Protoss did not need a buff and this change just imbalances the game. The mechanics we have now are fine and we just need to stick with them. Any issues this change is aimed at fixing are small issues and can be overcome by players.
Community Feedback Update - Oct 1 - Page 8
Forum Index > Legacy of the Void |
crazedrat
272 Posts
Protoss did not need a buff and this change just imbalances the game. The mechanics we have now are fine and we just need to stick with them. Any issues this change is aimed at fixing are small issues and can be overcome by players. | ||
Lexender
Mexico2623 Posts
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Spyridon
United States997 Posts
On October 02 2015 17:06 IcemanAsi wrote: "We will not be exploring a macro mechanics removal for the remainder of the beta. This doesn’t mean however that we will never go back to exploring this topic again. We’re currently discussing plans about when and how to explore big changes (such as this one) after Legacy of the Void ships" You realize that's basically saying 'We are releasing LotV with unfinished multiplayer, we will finish it after launch' Yeah, just like D3 is releasing with unfinished PvP Arena system w/ matchmaking, they will finish that after launch... | ||
Xamo
Spain874 Posts
On October 02 2015 02:54 DinoMight wrote: For the love of God, please return Chrono Boost to the way that it used to be. The current scenario is a significant nerf to high level users who have the APM and awareness to bank it ON PURPOSE. Having it going all the time is not necessarily helpful. In certain scenarios when I want to rush out a Disruptor or a Colossus, I want to actively save chrono so I can spend it all on my robo. In that case, the current system is an over 50% nerf to HotS while Larva is buffed and MULES are unchanged. For newbies (bronce/silver) it is clearly a buff, because they probably were not using CB at all. For the rest it is a nerf, that also removes strategic depth. My opinion is: - %50-%50 CB ... not sure - Maintain MULE as in LoTV. Mass-mule at late game is cool, I do not see it as a issue. It is just a race characteristic that gives an advantage in that state of the game, similar to being able to fly buildings and have an advantage in base-races. - Maintain inject as in LoTV. OK to tune all of them down, its is the best balance between machanical demand and strategic depth vs game is too fast in LoTV. | ||
i_am_Nite
Russian Federation66 Posts
Extra supply is 100 minerals. Same cost at mana, close to same profit. Orbital build in 35 seconds and cost 150 mineras - time of 2x scv production (17x2=34 sec) and 100 mineral cost. ~90-95 mineral income from 2 scvs. >>> So now, no need orbital before u get an expo and 16+ mineral workers? So... for terrans it's like in patch w/o mules. Yeah, but mass orbitals still ingame. LOL. One another briliant design decision made by blizz'. Mb just remove them? All macro boosters? And tweak the game accordingly? (sorry, info from neighbor topic http://www.teamliquid.net/forum/legacy-of-the-void/495804-wishful-fake-patch) anyway i'm confused with what they are doing | ||
Big J
Austria16289 Posts
On October 03 2015 02:34 i_am_Nite wrote: Mule now is 120 minerals in 45 seconds (50% of 9 walks is 4.5... it'll die when go to cc). Time to regen 50 mana is ~89-90 seconds => 120 minerals in 90 seconds = ~80 minerals/min for all mana spending. Extra supply is 100 minerals. Same cost at mana, close to same profit. Orbital build in 35 seconds and cost 150 mineras - time of 2x scv production (17x2=34 sec) and 100 mineral cost. ~90-95 mineral income from 2 scvs. >>> So now, no need orbital before u get an expo and 16+ mineral workers? So... for terrans it's like in patch w/o mules. Yeah, but mass orbitals still ingame. LOL. One another briliant design decision made by blizz'. Mb just remove them? All macro boosters? And tweak the game accordingly? where do you have the values from? The OP only says they want to decrease it somewhat, but didn't give a number. | ||
i_am_Nite
Russian Federation66 Posts
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BLAiNER
7 Posts
and zerg is excuse my french.. "Lacking with anti air" as well and imo i would rather have that than decide if i need to pull or paracidic bomb with the viper, and that zerg can fall back on being chased by air units.. Have them shoot up two locus (with a cooldown of 5-10 seconds) at near by air units... people wont overcommit them because they would only shoot air, which makes them vulnerable to ground that would need protection. | ||
Blacklizard
United States1194 Posts
On October 02 2015 08:21 CptMarvel wrote: Am I the only one here who, regardless of the balance tweaks it probably needs, is excruciated by the Liberator's looks? I don't think they've ever created a unit so ugly and underwhelming in the way it attacks (air to air, air to ground is actually ok). It pisses me off, a lot. Biggest problem I have with it is how it is so hugely bulky and blocks vision. That is a major problem when playing against tiny marines under them... how many marines there are matters quite a bit. | ||
flanksteak
Canada246 Posts
On October 03 2015 03:11 BLAiNER wrote: I feel the swarmhost should be an anti air unit that's burrowed in the ground, it seems like it would be a good idea... It doesn't seem to be working out with ground because it overlaps with the lurker, and zerg is excuse my french.. "Lacking with anti air" as well and imo i would rather have that than decide if i need to pull or paracidic bomb with the viper, and that zerg can fall back on being chased by air units.. Have them shoot up two locus (with a cooldown of 5-10 seconds) at near by air units... people wont overcommit them because they would only shoot air, which makes them vulnerable to ground that would need protection. I'd get behind making the swarmhost an anti air unit. It resolves the redundancy around the lurker like you mentioned, and making them vulnerable to ground means they must be supported by other units (and prevents them from being massed). It provides some options from ground to air that isn't a hydra/queen/ravager, help against all kinds of air attacks and also assist against medivacs and warp prisms on lair tech. It might make for an interesting dynamic between liberators as they have to decide between killing the locusts vs killing the swarmhost/other ground targets. If having "unimited" units is an issue, just make the locust duration more like broodlord broodlings so it feels more like an attack with targetable bullets or something similar (I'm sure they can work it out). If it's more like an attack, remove the manual spawning part of it, now you have one less active ability to worry about too. In any case, if this was how the swarmhost worked I'd rather have it than the ravager. My dream unit would be if it shot scourge into the sky lol, but for balance reasons I'd just tone the damage way down. Would still be a cool unit. | ||
My_Fake_Plastic_Luv
United States257 Posts
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jalstar
United States8198 Posts
On October 03 2015 01:22 Lexender wrote: Where is the patch, shouldn't it be up today? :/ It's up. Adepts have 60 health and the upgrade gives 45% attack speed instead of 50 shields. | ||
haiyeah
70 Posts
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jalstar
United States8198 Posts
On October 03 2015 04:45 haiyeah wrote: I believe the only way LOTV will reach a good point will be if Blizzard adopt a more aggressive updates schedule when the game is released. MOBAS get balanced so frequently and whilst I know they are different games, a constantly evolving meta due to quick tweaks and changes becomes a skill the player ultimately has to keep up with, until the game is as good as it can be. Right? In 2011 there were major patches every few months but people complained and said the game was unstable and that BW never got balance patched after 2001. | ||
[PkF] Wire
France24192 Posts
SPLIT ENERGY AND WARP-IN POWER | ||
[PkF] Wire
France24192 Posts
On October 03 2015 04:39 jalstar wrote: It's up. Adepts have 60 health and the upgrade gives 45% attack speed instead of 50 shields. now that's interesting | ||
Big J
Austria16289 Posts
On October 03 2015 04:47 jalstar wrote: In 2011 there were major patches every few months but people complained and said the game was unstable and that BW never got balance patched after 2001. yeah and those people were obviously wrong. Many issues didn't "just get figured out" and would have stuck around and when blizzard finally gave into their "let's wait and see" attitude we were stuck on broodlord infestor for way longer than we had to. Even blizzard appologized for that. | ||
Exitor45
United States72 Posts
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rauk
United States2228 Posts
On October 03 2015 04:39 jalstar wrote: It's up. Adepts have 60 health and the upgrade gives 45% attack speed instead of 50 shields. isnt that totally ridiculous... now 2base adept allins are even worse than before | ||
CannonsNCarriers
United States638 Posts
On October 03 2015 04:39 jalstar wrote: It's up. Adepts have 60 health and the upgrade gives 45% attack speed instead of 50 shields. 1 base ghost Every Game til Masters. Don't see reason not to open straight to ghost now. That snipe is going to be the only thing holding that crap. | ||
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