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On October 16 2015 13:41 NKexquisite wrote:Show nested quote +On October 16 2015 13:08 FabledIntegral wrote: Way to fix Neural Parasite - drop infestor target priority once NP is used. Right now, they are autotargeted it seems, or at least equal to top priority to be killed. They die too fast. Well yeah, any player with half a brain would manually target them lol... The game won't be balanced at release. We need the top koreans to shake things out in the first couple tournaments... Its just how it realistically will work out.. Not different from WoL release or HOTS release...
It doesn't work like that at all in a fight. It's extremely similar to Zerglings getting into a mineral line - you have one aggro unit, and teh zergling AI sucks dick vs the workers, even if you manually target. Or even Thor vs muta.
This works near identical with NP vs carriers or a mothership.
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On October 16 2015 02:55 SC2Angora wrote: No talk about 8 armor ultralisk and Parasitic bomb seriously ?
Of course the first post would be a negative one..
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i must admit, as cool as the carrier thing seems, i can't help but feel that the way that it works is simply ridiculous.
so you cast your interceptors, 8 of them... then you begin rebuilding... now you have 9... 10... 11 interceptors... 12... now you can cast the ability again... begin rebuilding... 13... 14... 15... this is one carrier... this makes me feel like their "internal testing" consists of making sure the unit doesn't crash the game, and calling it done. how long did they mess with this internally? it took me 20 seconds to understand that this is absolutely ridiculous for a single unit. an un-upgraded carrier has 80 dps... but now... it has 90... 100... 110... 120...
i love the carrier and all, but as it stands, the ability is way too strong inherently. don't just suggest to me now that we can just tweak the carrier's damage numbers, when that kind of simple number change could have been applied to many many other things. this ability stands at the same level as siege tank lift. it seems "exciting", but it really belongs in a custom game. the issue is that so does the viper's tentacle. this is the problem with their "design philosophy" of making "only exciting changes".
sometimes important changes might be less exciting, and the more exciting ones might not be good for the game. by strictly adhering to this "philosophy", they are removing a plethora of important changes from the game. the most important one, that i still think is exciting is miss chance uphill. there was never any mention of this since WoL beta, and as far as i know, there may have been none there either. this would cause us to be able to construct real maps with real high ground advantage and positioning.
they are content with the larger state of the game. no more removals. no economy changes. no additional units, even though most of the few important things we need sit quietly in the campaign section, the dark basement of the game. they wanted the mothership core from the start. they never intended to remove the mothership core or photon overcharge. yet, in the campaign we will see shield batteries and dark archons and apparently sentries with shield heal... none of those interesting or "exciting" things will be seen in the real game, 1v1 multiplayer.
looks like beta is basically over. welcome to the finished product. it's not the worst game ever, really, but it could be soooo much more. so much more beyond what we see. but now you enjoy our other game modes like archon mode or allied commanders... oh did we mention we put the dark archons in allied commander? yea we figured they had no place in 1v1 multiplayer and could not be considered in any form. thanks for your help in testing.
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Are these changes implented in the game? The patch notes for 3.0.1 don't say anything about balance changes.
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Our only hope is that this expansion is a massive flop and DK gets fired and the new guy actually knows how to make the game great again. We need a keanu reeves...
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United Kingdom20285 Posts
so you cast your interceptors, 8 of them... then you begin rebuilding... now you have 9... 10... 11 interceptors... 12... now you can cast the ability again..
The ability which they patched to have a huge cooldown like a month ago so that you couldn't use it multiple times consecutively?
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lol @ all terrans and protoss players freaking out because now zerg also has some gimmicks that forces terran/toss to scout and react in a specific way, maybe even forces them to take some time to figure out a way to defend it. and yeah maybe even then it's still hard to defend it. i hope so. hots has been one big tower defense game for zerg, crap like being ripped off a core unit, but yeah long mech games are totally fine. at the end of pro league you could see that no team wanted to put a zerg up against a terran/toss anymore. byul fought his way into those finals like a beast and would have deserved to win both but on even skill level the race with more options wins. time to change this in lotv.
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Is "internal data" the same departement as "internal testing"? The departement that thought is was a good idea that zealots deal 30 dmg on charge, that overcharge would be casted on pylons and that removing the macro mechanics while automating the zergs one would be a good idea?
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The typical "feedback update" thread : [Insert the thing that beats me on ladder the most] is absolute bulshit, why no nerf ? Omg, omg David Kim terrible person, doesn't know shit, random guy made a thread with better solution. LOTV is a failure !!!1!!1 Sadly we are still on that stage.
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On October 16 2015 15:53 MapleLeafSirup wrote: Are these changes implented in the game? The patch notes for 3.0.1 don't say anything about balance changes.
Legacy Of The Void doesn't have 3.0 yet.
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On October 16 2015 17:07 inken wrote: lol @ all terrans and protoss players freaking out because now zerg also has some gimmicks that forces terran/toss to scout and react in a specific way, maybe even forces them to take some time to figure out a way to defend it. and yeah maybe even then it's still hard to defend it.
If Zerg didn't already have anything that needed scouting and reacting to, HyuN quite literally would not have a career.
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United Kingdom20285 Posts
The departement that thought is was a good idea that zealots deal 30 dmg on charge
There was actually a major bug relating to it. If you had read the rest of the developer feedback, you would know that the value wouldn't have been anywhere near that high. There was an issue with the zealot in testing that was fixed on live server, but damage wasn't adjusted to compensate until the patch afterwards
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On October 16 2015 18:17 Pr0wler wrote: The typical "feedback update" thread : [Insert the thing that beats me on ladder the most] is absolute bulshit, why no nerf ? Omg, omg David Kim terrible person, doesn't know shit, random guy made a thread with better solution. LOTV is a failure !!!1!!1 Sadly we are still on that stage.
So that makes your post the typical [insert random sarcastic whine bullshit] and now I have to discredit all people who have a different opinion on the state of the game with some condescending statement reply constantly popping up in these threads, then?
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On October 16 2015 18:19 KeksX wrote:Show nested quote +On October 16 2015 15:53 MapleLeafSirup wrote: Are these changes implented in the game? The patch notes for 3.0.1 don't say anything about balance changes. Legacy Of The Void doesn't have 3.0 yet.
This guy come from the future! 3.0 LOTV nothing change though. :>
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On October 16 2015 16:22 Cyro wrote:Show nested quote +so you cast your interceptors, 8 of them... then you begin rebuilding... now you have 9... 10... 11 interceptors... 12... now you can cast the ability again.. The ability which they patched to have a huge cooldown like a month ago so that you couldn't use it multiple times consecutively?
by the time you have made only 4 more interceptors, you can cast again. not that big of a nerf, but the first interceptor that finishes can still leave the carrier to attack, adding to the 8 that are permanently deployed.
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i think david is playing a different game than i am, would like to try his game out
or just play hots, hots feels incredibly balanced and smooth compared to this. i'm not having fun playing lotv at all tbh
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Still no mention of fixing ghosts thors and battle cruisers,, Although the rest of suggestions are fine for this community update. It feels like he wants terran to do the same thing every game to win. Oh well! I wonder when blizzard will get a new balance team instead of 1 david kim.
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by the time you have made only 4 more interceptors, you can cast again. not that big of a nerf, but the first interceptor that finishes can still leave the carrier to attack, adding to the 8 that are permanently deployed.
you'll be better not deploy them assuming the carrier isn't about to die for 2 reasons :
- the deployed interceptors attack targets randomly : this will increase enemy units survability - the deployed interceptors are static so if you or the enemy move away you'll lose DPS
The only moment you want to use this ability is when the carrier is about to die.
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On October 16 2015 02:50 WrathSCII wrote: Highest level pros generally don’t play in the beta I am somewhat confused who he's talking about here. The majority of (KeSPA) pro players that aren't going to be at Blizzcon seem to have switched. So is David Kim talking about the fact that IM.Mvp still streams Heart of the Swarm?
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Cyclone The Cyclone isn’t quite there yet even after the last patch, so we’ve been exploring various potential changes. Where we are at currently that we want to roll out to beta is higher damage on lock on and lower health on Cyclone themselves. Instead of having Cyclones as all round units, we’re having a lot more success with them as intense micro units that can potentially have big wins when lock on and the fast movement speed are used effectively. Please let us know your thoughts on these changes once the changes go to beta tomorrow. Doesn't "high damage low health" basically describe every Terran unit though?
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