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SC2 could be so much more - design and balance - Page 5

Forum Index > Legacy of the Void
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TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
November 03 2015 17:53 GMT
#81
I agree with some of the points but many of them point towards general design errors when in fact these areas could simply use tweaks.
Any sufficiently cheesy build is indistinguishable in skill
Mjolnir
Profile Joined January 2009
912 Posts
November 03 2015 19:30 GMT
#82
I have no issues with multi-building select, or being able to select your entire army and group it on one hotkey.

I do have issues with some of the unit design. It's blasphemous to say on this site but some units are straight up OP to the point where they dominate the strats used by that race. I won't mention them so as not to get a ban-hammer-beat-down but the balance in the game feels off. I'm not even talking about race-specific win-rates, I'm talking about balance with regard to unit parity.

Ah well, there's always the next Warcraft RTS.
KrOeastbound
Profile Joined August 2015
England59 Posts
November 03 2015 19:52 GMT
#83
On November 04 2015 04:30 Mjolnir wrote:
I have no issues with multi-building select, or being able to select your entire army and group it on one hotkey.

I do have issues with some of the unit design. It's blasphemous to say on this site but some units are straight up OP to the point where they dominate the strats used by that race. I won't mention them so as not to get a ban-hammer-beat-down but the balance in the game feels off. I'm not even talking about race-specific win-rates, I'm talking about balance with regard to unit parity.

Ah well, there's always the next Warcraft RTS.


Yeah because Warcraft was always a fantastically balanced RTS series :p
Mjolnir
Profile Joined January 2009
912 Posts
November 03 2015 19:57 GMT
#84
On November 04 2015 04:52 KrOeastbound wrote:
Show nested quote +
On November 04 2015 04:30 Mjolnir wrote:
I have no issues with multi-building select, or being able to select your entire army and group it on one hotkey.

I do have issues with some of the unit design. It's blasphemous to say on this site but some units are straight up OP to the point where they dominate the strats used by that race. I won't mention them so as not to get a ban-hammer-beat-down but the balance in the game feels off. I'm not even talking about race-specific win-rates, I'm talking about balance with regard to unit parity.

Ah well, there's always the next Warcraft RTS.


Yeah because Warcraft was always a fantastically balanced RTS series :p


I didn't say it was balanced but it would be a nice change after 5 years of SC2.
KrOeastbound
Profile Joined August 2015
England59 Posts
November 03 2015 20:02 GMT
#85
On November 04 2015 04:57 Mjolnir wrote:
Show nested quote +
On November 04 2015 04:52 KrOeastbound wrote:
On November 04 2015 04:30 Mjolnir wrote:
I have no issues with multi-building select, or being able to select your entire army and group it on one hotkey.

I do have issues with some of the unit design. It's blasphemous to say on this site but some units are straight up OP to the point where they dominate the strats used by that race. I won't mention them so as not to get a ban-hammer-beat-down but the balance in the game feels off. I'm not even talking about race-specific win-rates, I'm talking about balance with regard to unit parity.

Ah well, there's always the next Warcraft RTS.


Yeah because Warcraft was always a fantastically balanced RTS series :p


I didn't say it was balanced but it would be a nice change after 5 years of SC2.


Oh I agree. Just was having flashbacks of Wc2 and couldn't help myself there lol.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-11-03 23:41:08
November 03 2015 20:19 GMT
#86
So I'm writing this while reading and skimming through the OP. A lot of the things have been said before and I'm not going to go point by point on everything, but here are a few bulletpoints.
  • Overkill is mostly in the game, prominently it is missing from the siege tank and marine but many other units, in particular units like stalkers, adepts or roaches suffer severely from it.
  • Smartcast is good, it makes spells more accesible to everyone. We hear nothing but complains about the amount of abilities that you have to manually click here and there and you want to inherently increase this by a huge amount. I disagree with this sentiment. And the outcome would also be terrible gameplay, lots of "hit that storm or die" situations. Especially if you don't implement that with a control group limit at the same time, because then outmaneuvering those few spells would be just so easy, while being so demanding, that the a storm needed to do 200damage if it couldn't be spammed.
  • You suggest Neural to be tried at 8range from 7, but blizzard actually already increased neural back to 9range in LotV. In general I don't like the infestor suggestions.
  • Warpgate and early bandaids make Protoss just different from what you and many (partly including me) want it to be. That is they are a race that is forced to tech high very fast while sitting tight early. I think blizzard is hitting their design goals with that and I believe if they just made hightech more fun than Colossus or Skytoss turtling people wouldn't complain. Units like disruptors have the potential to fix this, though I think the effort isn't big enough because most Protoss hightier units are too irreplaceable by their own design.
  • Pathing is a very interesting discussion, but I'm afraid it influences too much of the game to really alter it at this point. An RTS game has to be built around it's clumping/pathing/formation options, if you alter that too much you have to go all the way back to the drawing board with stats and unit massing dynamics.
    Furthermore I gotta say that SC2 pathing - in comparison to many, especially older RTS games - gets the most important things right, which is that units take efficient paths without horrible bandaids and that they don't scatter completely or get stuck at corners and stuff. There are however quite some things that can be thrown into the discussion, from too efficient movement (damage density of singlefire units) over not efficient enough movement (units standing too close to each other suffering too much AoE when unmicroed) to the general question of whether to keep formations or clump or scatter at target locations. A lot of that is once again a question of which tools you add to the game to handle what the pathing does.
  • Many of your ideas go way over board and just have no place in SC2. You basically just introduce "new" units with an old name and skin in many cases. And not just in few cases, but across the board when just change up half of the zerg race.
  • Hydralisks are not good vs lings, they are really terrible against them. Also you just missinterprete the role of the hydralisk as that of the roach with antiair. You want a gas-cheaper hydralisk to include more gasheavy units in your compositions, but as a matter of fact when you go for a roach/hydra composition the hydralisk takes the role itself, being the more scarce "zerg-colossus" type of dps unit behind the meatshield. (in a much better way than the colossus because the hydralisk can be killed without the zerg just losing and has more distinct counters in the form of micro be it splash or focusfire)
  • I agree on the thing with Gateway units and terrain-ignoring factors pretty much completely. It is disheartening to play against Protoss when they can move their whole stalkerarmy up a cliff, tunnel through and into my army and close gaps in a heartbeat. So much micro and positioning is lost when you can't block close a ramp against adepts with queens, or your tank is just a target for blink.
  • Disagree completely with scouting. It's a number one reason why RTS games are not keeping up.
    1) new players are way too scared. If you ever watch a new player play, he will sit in his base, build canons for 10mins, make an expansion, try to make an army and then attack at 20mins. That people then turn their back and consider SC2 as boring (too much time needs to be spent preparing) and stressful (never know where the opponent is) is only logical.
    2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
    Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.
  • unlimited selection is great and a massive improvement to the enjoyability of Starcraft and RTS games in general. Even in 1999 or 2000 when I first got my hands on Starcraft my first big relief was that I could select more units than in WC2. Not all of them, but at least more.
  • Many of your arguments are the typical broodwar-fan arguments that are only about creating a hard game. Not about a fun game. I think this line of thought suffers from a distinct lack of imagination. You can easily make the game harder in other ways that are much less interfering with the most basics that everyone wants to enjoy. And yes, that means you should allow people to have the most basic army moving skills of a progamer. Because that's so core to the game that you gotta ask yourself why you play a game that is said to be all about big armies when you have to spend hours, days, weeks just that this big army actually starts making sense.


Sure I haven't covered everything
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2015-11-03 21:38:49
November 03 2015 21:12 GMT
#87
On November 04 2015 02:44 NewSunshine wrote:
Show nested quote +
On November 04 2015 01:47 Hider wrote:
On November 04 2015 01:36 Tuczniak wrote:
On November 03 2015 18:22 Hider wrote:
In that regard, OP's 10K words are also pointless because nothing of it is gonna happen, but you can still have a discussion.
This is very wrong. Discussing general concepts is awesome, very interesting and hardly pointless. You take away so much when comparing BW/SC2/Starbow/WC3 about general concepts of strategy and game design. It doesn't matter at all if Blizzard correct their mistakes. On the other side talking about particular suggestions like whether bunker build times should be +-5 second could be pointless because Blizzard won't change it, but more importantly it won't give you any other understanding of the game.


I never suggested any +5 BT suggestions. I analyzed the flaws in his suggestions and a made a few counterproposals (on a general level)..

This was just the RedViper making a weird response that didn't make any type of sense given what I responded to and now you are continuing the discussion based on absolutely nothing.

Please read the posts to understand the context before you claim other people are wrong.

What about Viper's response makes no sense? You came into the thread and wasted no time stirring the shit and blowing smoke up your own arse, and he explained why your post isn't needed. So did I. This is a discussion about general design and where Blizzard failed in those areas of design, to further our understanding of the game in a substantial way. Arguing about specific solutions to a problem is a bridge this discussion doesn't intend to cross - because to truly solve a problem you must first identify the exact parameters of the problem. It's all about analyzing the design of the game and what makes it feel like it's becoming less fun to play. You can strip away all of the suggested changes in the OP and it still stands as a strong analysis of SC2's weak points, as a piece of design. You're barking up the wrong tree.


Let's look at the actual course of events.

1. OP writes 31K words (yes that many) containing an analysis of the design flaws of Blizzard and some design suggestions

2. Everyone else goes OMG BLIZZARD YOU SUCK I AGREE WITH YOU circkle mode (you are the worst one here). No actual design-realated discussions are being had in this proces. It's just venting.

3. I discuss some of the flaws of OPs suggestions from a design perspective. E.g. OP wants to promote less movement based micro and more "click-micro", he also doesn't take into account that you can make abilites scale worse and that slower units doesn't become more positional but just more detahballish.

4. Red Vipers mentions how we should not discuss suggestions. Only design. That obviously doens't make sense because I am the only one who discusses design and everyone else are circlejerking.

5. I respond that it doesn't make sense because OP is spending thousands and thousands of words proposing suggestions that are flawed from a design-perspective.

6. You respond how we should not discuss +5 second bunker BT. Seriously how on earth did you come up with example. I am discussing design related topics. You are not just. You are just story-telling and whining over Blizzard. That's less productive than discussing suggestions even though they are never going to be implemented.

If anything; i believe you are being disrespectful to OP: He is basically writing a master's thesis lenght document and all you do is use it to vent. Nooone is even asking into some of the specifics he says. Why not just open a new thread and call it "I WANT TO VENT-THREAD". That would make more sense for what is occuring now.

A dicussion takes place in what OP is saying and almost noone (besides one guy who talked about MBS) are doing that.

Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
Last Edited: 2015-11-03 21:33:53
November 03 2015 21:29 GMT
#88
On November 03 2015 09:49 Hider wrote:When you make a unit slower it doesn't automatically become a positional unit. No it just becomes even more deathballish. To actually make it a proper positional unit it would need to be balanced around less than 0.75 movement speed.

I also find your specific Colossus attack suggestion to be too complicated. I don't think people will enjoy having more "complicated" micro. Just let the Colossus be a simple unit that you can pull back if target fired.
I guess it is fair to say, and I might agree with you. I do not think my solution is the best one - there are others, many probably better then mine. Anyway, with a really slow movement speed, it would require a Shuttle to move it around. In BW Reaver was so slow it had to be carried around. Same could be done with the Collosus. That is mine way of thinking.

Interesting micro is when you reward movement. Target firing a forcefield is not movement and almost noone is gonna find that enjoyable. Forcefield isn't fun and never will be regardless of how you attempt to add countermicro.
This was actually to give players some degree of counterplay to FF, which can only be taken down with Ravager or a Massive unit. My idea was to give players some early or mid game option of dealing with FF, without the band-aid, which Ravager's Bile is (or at least this is my opinion)
Making FF destructible is the first step. Giving some option of keeping FF up to the Protoss player was an extra, which I do not think needs to be implemented, but there are other ways of making it interesting, or at least giving it an extra interaction. I thought it might have been good idea when I wrote that part. You may be right, but we can and should always explore other solutions instead of just putting ourselves down with "Blizz won't do anything anyway".
For example, instead of Sentry's attack healing FF, a Sentry can heal all FF around it, but simply being in range. 5 HP/s if range is 1 or less, 4 HP/s when range is 1-2, 3 HP/s when range is 2-3 etc. Moving Sentry back and forward can determine the speed of the healing, but also makes Sentry more vulnerable to sniping.
Another idea could be to make FF 25 energy, and 3-5 energy per second drain. If Sentry moves after putting down FF, or it dies, FF will go down 1 second after Sentry's KO.
In the end, it doesn't matter how the matter is resolved, or if Sentry should heal FF in the first place - but first, I would like to see a FF being destructible or removed. An ability that cannot be avoided and limits micro and movement is bad. Hope we both agree on this one.

Too an extent true, yet still a bit unnuanced. Smart cast means abilities needs to scale worse while being good in low numbers. That's actually easily doable.
It may be, but yet Blizzard done a terrible job at it, and I think we also agree on that.

Slightly unnuanced again. The issue with super mobility only comes if it doesn't have a strong counter. Mass blink stalkers was a problem vs zerg because they had no hardcounter to the stalker. Terran on the other hand did in the Maurauder. So the point is that you can actually make the Adept quite strong vs certain units (light) as long as the enemy have obvious tier 1 counter tools.
I don't agree on this one. Zergling has a lot of counters - Hellion, Hellbat, Marines with Stim, Storm, Collosus, Lurker, Baneling, current Ultralisk, Yet if it had an upgrade allowing it to jump up the cliff once every 30 seconds, Lings would be terribly imbalanced and would require nerfs in attack or movement speed, health or anycombination of 3. Maybe I didn't word it correctly, but extra mobility is always a buff to the unit. Even Siege Tank pick up is a buff, however unlikable.

You should only opt for ability redesign that makes them feel more powerful if you make them "harder" to use as well. In your suggestion this will just be another ability spam protoss have to perform.
Somehow I agree on this one. Radius should not be changed, maybe 3 armor could be changed to something else. 30% damage reduction (after armor), or being able to survive a KO hit with 1 HP instead of dying, or combination of other traits. Anyway, my suggestion should not be the main point, as I said in many places throughout opening post, I do not think my ideas are the best. There might have been better ones around TL for years, burried somewhere deep. But Guardian Shield could be changed to something more situational, as opposed to "press key to benefit".

The proper fix here is to reduce Medivac healing rate while adding more mobility to the Immortal (so it can defend drops better) and make sure that protoss production matches that of terran/zerg slightly better. On top of that, medivac speed boost could also be reduced to 50% and suddenly an overpowered PO won't feel neccasary anymore.
I believe Medivac Boost should be scrapped altogether, and if Medivac needs any speed buff at all, it should be passive bonus like all other upgrades in the game. I agree on the production - Protoss is really gimped compared to Zerg Inject and Terran Reactor+Mule. Healing rate should not be altered - it will brake Bio.
I still think energy upgrade for HT could do a lot of good - 5 second warp-in time for Warp Prism is a lot, and far away Pylons take even more time. It is easy to snipe HT before it does anything at all. In worst case, if only 1 HT is warped in, even workers should be able to kill it if you react fast enough.




A lot of people seem to respond in "don't like SC2? make a mod" fashion. Hider and others already stated why it won't work, but I will reply again - Arcade doesn't have a ladder system. Playing in Arcade doesn't improve our rating. SC2 is a competitive game, and players want to be rewarded for winning. Lack of proper matchmaking sucks. Lack of strategy guides/opening suck. Pros don't play mods, so the scene won't follow the mod. That's all there is to it.




And the outcome would also be terrible gameplay, lots of "hit that storm or die" situations.
Those situations were the most epic moments of Brood War - and it is missing in SC2. I never said I wanted to increase amount of spellcasters or abilities - a lot of them could be changed to passive abilities - see my suggestion for Void Ray.

but blizzard actually already increased neural back to 9range in LotV.
I missed it, my mistake.

I think blizzard is hitting their design goals with that and I believe if they just made hightech more fun than Colossus or Skytoss turtling people wouldn't complain
I think a lot of people have lost their faith in the Starcraft 2 team. Recent Carrier build time changes only show us how lost they are. Besides, the way you said it sounds like you want Protoss to either turlet or all-in every game. That's bad race design and a sign that something, somewhere, is broken.

And not just in few cases, but across the board when just change up half of the zerg race.
Zerg is supposed to be the "Swarmy" race. Current design team interprets this as free units, all I ask is more supply efficient, less cost efficient army. I might exaggerate, but Terran feels more "zergy" then Zerg.

And yes, that means you should allow people to have the most basic army moving skills of a progamer.
No, just no. Please, this is the anti-thesis of what makes competitive games fun - the joy of improving yourself. Nobody applauded when Blizzard said "oh, we also tested auto-building/auto-unit training". Make the game to easy, and there will be no pros - they won't have enough room to shine, and mere GM players will take games off them on regular basis. No one wants that.

You can easily make the game harder in other ways that are much less interfering with the most basics that everyone wants to enjoy
Please, give us a couple of examples then. And I'm not being sarcastic or anything, I'm just curious.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
November 03 2015 22:16 GMT
#89
On November 04 2015 04:30 Mjolnir wrote:
I have no issues with multi-building select, or being able to select your entire army and group it on one hotkey.

I do have issues with some of the unit design. It's blasphemous to say on this site but some units are straight up OP to the point where they dominate the strats used by that race. I won't mention them so as not to get a ban-hammer-beat-down but the balance in the game feels off. I'm not even talking about race-specific win-rates, I'm talking about balance with regard to unit parity.

Ah well, there's always the next Warcraft RTS.

have you seen this site lately? the real blasphemy seems to be saying anything positive at all about sc2.
vibeo gane,
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2015-11-03 22:21:45
November 03 2015 22:19 GMT
#90
If you're going to quote me, I'm going to assume that 1) You are responding to me directly and 2) You've read what I've said thus far in the topic, and are aware of what I have and have not said. I mention this because you seem to have missed both of those points.

On November 04 2015 06:12 Hider wrote:
Let's look at the actual course of events.

1. OP writes 31K words (yes that many) containing an analysis of the design flaws of Blizzard and some design suggestions

2. Everyone else goes OMG BLIZZARD YOU SUCK I AGREE WITH YOU circkle mode (you are the worst one here). No actual design-realated discussions are being had in this proces. It's just venting.

It's a lengthy, detailed post. It is an opinionated post. It also happens to be a post I agree with. Me agreeing with somebody else does not constitute a circle-jerk. If you'd like to quote things I've actually said, and show me how I'm the worst circle-jerker of them all, go ahead, but don't paint me as some ignorant jerkoff just because I hold an opinion that contradicts yours.

On November 04 2015 06:12 Hider wrote:
3. I discuss some of the flaws of OPs suggestions from a design perspective. E.g. OP wants to promote less movement based micro and more "click-micro", he also doesn't take into account that you can make abilites scale worse and that slower units doesn't become more positional but just more detahballish.

If anything, the OP holds that click-micro abilities have no place in the game, you can go back and read it again. It specifically says that abilities like the Void Ray's, abilities where you hit a button to profit, aka click-micro, has no place in the game. Do you disagree?

On November 04 2015 06:12 Hider wrote:
4. Red Vipers mentions how we should not discuss suggestions. Only design. That obviously doens't make sense because I am the only one who discusses design and everyone else are circlejerking.

We're discussing overall design of the game, not design of individual abilities. It's all design. The scope of the post concerns the larger design scheme of the game, not how the individual abilities are adjusted. Just because the discussion isn't what you thought it was does not make it a circle-jerk. In fact you throw that term around too freely, as if you're the one venting.

On November 04 2015 06:12 Hider wrote:
6. You respond how we should not discuss +5 second bunker BT. Seriously how on earth did you come up with example. I am discussing design related topics. You are not just. You are just story-telling and whining over Blizzard. That's less productive than discussing suggestions even though they are never going to be implemented.

If anything; i believe you are being disrespectful to OP: He is basically writing a master's thesis lenght document and all you do is use it to vent. Nooone is even asking into some of the specifics he says. Why not just open a new thread and call it "I WANT TO VENT-THREAD". That would make more sense for what is occuring now.

A dicussion takes place in what OP is saying and almost noone (besides one guy who talked about MBS) are doing that.


If you'll look carefully, I never said anything about 5 seconds and a Bunker. I'm seriously questioning if you actually took the time to read this thread, or if you just saw the premise of the OP, got pissed because it somehow doesn't sit with your view of the game, and now you're just attacking anyone who disagrees with you. If you want to have an intelligent discussion with me, I'm waiting, but don't project your nonsense onto me just because you can't read a thread properly.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-11-03 22:43:02
November 03 2015 22:40 GMT
#91
On November 04 2015 06:29 Nazara wrote:
Show nested quote +
And the outcome would also be terrible gameplay, lots of "hit that storm or die" situations.
Those situations were the most epic moments of Brood War - and it is missing in SC2. I never said I wanted to increase amount of spellcasters or abilities - a lot of them could be changed to passive abilities - see my suggestion for Void Ray.

I don't like those situations. I guess we have to disagree here, but there was hardly anything worse than the Archon toilet in competetive SC2.
To the Voidray suggestion. It has been mentioned from so many sides why charging up on damage is such a stupid concept:
You start of with a weak unit. You are at a disadvantage and lose out overproportionally. Eventually the Voidray is charged up. You already lost the battle!
Also it makes for really bad micro. You micro too much? You lose the charge, don't do that!
You disengage? You lost overproportionally at the start of the battle, remember? If you disengage now you are at a disadvantage for sure! Don't do that!
Though in general I do agree with rolling abilities into passives, that can be skillfully managed by players or skillfully triggered and go to waste by their opponents. E.g. a Voidray that charges downwards over time in battle, once it started to attack.

I think blizzard is hitting their design goals with that and I believe if they just made hightech more fun than Colossus or Skytoss turtling people wouldn't complain
I think a lot of people have lost their faith in the Starcraft 2 team. Recent Carrier build time changes only show us how lost they are. Besides, the way you said it sounds like you want Protoss to either turlet or all-in every game. That's bad race design and a sign that something, somewhere, is broken. [/quote]
No I didn't. I said they did a bad job with units like colossi and carriers. Teching up fast can also mean you get a fast warp prism and a disruptor or reaver for it and harass. Fast Immortal drops were once popular in PvP. Stargate openings could be interesting if the oracle wasn't such a god damn all-or-nothing unit. Lots of unit design fails, the concept of a high tier race in itself doesn't need to fail that hard. E.g. Terran mech with banshee and hellion harass.

And not just in few cases, but across the board when just change up half of the zerg race.
Zerg is supposed to be the "Swarmy" race. Current design team interprets this as free units, all I ask is more supply efficient, less cost efficient army. I might exaggerate, but Terran feels more "zergy" then Zerg.[/quote]
This goes back to economy. Without a scaling economy there cannot be a "swarmy" race, every race has to balanced around similar supply and costefficiency. You can make the hydralisk a 75/25/2 unit. You can't make it a 75/25/1 unit for as long as zealots, adepts, hellions/hellbats, marauders, roaches and many other units have the supplies they have.

And yes, that means you should allow people to have the most basic army moving skills of a progamer.
No, just no. Please, this is the anti-thesis of what makes competitive games fun - the joy of improving yourself. Nobody applauded when Blizzard said "oh, we also tested auto-building/auto-unit training". Make the game to easy, and there will be no pros - they won't have enough room to shine, and mere GM players will take games off them on regular basis. No one wants that.[/quote]
I said basic army movement skills. No that you can split like INnoVation or multitask like Polt. Players should be able to move their army from A to B as fast as the pros. Nothing more.

You can easily make the game harder in other ways that are much less interfering with the most basics that everyone wants to enjoy
Please, give us a couple of examples then. And I'm not being sarcastic or anything, I'm just curious.[/QUOTE]
Preface: These are not starcraft2 suggestions. I believe SC2 is a better game than BW, which already supports my decision for things like MBS. Now the two great tools to create a "hard" competitive game without zombifying a player's core ability to just make and command lots of units:
1) Be creative with skillshots, dodgeable skills, dodgeable attacks. There is anything in the game that you cannot dodge somehow? Change it! It doesn't have to be all to practical to dodge, but it's the sum of little tools that make the game great.
Also be creative with how you specify skills! Why do we have so many set and forget skills? Why don't we "draw" AoE abilities on the ground and give them shape?
The goal is always to create tools that are easy to apply. But it shouldn't end with applying the tool. Skill is what comes after that. Or how you do that. But it should never be that you just can't do it!
2) Be creative with strategies. A textbook TvZ is: "scout for the 3allins, get 70-80drones, mass muta/ling/bling. Mass more muta/ling/bling. You lost mutas/lings/blings? Remake muta/ling/bling!" Many matchups are stuck in "stale compositions". And when there are various styles, it's usually a one-sided decision of one faction to pick a different style (Mech vs Zerg, Sky vs Zerg) that again needs "that one specific handling". The only exception here imo is TvT in HotS and WoL, which in itself offers various stylistic options whose interference lead to somewhat forced choices, but then also lead to somewhat stylistic other options, which then against may lead to somewhat forced choices which then again...
Instead design and balance properly with sound concepts (such as having a "complete Mech style" and a "complete Bio style"). Turn macro into macromanagement, the managment of decisions, not the micromanagement of pre-constructed build orders. A healthy mix of "greater strategies" and "specific requirements how to handle something with the style you play" is what should be sought.

Naracs_Duc
Profile Joined August 2015
746 Posts
November 03 2015 23:17 GMT
#92
On November 04 2015 05:19 Big J wrote:
So I'm writing this while reading and skimming through the OP. A lot of the things have been said before and I'm not going to go point by point on everything, but here are a few bulletpoints.
  • Overkill is mostly in the game, prominently it is missing from the siege tank and marine but many other units, in particular units like stalkers, adepts or roaches suffer severely from it and it is amongst
  • Smartcast is good, it makes spells more accesible to everyone. We hear nothing but complains about the amount of abilities that you have to manually click here and there and you want to inherently increase this by a huge amount. I disagree with this sentiment. And the outcome would also be terrible gameplay, lots of "hit that storm or die" situations. Especially if you don't implement that with a control group limit at the same time, because then outmaneuvering those few spells would be just so easy, while being so demanding, that the a storm needed to do 200damage if it couldn't be spammed.
  • You suggest Neural to be tried at 8range from 7, but blizzard actually already increased neural back to 9range in LotV. In general I don't like the infestor suggestions.
  • Warpgate and early bandaids make Protoss just different from what you and many (partly including me) want it to be. That is they are a race that is forced to tech high very fast while sitting tight early. I think blizzard is hitting their design goals with that and I believe if they just made hightech more fun than Colossus or Skytoss turtling people wouldn't complain. Units like disruptors have the potential to fix this, though I think the effort isn't big enough because most Protoss hightier units are too irreplaceable by their own design.
  • Pathing is a very interesting discussion, but I'm afraid it influences too much of the game to really alter it at this point. An RTS game has to be built around it's clumping/pathing/formation options, if you alter that too much you have to go all the way back to the drawing board with stats and unit massing dynamics.
    Furthermore I gotta say that SC2 pathing - in comparison to many, especially older RTS games - gets the most important things right, which is that units take efficient paths without horrible bandaids and that they don't scatter completely or get stuck at corners and stuff. There are however quite some things that can be thrown into the discussion, from too efficient movement (damage density of singlefire units) over not efficient enough movement (units standing too close to each other suffering too much AoE when unmicroed) to the general question of whether to keep formations or clump or scatter at target locations. A lot of that is once again a question of which tools you add to the game to handle what the pathing does.
  • Many of your ideas go way over board and just have no place in SC2. You basically just introduce "new" units with an old name and skin in many cases. And not just in few cases, but across the board when just change up half of the zerg race.
  • Hydralisks are not good vs lings, they are really terrible against them. Also you just missinterprete the role of the hydralisk as that of the roach with antiair. You want a gas-cheaper hydralisk to include more gasheavy units in your compositions, but as a matter of fact when you go for a roach/hydra composition the hydralisk takes the role itself, being the more scarce "zerg-colossus" type of dps unit behind the meatshield. (in a much better way than the colossus because the hydralisk can be killed without the zerg just losing and has more distinct counters in the form of micro be it splash or focusfire)
  • I agree on the thing with Gateway units and terrain-ignoring factors pretty much completely. It is disheartening to play against Protoss when they can move their whole stalkerarmy up a cliff, tunnel through and into my army and close gaps in a heartbeat. So much micro and positioning is lost when you can't block close a ramp against adepts with queens, or your tank is just a target for blink.
  • Disagree completely with scouting. It's a number one reason why RTS games are not keeping up.
    1) new players are way too scared. If you ever watch a new player play, he will sit in his base, build canons for 10mins, make an expansion, try to make an army and then attack at 20mins. That people then turn their back and consider SC2 as boring (too much time needs to be spent preparing) and stressful (never know where the opponent is) is only logical.
    2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
    Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.
  • unlimited selection is great and a massive improvement to the enjoyability of Starcraft and RTS games in general. Even in 1999 or 2000 when I first got my hands on Starcraft my first big relief was that I could select more units than in WC2. Not all of them, but at least more.
  • Many of your arguments are the typical broodwar-fan arguments that are only about creating a hard game. Not about a fun game. I think this line of thought suffers from a distinct lack of imagination. You can easily make the game harder in other ways that are much less interfering with the most basics that everyone wants to enjoy. And yes, that means you should allow people to have the most basic army moving skills of a progamer. Because that's so core to the game that you gotta ask yourself why you play a game that is said to be all about big armies when you have to spend hours, days, weeks just that this big army actually starts making sense.


Sure I haven't covered everything


I just had to delete my paragraph because you already said it with this epic post--damn/thank you.
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2015-11-03 23:24:45
November 03 2015 23:22 GMT
#93
On November 04 2015 06:29 Nazara wrote:
Show nested quote +
And yes, that means you should allow people to have the most basic army moving skills of a progamer.
No, just no. Please, this is the anti-thesis of what makes competitive games fun - the joy of improving yourself. Nobody applauded when Blizzard said "oh, we also tested auto-building/auto-unit training". Make the game to easy, and there will be no pros - they won't have enough room to shine, and mere GM players will take games off them on regular basis. No one wants that.


Though I agree with what most of what BigJ wrote already, your mention of the auto-builiding/auto-unit training misses the the BIG difference between the unlimited movement and auto-building.

The choice from the player.

Nothing prevents players from not grouping large armies, but they choose to. That is not bad for the game, but it obviously requires a different set of parameters of how the game is designed and balanced.


:p <-- this is my sarcasm face
Naracs_Duc
Profile Joined August 2015
746 Posts
November 03 2015 23:33 GMT
#94
On November 03 2015 18:22 Hider wrote:
Show nested quote +
There is no point in discussing actual suggestions as long as these suggestions don't come from blizzard or someone who could make blizzard listen.
I know you like to propose actual suggestions yourself a lot, but tbh it's pointless. General design ideas are more interesting to discuss.


In that regard, OP's 10K words are also pointless because nothing of it is gonna happen, but you can still have a discussion. My little vent had nothing to do with discussion suggestions or not. Instead, my point is the ridiculous circlejerk where people hate X and then they see Y that is the opposite of X, and love every single thing about Y.

Since noone actually seemed to comment on the specifics, it semes that I am the only one who actuall critically read what he wrote.

But ofc I overall agree with his philsophy that LOTV could have been so much more. But rewarding more clicks for the sake of clicks is not turning LOTV into a better game.

Show nested quote +
StarBow may be the only real successful mod to come from people claiming to make a better game than SC2 but you have plenty that sucked.


All the "great" stuff came from BW from BW numbers, design and balance. In terms of new innovative stuff, what is "succesful" about Starbow?

Mods don't work; partly because the arcade is bad, but also because the designers of the mod aren't competent + cannot work full time on it.


kespa came into existence by ignoring the ladder and having everyone play their MOD of BW. They increased the game speed, added some out of game rules of glitches you're not allowed to use, and had a player base who never had to buy the game due to PC bangs and piracy.

Mods work. The only reason MODS don't become successful or big is because for the most part they're worse than the actual game for majority of players.
Lexender
Profile Joined September 2013
Mexico2648 Posts
November 03 2015 23:36 GMT
#95
On November 04 2015 08:33 Naracs_Duc wrote:
Mods work. The only reason MODS don't become successful or big is because for the most part they're worse than the actual game for majority of players.


Not really, since StarBow came the number 1 problem is and has always been the fact that there is no ladder, it doesn't matter if there is thousands playing if finding a game with some one of similar skill didn't take more time than playing the game itself.
Naracs_Duc
Profile Joined August 2015
746 Posts
November 03 2015 23:57 GMT
#96
On November 04 2015 08:36 Lexender wrote:
Show nested quote +
On November 04 2015 08:33 Naracs_Duc wrote:
Mods work. The only reason MODS don't become successful or big is because for the most part they're worse than the actual game for majority of players.


Not really, since StarBow came the number 1 problem is and has always been the fact that there is no ladder, it doesn't matter if there is thousands playing if finding a game with some one of similar skill didn't take more time than playing the game itself.


Kespa and the MOBA scene highly disagrees with your assessment. Good MODs that have the gameplay the majority enjoy gets popular and becomes a scene all to themselves. There's a reason BW is played on the fastest speed--and its not because its what was supported by the ladder.
DanceSC
Profile Blog Joined March 2008
United States751 Posts
November 04 2015 00:24 GMT
#97
I have a problem with a lot of the complaints about the direction of LotV. First of all, the game isn't even out yet, with all of the changes that blizzard is bringing to the table, the meta has plenty of room to adapt and change. Just stating that the game is full of 'bandaids' and 'cover ups without addressing the real problem' is ignorance. Just because it goes against what YOU think the game should be doesn't make it the wrong direction. I personally like the changes and the more that I look over them the more depth I see to blizzards decision making. Although I could go on for hours about every little thing in LotV here are my thoughts on the Photon Overcharge and why I like it:

Cost: The lower cost is better because it allows the mothership core to cover more areas of a base. This in turn forces the protoss player to be more active with the positioning of the mothership core, and reduces the drawback from players who threaten a base simply to bait out a photon overcharge (before rendering the msc completely useless). In HotS saw the mothership core sitting between the main and nat, and in late game between the nat and the third. Now the mothership core is no longer be tethered to or between the nexus, and can be used to prevent pylon sniping or even tech targeting.

Target: I believe that the pylon is the better choice over a nexus simply because it also strengthens another aspect of a "build order" and that is the positioning of the buildings. Players will have to balance clustering pylons for defense, and also spreading them out for building power and vision. Before players were hesitant about using pylons on the edge of their base for extra vision because they were vulnerable to drops.

Range and Damage: It make sense that the range and duration get cut, as well as increasing the damage. I like the idea of having to use 3+ photon over charges to cover the same area that the old one once covered, it feels like the game is focusing more on the smaller engagements rather then one huge photon overcharge covering everything. Now players feel safer spreading out their pylons for vision as they provide both map vision (like creep tumors) and area coverage.

If we compare PO to the queens transfusion ability, the queen has a limited amount of transfuses to use just like the msc has a limited amount of photon overcharges, and each one can influence the tide of battle by either applying damage or removing it, defensively or offensively. If we compare it to the terrans ability to repair buildings we have the same scenario, terran sacrifice scv time to keep a structure alive. A protoss player can force field the workers away from the bunker, just like a terran player can take out the mother ship core. Both terran and zerg have the ability to keep buildings alive, it makes sense that protoss have the ability to apply damage with threatened ones.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 04 2015 02:07 GMT
#98
All these threads are so misguided from the start. How many times do you need to be reminded that if you "remove" all the UI simplifications (that is, add UI barriers), nobody except for a couple hardcores will play the game? It does not matter at all that it would be "better" in some obscenely sublime way, because it would be a complete flop. What is the point of a perfect competitive game that is played by a hundred of players?

You have all the space in the arcade for stuff like this, but please, for the love of what is holy to your favourite SC race, if you want to discuss the direction of the "real" SC2, you just need to be realistic. Otherwise is just empty nonsense.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2015-11-04 02:56:40
November 04 2015 02:44 GMT
#99
On November 04 2015 11:07 opisska wrote:
All these threads are so misguided from the start. How many times do you need to be reminded that if you "remove" all the UI simplifications (that is, add UI barriers), nobody except for a couple hardcores will play the game? It does not matter at all that it would be "better" in some obscenely sublime way, because it would be a complete flop. What is the point of a perfect competitive game that is played by a hundred of players?

You have all the space in the arcade for stuff like this, but please, for the love of what is holy to your favourite SC race, if you want to discuss the direction of the "real" SC2, you just need to be realistic. Otherwise is just empty nonsense.

Even if I don't really agree that UI limitations would be good to get back, I think it's not such a big deal as some people think. It's not like people were really bothered by being only allowed to select 12 units at a time in bw for example. It's just not that big a deal. The less hardcore players kept playing for years! Even 3v3 and UMS, on ICCup! Actually right now I just logged in even though it is nearly 4am GMT+1 there are UMS, 2v2 and 3v3 games lol.
I think possibly, it is the more hardcore players who are the most bothered, because to them optimizing speed is more important. Controversial...
I'm sure there would be lots of people complaining about it if SC2 had a limited unit selection to 12, but it still wouldn't be such a big deal. Not that I think it would be better. It kinda puzzles me, I would be so curious to test unlimited unit selection in bw, + MBS + automine so we can finally see if it impacts the game negatively or not.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2015-11-04 03:12:25
November 04 2015 03:05 GMT
#100
On November 04 2015 11:07 opisska wrote:
All these threads are so misguided from the start. How many times do you need to be reminded that if you "remove" all the UI simplifications (that is, add UI barriers), nobody except for a couple hardcores will play the game? It does not matter at all that it would be "better" in some obscenely sublime way, because it would be a complete flop. What is the point of a perfect competitive game that is played by a hundred of players?

You have all the space in the arcade for stuff like this, but please, for the love of what is holy to your favourite SC race, if you want to discuss the direction of the "real" SC2, you just need to be realistic. Otherwise is just empty nonsense.

I don't necessarily agree about the unlimited selection in SC2 either, I think it can be perfectly fine. I think it made little difference in BW, because the way units behaved, you wanted to manage them in small groups anyway. I think any effort directed at unlimited unit selection should perhaps be redirected into figuring out how to make units work best in small groups, be it through pathing, or what the unit actually does. It should theoretically achieve the same end we saw with BW.

However, the points regarding the UI are but one of many regarding all the design principles, or lack thereof, in SC2. Just think if air units weren't as powerful as they are, harassment wouldn't be the order of the day, and with some proper highground advantage, terrain features would really, seriously, matter. Imagine if Protoss had a repertoire of solid units early on, and didn't require a rolling photon cannon to defend their bases. Imagine if the three races lived up to the visions laid out for them in BW, with playstyles to match. Imagine if Macro Boosters were never in the picture, the pace of the game would be easier to grasp, you wouldn't have the time compression they bring to the table, and balance would be so much simpler to work out in some cases. There's so much more to this thread than what he says about the UI. Don't dismiss the whole thing just because you disagree with a single point.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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