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LotV Community Feedback Update - October 22 - Page 4

Forum Index > Legacy of the Void
170 CommentsPost a Reply
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Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-10-22 20:33:05
October 22 2015 20:31 GMT
#61
I'm fine with the adept buff as a Terran, they're not scary at all midgame currently and allins are very doable to defend instead of broken as fuck. If it turns out they become too scary again, they can always be nerfed.
I'd really like them to adress the nydus worm asap, it doesn't take a genius to see it's not a good idea.
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-10-22 20:33:38
October 22 2015 20:32 GMT
#62
holy fucking shit i'm such an idiot, sorry very sleep deprived atm, meant to edit typos
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-10-22 20:32:43
October 22 2015 20:32 GMT
#63
holy fucking shit i'm such an idiot, sorry very sleep deprived atm
BabelFish1
Profile Joined September 2015
186 Posts
Last Edited: 2015-10-22 20:35:59
October 22 2015 20:35 GMT
#64
Yay I was just mentioning yesterday how I think liberators were too strong with their AtG and how carriers seemed too strong still.

PO is meh, will help zerg that dont want to LMB, T and PvP I guess.

I still think tanks that are picked up in siege mode should be dropped unsieged. That would solve a lot of nonsense.
Beliskner
Profile Joined August 2015
111 Posts
October 22 2015 20:50 GMT
#65
They should revert the carrier build time and do this nerf instead. These double nerfs are getting rediculous.
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
Last Edited: 2015-10-22 21:08:06
October 22 2015 20:53 GMT
#66
On October 23 2015 05:50 Beliskner wrote:
They should revert the carrier build time and do this nerf instead. These double nerfs are getting rediculous.


Build time was never the problem, they have an issue particularly with the random new release interceptor mechanic (which i have always hated) and if not that, then the supply/cost efficiency of carriers. I think their combat ability is completely fine without the BS that release interceptor does, and the new build time with nerfed chrono is beyond ridiculous.

Seriously, you can build 16 liberators, 8 tempests or 4 carriers. Why are carriers some crazy exception that have to build 1.5 - 2.0x slower than every other capital unit?

It's so bad that you can destroy a player trying to carrier transition in pvp stargate mirror by just spamming so many phoenix and killing all of the interceptors.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2015-10-22 21:12:58
October 22 2015 21:08 GMT
#67
Good change on the Liberator.

Some usefull changes:
Remove colossus (add dark archon for example).
Remove invencibility and add armor to Nydus.
Remove release interceptors, add armour to carriers.
Small buff to BCs and Brood Lords speed.
Reduce at least 1 hit point do Ultras armour.
Replace charge with legs, for the Zealot.
Replace stasis ward with statis field, for the Oracle.
Remove thor, add goliath.
Remove cyclone, add diamondback.
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
October 22 2015 21:08 GMT
#68
Some usefull changes:
Remove colossus


Is colossus used in any matchup at the moment?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
October 22 2015 21:12 GMT
#69
On October 23 2015 06:08 Cyro wrote:
Show nested quote +
Some usefull changes:
Remove colossus


Is colossus used in any matchup at the moment?

As a master toss, I don't think so, and I think everyone hates the units..plying with or against it.
jpg06051992
Profile Joined July 2015
United States580 Posts
October 22 2015 21:16 GMT
#70
Lurker timing
Could be true, could not be, I think nerfing this unit at all before the game releases is not the best of moves, and it already takes forever to get, I feel a more elegant change could have been implemented, like decreasing the health or slightly lowering damage to armored units, it's just getting the Carrier treatment.

Liberator
Probably the best change they could have done, I like this, being able to shut down mineral lines and force Ravagers is retarded as hell, this is a surprisingly good move in my opinion, Terran players obviously aren't going to like it but beyond that it's a sensible nerf to an obviously OP unit.

Fusion core though, not too sure..Maybe make it expensive and available at tech lab? That alone should give enough time to set up suitable counter play.

Carrier
Just flat out not a fan of the first change, it should have just been made less powerful, not less accessible, not sure what the balance teams obsession with units that steamroll anything once there is more then 3 of them.

Siege Tank Medivac drop
Horribly disappointed by this, this is such a glaringly gimmicky mechanic that it's just painful to witness and is one of those "OP if not nerfed but UP if nerfed at all" things that the balance team is going to have a love affair with for a long time before community outrage forces them to nerf it into oblivion, this is going to straight up break TvT in the Korean scene.

This idea should be scrapped and the siege tank needs to get 60 flat damage back, the Tank is meant to secure a location, not be drop ship micro managed. Seriously, putting the Siege upgrade back in with 60 flat damage will be a huge buff to mech and will ya know, allow the Siege Tank to not SUCK ASS at it's main role.

Adept

Whatever, it was probably over nerfed (and I'm a Zerg that hates Adepts and their meaty tankiness) so pretty meh but a good move.

Photon Overcharge

It's definitely too spammable, but Protoss seems to be in kind of a "fragile but stabile" state right now in terms of engaging against Zerg in straight up macro games, it's spammable but I don't know, further testing is probably a good idea, the stupid rushes are annoying but they can be held reasonably with Queens and a spine or two.

Nydus Worm
Again, the all or nothing approach is something I'm just not too fond of, if workers being able to focus it down is the issue your going to bring up, why not buff the health or give it +2 armor or make it able to be cancelled? What logic is it to make it invulnerable because previously workers could kill it? Totally lost on their approach to this.

Automated Tournament schedule
These are going to be cool I think, just gotta wait until release, it's obviously going to kinda suck for a bit with 1/2 the population of players still playing HOTS.

Also, no Infestor changes still? I thought the Cyclone wasn't even great by their own admission with the last update so, wheres the news on that? The unit is still just super lame.

"SO MANY BANELINGS!"
jpg06051992
Profile Joined July 2015
United States580 Posts
October 22 2015 21:17 GMT
#71
On October 23 2015 06:12 StarscreamG1 wrote:
Show nested quote +
On October 23 2015 06:08 Cyro wrote:
Some usefull changes:
Remove colossus


Is colossus used in any matchup at the moment?

As a master toss, I don't think so, and I think everyone hates the units..plying with or against it.


As a Zerg I feel the Disruptor is 10X cooler to play against then the Colossus, it at least let's Protoss players show off some skill.
"SO MANY BANELINGS!"
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
Last Edited: 2015-10-22 21:23:55
October 22 2015 21:19 GMT
#72
On October 23 2015 06:17 jpg06051992 wrote:
Show nested quote +
On October 23 2015 06:12 StarscreamG1 wrote:
On October 23 2015 06:08 Cyro wrote:
Some usefull changes:
Remove colossus


Is colossus used in any matchup at the moment?

As a master toss, I don't think so, and I think everyone hates the units..plying with or against it.


As a Zerg I feel the Disruptor is 10X cooler to play against then the Colossus, it at least let's Protoss players show off some skill.


I feel so too, but feel pretty weak without using disruptors or carriers - and it's really awkward to play carriers with this build time and no chrono
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
sdnnvs
Profile Joined June 2011
Brazil33 Posts
October 22 2015 21:25 GMT
#73
About Infestor, nothing?
FruitsPunchSamurai
Profile Joined August 2011
United Kingdom87 Posts
October 22 2015 21:29 GMT
#74
Maybe they should remove smart-fire on interceptors? It would make carriers less useful in large numbers but still usable in smaller engagements.
On the nydus, I think they should just add 2 or 3 armour to it if they want workers to stop killing it so fast.
Ozmodeus
Profile Joined April 2011
United States24 Posts
October 22 2015 21:32 GMT
#75
regret pre-ordering.
live and let lie
Gfire
Profile Joined March 2011
United States1699 Posts
October 22 2015 21:33 GMT
#76
As we often point out, it’s not as helpful for us when you give extreme feedback such as “this will never work no matter what, and it has to be completely removed from the game.” I’m sure many of you out there have seen plenty of times throughout this beta process that issues are rarely this extreme.

It's not "extremely" problematic to have the tank drops so this is right in that regard, but it's reasonable to take an absolute stance if we will %100 miss the old tank no matter how well the new one is executed.

BW tanks are one of the coolest things in any RTS and I hate to see SC2 go even further from that.
all's fair in love and melodies
ejozl
Profile Joined October 2010
Denmark3509 Posts
Last Edited: 2015-10-22 22:06:55
October 22 2015 22:04 GMT
#77
A different actually opposite approach to the Nydus that might be interesting would be:

Increase HP to 850, same HP as Nydus Network, but then have it act like any other building in the game when you start it.

It starts at 10% = 85 hp and then goes towards 850. Armor doesn't go into effect before the building is done.
So the slower you react, the stronger the Nydus. If you act real fast, it probably dies as quickly as normal HotS Nydus. But instead of increasing the '' I'm gonna build a Nydus IN YO' FACE '' survivability, we increase the survivability of unnoticed/too much shit is going on.
This would buff the Zergs that harass simply everywhere at once and totally outmultitasks you, while actually not having your entire army be in danger, because there's less fear of the Nydus Worm getting targeted down instantly.

Could also make it cancellable like any other building.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
October 22 2015 22:17 GMT
#78
The reason tournaments are currently held every 3 hours in the beta, and the reason why we don’t just start a tournament when the first 8 or 16 players sign up, is because we want automated tournaments to be a competitive experience no matter what skill level you are playing at. For example, if we were to go with the somewhat popular suggestion of having tournaments up all the time, and we just initiate tournaments every time we have enough players, the skill of players in that tournament will potentially range from Bronze to Grand Master.


Euh i am pretty sure people don't want to start a tournament as soon as you have 8 players, but rather start if as soon as you have 8 players of your mmr range. I think that part is quite obvious, no?
I understand that sc2 isn't the most played game, but even then this should be no problem.

As we often point out, it’s not as helpful for us when you give extreme feedback such as “this will never work no matter what, and it has to be completely removed from the game.” I’m sure many of you out there have seen plenty of times throughout this beta process that issues are rarely this extreme.


The problem is not a balance one, the point is that siege tanks should be strong when you get in position and weak if they don't. With the current medivac implementation the positioning gets trivial and tanks still largely 'suck' on their own.
It's gimmicky, that is the problem here.

We hear your feedback that the Nydus Worm all-ins can seem nearly unstoppable. At the same time, we haven’t actually seen this strategy in used often enough to make conclusive decisions. We’re not saying we disagree with your feedback, but rather that we want to be careful with nerfs that could be premature overreactions


Giving the nydus worm invincibility is simply bad design. Most people knew it from the get go, but just watch this: http://www.twitch.tv/basetradetv/v/20808178?t=1h49m34s

TBH, nydus worm's role shouldn't be to allin in the enemy base, that design choice makes for bad gameplay. Rethink the role of the nydus and if it has a place in the game. Give zerg usable drops instead of this all or nothing unit.

We agree this is an issue in PvZ, and are currently looking at increasing the build time on the Lurker Den. However, we don’t want to go too heavy with this nerf because our upcoming Adept buff naturally means that Zerg teching will be slowed down a bit as well. We are aiming to get a change in for this for tomorrow’s balance update.


I personally dislike the idea of increasing the build time of the den because i would love to see lurkers become a core unit in every matchup. Atm it is already pretty hard to get to lurkers most of the time imo.

The goal of Photon Overcharge is to allow Protoss players to control specific locations in a powerful, defensive way so that Protoss can keep up with expansions. We believe this is important because of the resource changes, but we do agree that its current raw strength and spammable nature might be an issue.


I still think photon overcharge should not be in the game (one click abilities which defend you aren't starcraft imo) but sure increasing the energy to 50 might make it more startegic to use, that's a positive.

IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 22 2015 22:22 GMT
#79
Kinda wish Lurkers would deal +damage to bio or light instead of armored. That way they might become better in zvt and worse in zvp, exactly what is needed.

Nerfing carriers/lurkers through build time is bad imo. Nerfing the unit stats is almost always better.

Other than that, more steps in the right direction.

Revolutionist fan
jackacea
Profile Joined April 2014
66 Posts
October 22 2015 22:30 GMT
#80
Pylon Overcharge is completely stupid. Scouting Overlords get sniped with that shit, so yes its really spammable. Also being able to defend with only pylons is just ridiculus. You dont have units or static defense at your base? You should be punished for that, not rely on your auto-defend button aka overcharge to magically save the day. Honestly, why should I attack a defenseless base early game if a couple of pylons can wreck my hit squad?
I demand equality for all Zergs, we should have an ability called "the creep is lava" which burns all enemy units on creep and can be activated by any queen on creep, after all i want to defend my bases without having to defend my bases.
praise kek
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