LotV Community Feedback Update - October 22 - Page 5
Forum Index > Legacy of the Void |
Nam_Pho_life
6 Posts
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Cyro
United Kingdom20282 Posts
On October 23 2015 07:39 Nam_Pho_life wrote: Everyone gets nerfed....adepts however, get buffed... Because they were overnerfed | ||
redloser
Korea (South)1721 Posts
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Lumi
United States1612 Posts
On October 23 2015 03:04 SetGuitarsToKill wrote: I find it pretty unfortunate that Blizzard has put more effort into testing siege tank drops than they did into testing different economy models. But that ship has long sailed. Someone needed to point out the idiocy of their pseudo-smart approach to balance by being infinitely open-minded to bad ideas. This covers that okay ![]() | ||
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BisuDagger
Bisutopia19214 Posts
On October 23 2015 03:04 SetGuitarsToKill wrote: I find it pretty unfortunate that Blizzard has put more effort into testing siege tank drops than they did into testing different economy models. But that ship has long sailed. Where is that proof? I like you SGTK, but spouting bullshit like that is just hate posting. I firmly believe they spent quite a bit of time thinking about LOTV economy in the pre-Alpha stages of the game. They would have had to in order to move forward with the planning of everything else in the game. | ||
CheeseCakez0
22 Posts
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CptMarvel
France236 Posts
Same goes with siege drops, though they might be too easy to execute due to SC2's simplified UI. | ||
NKexquisite
United States911 Posts
Pylon Overcharge is too cheap, it should be 50 energy minimum. Hopefully that gets fixed soon. Liberator change seems alright if they allow it to attack ground right away TvAdepts will continue to be really boring -- I should clarify, Adept based Protoss all-ins are really strong combined with whatever Protoss chooses to add (void rays, immortal, pylon overcharge rush) Parasitic Bomb needs to be changed/nerfed/removed Terran doesnt seem to have a counter to the Ultralisk at this point (if it does, please let me know so I can try it b/c it sure isnt marauders and cyclones lol) | ||
StarscreamG1
Portugal1652 Posts
On October 23 2015 09:00 NKexquisite wrote: Changes are still on the right path Pylon Overcharge is too cheap, it should be 50 energy minimum. Hopefully that gets fixed soon. Liberator change seems alright if they allow it to attack ground right away TvAdepts will continue to be really boring -- I should clarify, Adept based Protoss all-ins are really strong combined with whatever Protoss chooses to add (void rays, immortal, pylon overcharge rush) Parasitic Bomb needs to be changed/nerfed/removed Terran doesnt seem to have a counter to the Ultralisk at this point (if it does, please let me know so I can try it b/c it sure isnt marauders and cyclones lol) Tried the new ghost snipe ability? | ||
ETisME
12337 Posts
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Big J
Austria16289 Posts
On October 23 2015 09:40 ETisME wrote: Carrier is such a problematic dull unit, I wish we would look past bw and just remove it all together. I think the unit idea would be really interesting. A unit that can release other units and then you can either try to kill the carrier, or the interceptors, depending on what type of counter you choose. And the carrier is kind of independend from the interceptors, so you can run away and stuff. But you are right, the actual implementation just kind of sucks. The carrier is too slow to actually micro out of attacks with too much HP to make up for it. The leash range has always been implemented badly and only now for the first time doesn't trigger all the interceptors to return home all the time and even now I'm not sure if it really works 100% like it should. The T3 placement makes the unit very commited, same for the way the interceptors upgrade. It's just another "this is a big combat thing that flies that I mustn't ever trade and that I need to sit tight forever to get to"-unit in SC2 with no clear weakness and no fun way to use it. | ||
usopsama
6502 Posts
This is a painful analogy, but basically, the siege tank should be the fucking current Liberator. | ||
deth
Australia1757 Posts
Photon overcharge being 50 energy or having a cooldown on ability would be nice to see more flexibility and viable aggression in terran openings vs toss. Love the idea of the liberator change. The unit is very hard to incorporate into an early timing or build before late game due to the current upgrade (tech lab, 79 second upgrade etc). This seems like a great way to tweak the unit and give it back strength throughout the endgame. As for nydus, I feel like it just shouldn't be able to be transfused. If they changed that aspect of the worm I think all my other issues with it are negated. | ||
varsovie
Canada326 Posts
I’m sure many of you out there have seen plenty of times throughout this beta process that issues are rarely this extreme. | ||
Belha
Italy2850 Posts
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AKAvg
Brazil298 Posts
On October 23 2015 03:11 Thomasmarkle wrote: you know... I know a lot of people complain about how the balance process has been going throughout the beta, but it is awesome that they at least have been letting us know what their thought process is on a lot of the issues. Sure they may not address them immediately, but the fact that they are taking initiative in reading everything players are talking about is a huge step in the right direction for every one. Bravo! Upper management probably realized that the work of balancing the game was poorly handle up until now. Hopefully they won't take a whole expansion to fix something that never really worked out (I.E old SH) | ||
haiyeah
70 Posts
I like the idea of the carrier retaining strength but being more fragile, it will make micro more important. Pylon overcharge sounds like a decent enough compromise. Liberator idea seems good, it will be a harassment unit to catch the opponent off guard in early timings. I imagine the strength will fall off a lot mid game but will serve as a good aoe splash unit still (TvZ). The range upgrade would fit in well when teching to late game sky terran also. Delaying siege tank fire when dropped a little more would be good. Though it isn't unstoppable in TvT early if you're scouting and taking a viking, worst case is you'll lose some scvs. I think delaying the shot would offer a bit more defenders advantage to the defender. Makes sense. Adept change seems fine, WP adept play isn't anywhere near as bad as it was last month. Though I hope it doesn't effect the mid to late game too much. And the Nydus. I'd rather see it delayed, or without transfuse. But I can get behind the timing window. It means that the player is presented with a test, react and be prepared, and profit. The Zerg will have to make more intelligent choices as to where to position it, and the reacting player gets rewarded for responding correctly, or punished for not. Sounds like better game design than the current form. Looking forward to when they get to Ultralisks, god damn. | ||
TedCruz2016
Hong Kong271 Posts
On October 23 2015 03:12 purakushi wrote: nydus worm: -remove invincibility -when placed on creep, costs less and no global sound -when placed off creep, costs more and has global sound -balance is just numbers please. Just make creep a MUST for it in order to pop out. If zerg still wants to go all-in, an overlord must drop some creep in the enemy's base first, and that certainly makes it stoppable. | ||
DCStarcraftGall
102 Posts
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shin_toss
Philippines2589 Posts
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