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On October 10 2015 12:54 GinDo wrote:Show nested quote +On October 10 2015 08:56 HomeWorld wrote: guess blizzard will keep on beating up the bushes around instead of removing the elephant from the room , the warhound reincarnation, version 2.0, known by the ingame unit name as The Adept At least Adepts look cool. Warhounds were ugly as hell. But yeah, totally agree. Adepts are pretty much reskinned Warhounds  jesus they're not even close to being like the warhound, stop comparing those, it's ludicrous
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Maybe cyclone will get some use now.
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Don't be surprise or upset that Cyclone speed is too fast. Blizzard always make a big change, then make a minor/incremental fix afterwards. Wrap in times was a good example, before it was 2 s (that's super fast). After tested in Beta, they now lengthen it. Same with the zealot charge attack. First it was 35. Now it is 8.
That's probably what they will do with Cyclone. The most important point is to see whether anyone will use them in any matchups.
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While I see the rationale, I'm really sad to see 2s warpins go I'm not sure exactly why, but it was really fun and I really liked it. It was my favorite LOTV change. I had hoped they'd be able to balance it in some way other than revert 2s warpins
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Why not make the MULE walk out of the originating CC?
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I don't see why they didn't keep 2 seconds warp in with power pylons and nexus... and 5 seconds warpin with WP
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How many time we need to wait to have the parasitic bomb and the 8 ultra armur go out of this game ?
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On October 10 2015 04:39 CannonsNCarriers wrote: Hellion/Cyclone every matchup FTW? I will try to make it work. Kite for days, then Helbat for the finisher.
Wait until 2 cyclones morph into Thor and Liberator + Banshee morph into BC...
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So in the end of the day, as I predicted, Adepts back to their original stats......
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On October 10 2015 10:10 Spyridon wrote:Show nested quote +On October 10 2015 08:21 KeksX wrote:On October 10 2015 08:17 [PkF] Wire wrote:On October 10 2015 08:09 KeksX wrote:On October 10 2015 06:38 [PkF] Wire wrote:On October 10 2015 06:34 chipmonklord17 wrote:On October 10 2015 06:05 [PkF] Wire wrote: Very disappointing patch.
At that point they should just admit their warpgate change sucks. Split warp-in power and energy power, that was a lot cleaner.
The cyclone speed increase looks dumb as hell.
And, most important thing, so few things are happening ? Isn't release in a month ? Do they really deem the game to be playable ? The worst part about how little things are changing is that they've specifically said the game isn't in the best balance state but how balanced HotS is gives them hope that they'll get there in LotV lol, I hope they realise HotS was 100000 times better at release. Sure, things like hellbats were broken and some things like swarm hosts turned out to be abominations, but I had a lot of fun playing the game and it mostly felt reasonable. LotV on the other hand is just plagued with known and potential problems. LotV is taking risks, HotS almost didn't take many. And it turned out that the little risk they took still made for a balanced but boring and stale meta. I know this is arguable but HotS made me and many other players quit for a long time. LotV is taking a lot more risks (even though they could still take a lot more imho), and while it can create a lot more problems, it also has a lot more potential. Blizzard needs to balance between pleasing the old crowd and bringing enough innovation to make it interesting. We live in different times now, 2008 is long gone and the way people play has changed, too. Imho, they should do everything to shake up the game. More drastic changes, who cares if they're imbalanced. If you want balance so much, stay at HotS the next months. But sadly they already gave in to the "BALANCE!!!" crowd and stopped designing LotV. So I hope they stay true to their word and do big changes even after release. Problem is that if you ask me they took the worst of both worlds with those half-hearted revolutions. In the end, we get a game that will probably be plagued with balance problems for months and no really relevant change compared to HotS, while we could expect either a) a roughly balanced game or b) a wild and bold game. We get nothing. Because they're trying to please a community that doesn't even know what it wants. People are split 50/50 on so many topics. And then they have this damned early release date, too... Peoples feedback should be taken in to consideration, but the bigger problem is that they do not even have clear goals with the game. The designers of SC2 do not have a vision they are trying to build. They have ideas, they decide to try them, and then depending on how much people bitch they decide to keep them or not. It has nothing to do with accomplishing a vision. They are trying too hard to make an eSport rather than a fun game... Feedback is meant to help determine if you are accomplishing your design goals correctly. Not determine the entire design of the damn game. That's why people being split 50/50 is a problem. It causes a stalemate when the designers don't know wtf they are going for anymore...
Thats what I said long time ago. The vision is that the average game shouldn't take longer than 20 minutes, as probably some research resulted in potentially catching most ppl then, that it is somewhat accessible for casuals and in no way they wanted to just copy SC:BW. Thats it :p
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On October 10 2015 18:08 SC2Angora wrote: How many time we need to wait to have the parasitic bomb and the 8 ultra armur go out of this game ?
Zerg isn't supposed to have such powerful units or skills. It's against the design of the race, which is quantity over quality - cheap units in large numbers. It should be mass lings, roaches or hydras against thor or BC, not MMMM against ultras.
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dont you worry, dont you worry zeeeerrrrg . . .blizzard will have a patch for you
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On October 10 2015 18:56 TedCruz2016 wrote:Show nested quote +On October 10 2015 18:08 SC2Angora wrote: How many time we need to wait to have the parasitic bomb and the 8 ultra armur go out of this game ? Zerg isn't supposed to have such powerful units or skills. It's against the design of the race, which is quantity over quality - cheap units in large numbers. It should be mass lings, roaches or hydras against thor or BC, not MMMM against ultras.
If that were the case then zerg should have more 1 supply units
But they dont
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On October 10 2015 18:56 TedCruz2016 wrote:Show nested quote +On October 10 2015 18:08 SC2Angora wrote: How many time we need to wait to have the parasitic bomb and the 8 ultra armur go out of this game ? Zerg isn't supposed to have such powerful units or skills. It's against the design of the race, which is quantity over quality - cheap units in large numbers. It should be mass lings, roaches or hydras against thor or BC, not MMMM against ultras.
Very true. They have almost reversed Zerg and Protoss because of the inject mechanic and warp in.
Inconsistent amounts of larva at any point in the game meant that Zerg now has too many expensive higher supply stronger units to offset that 10 minutes in you might have 30 larva or 3 depending if you hit injects, or if a queen or two gets killed. This is then why Zerg try to just bank up a ton because that's the only way to remax with the cost on units. It should be cheap units constantly flooding across the map. Zerg actually is the race that should have the mule to then make more macro hatches.
On the flip side toss should have the expensive strong units. But because of warp ins anywhere on the map they had to make their gateway units weak.
Even Terran players with bio and mines streaming across the map play more "zergy" than Zerg half the time. The inject mechanic which should have made Zerg more swarm like actually has the opposite effect.
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On October 10 2015 07:10 Nam_Pho_life wrote: the cyclone speed is good, not super crazy, its slower than a hellion and speedlings can still catch it The cyclone is now faster than speedlings off creep. Speedlings off creep: 4.7 Cyclone: 4.72
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On October 10 2015 20:43 Araneae wrote:Show nested quote +On October 10 2015 07:10 Nam_Pho_life wrote: the cyclone speed is good, not super crazy, its slower than a hellion and speedlings can still catch it The cyclone is now faster than speedlings off creep. Speedlings off creep: 4.7 Cyclone: 4.72 Oh wow, I imagined they would increase it to be almost as fast as the Hellion, so they could run around together as a harassment force. Interceptor is still faster though, Carrier>Cyclone
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On October 10 2015 20:43 Araneae wrote:Show nested quote +On October 10 2015 07:10 Nam_Pho_life wrote: the cyclone speed is good, not super crazy, its slower than a hellion and speedlings can still catch it The cyclone is now faster than speedlings off creep. Speedlings off creep: 4.7 Cyclone: 4.72
On October 10 2015 06:29 Athenau wrote:Show nested quote +On October 10 2015 06:24 Ovid wrote: So the cyclone is now faster than speedlings without creep? No, they're using the new real-time numbers in the patch notes. Cyclones are stim bio speed now (3.375). They were worker speed (2.81) before.
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Well i feel like 5seconds for a Warpprism is to drastic they should aim for 3-4 seconds. As a Zerg i feel like Adepts are totally fine and the healthchange is unnecessary. cyclones feel to weak vs the first arriving air units which i feel like they should be a counter against. My suggestion for cyclones would be: instead of the current lock on give them an abillity that really cycles: let them have an abillity that when activated increases their attackspeed by 20% per sec for 4 sec. to a total of 80% and after that it reduces their movement speed for 4 seconds with a 16 second cooldown. That allows them to be a situation based hit and run unit that can be really powerful or extremly weak depending on the situation and it increases their defensive power when behind a wall or defending a mineral line vs an oracle. You could argubly still make an upgrade to nurf and buff the early or lategame usage.
liberators shoot to fast and are to good in harrasment and lategame fights mothership core strategys allow for abusive earlygame that nobody wants to watch, play or play against (like making 3 pylons at ur opponents ramp or early third and overcharge them) and lurkers are simply to good vs protoss in early midgame (you can have like 10 lurkers when he has 2/3 disruptors and just push him regardless of the disrupters killing ur lurkers you have to many left over to kill all the ground army) also i feel like ultralisks are slightly too good vs bio and to bad vs liberator counterplay
I personally feel like makromechanics are fine as they are. I still feel spammable MULE is to good in lategame while the other mechanics get worse over time. But thats not really an issue with the current state.
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On October 10 2015 05:29 owlman wrote:Show nested quote +So now mules are approx 16% less minerals harvested when compared to hots (and can still be spammed), but spawn larvae is 25% less than before, and chronoboost is about 70% less effective as it was before... Chrono is more 40% nerf cause HOTS chrono is 50 % increase for 20 sec and you got 25 energy in 40 sec. So it's a 25% average increase in HOTS to 15% LoTV. Minus less flexibility. i don't get balance team anyway those numbers seem so random ... The numbers probably appear random to you, as you (and I, of course) don't have the experience and understanding of balancing SC2.
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ohhhh my god. The game really does play uncomfortably like hots after this patch >.<
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