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LotV Impressions?

Forum Index > Polls & Liquibet
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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 States13974 Posts
November 10 2014 06:12 GMT
#10
its so hard to say until beta begins...cyclone and herc need nerfs though...
Kaina + Drones Linkcro Summon Cupsie Yummy Way
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
Bisutopia19239 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



Respect all, Fear none!
KOtical
Profile Joined January 2011
Germany451 Posts
November 11 2014 09:25 GMT
#21
i dont get the disruptor at all... blizzard said they want more micro oppertunity for protoss.. and then they give us this unit... well from what i´ve seen the other races need to micro even more vs that unit... disruptor also feels like a baneling unit for protoss... i dont like the design... reaver would be way cooler...
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
November 11 2014 14:57 GMT
#22
On November 11 2014 18:09 Duprix wrote:
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.


The thing about the unit is that it's not just another unit in the bio deathball.. The way how it works is that it requires a separate hotkey.. This unit is like the Oracle, like the Mutalisk - always have (or should at least) be operated separately from the main army, therefore it's micro-intensive

What I don't like is that it's basically good for everything (if not too too good ATM)

But yes - that's something I like and think Terran needed.. Can't tell you how many games I've played/watched to see like 15 or even 20 Vikings die and do nothing against the deatball and leave Protoss with 2 Colossi alive.. The Cyclone seems to be a very elegant solution to the deathball problem AND requires an elite status of micro - which I very much like TBH

On November 11 2014 18:09 Duprix wrote:
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?


The thing about this unit is that it's a "baneling-deathball" disassembler.. The problem about the unit is that IMO it gets splash too early on.. Basically now the unit (as Scarlett said) is a chargelot with splash (because it's far too easy to research the splash on them).. There were some situations for example when Terran were attacking with Bio/Hellbat and Zerg may have made a bit too many Banelings to defend (especially in the late game), and this unit feels like a "on the fly" Widow-Mine whilest re-intending the WM to be a unit for Mutalisk flocks specifically (as opposed to Banelings) or worker harass.. But yah - may feel like Terran got a bit too much toys to work with with this new unit but we'll see.. vs Protoss however - I can find this unit as a "chargelot drop" on the top of the Colossus - basically messing it's AI and therefore making it easier to dispatch or with less casualties

On November 11 2014 18:09 Duprix wrote:
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.


Y - the #1 thing on my disliked list is the Banshee increase of range.. No wonder there.. And that's not even the worse of it.. The worst part of that stick got the Zerg.. Are you really going to hit Banshees with that Ravager thing ?, cause Queens will die left and right every day all day

On November 11 2014 18:09 Duprix wrote:
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.

Probably, but wouldn't like to throw the mechanic out of the window - yet.. Think it may have a cool twist to the game, and I think it will be easy to balance it later on on top of that.. Basically we don't need to limit the BCs to teleport only once at a destination, what we need is to limit that no more than 4 or 5 BCs in the same time can do that.. Perhaps have an energy bar at the fusion core and have THAT energy depleted for using BC teleports ? - IDK, but think as long as the BC numbers aren't that high - this is a cool mechanic

On November 11 2014 18:09 Duprix wrote:
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?

This is the space-control unit.. This is the Area-control, it's not about splash, it's about security mechanisms of defense.. This does what the Swarm-Host should've been, but the problem we had is that they were infinite, this isn't infinite and can penetrate through with a bit more persistence

On November 11 2014 18:09 Duprix wrote:
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?

The Ravager is OK and probably the best designed new unit.. It's role is to break bunkers without sweat (probably why the Terran have the Herc cause probably Terran couldn't defend the baneling-busts with just Hellbats and Marauders now when the Zerg has the perfect anti-bunker unit I guess.. It has 6 (was it 6 ?) range which means that's another DPS layer in the Roach wars in ZvZ, as well as a unit that's harder to zone off with the forcefields (as opposed to the Roach which has 4 range).. And it has very cool synergy with the infestor on top of that

On November 11 2014 18:09 Duprix wrote:
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?


Well - as I said - I'd have prefered this unit to be specifically an anti-army unit rather than worker harass.. This unit combined with the warp-prism change of pickup radius is EXACTLY doing the Reaver dance.. But - don't want that.. Feel as if it's too hard to use the unit TBH, would've rather had a relatively smaller AoE and smaller DPS unit that doesn't cost a sh*t ton of gas.. And perhaps not hinder workers

Storm-drops, Oracle and Warp-prism harass is still a good way to harass.. That's just another reason why I think that the Warp-In change is bad.. I mean I can see how Terrans find it well cause of fights going Protoss way after warp-in reinforcements, the problem however I have with that is that - now you can't use warp-prism to attack Zerg at all, and even worse - can't do a reactive warp-in at home to defend

On November 11 2014 18:09 Duprix wrote:
cheers


cheers m8 as well
Another world, another place, another universe, won the race.. :) ;) :P
Rikudou
Profile Joined April 2014
Germany151 Posts
November 11 2014 17:51 GMT
#23
the cyclone is in my opinion the worst designed unit by blizzard by far and i am not talking about how the unit itself works; just literally.. look at that thing... it looks boring as hell
oh and as a zerg i like most of these new units... especially that new unit that can break forcefields and the new infestor spell (i think it is really underrated atm and might support ling infestor ultra styles)
Is this real Life? No, it's StartaleLife!!!
syroz
Profile Joined September 2012
France249 Posts
Last Edited: 2014-11-11 23:37:44
November 11 2014 23:24 GMT
#24
"Indifferent" and it is scaring me.

That LotV presentation didn't revive the Sc2 flame in my heart !

I wanted (even) more drastic choice.
custombuild
Profile Joined August 2014
31 Posts
November 12 2014 00:41 GMT
#25
I really hate the ravager to be honest. I was expecting a more scary and aggressive unit. The stim'ed zerglings are meh... No anti air again. The lurker is going to be amazing.

It really sucks that protoss only has 1 new unit ...

Herc and cyclone not my style. The teleporting battlecruiser are amazing however.
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
November 12 2014 13:43 GMT
#26
Bright prospect.
Celebrating Starcraft since... a long time ago.
Taru
Profile Joined October 2010
France88 Posts
Last Edited: 2014-11-12 20:12:12
November 12 2014 16:31 GMT
#27
I kinda like where this is going. The changes of the economy will probably have a good impact on the game but we are maybe not there yet as pros like Scarlett said, and it maybe needs more changes.

The fact that we now have 12 starting workers is kinda good I guess, even if it suppresses some builds. In televised matches as in gaming, we will have less downtime and more action.

Protoss definitely needs a new unit besides the disruptor. The fact that forcefields are now countered by the ravager and the existence of the cyclone makes the protoss very vulnerable in the early to mid game. Therefore protoss needs a unit to support this phase of the game because gateway units are not enough at this point. During Blizzcon Blizzard said that they have several other units they couldn't show yet because they were not ready. Hopefully one of them is this new unit for protoss.

I don't really like the disruptor concept, it kinda feels like a walking psystorm. I'm sure Blizz can do better than that lol.

For the cyclone, I like the idea, a new mech unit for terran that does mapcontrol. But the range, the attack and the cooldown of its ability make it a bit like a nobrainer. Expecting changes pretty soon.

I like the rest a lot. The oracle kinda becomes an arbiter and the teleporting battlecruisers and hercs seems really fun to play.
Buddy168
Profile Joined June 2012
United States157 Posts
November 13 2014 20:11 GMT
#28
Something needs to be done about the cyclone for sure, since Protoss don't have anything that can keep it away while the Terran have the cyclone too and Zerg have Zerglings. Mixed feelings about the battle cruiser though.

The whole making more workers at hte start is completely retarded, it removes so many builds for the game. Though the whole less minerals to make it more BW-ish I'm really looking forward to seeing.

Overall the whole situation seems like a really bad spot for Protoss especially in PvT.
"You're being a useless fucking asshole" - Day[9]
nobot87
Profile Joined December 2011
United States23 Posts
November 13 2014 20:46 GMT
#29
I'm a little worried, because WoL was really imba toward the end, which made for a very smooth transition into HotS. I'm certain we're prolly gunna see a few programers that stick with HotS after the LotV release, making sc2 more divided.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
November 14 2014 06:56 GMT
#30
My initial impression is very positive. Everyone who's been around since WOL's release knows that the game has consistently turned out better than what Blizzard's changes seem to portend at first, so I'm happy to see all these things go through and get played around with. I'm even happy to try out the economy changes, which are actually the only things I'm a little skeptical about. I love my cheese.
They're coming to get you, Barbara.
Survivor61316
Profile Joined July 2012
United States470 Posts
November 15 2014 00:32 GMT
#31
I mean the cyclone is obviously broken..and thats coming from a Terran. But other than that the game is going in a really good direction, I'm excited to see the pros playing the beta when it comes out next year!
Liquid Fighting
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 17 2014 00:32 GMT
#32
i enjoy the fact that LotV is blizzards way of admitting "we were wrong, you were right"
re: FRB, lurkers, carrier fix, etc

but then again, it is blizzard, and they still will try to implement these new boring and nonsensical units, which will hopefully never make release

starleague forever
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
November 18 2014 04:03 GMT
#33
On November 14 2014 05:46 nobot87 wrote:
I'm a little worried, because WoL was really imba toward the end, which made for a very smooth transition into HotS. I'm certain we're prolly gunna see a few programers that stick with HotS after the LotV release, making sc2 more divided.

Progamers will switch to LotV because tournaments will switch to LotV. I don't think a concern between a major divide in the community is really present
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
Moonsalt
Profile Joined May 2011
267 Posts
November 18 2014 17:15 GMT
#34
On November 10 2014 14:07 banjoetheredskin wrote:
I still want to be able to pick my color on ladder D:<

I totally agree!

Don't like the eco changes and teleporting battlecruisers though.
DjSweetBazz
Profile Joined December 2010
Sweden172 Posts
November 18 2014 21:05 GMT
#35
is there a teaser or something? link plz
Glioburd
Profile Joined April 2008
France1911 Posts
November 19 2014 20:00 GMT
#36
On November 19 2014 06:05 DjSweetBazz wrote:
is there a teaser or something? link plz

https://www.google.fr/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#safe=off&q=legacy of the void teaser
"You should hate loosing, but you should never fear defeat." NaDa.
sM.Zik
Profile Joined June 2011
Canada2547 Posts
November 19 2014 22:08 GMT
#37
Overall good changes, but theres a lot of stuff that will need to be tweaked in the beta which i'm sure they'll do.
Also, I'd like if they could fix in the in game timer to be real time instead of this stupid "sc2 time", we will all have to relearn the timing anyway because of the massive eco change.
Jaedong Fighting! | youtube.com/ZikGaming
b0zz
Profile Joined June 2014
France20 Posts
November 21 2014 00:52 GMT
#38
Could you please read david kim's latest post before you comment the units introduced during the last blizzcon..? or are we gonna have the same "debate" all over again .. and again... and again.. holy shit ! we re all stuck in time warp, nerf toss pl0x.

More seriously, i'd say direction is good, but changes are bad as they are!

Can't wait!
b0zzo @ twitch chat multiple times GSL winner
figq
Profile Blog Joined May 2010
12519 Posts
November 21 2014 03:31 GMT
#39
The best thing is they are taking on the economy, but they need to find the right approach which isn't the current one. I'm optimistic that they will.

I lied, the best thing is lurkers! Yes!!:D LURKEEERS!!!
If you stand next to my head, you can hear the ocean. - Day[9]
Quixotic_tv
Profile Blog Joined August 2012
Germany130 Posts
November 22 2014 07:42 GMT
#40
On November 11 2014 18:09 Duprix wrote:
were forcefield that big of a problem?



I do think they can be a pain, yet they are not imbalanced imo.

Everything can change, we all (should) know that.

Yet I am very excited, lurkers, wow!

I hope that cyclone will not get warhounded.

Protoss should get one more unit I guess. I mean, it's a Protoss AddOn. Maybe they have some surprise for us?
Life always finds a way.
NyxNax
Profile Joined March 2014
United States227 Posts
November 23 2014 11:48 GMT
#41
OK im just going to say it.... F**CK THE DISRUPTOR, BRING BACK THE REAVER!! lol..

I think most people agree the disruptor just isnt protoss tyle, Its going to be a NIGHTMARE to balance... I guarantee if they stick with it, theres going to be a million balance changes.. Damage, AOE, cost, etc etc...

And they need another unit along with it, I mean toss has got to have 2 new units in a protoss expansion if every other race does.. I know i know in hots Toss got the Mothership, but thats really just a upgrade to a single unit..

I think everything else will all be fixed and balanced in beta and what not. Especially the economy changes.. Guessing will land on like 8 startin workers. Love the new amount per patch..

The BC teleporting anywhere on the map, without even needing to scan, IMO is just ridiculous and dont see that sticking.. Im sure its awesome, fun as hell and a blast, but doesnt even fix the problem of it being more survivable. Give it a BOOST/warp drive ability. Like a medivac but more controllable. Hold down a hotkey to boost but only a certain amount. Maybe can even refill it at a starport or something. Now it wont die everytime you retreat.
SuperHofmann
Profile Joined September 2013
Italy1741 Posts
November 23 2014 23:48 GMT
#42
I like the idea that they want to introduce more micro situations, that's a key part of Starcraft and it was lower from Sc1 to Sc2, so this is good.
I don't like the idea to reduce the early game. It creates lots of situation that are game changing. Really don't like the 12 worker start. But I like the fact that there're less mineral and expand fastly, this can be good.

No words about the units, they'll change a lot. I play zerg, and i'm really happy about the possibility of breaking forcefields without ultralisks.
Vasacast always in my <3
Blizzkrieg
Profile Joined March 2014
95 Posts
November 30 2014 00:50 GMT
#43
I'm not at all worried about the new units as I'm sure most of them will experience dozens of changes that'll mostly balance them out before LotV drops.

However, I'm really hoping they keep the worker count at 6. Lowering the minerals per patch is fine, but 12 workers that automatically start mining at the beginning of the game is doing too much of the work for me.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
December 04 2014 05:19 GMT
#44
Where is the option for: Units/abilities ok, economy not ok. and vise versa
RIP SPOR 11/24/11 NEVAR FORGET
wmb
Profile Joined February 2014
Sweden282 Posts
December 07 2014 15:01 GMT
#45
def room for improvement!
Hi I'm the infamous wmb, Diamond 1 / Challenger Player.
iloveav
Profile Joined November 2008
Poland1478 Posts
December 09 2014 09:09 GMT
#46
This feels like they are trying to balance the game by giving every race OP things.
Its like those games where you press X two times and your character does Epic stuff for 20 minutes.
Remember the marine split vs lurkers in broodwar? Noone cared that lurkers were hard to deal with. Find your own way.

Remember the Epic first time marineking marine splits vs banelings? Yes, noone cared that banes destroyed marines. Use other units if you have a problem, or learn something new like splits.

Now they are making units that do OP stuff all the time and each time people complain it takes 3 weeks for a patch to come out.

As far as I see it, its dumb-ing down the game more and more.
aka LRM)Cats_Paw.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
December 11 2014 18:19 GMT
#47
tbh we all need just a breath of fresh air, the sc-bw-sc2-sc2hots as far as im concerned hasnt really been THAT much of a difference. sc2 although different from sc was not too foreign. This might be a chance to totally reinvent. i hope it works, ill never fully lose my love for this game at this point but if responses arent made towards the pro scene and the fans ,this may be sc's last outing
rednusa
Profile Joined October 2012
651 Posts
December 13 2014 11:58 GMT
#48
I haven't played or seen it yet. If this is a cheap expansion, then I may buy it just to try it out but if it's an expansion that costs the price of a full game, then I'll probably skip.

HotS is still working fine for a casual gamer like me.
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