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LotV Beta Balance Update - October 9

Forum Index > Legacy of the Void
161 CommentsPost a Reply
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eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 09 2015 19:34 GMT
#1
Balance update just posted up.

Protoss

Adept health reduced to 60 shield and 80 health from 60 shield and 90 health.
Warping in at a Pylon powering a Gateway or Nexus and with Warp Prisms increased to 5 seconds from 2 seconds.
Units warping in no longer receive double damage.
Disruptors can now be loaded into Warp Prisms while Purification Nova is active.
This action will cancel Purification Nova, causing no damage.

Terran

MULE return rate multiplier decreased to 2.05 from 3.85.
MULE harvest amount decreased to 25 from 30.
Cyclone movement speed increased to 4.72 from 3.94.


http://us.battle.net/sc2/en/blog/19919131/legacy-of-the-void-beta-balance-update-october-9-2015-10-9-2015

edit: could a mod change the title to LotV Balance Update October 9th? Looks like it got cut off in my haste.
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CannonsNCarriers
Profile Joined April 2010
United States638 Posts
October 09 2015 19:39 GMT
#2
Hellion/Cyclone every matchup FTW? I will try to make it work. Kite for days, then Helbat for the finisher.
Dun tuch my cheezbrgr
JayuSC2
Profile Joined April 2015
Austria32 Posts
October 09 2015 19:56 GMT
#3
Is the patch live?
Athenau
Profile Joined March 2015
569 Posts
October 09 2015 19:59 GMT
#4
That speed increase is nuts. I was expecting a 5% bump, not 20%. But I assume that this is the typical Blizzard balance by binary search approach, so it'll probably end up around 10% faster than before.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 09 2015 20:05 GMT
#5
Warp Prism, Warpgate, and Adept Nerfs.

Not taking double damage during warping in is neat though. But if it takes twice as long to warp in... they will still take double damage haha.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
owlman
Profile Joined August 2009
France58 Posts
Last Edited: 2015-10-09 20:10:19
October 09 2015 20:05 GMT
#6
and thus begins Legacy of the oblivion

So in the end warpgate has just been nerfed in every aspects of the game :D
Back to 3 bases turtle i guess assuming we can still hold
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
October 09 2015 20:10 GMT
#7
I believe adept change isn't needed when prisms are nerfed - but I might be wrong. I feel the nerf might be a little to drastic for Protoss but not sure. Mule is needed vs Zerg and Protoss nearly equally as you dont get your economy and production running as Terran - at least it feels really hurt all the time.

Cyclone can receive all buffs , tripple shot, aoe whatever.. its an uninteresting unit to me.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
October 09 2015 20:13 GMT
#8
great i'm really looking forward to being kited by a unit with more speed and range than anything in my tech tree
TL+ Member
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2015-10-09 20:19:18
October 09 2015 20:15 GMT
#9
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... and those can not be spammed?

Not sure how that makes any sense...

So I guess like the last 2 iterations of SC2, at the launch Terran will be in a very strong position, then 1 year later they will be nerfed in to the worst position for another year...
SoleSteeler
Profile Joined April 2003
Canada5422 Posts
October 09 2015 20:16 GMT
#10
I didn't have any problems with adepts after the last patch anyway. Warp prism change is... good. But it was kind of fun to see them being used often.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
October 09 2015 20:17 GMT
#11
On October 10 2015 05:16 SoleSteeler wrote:
I didn't have any problems with adepts after the last patch anyway. Warp prism change is... good. But it was kind of fun to see them being used often.

warp prisms were really common in all matchups in hots and zealot warpins were really strong
TL+ Member
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2015-10-09 20:19:57
October 09 2015 20:17 GMT
#12
I wonder why they aren't trying 3 or 4 second warp-in instead of 5.

Don't really care about the cyclone. Like most people I agree in that crap should gtfo of the game.
Revolutionist fan
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
October 09 2015 20:28 GMT
#13
I was really excited for Protoss in LotV, the warpin changes was some of the best design I've seen out of Blizzard yet and now they reversed them to HotS basically..
Too weird to live, too rare to die.
owlman
Profile Joined August 2009
France58 Posts
October 09 2015 20:29 GMT
#14
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 ...
owlman
Profile Joined August 2009
France58 Posts
October 09 2015 20:31 GMT
#15
+ Show Spoiler +
I was really excited for Protoss in LotV, the warpin changes was some of the best design I've seen out of Blizzard yet and now they reversed them to HotS basically..


yeah that +mass blink stalker in all 3 Mu lol, adept doesn't fill the core unit role only good to kill workers and lone marines
CheddarToss
Profile Joined September 2015
534 Posts
October 09 2015 20:33 GMT
#16
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 09 2015 20:40 GMT
#17
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?

never underestimate the power of the terran whine
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
October 09 2015 20:41 GMT
#18
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?

MULE is a lot more important to Terran than chrono is for Protoss.
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-09 20:44:32
October 09 2015 20:43 GMT
#19
On October 10 2015 05:41 ZAiNs wrote:
Show nested quote +
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?

MULE is a lot more important to Terran than chrono is for Protoss.

I don't think so. Workers and income are equally important to all races.
Para199x
Profile Joined December 2014
United Kingdom40 Posts
October 09 2015 20:44 GMT
#20
On October 10 2015 05:15 Spyridon wrote:
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... and those can not be spammed?

Not sure how that makes any sense...

So I guess like the last 2 iterations of SC2, at the launch Terran will be in a very strong position, then 1 year later they will be nerfed in to the worst position for another year...


On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?


What is with people equating all the macro mechanics. They all play fundamentally different roles of different importance for each race. Making a direct comparison is really dumb.
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-09 20:48:49
October 09 2015 20:46 GMT
#21
On October 10 2015 05:44 Para199x wrote:
Show nested quote +
On October 10 2015 05:15 Spyridon wrote:
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... and those can not be spammed?

Not sure how that makes any sense...

So I guess like the last 2 iterations of SC2, at the launch Terran will be in a very strong position, then 1 year later they will be nerfed in to the worst position for another year...


Show nested quote +
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?


What is with people equating all the macro mechanics. They all play fundamentally different roles of different importance for each race. Making a direct comparison is really dumb.

It is not. If those numbers were balanced in HotS and the mining efficiency of workers has not changed in LotV, this kind of disproportional nerf is a direct hit to Protoss economy.

Edit: Because Protoss now have less Probes at any given time.
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
October 09 2015 20:50 GMT
#22
On October 10 2015 05:44 Para199x wrote:
Show nested quote +
On October 10 2015 05:15 Spyridon wrote:
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... and those can not be spammed?

Not sure how that makes any sense...

So I guess like the last 2 iterations of SC2, at the launch Terran will be in a very strong position, then 1 year later they will be nerfed in to the worst position for another year...


Show nested quote +
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?


What is with people equating all the macro mechanics. They all play fundamentally different roles of different importance for each race. Making a direct comparison is really dumb.


Extra larvae for drone production -- probe build time reduction -- MULE income -- are all affecting different aspects of production. Each contribute to income in very different ways. No way could they all be adjusted by a same percentage and expect a balanced game. Zerg always has more production slots. Protoss got cheesy timings by speeding certain things up. Terran floated minerals. Impossible to keep balanced with uniform adjustments.
Dun tuch my cheezbrgr
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2015-10-09 21:02:26
October 09 2015 20:52 GMT
#23
Mule was nerfed by 1-25/30 = .2 or 20%. That is, Mules now bring in 20% less income than before. But the impact on total income is much lower.

Chrono was nerfed by 1-1.15/1.25 = .08 or 8% where the 25% is the average chronoboost increases from one nexus since you're limited by energy regen (< 100% chronoboost uptime).

That is, things being chrono-ed by one nexus now produce at a rate 8% slower than before. The big change is that you can longer dump multiple nexuses worth of energy regen into one thing. In that case it's a 1 - 1.15/1.5 = .233 or 23.3% nerf.
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2015-10-09 21:01:20
October 09 2015 20:58 GMT
#24
Protoss got a very minor early-game production speed nerf, and a significant nerf when it comes to hitting timings since that's when you want dump all your chrono into one thing.

Terran just got a very minor income nerf. A Mule is now worth 3.6 SCV's, it used to be worth 4.5 Since the starting worker count is 12, that amount to a 1 - 15.6/16.5 = .055 or 5.5% mineral income nerf.

Edit:

TL;DR: Protoss all-ins nerfed. Late game mass mules and mule based comebacks from catastrophic worker damage nerfed. Everything else pretty much the same.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2015-10-09 21:04:28
October 09 2015 21:03 GMT
#25
On October 10 2015 05:28 Firkraag8 wrote:
I was really excited for Protoss in LotV, the warpin changes was some of the best design I've seen out of Blizzard yet and now they reversed them to HotS basically..


Like everything else in the beta...

On October 10 2015 05:44 Para199x wrote:
Show nested quote +
On October 10 2015 05:15 Spyridon wrote:
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... and those can not be spammed?

Not sure how that makes any sense...

So I guess like the last 2 iterations of SC2, at the launch Terran will be in a very strong position, then 1 year later they will be nerfed in to the worst position for another year...


Show nested quote +
On October 10 2015 05:33 CheddarToss wrote:
So MULEs were nerfed by 16,66% while Chrono was nerfed by 40%?


What is with people equating all the macro mechanics. They all play fundamentally different roles of different importance for each race. Making a direct comparison is really dumb.


Because hots is in a somewhat balanced state, and then if you take the macro mechancis and makes some have a minor difference while some being significantly weaker, that does not reflect on a smart idea for balance. 40% is a SIGNIFICANT difference.... and very noticable. I am not even a Protoss player and it is troubling to see them receive such a hard nerf while Terrans mechanic is barely untouched and they still did not fix the REAL problem with Mules (the spammability).
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-09 21:09:20
October 09 2015 21:03 GMT
#26
On October 10 2015 05:52 Athenau wrote:
Mule was nerfed by 1-25/30 = .2 or 20%. That is, Mules now bring in 20% less income than before. But the impact on total income is much lower.

Chrono was nerfed by 1-1.15/1.25 = .08 or 8% where the 25% is the average chronoboost increases from one nexus since you're limited by energy regen (< 100% chronoboost uptime).

That is, things being chrono-ed by one nexus now produce at a rate 8% slower than before. The big change is that you can longer dump multiple nexus's worth of energy regen into one thing. In that case it's a 1 - 1.15/1.5 = .233 or 23.3% nerf.

Your math is flawed, mate. 1-25/30 = 16,6%. Chrono reduction from 25% to 15% is 1-15/25 = 40%. Or compared to HotS chrono with multiple Nexi, in cases where you can chrono one Upgrade/Unit non-stop:1-15/50= 70%. Yep, a nerf of whopping 70%. That is why we see Protoss dying way more often to tech switches in LotV, than we do in HotS.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
October 09 2015 21:05 GMT
#27
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 ?
FireCake
Profile Joined March 2013
151 Posts
October 09 2015 21:08 GMT
#28
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...
Progamer
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2015-10-09 21:21:10
October 09 2015 21:08 GMT
#29
On October 10 2015 06:03 CheddarToss wrote:
Show nested quote +
On October 10 2015 05:52 Athenau wrote:
Mule was nerfed by 1-25/30 = .2 or 20%. That is, Mules now bring in 20% less income than before. But the impact on total income is much lower.

Chrono was nerfed by 1-1.15/1.25 = .08 or 8% where the 25% is the average chronoboost increases from one nexus since you're limited by energy regen (< 100% chronoboost uptime).

That is, things being chrono-ed by one nexus now produce at a rate 8% slower than before. The big change is that you can longer dump multiple nexus's worth of energy regen into one thing. In that case it's a 1 - 1.15/1.5 = .233 or 23.3% nerf.

Your math is flawed, mate. 1-25/30 = 16,6%. Chrono reduction from 25% to 15% is 1-15/25 = 40%. Or compared to HotS chrono with multiple Nexi, in cases where you can chrono on Upgrade/Unit non-stop:1-15/50= 70%. Yep, a nerf of whopping 70%. That is why we see Protoss dying way more often to tech switches in LotV, than we do in HotS.



Whoops, you're right, that should be 16.6%.

But the rest of your math is wrong. 1-15/25 is a meaningless quantity. You care about the rate at which you produce chronoboosted things (which is when you used the time averaged 25% number for old chrono, since multiple nexuses can be used to speed up multiple production facilities), or the time it takes to finish something (like an upgrade, or a key unit), which is when you're actually dumping multiple nexuses worth of energy into one thing.

You produce things 8.6% slower, and things take (1.5/1.15 - 1)*100 = 30% longer to complete.

70% is complete nonsense.
Charoisaur
Profile Joined August 2014
Germany15957 Posts
October 09 2015 21:08 GMT
#30
Great patch but the strength of mass air compositions should really be looked at.
That and unkillable ultras are the biggest problem atm.

I wonder what the current warpin does better then the hots one. The main complaints about warpins were that they made allins to strong and that it removes defenders advantage.
The current warpin fixes neither of that.
it just makes protoss dependent on a warpprism while nerfing their overall mapcontrol through proxy pylons.
They should just revert to HotS imo.
Many of the coolest moments in sc2 happen due to worker harassment
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
October 09 2015 21:09 GMT
#31
On October 10 2015 06:05 [PkF] Wire wrote:
At that point they should just admit their warpgate change sucks. Split warp-in power and energy power, that was a lot cleaner.

how does it suck? it's now the same as in hots except offensive warp-ins are worse, which is what the majority of people wanted...
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24202 Posts
October 09 2015 21:10 GMT
#32
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

Thing is a lot of the changes have been effectively reverted indeed, but they left their little touch of useless inelegance (bastardized macro mechanics, sucky warpgate change) that makes LotV look even worse than HotS...
Charoisaur
Profile Joined August 2014
Germany15957 Posts
October 09 2015 21:12 GMT
#33
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.
Many of the coolest moments in sc2 happen due to worker harassment
FireCake
Profile Joined March 2013
151 Posts
October 09 2015 21:14 GMT
#34
On October 10 2015 06:10 [PkF] Wire wrote:
Show nested quote +
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

Thing is a lot of the changes have been effectively reverted indeed, but they left their little touch of useless inelegance (bastardized macro mechanics, sucky warpgate change) that makes LotV look even worse than HotS...


I agree, this is HoTs 2.0... like Bnet 2.0 ^^
New but worse on some aspects
Progamer
FireCake
Profile Joined March 2013
151 Posts
October 09 2015 21:19 GMT
#35
On October 10 2015 06:12 Charoisaur wrote:
Show nested quote +
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.
Progamer
CheddarToss
Profile Joined September 2015
534 Posts
October 09 2015 21:20 GMT
#36
On October 10 2015 06:08 Athenau wrote:
Show nested quote +
On October 10 2015 06:03 CheddarToss wrote:
On October 10 2015 05:52 Athenau wrote:
Mule was nerfed by 1-25/30 = .2 or 20%. That is, Mules now bring in 20% less income than before. But the impact on total income is much lower.

Chrono was nerfed by 1-1.15/1.25 = .08 or 8% where the 25% is the average chronoboost increases from one nexus since you're limited by energy regen (< 100% chronoboost uptime).

That is, things being chrono-ed by one nexus now produce at a rate 8% slower than before. The big change is that you can longer dump multiple nexus's worth of energy regen into one thing. In that case it's a 1 - 1.15/1.5 = .233 or 23.3% nerf.

Your math is flawed, mate. 1-25/30 = 16,6%. Chrono reduction from 25% to 15% is 1-15/25 = 40%. Or compared to HotS chrono with multiple Nexi, in cases where you can chrono on Upgrade/Unit non-stop:1-15/50= 70%. Yep, a nerf of whopping 70%. That is why we see Protoss dying way more often to tech switches in LotV, than we do in HotS.



Whoops, you're right, that should be 16.6%.

But the rest of your math is wrong. 1-15/25 is a quantity that has no meaning. You care about the rate at which you produce chronoboosted things (which is when you used the time averaged 25% number, since multiple nexuses can be used to speed up multiple production facilities), or the duration it takes to finish something (like an upgrade, or a key unit), which is when you're actually dumping multiple nexuses worth of energy into one thing.

You produce things 8% slower, and things take (1.5/1.15 - 1)*100 = 30% longer to complete.

70% is complete nonsense.

It isn't nonsense. That is by how much Chrono was nerfed, when you compare to the case, in which multiple Nexi are chronoing one thing (in HotS). I urge you to check your math again. Since Chrono is REDUCING build time, you can not add the Chrono time reduction to 1, you have to subtract. And when doing proper math (0.85/0.5 = 1.7 --> 70%) you see that things take 70% longer to complete, when you use the LotV -15% version of Chrono vs the -50% HotS version of Chrono (used non-stop).

Example:

Say you are making a hypothetical unit that takes 10 sec to build. With old Chrono it only takes 5sec. With new -15% Chrono it takes 8.5 sec. And by how much is 8.5 sec longer than 5 sec? 8.5/5 - 1 = 70%. Voila.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
October 09 2015 21:24 GMT
#37
So the cyclone is now faster than speedlings without creep?
I will make Yogg Saron priest work...
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2015-10-09 21:31:54
October 09 2015 21:25 GMT
#38
@cheddartoss:

Uhhh, no. Old chrono was a 50% rate increase. It wasn't a 50% decrease in duration

Unboosted: 10 seconds
Old Chrono: 6.67 seconds (10/1.5)
New Chrono: 8.69 seconds (10/1.15)

That's 30% slower not 70% slower.

For reference: http://wiki.teamliquid.net/starcraft2/Chrono_Boost

In particular:

Located at the Nexus, this ability can be activated using 25 energy and is used to increase the production or research speed at the target building by 50%. This allows the building to do 30 seconds of work in 20 seconds, so production/research will complete 10 seconds earlier.
Charoisaur
Profile Joined August 2014
Germany15957 Posts
October 09 2015 21:29 GMT
#39
On October 10 2015 06:19 FireCake wrote:
Show nested quote +
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")
Many of the coolest moments in sc2 happen due to worker harassment
Athenau
Profile Joined March 2015
569 Posts
October 09 2015 21:29 GMT
#40
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.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
October 09 2015 21:34 GMT
#41
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
CheddarToss
Profile Joined September 2015
534 Posts
October 09 2015 21:38 GMT
#42
On October 10 2015 06:25 Athenau wrote:
@cheddartoss:

Uhhh, no. Old chrono was a 50% rate increase. It wasn't a 50% decrease in duration

Unboosted: 10 seconds
Old Chrono: 6.67 seconds (10/1.5)
New Chrono: 8.69 seconds (10/1.15)

That's 30% slower not 70% slower.

For reference: http://wiki.teamliquid.net/starcraft2/Chrono_Boost

In particular:

Show nested quote +
Located at the Nexus, this ability can be activated using 25 energy and is used to increase the production or research speed at the target building by 50%. This allows the building to do 30 seconds of work in 20 seconds, so production/research will complete 10 seconds earlier.

You are right.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
October 09 2015 21:38 GMT
#43
On October 10 2015 06:34 chipmonklord17 wrote:
Show nested quote +
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.
Kyrth
Profile Joined July 2010
United States101 Posts
October 09 2015 21:39 GMT
#44
They could fix mule spam pretty easily any number of ways. Location based mining is one way, like they did for a patch (which would make terrans have to cycle their bases), or make it like spawn larva queuing is now. The next mule would get called down after the cooldown timer finishes, if you've preemptively told it to when you had extra mana built up. Ideally they would remove these things completely, but that's off the board to rush the release date.
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
October 09 2015 21:41 GMT
#45
I`m okay with Cyclone, but still think it needs longer AA range than speed buff.
"Morality is simply the attitude we adopt towards people we personally dislike"
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-09 21:51:10
October 09 2015 21:42 GMT
#46
Cyclone movement speed increased to 4.72 from 3.94.


fuck

What is with people equating all the macro mechanics. They all play fundamentally different roles of different importance for each race. Making a direct comparison is really dumb.


Because chrono boost is a fun mechanic and mule is not at all. Nobody wants their race to be weak enough to need ridiculous mineral boost to keep 50/50 winrate or compete in later stages of the game - if we nerf one mechanic more, it should be the mule.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FireCake
Profile Joined March 2013
151 Posts
October 09 2015 21:47 GMT
#47
On October 10 2015 06:29 Charoisaur wrote:
Show nested quote +
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.
Progamer
Scrubwave
Profile Joined July 2010
Poland1786 Posts
October 09 2015 21:49 GMT
#48
--- Nuked ---
[PkF] Wire
Profile Joined March 2013
France24202 Posts
October 09 2015 21:50 GMT
#49
On October 10 2015 06:47 FireCake wrote:
Show nested quote +
On October 10 2015 06:29 Charoisaur wrote:
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.

What really bothers me is that they looked to be on the right track for a long period of time, and then they just lost it. The warpgate change was bad, the macro mechanics change just ruined the end of the beta because it should have been tested at the beginning, not in the middle of the beta. They could have improved upon an already great game, but in the end all they created was a mess, and I'm not very optimistic that mess will magically sort out to give us a solid last iteration for our cherished game.
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
Last Edited: 2015-10-09 22:03:06
October 09 2015 21:59 GMT
#50
On October 10 2015 06:50 [PkF] Wire wrote:
Show nested quote +
On October 10 2015 06:47 FireCake wrote:
On October 10 2015 06:29 Charoisaur wrote:
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.

What really bothers me is that they looked to be on the right track for a long period of time, and then they just lost it. The warpgate change was bad, the macro mechanics change just ruined the end of the beta because it should have been tested at the beginning, not in the middle of the beta. They could have improved upon an already great game, but in the end all they created was a mess, and I'm not very optimistic that mess will magically sort out to give us a solid last iteration for our cherished game.


History repeats. Do you remember when HotS beta began? they rodomontaded as if everything would be changed, but it was released nothing changed, except some additional units.
"Morality is simply the attitude we adopt towards people we personally dislike"
FireCake
Profile Joined March 2013
151 Posts
October 09 2015 22:07 GMT
#51
On October 10 2015 06:50 [PkF] Wire wrote:
Show nested quote +
On October 10 2015 06:47 FireCake wrote:
On October 10 2015 06:29 Charoisaur wrote:
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.

What really bothers me is that they looked to be on the right track for a long period of time, and then they just lost it. The warpgate change was bad, the macro mechanics change just ruined the end of the beta because it should have been tested at the beginning, not in the middle of the beta. They could have improved upon an already great game, but in the end all they created was a mess, and I'm not very optimistic that mess will magically sort out to give us a solid last iteration for our cherished game.


I think they should have listen the community, maybe be inspired by some proposals, but not blindly follow some random proposals of the community and mix it with their ideas.

They were pushed very hard by the community to do big changes when it may have been better to simply polish the game.
Sadly they decided to "try" the macro mechanics removal but they didn't try it long enough to have relevant results because they didn't believe in this change. So they lost a lot of time for nothing.
I say that but i think the game was really better without injects/mules
Progamer
Nam_Pho_life
Profile Joined September 2015
6 Posts
October 09 2015 22:10 GMT
#52
the cyclone speed is good, not super crazy, its slower than a hellion and speedlings can still catch it
SC2Angora
Profile Joined August 2015
53 Posts
October 09 2015 22:13 GMT
#53
They going in the good way with these change, all seems clever and reasonnable and make a better game except for the cyclone who need another change instead speed.
I love macro mechanics, inject mule and chrono are needed and i think there all good with this patch the game is much more enjoyable the way it is
Just waiting for a good huge viper and ultra nerf to have a playable late game against Zerg and this will be fine
Spyridon
Profile Joined April 2010
United States997 Posts
October 09 2015 22:15 GMT
#54
On October 10 2015 06:59 Thouhastmail wrote:
Show nested quote +
On October 10 2015 06:50 [PkF] Wire wrote:
On October 10 2015 06:47 FireCake wrote:
On October 10 2015 06:29 Charoisaur wrote:
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.

What really bothers me is that they looked to be on the right track for a long period of time, and then they just lost it. The warpgate change was bad, the macro mechanics change just ruined the end of the beta because it should have been tested at the beginning, not in the middle of the beta. They could have improved upon an already great game, but in the end all they created was a mess, and I'm not very optimistic that mess will magically sort out to give us a solid last iteration for our cherished game.


History repeats. Do you remember when HotS beta began? they rodomontaded as if everything would be changed, but it was released nothing changed, except some additional units.


Supposedly things were going to be differnt this time. We were told this beta would be far longer than all the other betas. Yet in the end we are ~1 month within the length of Heart of the Swarm beta.

That, among many other things (such as their store page saying the game will be released by March 2016, the complete and sudden change of direction of the beta as soon as theier release date is announced, the release date being within days of BlizzCon) tells me it was never their true plan to release the game right now in this state.

Obviously something major was planned for BlizzCon and got scrapped, and then they filled it in by bumping up SC2 release.

Let's be honest anyway. Of all Blizzards games, SC is getting the short end of the stick right now. It's their least profitable franchise currently. Lowest player base of their current generation of games. Lowest amount of casuals playing it. The only thing SC2 has going for it is it's eSport popularity, but even that isn't what it used to be, and Blizzard is slowly redirecting their eSport marketing towards Heroes anyway...
Masada714
Profile Joined March 2011
United States89 Posts
October 09 2015 22:33 GMT
#55
I would be interested in how similar LotV ends up being compared to HotS gameplay wise. It seems like it tried to be different and then a lot of stuff has been reverted to HotS or is considering being reverted back to HotS. At this point, I'm disappointed cause it feels like HotS with just more units being nerfed (besides the economy change).
Beliskner
Profile Joined August 2015
111 Posts
October 09 2015 22:47 GMT
#56
Why did they change the Warp Prism time AND the defensive warpin time. Just change the goddamn Warp Prism, there's no reason to nerf extra shit just because you can. Honestly with the power of drops the 2second warp in at home was really really fun, and not that OP.

It should be: 2 Second Defensive warpin, 5second Warp Prism, 16second pylon warpin. And shouldn't change the adept hp again. Why does blizzard always have to over do it.

No more whining about Protoss please, and it's time to look at the other races. Each race has significant gaps that need balancing. PvZ Currently Lurkers/Ultra(How exactly are you suppose to kill 8 armor ultralisks with no hardened shield?) and since WOL muta tech switches have punished protoss, force out Double Robo/Disruptor with 5 lurkers, while they're floundering around with that, swap to muta and laugh, what is the answer other than Mass-Air every game? Currently In PvT Protoss has no solid answer to Liberators. Tempests? rediculous counter. Ok let's make the anti-massive unit against the armored-mechanical makes sense to me? I don't think Liberator Tempest games are very fun.Overall it seems every race is getting pushed to air. Carriers may be OP, but it's also the only answer.

Terran kinda feels like it DOES have enough anti-air if they use all options, so I'm not sure if it needs more mech anti-air but I guess Blizzards trying to make something happen with the cyclone, strange buff.
Zerg air feels like how Protoss ground has to play but in the air, it's not so much a straight up fight as trying to get off that combowombo of spells to just destroy everything. I donno it does feel like Mass-Corruptor Viper, Infestor really does beat carriers but it's just the problem of execution, and Zerg can flip between air/ground at a whim so it's not as punishing. For Protoss and Terran it's a real committal.

But Robo REALLY needs some kind of anti-air. Otherwise adepts are also pretty much dead now. You need Blink stalkers because they shoot up, whether blinking on liberators or warding off mutas, stalkers all round just have better utility. I find myself making a few Adepts when my minerals are out of whack, but that's it, chargelots seem better as a mineral dump most of the time now. The only other time is to build 4 and load them in a warp prism. Byebye Core unit.
dswarm
Profile Joined October 2012
United States73 Posts
October 09 2015 23:05 GMT
#57
Speedlings aren't the fastest unit anymore? that's messsed up
I bleed creep
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-10-09 23:12:48
October 09 2015 23:09 GMT
#58
On October 10 2015 06:38 [PkF] Wire wrote:
Show nested quote +
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.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
October 09 2015 23:17 GMT
#59
On October 10 2015 08:09 KeksX wrote:
Show nested quote +
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.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-10-09 23:22:01
October 09 2015 23:21 GMT
#60
On October 10 2015 08:17 [PkF] Wire wrote:
Show nested quote +
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...
starslayer
Profile Joined August 2011
United States696 Posts
October 09 2015 23:26 GMT
#61
On October 10 2015 08:05 dswarm wrote:
Speedlings aren't the fastest unit anymore? that's messsed up

in what world?
i came here to kickass and chew bubblegum and i'm all out of bubble gum
BamBam
Profile Blog Joined November 2009
745 Posts
October 09 2015 23:30 GMT
#62
On October 10 2015 08:09 KeksX wrote:
Show nested quote +
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.



So I hope they stay true to their word and do big changes even after release.


Dont worry, they wont. Its the exact same thing they said when WoL and HoTS were both about to be released, "We'll patch the game!".

What we get at release is what will be here to stay, and blizzard would move onto their next project (whatever it maybe).
"two is way better than twice as one" - artosis
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-10-09 23:32:41
October 09 2015 23:31 GMT
#63
On October 10 2015 06:50 [PkF] Wire wrote:
Show nested quote +
On October 10 2015 06:47 FireCake wrote:
On October 10 2015 06:29 Charoisaur wrote:
On October 10 2015 06:19 FireCake wrote:
On October 10 2015 06:12 Charoisaur wrote:
On October 10 2015 06:08 FireCake wrote:
Which change has still not been reverting ?
Looks like we are going to play HoTs 2.0 ...

No reason to change things that are well designed.


Starcraft is a complex game, you can't say this particular unit or this particular spell is "well designed" when there are obvious big problems in the game.
The beauty of starcraft is in the interaction between units, builds, abilities, micro, decision making... If one thing is bad it affects the whole game.

You mentionned mass air composition such as carrier. It is a huge problem and protoss build orders will always revolve around the idea of getting to this stage of the game at some point. It is not only a "late game" problem because there will have build orders where the protoss will spend most of the time waiting until he gets his massive army.


My point was that Blizzard shouldn't change things just for the sake of changing things but to make the game better.
only because certain units/mechanics are similar to HotS doesn't mean they are bad. (Of course they can be bad but the argument shouldn't be "the problem is that it's to similar to HotS")


The purpose of making an expansion is to add new things in the game.
During the last month they are reverting many changes, lotv looks really the same as hots except that we have some major design problems.
Carrier late game ?
Liberator behind mineral lines ?
....

Yes, I want new stuff and exciting things in LoTv.
Blizzard is not a random new company, they have a lot of experience, a lot of money and probably some of the best developers in the world.
We should expect a lot more from them.

What really bothers me is that they looked to be on the right track for a long period of time, and then they just lost it. The warpgate change was bad, the macro mechanics change just ruined the end of the beta because it should have been tested at the beginning, not in the middle of the beta. They could have improved upon an already great game, but in the end all they created was a mess, and I'm not very optimistic that mess will magically sort out to give us a solid last iteration for our cherished game.

I don't know, I usually don't disagree with you too much, but I think it's a lot about what one expects of the expansion. My opinion is that you can surely take the very safe path you outline there. But you might just end up with the exact same metagame. If you don't do some fundamental changes you end up with similar play to HotS. That's not to say that HotS is bad, but LotV should be a new game. Like one of my personal gripes with HotS was that TvZ was basically the same matchup I had played for 1.5years in WoL already with muta/ling/bling for 15-20mins. And ZvZ was just a downgrade of WoL ZvZ. The infestor was broken in other matchups, but in ZvZ it turned out that its power was absolutely needed to hold against the mass roach or mass muta midgame plays that turned out to dominate HotS. And as a spectator, TvP macro games looked very similar with a few new fancy abilities and attacks, but it was the same old bio against Colossus+Templar game eventually.
I feel like I want something new, new opportunities and a new mental challenge besides "how do I stop the timing attack with the new unit". Blizzard created this awesome opportunity with the multiple expansion longterm SC2 model. And the changes you list as "bad" are some of the few ones I really care about. For me it's a pity they weren't more adventurous in this beta.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
October 09 2015 23:52 GMT
#64
FIX THE FUCKING LATE GAME MULE BULLSHIT.

Pls. It's EXCESSIVE.
HomeWorld
Profile Joined December 2011
Romania903 Posts
October 09 2015 23:56 GMT
#65
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
emc
Profile Joined September 2010
United States3088 Posts
October 09 2015 23:59 GMT
#66
why don't they just change drop mule to drop SCV? might as well
ejozl
Profile Joined October 2010
Denmark3380 Posts
October 10 2015 00:13 GMT
#67
Think the Mule mineral pr. trip they're looking for is ~23. They might've been too generous.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
October 10 2015 00:21 GMT
#68
slowly turning back into hots one patch at a time.
The Show of a Lifetime
NKexquisite
Profile Joined January 2009
United States911 Posts
October 10 2015 00:32 GMT
#69
Should have kept the double damage factor on Warp Prisms. It's kind of silily that you can warp in right on top of the opponents army with no punishment, other than possibly have your Warp Prism sniped -- but its not a huge deal I dont think.

Overall, a move in the right direction... Curious to see if this change somehow promotes more Cyclone usage.
Whattttt Upppppppp Im Nesteaaaaaa!!
Big J
Profile Joined March 2011
Austria16289 Posts
October 10 2015 00:34 GMT
#70
On October 10 2015 09:13 ejozl wrote:
Think the Mule mineral pr. trip they're looking for is ~23. They might've been too generous.

I think they just try to solve blatant balance problems by turning up the Terran income until they don't matter anymore.
xTJx
Profile Joined May 2014
Brazil419 Posts
October 10 2015 01:08 GMT
#71
Oh, zerg still sucks, what a surprise!!!
No prejudices, i hate everyone equally.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2015-10-10 01:12:36
October 10 2015 01:10 GMT
#72
On October 10 2015 08:21 KeksX wrote:
Show nested quote +
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...
ohmylanta1003
Profile Joined February 2015
United States128 Posts
Last Edited: 2015-10-10 07:39:23
October 10 2015 01:21 GMT
#73
Lol. I can't believe people actually think it's good math to compare the macro mechanic percentage drops.
i_am_Nite
Profile Joined February 2012
Russian Federation66 Posts
October 10 2015 01:40 GMT
#74
why they change hp/shields of adepts, while problem is their "vs light" damage? Adepts 2-shot marines and any worker - thats a problem. Just reduce their damage to ~19 vs light (total) per shot. Maybe increase attack speed for same dps.
Nam_Pho_life
Profile Joined September 2015
6 Posts
October 10 2015 02:35 GMT
#75
just tried out the speed buff for cyclone...it helps but it`s still dies very quickly due to its HP and has poor damage output. Direct engagement are not a good idea, I dont see much use for them except maybe early game harass. Late game they die too quickly due to their short lock on range.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
October 10 2015 02:39 GMT
#76
That's great. MULE is almost as good as it is in HOTS. They're doing nothing to address how absolutely insane bio is in TvZ . Only making it better...
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
91matt
Profile Joined March 2013
United Kingdom147 Posts
October 10 2015 02:44 GMT
#77
On October 10 2015 11:39 Qwyn wrote:
That's great. MULE is almost as good as it is in HOTS. They're doing nothing to address how absolutely insane bio is in TvZ . Only making it better...


Bio was already very strong in tvz before this patch, its even stronger now. They just have more stuff
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
October 10 2015 02:48 GMT
#78
Why can't they just simply increase the cooldown of warp-in in order to nerf it?
Make DC listen!
GinDo
Profile Blog Joined September 2010
3327 Posts
October 10 2015 03:54 GMT
#79
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
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
FLuE
Profile Joined September 2010
United States1012 Posts
October 10 2015 04:15 GMT
#80
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...


So true and you can tell this because the comments of what they intended lotv to be early in beta are now long gone. Simpler game with more engagements around the map and more action. Sounded good.

Ultimately the game is no different and will be the same HoTS garbage just with a few different units.

There is no goal or vision and they forgot to just make a really fun game and let the players take it from there.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 10 2015 04:19 GMT
#81
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
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
October 10 2015 04:21 GMT
#82
Maybe cyclone will get some use now.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
BigRedDog
Profile Joined May 2012
461 Posts
Last Edited: 2015-10-10 08:30:06
October 10 2015 08:29 GMT
#83
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.
Big Red Dog!
moofang
Profile Joined June 2011
508 Posts
October 10 2015 08:33 GMT
#84
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
Haukinger
Profile Joined June 2012
Germany131 Posts
October 10 2015 08:59 GMT
#85
Why not make the MULE walk out of the originating CC?
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 10 2015 09:04 GMT
#86
I don't see why they didn't keep 2 seconds warp in with power pylons and nexus... and 5 seconds warpin with WP
SC2Angora
Profile Joined August 2015
53 Posts
October 10 2015 09:08 GMT
#87
How many time we need to wait to have the parasitic bomb and the 8 ultra armur go out of this game ?
varsovie
Profile Joined December 2013
Canada326 Posts
October 10 2015 09:22 GMT
#88
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...
JCoto
Profile Joined October 2014
Spain574 Posts
October 10 2015 09:43 GMT
#89
So in the end of the day, as I predicted, Adepts back to their original stats......
Deleted User 132135
Profile Joined December 2010
702 Posts
October 10 2015 09:48 GMT
#90
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
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
October 10 2015 09:56 GMT
#91
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.
Make DC listen!
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
October 10 2015 09:59 GMT
#92
dont you worry, dont you worry zeeeerrrrg . . .blizzard will have a patch for you
BamBam
Profile Blog Joined November 2009
745 Posts
October 10 2015 11:23 GMT
#93
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
"two is way better than twice as one" - artosis
FLuE
Profile Joined September 2010
United States1012 Posts
October 10 2015 11:41 GMT
#94
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.
Araneae
Profile Joined July 2011
Norway100 Posts
October 10 2015 11:43 GMT
#95
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
ejozl
Profile Joined October 2010
Denmark3380 Posts
October 10 2015 12:24 GMT
#96
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
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Athenau
Profile Joined March 2015
569 Posts
October 10 2015 12:24 GMT
#97
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.

Sosuka
Profile Blog Joined November 2010
Germany13 Posts
Last Edited: 2015-10-10 12:27:39
October 10 2015 12:24 GMT
#98
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.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
October 10 2015 15:48 GMT
#99
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.
You don't choose to play zerg. The zerg choose you.
moofang
Profile Joined June 2011
508 Posts
October 10 2015 15:54 GMT
#100
ohhhh my god. The game really does play uncomfortably like hots after this patch >.<
shin_toss
Profile Joined May 2010
Philippines2589 Posts
October 10 2015 16:10 GMT
#101
I still dont get how adepts work? how does it lock target? sometimes im attacking a unit already then moving away but it doesnt lock o.O
AKMU / IU
Saggymidgetbooty6969
Profile Joined September 2015
112 Posts
October 10 2015 18:02 GMT
#102
defensive warpin is now slower than normal warpin in hots? in hots its 5seconds blizzard time, here its 5 seconds real time?
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-10-10 18:47:03
October 10 2015 18:46 GMT
#103
I don't see the macro changes as an improvement in any of the 3 cases.
GoSuNamhciR
Profile Joined May 2010
124 Posts
October 10 2015 20:08 GMT
#104
On October 11 2015 03:02 Saggymidgetbooty6969 wrote:
defensive warpin is now slower than normal warpin in hots? in hots its 5seconds blizzard time, here its 5 seconds real time?


Yes they wanted to nerf warp-in in LOTV
Charoisaur
Profile Joined August 2014
Germany15957 Posts
October 10 2015 21:30 GMT
#105
On October 11 2015 00:48 [F_]aths wrote:
Show nested quote +
On October 10 2015 05:29 owlman wrote:
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.

Yeah, getting the numbers correctly is one of the things the balance team is really good at.
Many of the coolest moments in sc2 happen due to worker harassment
Rollora
Profile Joined February 2012
2450 Posts
October 10 2015 21:46 GMT
#106
On October 10 2015 05:13 brickrd wrote:
great i'm really looking forward to being kited by a unit with more speed and range than anything in my tech tree

Happens a lot to terrans :D
Where Zerglings can outran CARS (Hellions)
BamBam
Profile Blog Joined November 2009
745 Posts
October 10 2015 21:51 GMT
#107
On October 11 2015 06:46 Rollora wrote:
Show nested quote +
On October 10 2015 05:13 brickrd wrote:
great i'm really looking forward to being kited by a unit with more speed and range than anything in my tech tree

Happens a lot to terrans :D
Where Zerglings can outran CARS (Hellions)


You show me a terran who loses all 6 hellions to lings and ill show you a terran player that cant mirco.
"two is way better than twice as one" - artosis
mikedebo
Profile Joined December 2010
Canada4341 Posts
Last Edited: 2015-10-10 22:45:47
October 10 2015 22:45 GMT
#108
On October 10 2015 20:41 FLuE wrote:
Show nested quote +
On October 10 2015 18:56 TedCruz2016 wrote:
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.

+ Show Spoiler +

[image loading]


I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2015-10-11 03:06:13
October 11 2015 03:01 GMT
#109
I hate the warp-in. 5 seconds? Gigantic nerf imo.
Snooper23
Profile Joined September 2015
5 Posts
October 11 2015 04:55 GMT
#110
Yeah......tried to warn everybody about Cyclone + Liberator ZvT.

You kids have no idea how broken it was vs. how broken it's going to be.

There is not a single ground unit that can kill Cyclones in the Zerg arsenal unless you get off a fungal. You can't even go broodlord because of liberator + cyclone damage.

Corruptors won't even save you
.
Blizzard is just failing at this expansion. Ever wondered why Adepts were NEVER removed? They already released marketing material and pre-order skins. That unit isn't going anywhere either, no matter how poorly it was designed.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-11 23:17:54
October 11 2015 14:37 GMT
#111
On October 11 2015 12:01 erazerr wrote:
I hate the warp-in. 5 seconds? Gigantic nerf imo.



Yea it's actually really slow on defense. The 2 second warp-in was noticably better than the WOL/HOTS 3.7 second warp-in.

now it's 5 seconds. I can understand that and even suggested it for the warp prism, but just warping into nexus sucks

playing against terran with nerfed chronoboost and constant 20% economy disadvantage, no early or midgame edge really sucks too. Adept has been seriously overnerfed (because of that one timing with the warp prism and warpgate, not the unit itself) - specifically losing that 40 health right from the start of the game. 40 health per adept damn
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
October 11 2015 15:58 GMT
#112
On October 11 2015 13:55 Snooper23 wrote:
Yeah......tried to warn everybody about Cyclone + Liberator ZvT.

You kids have no idea how broken it was vs. how broken it's going to be.

There is not a single ground unit that can kill Cyclones in the Zerg arsenal unless you get off a fungal. You can't even go broodlord because of liberator + cyclone damage.

Corruptors won't even save you
.
Blizzard is just failing at this expansion. Ever wondered why Adepts were NEVER removed? They already released marketing material and pre-order skins. That unit isn't going anywhere either, no matter how poorly it was designed.


Kids? Wat. Who are you? O_O... The Cyclone change mainly affects TvP not TvZ, and I think the real problem is "Kids" like you posting balance whines, without completely understanding the game or playing at a high enough level to try to understand. Liberator + Cyclone are not imbalanced vs Zerg at the moment, and neither is the Adept. Kiddo.
AKA: TelecoM[WHITE] Protoss fighting
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-11 17:42:28
October 11 2015 17:41 GMT
#113
On October 11 2015 13:55 Snooper23 wrote:

Blizzard is just failing at this expansion. Ever wondered why Adepts were NEVER removed? They already released marketing material and pre-order skins. That unit isn't going anywhere either, no matter how poorly it was designed.

Why should it be removed? It is one of the units with the most exciting design in SC2. Compared to boring units, like Roaches, Marauders, Cyclons, Chargelots, Immortals, Colossi, Corruptors, etc it has a brilliant design.
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
Last Edited: 2015-10-11 18:41:57
October 11 2015 18:38 GMT
#114
I just hope we'll see some gateways not morphed into warpgates. It has worked for the other races just fine.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 11 2015 21:09 GMT
#115
I find myself struggling in pvz as of late, feels like protoss is too weak vs zerg with the adept that has been nerfed pretty hard lately, sentries are just so bad now I'm unsure how to hold anything
owlman
Profile Joined August 2009
France58 Posts
October 11 2015 22:40 GMT
#116
I find myself struggling in pvz as of late


Same here. some early zerg agressions are really hard to hold... fortunately most of the z in the beta play HOTS type of game with 3 bases greedy build so i can rush to carriers like a greedy noob aswell.
But when they doing some nasty fast lurkers, ravagers or other shit like that it seems i'm always doomed :D
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 11 2015 22:50 GMT
#117
yeah vs those mindless gasless 3 base it's still similar but 2 base agression openers are hard to deal with, might have to make like 6 gates vs 2 base or something
Gen.Rolly
Profile Joined September 2011
United States200 Posts
October 12 2015 02:54 GMT
#118
Bring back scourge to deal with late game protoss and terran air. This would make for some great micro/kiting plus scourge hits are exciting.
Vector locked in.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 12 2015 03:11 GMT
#119
On October 12 2015 11:54 Gen.Rolly wrote:
Bring back scourge to deal with late game protoss and terran air. This would make for some great micro/kiting plus scourge hits are exciting.


Viper is the best unit in the game for dealing with that stuff atm
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
October 12 2015 03:24 GMT
#120
The nerfed warp in is just ridiculous. This, plus the adept nerf, the chrono nerf, plus the changes to photon overcharge and the colossi, makes PvT the biggest headache atm. Aside of all ins and timings, protoss was already having a tough time in this matchup. Now that they added these additional nerfs and reverted the mule nerf, it's just stupid. Even the fast third base builds aren't very good anymore cos of how trash the adept is. Terrans must really enjoy life right now, facing LotV protoss which is weaker against defending drops than HotS protoss, and isn't even strong in decent engagements anymore.

They seriously need to reconsider the warp gate nerf, possibly even the adept nerf. They've completely over-nerfed a race that wasn't even particularly strong to begin with overall, rather there were just certain things that were too strong. Chrono basically just doesn't do anything anymore, which would be alright if had they not reverted the mule and made terran economy just better than everyone elses. Terran doesn't even have to make liberators anymore, they can just play HotS style and win every game because their economy is better, and Protoss can't reasonably prepare against drops and defend against the army at the same time without any reliable AoE, or warp ins that don't take 400 hours.

Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-12 04:36:18
October 12 2015 04:14 GMT
#121
Now that they added these additional nerfs and reverted the mule nerf, it's just stupid


Terran units (stim bio, liberator) are already very strong when talking cost for cost.

it's just silly atm. Uphill battle both ways in the snow from the 2 minute mark to the end of the game simply because of the money mismatch, all unit balance aside.

Terran can just build workers, expand casually and maintain 20% income lead over a protoss who's chronoing nexus and spamming probes without losing any the whole game. They can bank mules and drop them all on a base that's new or otherwise unsecurable.

The mechanic overall just adds a ton of unneccesary power in a way that's really stupid and unfun for both sides IMO - it really sucks to play against for lots of reasons; looking from the terran POV, who wants to take a race that has a win rate too high and then go nerf the crap out of marines, stimpack, liberators etc so that terran goes 50/50 even though they have way more money at every stage of the game?

Economy issues are higher in the tree than unit issues, unit balance is meaningless without taking economy into account
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-10-12 04:39:41
October 12 2015 04:37 GMT
#122
On October 12 2015 13:14 Cyro wrote:
Show nested quote +
Now that they added these additional nerfs and reverted the mule nerf, it's just stupid


Terran units (stim bio, liberator) are already very strong when talking cost for cost.

it's just silly atm. Uphill battle both ways in the snow from the 2 minute mark to the end of the game simply because of the money mismatch, all unit balance aside.

[image loading]

This is not ok at all and i can't believe they want mules to be so important and powerful for terran income while demonising inject and chrono


And that's the problem with anecdotal evidence, never mind that it's at a sub-competitive level.

I just watched Avilo get out-economied by 3 Zergs in a row, one of those was a game where the Zerg built 9 Roaches on 2 bases and did zero damage, one was a bio game, and the last was a game where Avilo went for a fast third CC built on location. He was completely behind economically in the first two games, and roughly even in the third. How do we reconcile your observations of the economy with those?

The only high level players streaming LotV are Polt and ForGG. I'm honestly not sure why the entire community isn't tripping over itself to catch their games, because those games offer the only remotely meaningful observations to be made about the state of balance in LotV.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-12 05:22:27
October 12 2015 04:51 GMT
#123
I just watched Avilo get out-economied by 3 Zergs in a row


How do we reconcile your observations of the economy with those?


We don't, since i'm commenting on TvP

So Huk and other streams are not meaningful to you? Even right now Neeblet is playing @ GM with Naniwa, Fayth and others in chat discussing TvP.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-10-12 05:30:12
October 12 2015 05:28 GMT
#124
On October 12 2015 13:51 Cyro wrote:
Show nested quote +
I just watched Avilo get out-economied by 3 Zergs in a row


Show nested quote +
How do we reconcile your observations of the economy with those?


We don't, since i'm commenting on TvP


I apologize. I must have conflated your post with the MMM Mule thread which is mostly about TvZ. I should have paid closer attention.

So Huk and other streams are not meaningful to you? Even right now Neeblet is playing @ GM with Naniwa, Fayth and others in chat discussing TvP.


Eh. They're at an ambiguously meaningful level. Obviously a lot of the issues they struggle with will also come up at the highest level of play... but at the same time, some won't. Avilo is a GM Terran, and he's been making mech work in TvP. Is that actually relevant to Code S level balance? Obviously HuK is a step above Avilo, but again... very ambiguous.

I'd rather start with top top top P play and then work our way down to Huk (and lower), which will clearly demonstrate which issues are so fundamental that they pervade every level of play, as opposed to starting with the low and... hoping, basically, that those issues are relevant and faithfully represented.

INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
October 12 2015 05:31 GMT
#125
The nerfs to MULEs and to warp-ins were very necessary
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
jinjin5000
Profile Joined May 2010
United States1425 Posts
October 12 2015 05:37 GMT
#126
On October 11 2015 13:55 Snooper23 wrote:
Yeah......tried to warn everybody about Cyclone + Liberator ZvT.

You kids have no idea how broken it was vs. how broken it's going to be.

There is not a single ground unit that can kill Cyclones in the Zerg arsenal unless you get off a fungal. You can't even go broodlord because of liberator + cyclone damage.

Corruptors won't even save you
.
Blizzard is just failing at this expansion. Ever wondered why Adepts were NEVER removed? They already released marketing material and pre-order skins. That unit isn't going anywhere either, no matter how poorly it was designed.


Uh no? Liberator+Cyclone is not only 3 supply each but 150/150. There is no way you are gonna get that rolling. I play mech myself and cyclone+liberator is not the ideal composition- Tank liberator Hellbat is way better than hellion/ cyclone+liberator is and will be.

Right now, cyclone doesn't even do that AA job well while it does the force engagement job decently. You have no idea what you are talking about.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2015-10-12 09:08:03
October 12 2015 09:05 GMT
#127
On October 12 2015 14:28 pure.Wasted wrote:
Show nested quote +
On October 12 2015 13:51 Cyro wrote:
I just watched Avilo get out-economied by 3 Zergs in a row


How do we reconcile your observations of the economy with those?


We don't, since i'm commenting on TvP


I apologize. I must have conflated your post with the MMM Mule thread which is mostly about TvZ. I should have paid closer attention.

Show nested quote +
So Huk and other streams are not meaningful to you? Even right now Neeblet is playing @ GM with Naniwa, Fayth and others in chat discussing TvP.


Eh. They're at an ambiguously meaningful level. Obviously a lot of the issues they struggle with will also come up at the highest level of play... but at the same time, some won't. Avilo is a GM Terran, and he's been making mech work in TvP. Is that actually relevant to Code S level balance? Obviously HuK is a step above Avilo, but again... very ambiguous.

I'd rather start with top top top P play and then work our way down to Huk (and lower), which will clearly demonstrate which issues are so fundamental that they pervade every level of play, as opposed to starting with the low and... hoping, basically, that those issues are relevant and faithfully represented.


honestly I think you should take most of what Avilo says with a grain of salt, I mean avilo plays sooooooo passively that his view of balance in some situation is pretty off, not saying he's always wrong or anything like that but yeah I'd look at more terrans opinion than that

for what it's worth at the moment I do feel that P>T, I don't have the biggest sample size PvT wise but it feels by far the easiest match up of all 3 for me, and I barely make any adept


also I don't know if many terrans have tried it but I'm just throwing it out there, I think cyclones/widowmines could be a possibility, and add some other units depending on what you see but stick to mainly cyclones and mines, I feel it might be worth testing out
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-10-12 09:46:39
October 12 2015 09:45 GMT
#128
On October 12 2015 18:05 ROOTFayth wrote:
Show nested quote +
On October 12 2015 14:28 pure.Wasted wrote:
On October 12 2015 13:51 Cyro wrote:
I just watched Avilo get out-economied by 3 Zergs in a row


How do we reconcile your observations of the economy with those?


We don't, since i'm commenting on TvP


I apologize. I must have conflated your post with the MMM Mule thread which is mostly about TvZ. I should have paid closer attention.

So Huk and other streams are not meaningful to you? Even right now Neeblet is playing @ GM with Naniwa, Fayth and others in chat discussing TvP.


Eh. They're at an ambiguously meaningful level. Obviously a lot of the issues they struggle with will also come up at the highest level of play... but at the same time, some won't. Avilo is a GM Terran, and he's been making mech work in TvP. Is that actually relevant to Code S level balance? Obviously HuK is a step above Avilo, but again... very ambiguous.

I'd rather start with top top top P play and then work our way down to Huk (and lower), which will clearly demonstrate which issues are so fundamental that they pervade every level of play, as opposed to starting with the low and... hoping, basically, that those issues are relevant and faithfully represented.


honestly I think you should take most of what Avilo says with a grain of salt, I mean avilo plays sooooooo passively that his view of balance in some situation is pretty off, not saying he's always wrong or anything like that but yeah I'd look at more terrans opinion than that

for what it's worth at the moment I do feel that P>T, I don't have the biggest sample size PvT wise but it feels by far the easiest match up of all 3 for me, and I barely make any adept


also I don't know if many terrans have tried it but I'm just throwing it out there, I think cyclones/widowmines could be a possibility, and add some other units depending on what you see but stick to mainly cyclones and mines, I feel it might be worth testing out


Indeed I don't pay much attention to his balance complaints. He's on a level below foreign pros and like I said foreign pros' experience is only partly representative of competitive SC, so his is even less so.

That's why I said that right now I think the only streamers providing consistently meaningful data are Polt and ForGG, and people should be focusing on their games as much as possible.

In fairness to Avilo, he's been talking more about game design than balance of late, and I've found most of his reasoning pretty sound. For example, he sees Parasitic Bomb as fundamemtally problematic because it hard counters Vikings which are needed to counter Brood Lords. Even if Brood Lords never become relevant in competitive TvZ and so this never ever becomes a balance issue, we can still identify the poor foundation in place, THREATENING imbalance.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
October 12 2015 10:21 GMT
#129
On October 10 2015 18:04 ROOTFayth wrote:
I don't see why they didn't keep 2 seconds warp in with power pylons and nexus... and 5 seconds warpin with WP

does seem like a really obvious change, yes
[15:15] <Palmar> and yes marv, you're a total hottie
owlman
Profile Joined August 2009
France58 Posts
Last Edited: 2015-10-12 11:01:02
October 12 2015 10:50 GMT
#130
for what it's worth at the moment I do feel that P>T, I don't have the biggest sample size PvT wise but it feels by far the easiest match up of all 3 for me, and I barely make any adept


How do you play the match-up? can you share a replay or something. i struggle in PvT since the recent adept nerf cos i was used to mass adept mid game ( with imo / void / templar support).

Funny story: last PvT i did was vs a terran only massing marines the whole game with few ghosts and medivacs.
So i played mass adept like i did in the past and he crushed me in a direct engagement with 50 marines 6 medivac 2 ghost (50 supply worth of fighting units) vs 40 adepts 2 imo and few voids( 30 more supply or so). got EMP'ed but only half of my army.

I think the last adept nerf was too much they hardly counter marine anymore in the midgame and they are bad as shit vs speedlings.
Versus anything non light they are trash ofc . They're definitely a bad fighting unit outside of some all-in on 2 bases and killing workers.
xyzz
Profile Joined January 2012
567 Posts
October 12 2015 10:54 GMT
#131
Adept might as well be removed from the game at this point. It's no longer a core gateway unit that fills a role the other gateway units couldn't fill. What the community requested was a gateway unit that can trade evenly in smaller numbers vs enemies (something that stalkers and zealots are unable to do). That's no longer the case.

Overall this is the first time when I honestly think the design team has no clue. They're not improving the game this expansion (still a complete lack of necessary UI features, and game balance), and considering we're at an all time low in interest towards SC2 tournaments and streamers some improvements are needed.
reapsen
Profile Blog Joined May 2010
Germany559 Posts
Last Edited: 2015-10-12 11:38:36
October 12 2015 11:26 GMT
#132
I hoped so very much, that Blizz would take the opportunity to completly change the warpin mechanic for protoss gateways.

In my opinion (and i know many others agree), at the current state it is just a clusterfuck, and all the patches are now exactly what the name suggests, they "patch" an inherently broken thing, not fix it.

Since Wings of Liberty it was obvious that something is wrong with the general concept of warpgates. Why would you include a switchable tech that is absolutely mandatory in 99% of protoss games (aside from cannon rushes and proxy 2gates).

Since wings of liberty warp-gate upgrade is simply a no-brainer, you just get it because it is better. There was so much potential for the idea that warp-gate upgrade unlocks the warp-in tech, but also has some downsides. Most obviously the cooldown between warpins should be longer than the build time from Gateways.

I can very clearly remember my first games in WoL Beta back in the day, when my friend and i first played around with all the new stuff, and he was like "Oh look, i can warp in units everywhere on the map." and i was like "that is insane, how much longer is the cooldown for a unit compared to a build in the gateway?" and he goes: "I think it is even shorter, that can't be correct, right?!" It made no sense back then and it still does not...

Protoss players should have to THINK STRATEGICALLY how many of their Gateways they want to have as Warpgates.

Maybe only a couple for harass defense to quickly warp in some stalker in a mineral line?
Or when protoss attacks make all Gateways to Warpgates to reinforce at the frontline?
Oh protoss is behind and pushed back to defense, make all Warpgates back to Gatways to produce more units faster.

Btw.: i am well aware of the fact, that at the time WoL was released the reasoning of blizz was, that the downside of the Warpgate was "not beeing able to queue" your unit buildings, therefore they claimed it is harder to macro with warpgates.
Which of course is completly unrelevant to every player above gold league...

At the current state, i would bet that the "Morph Warpgate back to Gateway"-Button is the least pressed button in the entire game, because it makes absolutely no sense. And that is a shame.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
October 12 2015 11:59 GMT
#133
On October 12 2015 20:26 reapsen wrote:
I hoped so very much, that Blizz would take the opportunity to completly change the warpin mechanic for protoss gateways.

In my opinion (and i know many others agree), at the current state it is just a clusterfuck, and all the patches are now exactly what the name suggests, they "patch" an inherently broken thing, not fix it.

Since Wings of Liberty it was obvious that something is wrong with the general concept of warpgates. Why would you include a switchable tech that is absolutely mandatory in 99% of protoss games (aside from cannon rushes and proxy 2gates).

Since wings of liberty warp-gate upgrade is simply a no-brainer, you just get it because it is better. There was so much potential for the idea that warp-gate upgrade unlocks the warp-in tech, but also has some downsides. Most obviously the cooldown between warpins should be longer than the build time from Gateways.

I can very clearly remember my first games in WoL Beta back in the day, when my friend and i first played around with all the new stuff, and he was like "Oh look, i can warp in units everywhere on the map." and i was like "that is insane, how much longer is the cooldown for a unit compared to a build in the gateway?" and he goes: "I think it is even shorter, that can't be correct, right?!" It made no sense back then and it still does not...

Protoss players should have to THINK STRATEGICALLY how many of their Gateways they want to have as Warpgates.

Maybe only a couple for harass defense to quickly warp in some stalker in a mineral line?
Or when protoss attacks make all Gateways to Warpgates to reinforce at the frontline?
Oh protoss is behind and pushed back to defense, make all Warpgates back to Gatways to produce more units faster.

Btw.: i am well aware of the fact, that at the time WoL was released the reasoning of blizz was, that the downside of the Warpgate was "not beeing able to queue" your unit buildings, therefore they claimed it is harder to macro with warpgates.
Which of course is completly unrelevant to every player above gold league...

At the current state, i would bet that the "Morph Warpgate back to Gateway"-Button is the least pressed button in the entire game, because it makes absolutely no sense. And that is a shame.


I love your post man, if only Blizz actually listened to the community. Mad man david is gonna make each warpin take 16 seconds, except for the first one after you morphed your gateways, so there is finally a reason to press that button. Not a Strategic descision, just a reason. And then Blizz will say, "We heard ya'll", morph back button should be more usefull now.
reapsen
Profile Blog Joined May 2010
Germany559 Posts
Last Edited: 2015-10-12 12:15:04
October 12 2015 12:13 GMT
#134
Yeah.. i mean how fucking cool would it be, to see protoss players getting ready for an attack and then morph all their gateways to warpgates with that cool morphing sound effect and all the casters go nuts like "ooh shit son, this attack is about get fucking real".

Or a protoss players builds some gateways in an area that is likely to get scanned and the terran player is like: "ah look, he has gateways, this fucker wants to defend or expand" but in reality he has like 6 more but in warpgate mode and bam goes all out attack.

In my opinion that would be WAY more enjoyable than just:
1. Scout
2. Count Warpgates and Bases
3. If Warpgate > 6 and Bases < 3 then DEFEND YOUR ASS LIKE CRAZY, HERPDY DERP
4. Game ends 3 Minutes later no matter what.
CheddarToss
Profile Joined September 2015
534 Posts
October 12 2015 13:19 GMT
#135
Two things this game badly needs are:

1) Massive highground advantage. If I were Blizz, I would nerf any kind of damage (yes, even spells) from low to highground by 1/3.

2) A drastic change to the clumping behaviour of units. Instead of "natural clumping", units should leave some space between them and you should have to invest APM to clump them.

The first change negates the "steamrolle" syndrome, which means that games end too quickly after a single botched battle, and the utter lack of importance of positioning in SC2 compared to BW.

The second change should reduce the "terrible, terrible damage" syndrome, which has plagued this game from the beginning.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-12 17:31:27
October 12 2015 17:28 GMT
#136
Eh. They're at an ambiguously meaningful level.


HuK and MC won the only meaningful LOTV tournament so far and you consider terran streamers far superior players
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 12 2015 18:02 GMT
#137
On October 12 2015 19:50 owlman wrote:
Show nested quote +
for what it's worth at the moment I do feel that P>T, I don't have the biggest sample size PvT wise but it feels by far the easiest match up of all 3 for me, and I barely make any adept


How do you play the match-up? can you share a replay or something. i struggle in PvT since the recent adept nerf cos i was used to mass adept mid game ( with imo / void / templar support).

Funny story: last PvT i did was vs a terran only massing marines the whole game with few ghosts and medivacs.
So i played mass adept like i did in the past and he crushed me in a direct engagement with 50 marines 6 medivac 2 ghost (50 supply worth of fighting units) vs 40 adepts 2 imo and few voids( 30 more supply or so). got EMP'ed but only half of my army.

I think the last adept nerf was too much they hardly counter marine anymore in the midgame and they are bad as shit vs speedlings.
Versus anything non light they are trash ofc . They're definitely a bad fighting unit outside of some all-in on 2 bases and killing workers.

I just play pretty safe, I make 1 adept and then no more, just stalkers, quick blink, few obs, then robo bay, start making disruptors and get 3rd, 2nd robo and just pump disruptors and stalkers, you can trade very well against bio/libs/mines or anything really assuming you fire 1 ball of disruptor at a time, I usually manage to pick off some liberators here and there with the blink stalkers without losing anything while I shoot disruptor balls, and during all that I make 3 stargate and start pumping carriers, warp prism roaming around to harass while you do that is pretty good too
owlman
Profile Joined August 2009
France58 Posts
October 12 2015 18:14 GMT
#138
Thank your for your answers

I make 3 stargate and start pumping carriers


In my experience carriers were a bad choice vs good terran playing bio (mostly marine) + mass liberator. Do you agree?
In that situation i would probably 3Sg + tempest
Daizer
Profile Joined October 2015
69 Posts
October 12 2015 18:36 GMT
#139
The buff to the MULE broke TvZ, its way to powerfull in early game.

Zerg needs 4 larva if this stays.
SC2Angora
Profile Joined August 2015
53 Posts
October 12 2015 19:03 GMT
#140
On October 13 2015 03:36 Daizer wrote:
The buff to the MULE broke TvZ, its way to powerfull in early game.

Zerg needs 4 larva if this stays.


Sure give zerg a way to go easily on their OP T3 with 8 armor ultra and Viper Op versatility especially parasitc bomb who just crush Terran Bio and Mech.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
October 12 2015 19:39 GMT
#141
On October 13 2015 02:28 Cyro wrote:
Show nested quote +
Eh. They're at an ambiguously meaningful level.


HuK and MC won the only meaningful LOTV tournament so far and you consider terran streamers far superior players


HuK and MC are both incredibly awesome players, with MC being as top tier as you can be, really. Maybe not winning Code S anymore, but still, has experience as being one of the all-time Protoss greats. That being said, they won the biggest LotV tournament during some pretty ridiculously imbalanced patches. Certainly you must concede this, right?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-12 19:45:49
October 12 2015 19:44 GMT
#142
On October 13 2015 04:39 TimeSpiral wrote:
Show nested quote +
On October 13 2015 02:28 Cyro wrote:
Eh. They're at an ambiguously meaningful level.


HuK and MC won the only meaningful LOTV tournament so far and you consider terran streamers far superior players


HuK and MC are both incredibly awesome players, with MC being as top tier as you can be, really. Maybe not winning Code S anymore, but still, has experience as being one of the all-time Protoss greats. That being said, they won the biggest LotV tournament during some pretty ridiculously imbalanced patches. Certainly you must concede this, right?


The balance hasn't improved, though. It's flipped around a lot and could even be worse overall.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 12 2015 22:50 GMT
#143
On October 13 2015 02:28 Cyro wrote:
Show nested quote +
Eh. They're at an ambiguously meaningful level.


HuK and MC won the only meaningful LOTV tournament so far and you consider terran streamers far superior players


I don't consider Terran streamers far superior players. Avilo is far worse than HuK. I consider Polt and ForGG far superior to HuK and MC.

LotV, like HotS before it, will be balanced around Code S and SSL. Anyone who can not be consistently relevant in the Code S conversation is not directly relevant to balance conversations. It's as simple as that.

HuK and MC winning a tournament during a beta, while abusing units that were so OP that they've been nerfed twice in a row since then, while Bomber and MMA were basically trying to play HotS, is the zenith (or would it be the nadir?) of meaningless results, except insofar as it shows that the Adept was so broken, very mediocre players could beat very good players with it.

If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG. No "I got beat on ladder today" from any race, no "foreign Race X isn't winning with strategy Y."
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-12 23:01:38
October 12 2015 23:01 GMT
#144
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-10-12 23:40:07
October 12 2015 23:21 GMT
#145
On October 13 2015 08:01 Cyro wrote:
Show nested quote +
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far


First of all, they play against plenty of Korean pros. I've seen Polt play Zest twice and Curious once, and last night ForGG played Armani, a barcode, and Vibe (not Korean, but still more relevant than Vibe vs. random GM). And I haven't watched that much of their streams, I'm sure they've played tons more.

Second, you seriously overestimate the effects of POV. We see every game they stream live. We see all of their wins and all of their losses, uncensored and unabridged. What difference does POV make if every game ends in an Adept push or a Liberator rush? I expect POV will have more impact once the game is way closer to being balanced and potential buffs and nerfs are very nuanced.

Our alternatives for gauging balance shouldn't be between using only Polt & ForGG or using all streamers, our alternatives should be using Polt & ForGG or using no one at all until equally skilled Zerg and Protoss show up.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 12 2015 23:57 GMT
#146
On October 13 2015 03:14 owlman wrote:
Thank your for your answers

Show nested quote +
I make 3 stargate and start pumping carriers


In my experience carriers were a bad choice vs good terran playing bio (mostly marine) + mass liberator. Do you agree?
In that situation i would probably 3Sg + tempest

I make carriers because it's much higher dps, then I add some tempests, but marines arent very scary when you have disruptors
owlman
Profile Joined August 2009
France58 Posts
October 13 2015 00:33 GMT
#147
I make carriers because it's much higher dps, then I add some tempests, but marines arent very scary when you have disruptors

i Don't use disruptors i don't like the "all or nothing" kind of theme of the unit.
The scary thing is not marine, it's liberator one shotting all your interceptors in less than 2sec ( it happens all the time at 12 + liberators)
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2015-10-13 01:03:33
October 13 2015 01:02 GMT
#148
disruptor is the reason that I don't lose any pvt lol, it's really not all or nothing, you just shoot 1 ball at a time so you're never on "global cooldown" terran can never truly engage you and you just poke non stop
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
October 13 2015 05:30 GMT
#149
On October 10 2015 20:23 Energizer wrote:
Show nested quote +
On October 10 2015 18:56 TedCruz2016 wrote:
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


Well, for the record, roach used to be 1 supply, and mass roaches was widely abused in mid and late game. Although I believe both T and P can handle that if roach was a 1 supply unit and remained its attack range of 3 and relatively low speed of burrow-movement, no way can it stop a match of mass roaches vs mass roaches in ZvZ.
Make DC listen!
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
October 13 2015 07:54 GMT
#150
On October 13 2015 08:21 pure.Wasted wrote:
Show nested quote +
On October 13 2015 08:01 Cyro wrote:
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far


First of all, they play against plenty of Korean pros. I've seen Polt play Zest twice and Curious once, and last night ForGG played Armani, a barcode, and Vibe (not Korean, but still more relevant than Vibe vs. random GM). And I haven't watched that much of their streams, I'm sure they've played tons more.

Second, you seriously overestimate the effects of POV. We see every game they stream live. We see all of their wins and all of their losses, uncensored and unabridged. What difference does POV make if every game ends in an Adept push or a Liberator rush? I expect POV will have more impact once the game is way closer to being balanced and potential buffs and nerfs are very nuanced.

Our alternatives for gauging balance shouldn't be between using only Polt & ForGG or using all streamers, our alternatives should be using Polt & ForGG or using no one at all until equally skilled Zerg and Protoss show up.

Tournaments are better at gauging things than ladder. On ladder a pros aim is not necessarily to win, but to learn, and with the game being as new as LotV that adds extra confusion to the game. Also the person Polt played wasn't Zest, he has to prepare for Blizzcon...
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 13 2015 08:03 GMT
#151
On October 13 2015 16:54 ZAiNs wrote:
Show nested quote +
On October 13 2015 08:21 pure.Wasted wrote:
On October 13 2015 08:01 Cyro wrote:
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far


First of all, they play against plenty of Korean pros. I've seen Polt play Zest twice and Curious once, and last night ForGG played Armani, a barcode, and Vibe (not Korean, but still more relevant than Vibe vs. random GM). And I haven't watched that much of their streams, I'm sure they've played tons more.

Second, you seriously overestimate the effects of POV. We see every game they stream live. We see all of their wins and all of their losses, uncensored and unabridged. What difference does POV make if every game ends in an Adept push or a Liberator rush? I expect POV will have more impact once the game is way closer to being balanced and potential buffs and nerfs are very nuanced.

Our alternatives for gauging balance shouldn't be between using only Polt & ForGG or using all streamers, our alternatives should be using Polt & ForGG or using no one at all until equally skilled Zerg and Protoss show up.


Tournaments are better at gauging things than ladder. On ladder a pros aim is not necessarily to win, but to learn, and with the game being as new as LotV that adds extra confusion to the game.


I'm not sure what you're getting at. Yes, tournament data is more relevant, but should Blizzard not balance the beta at all until the game comes out and the first season of Code S concludes?

Also the person Polt played wasn't Zest, he has to prepare for Blizzcon...


As opposed to Polt, who does not have to prepare for Blizzcon? Lol.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Sakat
Profile Blog Joined October 2014
Croatia1599 Posts
October 13 2015 09:05 GMT
#152
Frankly I think Polt won't win a game at Blizzcon
My boy Ptak defeated two GSL champions!
FireCake
Profile Joined March 2013
151 Posts
Last Edited: 2015-10-13 11:17:25
October 13 2015 11:16 GMT
#153
On October 13 2015 08:21 pure.Wasted wrote:
Show nested quote +
On October 13 2015 08:01 Cyro wrote:
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far



Our alternatives for gauging balance shouldn't be between using only Polt & ForGG or using all streamers, our alternatives should be using Polt & ForGG or using no one at all until equally skilled Zerg and Protoss show up.



ForGG right now is terrible on LoTv.
He is a very good mechanical player but strategically he is terrible, on a game not completly figured out he is just bad.

I didn't see Polt play, i think we don't play on the same timezone so it doesn't help. Since he will play for Blizzcon i think he may have not played many games on LoTv yet...

My point is the best players on WoL/HoTs are not necessary the best players in LoTv beta. There are a few unknown european protoss players that are, at this moment, a lot better than Naniwa for example.

So you should not have an opinion on the balance of the game only by watching those guys. You can, but it is irrelevant.
Progamer
wjat
Profile Joined August 2015
385 Posts
October 13 2015 11:37 GMT
#154
Please people stop taking one game you played as relevant for balance. I feel most people doesn't have the mind to think where they fucked up or how they could manage/micro their units better. Many are judging a unit after using it less than 2-3 times.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
October 13 2015 14:16 GMT
#155
On October 13 2015 07:50 pure.Wasted wrote:
Show nested quote +
On October 13 2015 02:28 Cyro wrote:
Eh. They're at an ambiguously meaningful level.


HuK and MC won the only meaningful LOTV tournament so far and you consider terran streamers far superior players


LotV, like HotS before it, will be balanced around Code S and SSL. Anyone who can not be consistently relevant in the Code S conversation is not directly relevant to balance conversations. It's as simple as that.

[...]

If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG. No "I got beat on ladder today" from any race, no "foreign Race X isn't winning with strategy Y."


This is true for the time period after the game has been officially released and sanctioned for major tournament play. But during the beta; balance experience, player feedback, as well as in-game benchmarking data must be used to balance the game. There is no feasible way around this.

If Blizzard is even half as sophisticated as they should be, they have extremely detailed and comprehensive in-game analytics they use to drill-down into the interactions. Filters, segments, trends ... These are tools the general community do not (and cannot) really have. And that's fine. So we have to say things like, "holy shit, no matter what I do I can't handle [THIS PLAY]." Or, "I can't lose when I do [THIS PLAY]."

CODE S
I agree that the game should be balanced for the absolute highest levels of play, but there is a humongous and unavoidable variable that will prevent theoretical "perfect balance": individual skill. This will always obfuscate the data.

Take professional tennis for example--because it's the other sport I'm the most familiar with. A player like Novak Djokovic in 2015 is utterly dominant. Basically, he doesn't lose. 93% winrate. Does that mean his two-handed backhand, his shoes, his Head racquet, his strings, his diet plant--does that mean these things are OP? They're all within the rules of the game. Everyone else can use them. But nobody can use them at his level. Hard court, clay, grass, right-handed or left-handed opponent, wind, heat, cold, altitude; it doesn't matter. He will crush you.

I know a lot of you understand this concept, but there are certainly some who don't, or haven't thought about it. If the Novak Djokovic of Starcraft 2 chooses Zerg, then everything he does is going to look wildly OP. So, at the highest levels of Code S, you're bound to have Djokovic's running around crushing everyone's face, and if the goal is some arbitrary requirement that winrates need to be 33% across the three races, your'e going to have unjustified nerfs and buffs all over the place.

Basically, an asymmetrical game--almost by definition--played by humans, cannot be properly balanced, short of some mathematical algorithm that describes balance. *shrugs* Sorry. Feeling a little philosophical this morning.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2015-10-13 15:20:16
October 13 2015 15:19 GMT
#156
why they can't simply buff the siege tank instead of adding uninteresting unit like the cyclone? another a-move trash

they added the liberator which is a very new and cool units, it's so hard blizzard?
Allred
Profile Joined November 2010
United States352 Posts
October 13 2015 21:53 GMT
#157
they still haven't fixed the fucking widow mine
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
October 13 2015 21:56 GMT
#158
Also, RIP Thor's back guns. 4 guns of uselessness. My dream would be a new attack animation, change up the back guns to be flak cannons that fire in a ripple of 4 and replace the stupid anti-air missiles.
Dun tuch my cheezbrgr
MoonyD
Profile Joined December 2013
Australia191 Posts
October 14 2015 00:46 GMT
#159
Pretty funny how even though this is a Protoss expansion, Protoss will be the weakest race when this game comes out.

Once again, Terran is granted their OP mules while Zerg's larva inject and Protoss Chrono gets removed/nerfed.
The world wants to be deceived
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
Last Edited: 2015-10-14 00:59:19
October 14 2015 00:57 GMT
#160
On October 13 2015 17:03 pure.Wasted wrote:
Show nested quote +
On October 13 2015 16:54 ZAiNs wrote:
On October 13 2015 08:21 pure.Wasted wrote:
On October 13 2015 08:01 Cyro wrote:
If I had my way, the only balance conversations on this forum would be about the games streamed by Polt and ForGG


If you only allow balance conversations from looking at one races POV on a ladder, you won't get very far


First of all, they play against plenty of Korean pros. I've seen Polt play Zest twice and Curious once, and last night ForGG played Armani, a barcode, and Vibe (not Korean, but still more relevant than Vibe vs. random GM). And I haven't watched that much of their streams, I'm sure they've played tons more.

Second, you seriously overestimate the effects of POV. We see every game they stream live. We see all of their wins and all of their losses, uncensored and unabridged. What difference does POV make if every game ends in an Adept push or a Liberator rush? I expect POV will have more impact once the game is way closer to being balanced and potential buffs and nerfs are very nuanced.

Our alternatives for gauging balance shouldn't be between using only Polt & ForGG or using all streamers, our alternatives should be using Polt & ForGG or using no one at all until equally skilled Zerg and Protoss show up.


Tournaments are better at gauging things than ladder. On ladder a pros aim is not necessarily to win, but to learn, and with the game being as new as LotV that adds extra confusion to the game.


I'm not sure what you're getting at. Yes, tournament data is more relevant, but should Blizzard not balance the beta at all until the game comes out and the first season of Code S concludes?

Show nested quote +
Also the person Polt played wasn't Zest, he has to prepare for Blizzcon...


As opposed to Polt, who does not have to prepare for Blizzcon? Lol.

By tournament data I meant the shit ton of weekly cups that have players like Solar, Reality, Patience, Armani, etc playing in them, as well as some of the foreigners who are doing the best right now like Neeb and Bly. Much more meaningful than Polt's ladder games.

Also, Zest can actually win Blizzcon (and 10k at KungFuCup), even if he wanted to waste time playing LotV, KT wouldn't let him. Polt has a 30% winrate this year vs Koreans (and mostly not even Kespa ones) and in the first/second rounds will have to play players with around 70%+ PvT winrates vs Koreans this year. Additionally, Polt, not living in a Kespa team house, has nobody to practice HotS with either. That's why Polt is playing LotV.
ciox
Profile Joined March 2011
58 Posts
October 14 2015 09:34 GMT
#161
Is the 170 damage Ghost Snipe even still in? Can't find this info anywhere.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 14 2015 23:06 GMT
#162
On October 14 2015 18:34 ciox wrote:
Is the 170 damage Ghost Snipe even still in? Can't find this info anywhere.


Yea and they buffed it to make it cast faster. It oneshots adepts now
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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