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Well yeah the purpose is to balance RACES and not UNITS; people fail to understand that. Each race must have their really strong combos or units, and other races some ways to counter it : AND it must be in an interesting way for countering it (abilities or specific tactics, not just massing it and A-move). Think of it like Chess, Queen is a far overpowered piece but it can be counter, and your opponent has one too !
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forcefield should be emp-able. having HP doesnt really make sense if the FF is made of "energy"
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On April 20 2010 23:20 Plexa wrote: Good article
My sentiments exactly ability-wise. The nerf has put many units in a state of limbo ability wise(mothership/infestor) by stripping them of their original awesomeness.
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Really hits one of my gripes with SC2. Good read. Hope Blizzard is paying attention.
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HP bars for force field.. wow i never thought of that! Sounds like a good idea!
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An article urging caution against nerfing everything and then agreeing with most of the nerfs (with the exception of storm and emp?) and even going as far as suggesting another nerf. This article confuses me.
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definitely enjoyed it thanks!
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Sheep. Have any of you really read the article or did you get entranced by the nostalgia of BW in its current state?
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On April 21 2010 08:45 omninmo wrote: forcefield should be emp-able. having HP doesnt really make sense if the FF is made of "energy"
While lore-wise your point is perhaps the most valid, there are some concerns that the Ghost's EMP ability is already too much of a 'hard-counter' to many Toss units (Sentry, High Templar, Immortal) that adding further utility to the ability in TvP could be harmful.
If the P player has the APM to cast half a dozen perfectly placed force fields before the terran can EMP the sentry, then frankly I say well done to the Protoss user. In the same way, if the T can EMP half the Protoss army before Feedback/Psi Storm is used, then good on them. I can't say I'm particularly happy with the Protoss caster/Ghost dynamic as it stands, but introducing more ways that they counter each other can in my opinion, only be detrimental to the unit relationship.
Kev
[edited for typos. I need to proofread.]
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Well said. But pretty obvious is it not?
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oh GENIUS!
forcefields with HEALTH BARS!!
Why won't genius suggestions like this appear in the sc2 forums instead of "adding grappling hooks to units"
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On April 21 2010 08:27 rezoacken wrote: Well yeah the purpose is to balance RACES and not UNITS; people fail to understand that. Each race must have their really strong combos or units, and other races some ways to counter it : AND it must be in an interesting way for countering it (abilities or specific tactics, not just massing it and A-move). Think of it like Chess, Queen is a far overpowered piece but it can be counter, and your opponent has one too !
good job. You too drone!
Guarenteed Blizz developers have some sort of balanced scorecard as a guideline to keep each unit/race counterable by another, then Beta, which sole purpose is to test that scorecard (along with bnet, ladder, and the rest of the fine details that go into the game) and tweak and make adjustments. They are able to look at graphs and charts every morning seeing every statistic one could think of. That along with Beta forums, and community feedback like TL = beautful final product.
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One of the best articles i have read since sc2 beta began. Please do such articles more oftten!
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Woulda digged it but there's no digg button, awesome article
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"we must avoid balancing SC2 by making everything suck equally hard."
I support this message.
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Right now the one thing I believe is game-breakingly imbalanced right now is spawn larvae and larva buildup.
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Well said. Any chance you'll cross-post this to the Blizzard forums? I think everyone involved in the SC2 beta needs to read this.
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Very good point to make, and I support it - though I'm neither skilled enough nor be-beta-keyed enough to have an opinion outside the realm of theory.
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On April 21 2010 11:42 Rawn wrote: Well said. Any chance you'll cross-post this to the Blizzard forums? I think everyone involved in the SC2 beta needs to read this. Definitely, even people who aren't involved but think it is "taking to long" to balance the game.
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