/Thor, Cyclone is still Armory. Since that made sense thematically, though you could keep them on the Armory and give Cyclone the Drone Antenna. Oh, I see what you're getting at. But technically a cyborg is a humanoid that has been cybernetically enhanced. Hellbats and Thors are just dudes driving vehicles. In the former case, it's basically a mech suit.
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The terran changes where mostly nerfs :/ I guess you don't play terran much
There's a lot that could be done, like a raven redesign like more speed and better abilities (current LotV raven is shit btw), siege tank buffs, thor changes (this unit is as shit as ever) some cyclone changes too (I would really like if ground auto attack did more damage and lock on was only for air units), etc etc.
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* Warp Prism: Now have 16 seconds Warp In like normal Pylons, once the Warp Prism have stayed in Phase Mode for 3 Seconds the Power generated from the Prism is changed to Warp Gate power and units have 2 seconds Warp In. BTW this also made me think it was a joke, because you would never use the 16s warp-in, you would just wait 3 seconds then spend 2 seconds warping in rather than 16.
* Anion Pulse Crystals upgrade added to the Fleet Beacon (Void Ray speed upgrade.) Anion Pulse Crystals is already in the game, it's Phoenix range. Flux Vanes was the Void Ray upgrade.
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I like it, hopefully OP will continue to support they're reasoning in this thread. I don't play much terran either, however I feel like the nerf on their part might be a tad high. That said I like the idea for MULE change.
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On October 02 2015 01:10 DilemaH wrote: You have to provide reasoning behind every change to provide context and so people understand your train of thought I've updated OP, thx for the feedback.
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On October 02 2015 01:38 Lexender wrote: The terran changes where mostly nerfs :/ I guess you don't play terran much
There's a lot that could be done, like a raven redesign like more speed and better abilities (current LotV raven is shit btw), siege tank buffs, thor changes (this unit is as shit as ever) some cyclone changes too (I would really like if ground auto attack did more damage and lock on was only for air units), etc etc. I don't play Terran a lot. I've thought about giving Thor a late game upgrade that allows it to shoot air units and ground units at the same time, though it might be too strong :/
Another one could be to be able to load up to 4 SCV's inside the Thor and they would be able to repair it from the inside.
What do you think?
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On October 02 2015 01:57 ZAiNs wrote:Show nested quote +* Warp Prism: Now have 16 seconds Warp In like normal Pylons, once the Warp Prism have stayed in Phase Mode for 3 Seconds the Power generated from the Prism is changed to Warp Gate power and units have 2 seconds Warp In. BTW this also made me think it was a joke, because you would never use the 16s warp-in, you would just wait 3 seconds then spend 2 seconds warping in rather than 16. Show nested quote +* Anion Pulse Crystals upgrade added to the Fleet Beacon (Void Ray speed upgrade.) Anion Pulse Crystals is already in the game, it's Phoenix range. Flux Vanes was the Void Ray upgrade. The way it works is, you Warp In, then after the 3 seconds, it's 3/16 the way finished. Then it is changed to 2 seconds Warp In. So you actually get it a tad quicker, if you Warp In from the get go, though you SHOULD probably wait.
I'll change it to Flux Vanes, thx.
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You really don't like vipers, do you?  You want to nerf them really badly and it might be too much. Nerfing parasitic bomb seems ok to me, but if you really do that, other air units have to be nerfed as well then (mutas, liberators, carriers). And why do you want to remove abducts? Protoss have the perfect counter for it in feedback. Special shoutout to carriers btw. Any patch that does not involve a big nerf to carriers is an incomplete patch.
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Interesting changes! I approve very highly of all the tech structures you've added into the game. In fact, I'd hazard a guess that literally not one person will disagree with making scouting your opponents' tech paths easier.
From a Terran POV, there's still a lot left to be desired. You haven't done anything at all to vary TvP in terms of strategic variety, specifically I'm talking about Siege Tanks and mech play. Reapers remain a non-entity outside of the extreme early game. And I confess I don't understand why you're buffing Protoss lategame and nerfing Terran lategame, with Storm damage increased, EMP damage decreased, and a new form of AOE added in the Zealot bomb upgrade. Traditionally, Protoss has always had the edge in that area of the game, and from the few lategame TvPs I've seen of Polt, and what I've heard of Carriers dominating bio and mech both, I don't follow your reasoning.
Photon Overcharge has always been a problematic one click defense, and moving Adepts further up the tech tree forces Protoss to rely on PO even more than they do now, which doesn't leave a lot of room for tweaking the ability to something less shitty even if you wanted to (which maybe you don't? Hrmmm). I'd also love to see something done with DTs to make them a less one-dimensional "cross your fingers you win" unit.
I have random ideas on how units like Reapers and DTs could be made relevant, as I'm sure do most people, but it's your thread and I won't clutter it.
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Shouldn't this be a blog to prevent everyone from posting their own ideas? Everyone always thinks they personally have it figured out, and quite honestly it'd be tedious to sort through all the threads. Really only interested as a regular browser at what top players (actual pros) think.
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You really don't like vipers, do you?  You want to nerf them really badly and it might be too much. Nerfing parasitic bomb seems ok to me, but if you really do that, other air units have to be nerfed as well then (mutas, liberators, carriers). And why do you want to remove abducts? Protoss have the perfect counter for it in feedback. Special shoutout to carriers btw. Any patch that does not involve a big nerf to carriers is an incomplete patch. Mutas power comes later, Liberators come later, I might have to increase the build time of Carriers though if I'm to follow through with my overall philosophy.
You haven't done anything at all to vary TvP in terms of strategic variety, specifically I'm talking about Siege Tanks and mech play.
Photon Overcharge has always been a problematic one click defense, and moving Adepts further up the tech tree forces Protoss to rely on PO even more than they do now, which doesn't leave a lot of room for tweaking the ability to something less shitty even if you wanted to (which maybe you don't? Hrmmm). I'd also love to see something done with DTs to make them a less one-dimensional "cross your fingers you win" unit.
I have random ideas on how units like Reapers and DTs could be made relevant, as I'm sure do most people, but it's your thread and I won't clutter it. For TvP I think Siege Tanks will be a lot stronger with 50% more splash damage to the Protoss shields. In LotV it doesn't seem like Terran struggles that much in TvP late game aside from Carriers.
I think we're at the point where MSCore is a must, just like Warp Gate is. Which maybe is not the best thing, but it's not the worst either.
I'd love to hear your suggestion on the Reapers and DT's.
Shouldn't this be a blog to prevent everyone from posting their own ideas? Everyone always thinks they personally have it figured out, and quite honestly it'd be tedious to sort through all the threads. Really only interested as a regular browser at what top players (actual pros) think. I want people's ideas, at this point many of us have played the game for 5 years, I'm sure we've learned something from it  I mean just from the latest community update, they nerfed macro mechanics and more specifically longer mining time on Mule. Which goes to show the community is really not far off from the actual design team.
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This was a very fun read. I love this
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Biased patchnotes from a protoss player.....
* Inject is changed to 2 Larvae (You can now see how many stacks are currently on the building.)
biased and far away from reality...2 Larva ..... zerg wouldn´t even compete in macroing
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Only 1 mule per Orbital Command can be present on the map at any given time.
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And I'm glad you don't work for Blizzard
Zerg would be completely useless
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All interesting ideas though, but let's see what Blizzard's latest patch brings. Gotta remember that there are strategies that players have NOT yet identified with SC2:LotV yet. The game strategies are always evolving. While something may seem broken now, players often find ways to counter them. LotV isn't without its criticisms, but it's really fun to watch, and that's what brings SC2 more viewership!
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On October 02 2015 01:38 Lexender wrote: The terran changes where mostly nerfs :/ I guess you don't play terran much
There's a lot that could be done, like a raven redesign like more speed and better abilities (current LotV raven is shit btw), siege tank buffs, thor changes (this unit is as shit as ever) some cyclone changes too (I would really like if ground auto attack did more damage and lock on was only for air units), etc etc.
Much deserved at its current state, imo.
The Siege tank change idea was pretty cool tbh. That zealot idea sounds a little broken in the hands of a good micro player (its more like zealots turning into banelings upon death, and are much tankier, so they are much more devasting to a bio army or roach army)
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