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LotV Impressions?

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Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
Last Edited: 2014-11-10 00:02:39
November 10 2014 00:01 GMT
#1
I have no idea, some of these things just seem crazy, especially with regards to the economy of the game.

I can't predict if it's genius or terrible.

Poll needs a "scared and confused" option .
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Forestwind1
Profile Joined August 2011
United States5 Posts
November 10 2014 00:27 GMT
#2
Isn't the economy something that be tested now? Like with a melee map mod.
The last time a HOTS map was made during its' beta, bliz shut that down, but just testing the economy change via maps would be cool.
Sh0on
Profile Joined November 2014
United States8 Posts
November 10 2014 00:48 GMT
#3
The only thing I'm at all against it the starting with 12 workers bit, though I could probably be convinced to get behind it via seeing gameplay, or getting to play it.
I hope you have a wonderful day. :)
CrimsonWall
Profile Joined September 2010
United States27 Posts
November 10 2014 02:07 GMT
#4
As a Zerg player, I have to say two things...
1) Teleporting Battlecruisers. Soooo cool. I bet I'm going to constantly get wrecked by them but I'm up to face this unique challenge.
2) LURKERS !!!!!!!
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
November 10 2014 02:25 GMT
#5
As a protoss player im a little disappointed in only getting one new unit (so far).. And that unit (the disruptor) seems kinda weak, like a really expensive baneling that doesn't die if you are lucky... lol

But i'm sure that will change.. What i'm mostly excited for is the campaign and all the new features they are bringing in like automated tournaments and whatnot... generally pretty hyped i must say!!
banjoetheredskin
Profile Blog Joined November 2012
United States744 Posts
November 10 2014 05:07 GMT
#6
I still want to be able to pick my color on ladder D:<
Writer#1 CJ fan | http://www.teamliquid.net/forum/starcraft-2/508947-wcs-dreamhack-austin-interviews
Jaded.
Profile Joined June 2013
United States125 Posts
November 10 2014 05:14 GMT
#7
I'm more disappointed. I wanted colossus gone, reavers in, warpgate removed and gateway units re-worked to be more than just meatshields for hero units (tempest/colossus/templar) and high ground advantage in. I guess it's better than nothing and some of these changes are in the right direction but protoss still sounds like it's going to be cheese or turtle. I want BW toss back or at least part of it back.
The absence of evidence is not the evidence of absence. What I'm saying is that there are known knowns and there are known unknowns but there's also unknown unknowns, things that we don't know that we don't know
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 10 2014 05:20 GMT
#8
Listen. Lurkers are our unit. Who said you guys got to have lurkers?
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
Last Edited: 2014-11-10 05:56:59
November 10 2014 05:55 GMT
#9
Horrible. New units seem dumb, Economy seems geared to skip the early game and jump straight into mid game which IMHO will promote cheese.

Lots of time to change though.

Also, Scan + Teleporting BC is going to be hilarious.
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
Cricketer12
Profile Blog Joined May 2012
United States14003 Posts
November 10 2014 06:12 GMT
#10
its so hard to say until beta begins...cyclone and herc need nerfs though...
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
November 10 2014 07:06 GMT
#11
I don't see any point in qqing about how imba the units are, it's not even beta yet, so much will be changed.
However, I like that Blizzard has taken much more drastic changes than they did for HotS.
sigm
Profile Joined December 2010
192 Posts
November 10 2014 13:51 GMT
#12
They've definitely got the right idea that the game needs some big changes and not just a few number tweaks for existing units, but the current changes are almost universally bad, IMO.
LikeTheSnow
Profile Joined April 2012
Italy16 Posts
Last Edited: 2014-11-10 16:06:12
November 10 2014 16:05 GMT
#13
The two things I really don't understand are:

1. The voidray-like attack for Corruptors: I mean, zergs already have Mutas to attack ground, corruptors works fine as they are now. Just why?

2. Disruptor: I don't really get the usefulness of this unit, and why they thought Protosses needed it. Moreover its design is not really toss-style
ZiNKO
Profile Blog Joined October 2014
23 Posts
November 10 2014 18:01 GMT
#14
Like the eco changes, but not that you start whit 12 mabe 8 instead? Not a big fan of the Protoss unit but could have ben better and more fun
BisuDagger
Profile Blog Joined October 2009
Bisutopia19399 Posts
November 10 2014 19:35 GMT
#15
The changes are big and different. I'm very excited to see everything new. I hope we can avoid extreme panic and mass complaining over units until the result is the unit being removed. Constructive feedback would be appreciated from the community this time around.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
aeligos
Profile Joined January 2013
United States172 Posts
November 10 2014 20:13 GMT
#16
Demand more micro across the board not just from Terran.

A-move heroes will feel the painz.

libera te tvtemet ex inferis A.'.A.'.
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-11-11 01:01:19
November 11 2014 00:39 GMT
#17
Overall well thought out as an idea (for the new units), but definitely either miss-intended, or miss-tested..

=====================================================================

For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it

Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?)

Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think

The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth.

=====================================================================

Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially:

#1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ?

When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ??

Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ?

#2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth..

But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things

#3 Don't like the Nydus change as well - that feels really OP vs Protoss I think

#4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?)

#5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ?

I can see how that might be fair in terms of executing an offensive strat/gateway timing, BUT - what to do with the Warp-Gate when defending ? - how on Earth to defend a Ling Runby (how long would that Gate-Keeper Zealot survive - if able to survive at all actually) ?

Or even worse - a Terran drop which will be even more retarded with the change and making the game be an instant GG ?, Gonna be like - well - late to defend a bio drop ?? - f*ck it - just lost the game right then and right there or I just go into all-in with the Probes and every unit.. - That's really retarded honestly I think

=====================================================================

The other changes are really fine I think.. Including the Swarm-Host change, including the reduction of lifetime to the PDD, really like those things.. Overall - except the Nydus I tend to like the Zerg the most ATM with the changes

AND - would actually really like for Blizz to actually have that a bit of extra "guts" in the economy changes and really make the bases saturate with less workers and less mineral patches.. Would really like to have a bit less focus on economy management now that the battles would be at least 50% more dynamic and more micro/reactive

=====================================================================

Overall - really like the direction (with the exception of the 5 things I noted about above and making the Cyclone with reasonable balance stats actually) :D
Another world, another place, another universe, won the race.. :) ;) :P
NyxNax
Profile Joined March 2014
United States227 Posts
November 11 2014 08:21 GMT
#18
Battle cruiser Should have like a Warp speed instead of teleport(totally OP), basically a longer boost similar to the medivac.

Queens should break force-fields. Not saying they should be a massive unit, just saying they should have a passive ability to break FF's. This can potentially stop a protoss instant-win from blocking Zerg out of there base on certain maps.

I agree with scarlett on the amount of workers, maybe 8-9 would be better but these changes can all be balanced, etc

Protoss should get another unit and from the sounds of it, thats on the docket, But im not sold on the disruptor. Not sure how useful of unit it is, seems hard to balance that type of unit. My feelings may obviously change about it though as ive never played the game, but just judging from what ive seen and from the few things the pros have said.
KOtical
Profile Joined January 2011
Germany451 Posts
November 11 2014 09:04 GMT
#19
On November 11 2014 09:39 VArsovskiSC wrote:
Overall well thought out as an idea (for the new units), but definitely either miss-intended, or miss-tested..

=====================================================================

For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it

Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?)

Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think

The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth.

=====================================================================

Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially:

#1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ?

When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ??

Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ?

#2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth..

But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things

#3 Don't like the Nydus change as well - that feels really OP vs Protoss I think

#4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?)

#5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ?


to nr 1# : i agree with you there.
to nr 2# : i cant agree with u there a siege tank and a drop ship are total cost of 250/225 and u just need tzo target the dropship... a tank on its own istn worth anything, and gets easily countered by zerglings or zealots then... so the main target should be the dropship...

to nr 3 # : the nydus change is something to look at, agree with u there
to nr 4 # : i like the nexus canon change in general but i agree that protoss needs something wich helps against those mutas...
to nr 5 # : the new warp gate nerf is totally ok, because especially in late game szenarios protoss had a huge lead vs terran (not so much vs zerg) when armies where traded, protoss always got ahead afterwards because of warp in mechanich wich has almost no build time at all...
the change is ok because i remember so many games where protoss lost his army and won afterwards coz of those stupid warp in mechanich... now protoss has to care about WHERE they warp in, and cant warp in right into the other armies face...


Duprix
Profile Joined March 2011
Netherlands17 Posts
November 11 2014 09:09 GMT
#20
Hi all,

here are my thoughts about some of the units and things in general:

The cyclone
it seems really strong. people say it is to easy and op but that can also be said about the colossus or storm. at the moment I feel protoss has the most forgiving engagement mechanics and terran the hardest. so a unit that pushes a toss ability to micro is a good thing. perhaps the stats are to powerfull atm but with tweaking it could be a nice unit. perhaps its to fast atm. a solution could be to make the unit slower than a stalker but still be able to shoot on the move. that way toss players are rewarded for stutter stepping their stalkers.

Herc
this grappling hook on your own reaper trick is really cool but also a nightmare for worker-lines. their small aoe damage wrecks worker-lines as we could see in the exhibition match. also I don't really see the role of this unit? terran already has a harras unit (reaper) or allot of harras options (medvac marine, mine, banshee). and it is good against ling/bane but didn't terran have hellbat, hellion, mine, marine, marauder for that?

banshee
speed upgrade late game is nice. this gives the unit more utility during a whole match. the extra is something I see being changed. with 7 range you can outrage&micro a stalker in the early game. that seems to hard for toss to handle early game.

BC
the warp in mechanic is awesome lore wise. but I can see it being really broken in game. scan and warp for example. positioning becomes no factor for this unit. you can just let them sit anywhere and warp in where needed. I think it is more important to make the unit more viable late game in engagement than to give it a spell.

Lurker
did zerg need a lurker? wasn't the argument all the time that the baneling fullfiled the role of splash damage? and if the lurker would be there no one would make the one which will be the least cost-efficient?

ravager
can be cool. but what is it really needed for? where forcefield that big of a problem?
but then again it wont be broken I feel. its just a roach that gets a force field breaking spell after evolving. the damage is the same as the roach if im not mistaken but it gets more health. but does supply also change after evolving?

disruptor
not exactly cool. it looks like the unit that was scrapped from hots that could change in all other things.
also a huge baneling that does not die after usage? meh.....

Reaver
Y U NO came?

cheers



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