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On July 10 2012 12:58 reneg wrote:Show nested quote +On July 10 2012 12:46 Digamma wrote:On July 10 2012 12:42 ShakaZu.Sc2 wrote:On July 10 2012 12:21 benthekid wrote: The fact that this guy is in charge of balance makes me want to cry. Mech was so viable vs protoss before the stupid blue flame nerf.
His points about protoss having to be passive early game is a joke. Before stim which takes forever protoss units dominate the early game in all matchups.
Does he not know about this build called the 4 gate that was the only build that they used in the matchup for like a year and a half (innovators to be sure...)
TvT is stale with tank lines are you kidding me? TvT is by far the best mirror matchup.
I seriously think this guy doesn't even watch current games or something. 1. Nothing is wrong with making mech more viable, blue flame needed to be nerfed but now they want mech more viable, not a problem at all 2. This is true but you neglect to mention how stim makes gateway armies essentially useless so Protoss are most the time favoring quicker tech to deal with bio timings (Also terran was super innovative with the year and a half of 111 as well) 3. TvT is by far the best mirror imo but bio tank is by far the most prevalent style so they want to give more options which is a good thing so now it'll turn into marine marauder warhound medivac... hardly a improvement.. i think vast majority of people who play TvT at the higher levels prefer the tanks. While possibly true, i find tank v tank to be incredibly boring to watch. I, for one, am tired of 40 minute tvts, where all the casters do is talk about how important positioning is, until someone finds a place where they can stim in a bunch of marines and shred everything b/c the other player is unsuspecting. I'm on board with any changes in that aspect of the game. I personally prefer zvz both playing & watching
well to each his own. i like it because its the only instance where tanks are clearly useful instead of the vague times vs zerg where they MIGHT hit banelings and MIGHT hit infestors.
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On July 10 2012 12:56 Hier wrote:Show nested quote + TvT is stale with tank lines, and the only way to break out of it is the sky battles. Do they even watch SC2?
To be completely fair when is the last time we have actually seen a TvT? They never make it far enough in a tourney to play against each other any more
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On July 10 2012 12:58 reneg wrote:Show nested quote +On July 10 2012 12:46 Digamma wrote:On July 10 2012 12:42 ShakaZu.Sc2 wrote:On July 10 2012 12:21 benthekid wrote: The fact that this guy is in charge of balance makes me want to cry. Mech was so viable vs protoss before the stupid blue flame nerf.
His points about protoss having to be passive early game is a joke. Before stim which takes forever protoss units dominate the early game in all matchups.
Does he not know about this build called the 4 gate that was the only build that they used in the matchup for like a year and a half (innovators to be sure...)
TvT is stale with tank lines are you kidding me? TvT is by far the best mirror matchup.
I seriously think this guy doesn't even watch current games or something. 1. Nothing is wrong with making mech more viable, blue flame needed to be nerfed but now they want mech more viable, not a problem at all 2. This is true but you neglect to mention how stim makes gateway armies essentially useless so Protoss are most the time favoring quicker tech to deal with bio timings (Also terran was super innovative with the year and a half of 111 as well) 3. TvT is by far the best mirror imo but bio tank is by far the most prevalent style so they want to give more options which is a good thing so now it'll turn into marine marauder warhound medivac... hardly a improvement.. i think vast majority of people who play TvT at the higher levels prefer the tanks. While possibly true, i find tank v tank to be incredibly boring to watch. I, for one, am tired of 40 minute tvts, where all the casters do is talk about how important positioning is, until someone finds a place where they can stim in a bunch of marines and shred everything b/c the other player is unsuspecting. I'm on board with any changes in that aspect of the game. I personally prefer zvz both playing & watching
Then you're watching bad casters who aren't analyzing the moves and countermoves. Every move in those TvT means something and a misstep could lose the game. Instead, the casters just make jokes and mention how they're still trying to get into position without ever explaining why they're doing anything.
That or you're watching bad terrans TvT and they're just sitting there waiting for the other player to get bored
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On July 10 2012 12:58 reneg wrote: While possibly true, i find tank v tank to be incredibly boring to watch. I, for one, am tired of 40 minute tvts, where all the casters do is talk about how important positioning is, until someone finds a place where they can stim in a bunch of marines and shred everything b/c the other player is unsuspecting.
I'm on board with any changes in that aspect of the game.
I personally prefer zvz both playing & watching
I feel the opposite. The current TvT Tank marine style is the most fun for me to watch. It is much more about positioning and careful play rather than the colossus clusterfuck that PvP is or the absolute mess that is ZvZ, which I will admit is getting a little more stable, but is still pretty volatile.
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I can say right now without playing 1 ZvP the mothership core is going to make 2 base all ins so good it would be stupid not to do them. 2 base all in for WoL will be a timing attack because you can always recall and not lose the game if the Zerg is prepared. Not to cry imba here but it just seems like its going to be annoying if they can do things without any consequence at all. Like if a Zerg player doesn't prepare he loses and if he does its cool just fall back and do a different all in a little bit later seems kind of a weird idea to be pushing in terms of design.
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I honestly trust blizzard and the developers over there.
Balance whine would exist even in a perfectly balanced game because that is the nature of some humans.
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On July 10 2012 13:12 FlukyS wrote: I can say right now without playing 1 ZvP the mothership core is going to make 2 base all ins so good it would be stupid not to do them. 2 base all in for WoL will be a timing attack because you can always recall and not lose the game if the Zerg is prepared. Not to cry imba here but it just seems like its going to be annoying if they can do things without any consequence at all. Like if a Zerg player doesn't prepare he loses and if he does its cool just fall back and do a different all in a little bit later seems kind of a weird idea to be pushing in terms of design. I'd trade warp gates for the mothership core. Honestly I would rather have slightly buffed units and the Khaydarin Amulet back rather than having to deal with the ridiculous rate at which bio shreds pure gateway units.
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Wow I actually read what this Dustin Browder has to say and his justifications for stuff is absolutely atrocious.
- Why does Zerg need a different way to push aside from Brood Lords. Since Ghost nerf Brood Lords are quite honestly one of the most ridiculous things to have to stop; yes Zerg may only have one way to "push," but it's the best way in the game and even when you know it's coming you still lose to it. Why does that need to be changed?
- Protoss early game has literally always been one of the scariest forces. Zealots, Sentries, and Stalker happen to have won MC 2 GSLs. I have ridiculous amounts of respect for that guy, but he controls his gateway units early game and throughout the entire game better than anybody.
- Why do you have to be a pro to use Warp Prisms and Blink Stalkers? Mutalisk control and Terran multipronged drop harass is just as hard if not harder than Warp Prism and Blink Stalkers, so why do Protoss players need some sort of incentive to use those things. It's like when Protoss upgrades got reduced costs--the change itself did nothing really, but the fact that the change occured was completely unnecessary. They were already good, but Blizzard had to basically hold all the Protoss players hands and say, "Well Mr. Protoss player, maybe you should try upgrades and going to the late game instead of that same cheesy 6-8 gate build you do every game."
Late game TvP and TvZ are near impossible unless you severely cripple your opponent early game or you are at "pro level." And mech in TvT is impossible to do unless you are "pro level" and even then it comes down to the maps you're playing on, so why are you adding units to stop tank lines in TvT? Terran has always been "balanced" and changed directly based on GSL results and we have always been nerfed because of Mvp and Code S Terrans. Because every where else in the world Terran players were not succeeding. Only in Korea do professional Terrans do well on a large scale or even over 1/3 of the time; foreigner Terrans were doing bad 6 months ago. They weren't doing that great even before then, but Blizzard nerfed Terran because Korean Terrans were still doing well. I am okay with that decision because it forces Terrans and all players to strive to be better players and to perform at a higher level, but have some consistancy in your decisions on what to change, nerf, and implement.
- If you want Terran to go Factory against Protoss maybe you should not have nerfed Thors... If you want Terran to go mech then you should not have nerfed it into oblivion after it was used in a single match in a single big tournament.
The idea of TvT not being tank based is scary. That's what TvT was in BW. That's what TvT is (although Marauders and Marines are still pretty stupid). That's what TvT should be. TvT should be a slow, positional based, economic warfare. Not two giant armies of Marines a-moving at each other in a conflict that is decided based on Medivac counts and upgrades alone. If Blizzard wants to make mech more viable and have a good TvT, they should just bring back BW Siege Tanks: 70 Damage a volley regardless what it's firing at. Then we'll see some real "stale Tank lines" and I would love it.
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On July 10 2012 12:57 Existor wrote:Show nested quote +It’s not an unreasonable question but I don’t know, depends on when we ship. Usually, we’ll shut down a month before launch and when we can’t make any more changes. First, we have to finish that 1.5 patch that’s coming, there are few bugs still there. So when that’s done, we’ll start thinking when can the beta be released. And then we calculate when we’ll probably ship. Firstly they want to finish 1.5, then add some features like resume from replay or something other of those new Bnet features (blobal play, clan support, coop replay viewing, etc etc). They don't know, will it be an one month or more. The main problem of your speculation that someone read it and will sit near your topic and wait, when it will be launched. So better avoid small confuses 
There must be something lost in translation or something, I don't know how to make it more clear for you. Dustin browder said exactly this: Usually, we’ll shut down a month before launch and when we can’t make any more changes.
There is absolutely nothing wrong with someone reading this topic and speculating a release date a month after the beta ends, when you consider Diablo 3's beta was in april and the game released in May.
Then again Starcraft 2 is in a completely different ball park, when you consider how sensitive balance is for a rts. .
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Just reading this again and serving the type of changes, Im very sad abOut the direction the game is going in. I wish the entire process of unit design and balance was more transparent rather than hey we have our own way of determining balance and here it is. As much as this is Blizzards game, it's painful to watch the decisions they've made.
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On July 10 2012 13:15 slimcognito2012 wrote:Show nested quote +On July 10 2012 13:12 FlukyS wrote: I can say right now without playing 1 ZvP the mothership core is going to make 2 base all ins so good it would be stupid not to do them. 2 base all in for WoL will be a timing attack because you can always recall and not lose the game if the Zerg is prepared. Not to cry imba here but it just seems like its going to be annoying if they can do things without any consequence at all. Like if a Zerg player doesn't prepare he loses and if he does its cool just fall back and do a different all in a little bit later seems kind of a weird idea to be pushing in terms of design. I'd trade warp gates for the mothership core. Honestly I would rather have slightly buffed units and the Khaydarin Amulet back rather than having to deal with the ridiculous rate at which bio shreds pure gateway units. The difference between Khaydarin Amulet and just being able to build your HTs in 5 seconds time is really not that big of a difference. Because the HTs are alive longer they start regen-ing energy sooner and will gain 25 energy faster then if you actually build them. Plus, because they build so much faster you can use their other two abilities even sooner. When will Protoss players realize that Warp gates (that 50/50 research you have) is as good if not better than Khaydarin Amulet, Moebius Reactor, or any of the other energy upgrades. That being said, Warp Gates is a dreadful mechanic and is a terrible idea if you want to try to balance your game.
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On July 10 2012 12:29 Thrillz wrote:Show nested quote +On July 10 2012 11:56 KonohaFlash wrote:
Zerg - Zerg has difficulty pushing, and even with signifcant advantages in the mid-game, they can't push their opponent if they are reasonably defended, until they get broodlords out.
- They want to give zerg's a way to effectively kill their opponent immediately after gaining an advantage in the midgame.
- Overall Zerg has moved from being a passive, sit-back and macro race, to a more in your face aggressive, swarming playstyle.
The issue with the thinking here is that Zerg doesn't have to be the aggressor. Zerg is a macro race and when I play Zerg I'd much rather get more ahead economically than trying to outright kill in the midgame. It's a sit-back race and macro race because it pays to play that way if you want to win. If they Zerg to be more aggressive they are going to have to give it incentive to be the attacker. At the same time this would be have be balanced, because you can't allow the best macro race to also have the best aggression/punishment.
the race that u just described is the way Terran is supposed to be played...
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On July 10 2012 13:15 The Final Boss wrote:Wow I actually read what this Dustin Browder has to say and his justifications for stuff is absolutely atrocious. - Why does Zerg need a different way to push aside from Brood Lords. Since Ghost nerf Brood Lords are quite honestly one of the most ridiculous things to have to stop; yes Zerg may only have one way to "push," but it's the best way in the game and even when you know it's coming you still lose to it. Why does that need to be changed?
- Protoss early game has literally always been one of the scariest forces. Zealots, Sentries, and Stalker happen to have won MC 2 GSLs. I have ridiculous amounts of respect for that guy, but he controls his gateway units early game and throughout the entire game better than anybody.
- Why do you have to be a pro to use Warp Prisms and Blink Stalkers? Mutalisk control and Terran multipronged drop harass is just as hard if not harder than Warp Prism and Blink Stalkers, so why do Protoss players need some sort of incentive to use those things. It's like when Protoss upgrades got reduced costs--the change itself did nothing really, but the fact that the change occured was completely unnecessary. They were already good, but Blizzard had to basically hold all the Protoss players hands and say, "Well Mr. Protoss player, maybe you should try upgrades and going to the late game instead of that same cheesy 6-8 gate build you do every game."
Late game TvP and TvZ are near impossible unless you severely cripple your opponent early game or you are at "pro level." And mech in TvT is impossible to do unless you are "pro level" and even then it comes down to the maps you're playing on, so why are you adding units to stop tank lines in TvT? Terran has always been "balanced" and changed directly based on GSL results and we have always been nerfed because of Mvp and Code S Terrans. Because every where else in the world Terran players were not succeeding. Only in Korea do professional Terrans do well on a large scale or even over 1/3 of the time; foreigner Terrans were doing bad 6 months ago. They weren't doing that great even before then, but Blizzard nerfed Terran because Korean Terrans were still doing well. I am okay with that decision because it forces Terrans and all players to strive to be better players and to perform at a higher level, but have some consistancy in your decisions on what to change, nerf, and implement.
- If you want Terran to go Factory against Protoss maybe you should not have nerfed Thors... If you want Terran to go mech then you should not have nerfed it into oblivion after it was used in a single match in a single big tournament.
The idea of TvT not being tank based is scary. That's what TvT was in BW. That's what TvT is (although Marauders and Marines are still pretty stupid). That's what TvT should be. TvT should be a slow, positional based, economic warfare. Not two giant armies of Marines a-moving at each other in a conflict that is decided based on Medivac counts and upgrades alone. If Blizzard wants to make mech more viable and have a good TvT, they should just bring back BW Siege Tanks: 70 Damage a volley regardless what it's firing at. Then we'll see some real "stale Tank lines" and I would love it.
Why don't you just say that the changes are atrocious because it does not work for you? You're so Terran biased
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On July 10 2012 13:19 pOnarreT wrote:Show nested quote +On July 10 2012 13:15 The Final Boss wrote:Wow I actually read what this Dustin Browder has to say and his justifications for stuff is absolutely atrocious. - Why does Zerg need a different way to push aside from Brood Lords. Since Ghost nerf Brood Lords are quite honestly one of the most ridiculous things to have to stop; yes Zerg may only have one way to "push," but it's the best way in the game and even when you know it's coming you still lose to it. Why does that need to be changed?
- Protoss early game has literally always been one of the scariest forces. Zealots, Sentries, and Stalker happen to have won MC 2 GSLs. I have ridiculous amounts of respect for that guy, but he controls his gateway units early game and throughout the entire game better than anybody.
- Why do you have to be a pro to use Warp Prisms and Blink Stalkers? Mutalisk control and Terran multipronged drop harass is just as hard if not harder than Warp Prism and Blink Stalkers, so why do Protoss players need some sort of incentive to use those things. It's like when Protoss upgrades got reduced costs--the change itself did nothing really, but the fact that the change occured was completely unnecessary. They were already good, but Blizzard had to basically hold all the Protoss players hands and say, "Well Mr. Protoss player, maybe you should try upgrades and going to the late game instead of that same cheesy 6-8 gate build you do every game."
Late game TvP and TvZ are near impossible unless you severely cripple your opponent early game or you are at "pro level." And mech in TvT is impossible to do unless you are "pro level" and even then it comes down to the maps you're playing on, so why are you adding units to stop tank lines in TvT? Terran has always been "balanced" and changed directly based on GSL results and we have always been nerfed because of Mvp and Code S Terrans. Because every where else in the world Terran players were not succeeding. Only in Korea do professional Terrans do well on a large scale or even over 1/3 of the time; foreigner Terrans were doing bad 6 months ago. They weren't doing that great even before then, but Blizzard nerfed Terran because Korean Terrans were still doing well. I am okay with that decision because it forces Terrans and all players to strive to be better players and to perform at a higher level, but have some consistancy in your decisions on what to change, nerf, and implement.
- If you want Terran to go Factory against Protoss maybe you should not have nerfed Thors... If you want Terran to go mech then you should not have nerfed it into oblivion after it was used in a single match in a single big tournament.
The idea of TvT not being tank based is scary. That's what TvT was in BW. That's what TvT is (although Marauders and Marines are still pretty stupid). That's what TvT should be. TvT should be a slow, positional based, economic warfare. Not two giant armies of Marines a-moving at each other in a conflict that is decided based on Medivac counts and upgrades alone. If Blizzard wants to make mech more viable and have a good TvT, they should just bring back BW Siege Tanks: 70 Damage a volley regardless what it's firing at. Then we'll see some real "stale Tank lines" and I would love it. Why don't you just say that the changes are atrocious because it does not work for you? You're so Terran biased
Or maybe it's cause he plays Terran and can only comment on those changes. Or maybe Terran is getting what we hate the most, a 1A unit that makes mech viable but in the worst way possible.
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- They want to give zerg's a way to effectively kill their opponent immediately after gaining an advantage in the midgame. Hmm..... doesn't sound right. Zerg is already powerful as of now and can kill.
- A lot of people still want it in the game, but he hasn't seen anyone come up with a good arguement for it, besides it being cool and iconic. Tempest. 22 range. I don't even.
- Want to give terran control over the map, outside of their army, or "deathball" as everyone likes to call it. Personally, I don't really think that there is a problem with Terran slowly leap-frogging their tanks across the map to take control. Also, we have sensor towers. Widow mines also look like a rather odd way to 'control' the map.
Anyway, thanks for posting the interview.
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On July 10 2012 12:08 FinestHour wrote:Show nested quote +On July 10 2012 12:04 Liquid`Jinro wrote:- Protoss has to very passive in the early game as they only have zealot, sentry's and stalkers at that point. ????????????????????????????? looks like they still have no idea how to play their own game, whats new dustins right, protoss cant go harrassing or sharking zergs or terrans with just a few stalkers and zealots with the current builds, maybe like against a 3 base zerg, but its just not the same threat as 30 speedlings or 5 marines and a couple marauders.
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On July 10 2012 13:19 pOnarreT wrote:Show nested quote +On July 10 2012 13:15 The Final Boss wrote:Wow I actually read what this Dustin Browder has to say and his justifications for stuff is absolutely atrocious. - Why does Zerg need a different way to push aside from Brood Lords. Since Ghost nerf Brood Lords are quite honestly one of the most ridiculous things to have to stop; yes Zerg may only have one way to "push," but it's the best way in the game and even when you know it's coming you still lose to it. Why does that need to be changed?
- Protoss early game has literally always been one of the scariest forces. Zealots, Sentries, and Stalker happen to have won MC 2 GSLs. I have ridiculous amounts of respect for that guy, but he controls his gateway units early game and throughout the entire game better than anybody.
- Why do you have to be a pro to use Warp Prisms and Blink Stalkers? Mutalisk control and Terran multipronged drop harass is just as hard if not harder than Warp Prism and Blink Stalkers, so why do Protoss players need some sort of incentive to use those things. It's like when Protoss upgrades got reduced costs--the change itself did nothing really, but the fact that the change occured was completely unnecessary. They were already good, but Blizzard had to basically hold all the Protoss players hands and say, "Well Mr. Protoss player, maybe you should try upgrades and going to the late game instead of that same cheesy 6-8 gate build you do every game."
Late game TvP and TvZ are near impossible unless you severely cripple your opponent early game or you are at "pro level." And mech in TvT is impossible to do unless you are "pro level" and even then it comes down to the maps you're playing on, so why are you adding units to stop tank lines in TvT? Terran has always been "balanced" and changed directly based on GSL results and we have always been nerfed because of Mvp and Code S Terrans. Because every where else in the world Terran players were not succeeding. Only in Korea do professional Terrans do well on a large scale or even over 1/3 of the time; foreigner Terrans were doing bad 6 months ago. They weren't doing that great even before then, but Blizzard nerfed Terran because Korean Terrans were still doing well. I am okay with that decision because it forces Terrans and all players to strive to be better players and to perform at a higher level, but have some consistancy in your decisions on what to change, nerf, and implement.
- If you want Terran to go Factory against Protoss maybe you should not have nerfed Thors... If you want Terran to go mech then you should not have nerfed it into oblivion after it was used in a single match in a single big tournament.
The idea of TvT not being tank based is scary. That's what TvT was in BW. That's what TvT is (although Marauders and Marines are still pretty stupid). That's what TvT should be. TvT should be a slow, positional based, economic warfare. Not two giant armies of Marines a-moving at each other in a conflict that is decided based on Medivac counts and upgrades alone. If Blizzard wants to make mech more viable and have a good TvT, they should just bring back BW Siege Tanks: 70 Damage a volley regardless what it's firing at. Then we'll see some real "stale Tank lines" and I would love it. Why don't you just say that the changes are atrocious because it does not work for you? You're so Terran biased Well I play Terran and I don't think I said anything in that post to try to hide that fact so it should not be that surprising that my view of this game has a rather Terran bias. It's what I know the most about. The fact of the matter is that Dustin Browder seems to be trying to fix things that don't need to be fixed: Zerg pushing power, Protoss early game, or Protoss harassment.
Now we come to the Terran changes. As a player who likes to mech, I like the ideas behind the Terran changes, but even then, I think the Warhound is a terrible idea and the Widow Mine seems stupid. Just give me Vultures and take away my Thor energy and I will mech in 100% of my games. You don't need to give me crappy looking models (talking about you Warhound) and gimmicky units, just give me solid, mechanical units--that's what made mech good in BW, that's why people play mech, and that's what they should be aiming for.
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On July 10 2012 13:15 The Final Boss wrote:Wow I actually read what this Dustin Browder has to say and his justifications for stuff is absolutely atrocious. - Why does Zerg need a different way to push aside from Brood Lords. Since Ghost nerf Brood Lords are quite honestly one of the most ridiculous things to have to stop; yes Zerg may only have one way to "push," but it's the best way in the game and even when you know it's coming you still lose to it. Why does that need to be changed?
- Protoss early game has literally always been one of the scariest forces. Zealots, Sentries, and Stalker happen to have won MC 2 GSLs. I have ridiculous amounts of respect for that guy, but he controls his gateway units early game and throughout the entire game better than anybody.
- Why do you have to be a pro to use Warp Prisms and Blink Stalkers? Mutalisk control and Terran multipronged drop harass is just as hard if not harder than Warp Prism and Blink Stalkers, so why do Protoss players need some sort of incentive to use those things. It's like when Protoss upgrades got reduced costs--the change itself did nothing really, but the fact that the change occured was completely unnecessary. They were already good, but Blizzard had to basically hold all the Protoss players hands and say, "Well Mr. Protoss player, maybe you should try upgrades and going to the late game instead of that same cheesy 6-8 gate build you do every game."
Late game TvP and TvZ are near impossible unless you severely cripple your opponent early game or you are at "pro level." And mech in TvT is impossible to do unless you are "pro level" and even then it comes down to the maps you're playing on, so why are you adding units to stop tank lines in TvT? Terran has always been "balanced" and changed directly based on GSL results and we have always been nerfed because of Mvp and Code S Terrans. Because every where else in the world Terran players were not succeeding. Only in Korea do professional Terrans do well on a large scale or even over 1/3 of the time; foreigner Terrans were doing bad 6 months ago. They weren't doing that great even before then, but Blizzard nerfed Terran because Korean Terrans were still doing well. I am okay with that decision because it forces Terrans and all players to strive to be better players and to perform at a higher level, but have some consistancy in your decisions on what to change, nerf, and implement.
- If you want Terran to go Factory against Protoss maybe you should not have nerfed Thors... If you want Terran to go mech then you should not have nerfed it into oblivion after it was used in a single match in a single big tournament.
The idea of TvT not being tank based is scary. That's what TvT was in BW. That's what TvT is (although Marauders and Marines are still pretty stupid). That's what TvT should be. TvT should be a slow, positional based, economic warfare. Not two giant armies of Marines a-moving at each other in a conflict that is decided based on Medivac counts and upgrades alone. If Blizzard wants to make mech more viable and have a good TvT, they should just bring back BW Siege Tanks: 70 Damage a volley regardless what it's firing at. Then we'll see some real "stale Tank lines" and I would love it.
1) Because it gives Zerg an aggressive mid-game option. You shouldn't have to turtle until Broodlords are out to kill someone. If you spend your resources towards whatever will kill them NOW your broodlords will be out LATER, so it doesn't make any balance difference on that end.
2) Yeah, when 4gate was ridiculous. When was the last time you saw that? When was the last time you saw a non-all-in (or at least risky) gateway pressure? If you lose all of your early sentries you're basically done in PvZ, and they're extremely slow. They aren't BUFFING the early game army of protoss, they're making it not ridiculously risky to leave your base with it.
3) It was a consistency thing, they shouldn't have been that expensive to begin with.
You just sound extremely Terran biased to be honest.
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From what I read their approach is
For Protoss : -We want to give Protoss players the ability to not to fuck up and lose their early game army. So if they made the most stupid decision to headbump into bunkered ramps, they should be forgiven. -These builds don't exist : 4 gate - 6 gate - 8 gate etc. So we want to give more chance to attack early game.
For Zerg : -We don't think perfect tech switches, ability to macro hard, best production mechanic amongst 3 races, etc. are enough. So we wanted to make zerg overally the utopic race, which can be also in your face aggressive.
For Terran : -Something about widow mine -Something about widow mine -If there will be problems we will remove widow mine.
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On July 10 2012 13:19 The Final Boss wrote: The difference between Khaydarin Amulet and just being able to build your HTs in 5 seconds time is really not that big of a difference. Because the HTs are alive longer they start regen-ing energy sooner and will gain 25 energy faster then if you actually build them. Plus, because they build so much faster you can use their other two abilities even sooner. When will Protoss players realize that Warp gates (that 50/50 research you have) is as good if not better than Khaydarin Amulet, Moebius Reactor, or any of the other energy upgrades. That being said, Warp Gates is a dreadful mechanic and is a terrible idea if you want to try to balance your game. It's not that. I just don't like the trade-off for Protoss is Warp gates for having units that could actually function in small numbers. Stalkers kinda suck on their own. Zealots are super easy to kite. and Sentrys are only good for making your stalkers/zealots useful. I think that it's much more interesting when you have the option for small widespread battles across the map rather than the obnoxious deathball clusterfuck that is the current game. Even Muta-ling-bling play has been filtered out, which IMO made TvZ one of the most interesting MU. I prefer back and forth and positional type games, like the current TvT, where tactics themselves differentiate styles of play. Also, I don't like the mentality that you either do some kind of all-in timing or you turtle up until you have x number of HT, Colo and then can finally move out, crushing your opponents forces as you 1a through his army.
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