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Why the Warhound should NOT be balanced - Page 10

Forum Index > StarCraft 2 HotS
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kaOz1985
Profile Joined April 2010
Germany20 Posts
September 10 2012 21:30 GMT
#181
gosh i f***ng miss the reaver so much after reading this post
yeah
testthewest
Profile Joined October 2011
Germany274 Posts
September 10 2012 21:46 GMT
#182
On September 10 2012 17:28 architecture wrote:
They've dug themselves into too deep of a hole with:

1. Ridiculous macro mechanics that accelerate the game superfast
2. Sentries (which forces junk like roaches and marauders to compensate)
3. Ridiculous amounts of mobility that negate position

What happens when you have game where you can't hold position? Every army needs to be able to fight on the move at sufficiently high EV, or be easily outmaneuvered and completely crushed


2) is wrong in my opinion. Not sentries force roaches, roaches force sentries. Roaches kill every gateway unit, that's why forcefield are needed to survive.
Furthermore: There is a hugh difference between good and bad forcefields, and doing it right is often not trivial (otherwise: why do you see so many pros fail at them?).

I agree that forcefields suck, become they seem to be the reason why gateway units are so bad.
War is not about who is right, but who is left.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 10 2012 22:02 GMT
#183
On September 10 2012 22:57 Fairwell wrote:

Is there a single reason (like any reason at all) that the warhound in its current state should stay and make it into SC2:HOTS release?


Developer time
Money
Lazyness
Stubborness
Ignorance
NickAbc423
Profile Joined June 2012
United States10 Posts
September 10 2012 22:02 GMT
#184
Completely agree with everything you're saying but good luck getting Blizzard to take community advice. They stopped doing that a long time ago.
testthewest
Profile Joined October 2011
Germany274 Posts
September 10 2012 22:14 GMT
#185
On September 11 2012 04:45 unteqair wrote:
Show nested quote +
On September 11 2012 02:50 Kranyum wrote:
Hey Orb, I fully agree: it was the kind of post I would have made, but sadly I have lost faith a while ago and I am too busy to care as much as before.

Your point about the warhound is perfectly valid, but what about the following units:

- Roach
- Corruptor
- Collosus
- Immortal
- Thor
- Marrauder

Seems to me that your arguement can be just as easily applied to all these units on the list.

All units in this game are a-move. From time to time you might studder step or pull/blink an injured unit back, but beyond that there is little. The flaw in this game is how it's so vital to move in big balls. Instead of multiple fronts being the norm, they are a rarity. It's not just the warhound; it's everything. As much as no one wants to admit it, people don't like the warhound because it counters stalkers and immortals, two fan favorites. It's not about balance. I wish the guy who designed BW designed this game.


Let's not get hyperbole. You need some basic units. Furthermore is blinking, marine splitting or zergling surrounding micro. It's not so hard, that only Flash can do it, still there are gradual differences from a diamond player splitting up to Marineking levels. Same for the others mentioned.
You can't have 200 supply and all of they special fairy units, each needing special treatment to do anything.
Even the Immortal is a good unit, because it forces you to targetfire, if you want to use him to real effect.
Collosus is also a nice unit, not because of it's need to be microed (even thou in very high level play you have to, or vikings shred them before the fight starts), but because they force a response.
A game, in which you could use any unit you liked, no matter what the opponent did, and just won because you microed like a god will just look like WC3.

I think Warhound should be removed, because it's too close to the marauder, and the marauder (having stim, and weaknesses like light armor) is the better unit. Furthermore it has the feel of a bio unit, not mech.









War is not about who is right, but who is left.
EnE
Profile Blog Joined June 2012
417 Posts
Last Edited: 2012-09-10 22:16:22
September 10 2012 22:14 GMT
#186


In my opinion, the swarm host is just as good an example of this. Right now, it's used far too often in lategame to an overpowered degree because it's utility is too great. It's obvious the locusts should be a melee unit and perhaps have more movement speed instead, but blizzard are keeping them ranged in a desperate attempt for them to be different from broodlings. Because of this, blizzard is instead of nerfing the range of the SH or Locust, nerfing their damage output. This creates weaker units, and a one-dimensional, low multitasking style of gameplay. Nerfing their damage makes their use in midgame less interesting, instead of nerfing them where they needed it, in larger numbers.

It's LAZY BALANCING.

If blizzard doesn't realize this and change their design philosophy NOW to what it was in broodwar, big strengths and big weaknesses for units instead of letting them have enormous overlap and just nerfing their damage until they all suck, then I have very little hope for HotS.


I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Forikorder
Profile Joined August 2011
Canada8840 Posts
September 10 2012 22:33 GMT
#187
people call EVERY unit an amove unit then people figure out "hey if i jsut micro it then it becomes alot better"

once people figured out how to micro Thors (thank you MKP) there became no such thing as an Amove unit
Brahoono
Profile Joined September 2012
119 Posts
September 10 2012 22:40 GMT
#188
On September 11 2012 07:33 Forikorder wrote:
people call EVERY unit an amove unit then people figure out "hey if i jsut micro it then it becomes alot better"

once people figured out how to micro Thors (thank you MKP) there became no such thing as an Amove unit



ofc every unit is microable no matter how simple it is. But that's not the point here...it's about how much potential the unit has when a really good player uses it. You got this with Vultures or Mutas in scbw...the effectiveness of the unit is hugely dependent to how good a player uses it. You won't really have that with a Thor or a Warhound. Bio in sc2 is similar to that though...this style in general has a really high skillceiling.
fer
Profile Joined November 2010
Canada375 Posts
Last Edited: 2012-09-10 23:03:06
September 10 2012 23:01 GMT
#189
While I stopped taking this pseudo-essay seriously somewhere between the second and third paragraph, I have to admit he saved his best for the last one.

-orb- wrote:
"Even if you do not agree with me about high skill mechanics being necessary and even vital to the success of Starcraft 2 as an esport, what is the justification for putting in a unit that fills exactly the same role as the marauder? Terran already has an attack move, hyper mobile, tanky, high dps unit that can only attack ground. Why do they need a second one?"


Was this orb-Chief Game Designer speaking, or just orb-Protoss player?


It's a very concerning trend. Every time one of these write-ups posted by closet-intellectuals pops up in Teamliquid, if the word count is high enough, the community seems to just swallow it all up. The positive-feedback loop is never ending, and I can't help but to feel Blizzard feels obligated to pander to the circlejerk in fear of losing popularity or whatever. I've no doubt Blizzard is filled with competent people who can dissect a post like this and realize it mostly means nothing, but nonetheless community response is often times so overwhelming.

1/5, should've been a blog.
WellPlayed.org <3
Xahhk
Profile Joined April 2010
Canada540 Posts
September 10 2012 23:07 GMT
#190
On September 11 2012 08:01 fer wrote:
While I stopped taking this pseudo-essay seriously somewhere between the second and third paragraph, I have to admit he saved his best for the last one.

Show nested quote +
-orb- wrote:
"Even if you do not agree with me about high skill mechanics being necessary and even vital to the success of Starcraft 2 as an esport, what is the justification for putting in a unit that fills exactly the same role as the marauder? Terran already has an attack move, hyper mobile, tanky, high dps unit that can only attack ground. Why do they need a second one?"


Was this orb-Chief Game Designer speaking, or just orb-Protoss player?


It's a very concerning trend. Every time one of these write-ups posted by closet-intellectuals pops up in Teamliquid, if the word count is high enough, the community seems to just swallow it all up. The positive-feedback loop is never ending, and I can't help but to feel Blizzard feels obligated to pander to the circlejerk in fear of losing popularity or whatever. I've no doubt Blizzard is filled with competent people who can dissect a post like this and realize it mostly means nothing, but nonetheless community response is often times so overwhelming.

1/5, should've been a blog.


This is true, I don't he mentioned the fact that Blizzard entirely intended the warhound to be an a-move unit to complement everything else that needs to be micro'd (especially marauders in tvp-ease of doing so is debatable but you still need to micro).

Cainam
Profile Blog Joined January 2011
United States421 Posts
September 10 2012 23:10 GMT
#191
If you don't post this on the Blizzard forum it will have no effect at all. Granted it still may have no effect there, but it gives it a shot at least.
ssregitoss
Profile Joined September 2004
Turkey241 Posts
September 10 2012 23:25 GMT
#192
OP is missing samething.you dont even think about economics.yes BW was the best rts ever.but did blizzard gained enough from BW?how much dolars?even osl finals hits 70.000 people everytime.did blizzard gained something.yes they gained fame and respect.making a game for esport is hard and you need lots of luck.i think all of the devoloper of sc2 knew this well.you cant produce every time an album like thriller.even auidence dont get excitiment when a player loose tons of workers cause all of them know the mechenics the race have.(mule crono larva system)
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 10 2012 23:34 GMT
#193
When you look at any truly competitive game (the most obvious that come to mind are SC:BW, Counterstrike, and Halo), you see that the main design goal of the game was to create a very simple world with simple goals with an infinite amount of ways to solve them and an infinite amount of ways to execute them.

There was this thing called "skill". You could shoot a guy if you camped in the right spot and shot as he came around the corner. But a pro could do a 360 and do the same thing, and faster too. In BW, you could decimate a worker line with a reaver, but a pro could do that too...plus macro perfectly behind it as well as microing a push at the front. It was this thing called "skill" that separated the two players. Easy to learn, hard to master. Blizzard has said several times that they wanted to implement ways for newer players to stay interested; however, they are doing this by encouraging WINS, not LEARNING. The fundamental problem here with the way Blizzard is trying to balance SC2 is that they want newer players to have bigger steps that are less rewarding as opposed to smaller steps that are quite rewarding. They don't want new/low level players to overcome little things like worker splitting, basic macro, basic micro, etc; they want them to instead be able to go into a game and be able to win.

This is a HUGE problem. It's the same approach Infinity Ward took when they destroyed CoD with MW3. Raising the skill floor and trying to balance the rest of the game around this misperceived notion of "fun" only causes more and more problems in the competitive world as things that were commonly used in high level strategy and high level thought are done away with in favor of "helping the average joe out".

If Blizzard wants to make the game more fun and more exciting for everyone, they really need to look at creating smaller, more rewarding steps than instawin buttons. It's the mastery of something as relatively inconsequent and simple as a zealot rush that brings joy and excitement to a player; when that stops working, a player needs to find a new way to solve the same problem using the knowledge he learned from the zealot rush. And that's where fun begins.
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 10 2012 23:37 GMT
#194
On September 11 2012 07:33 Forikorder wrote:
people call EVERY unit an amove unit then people figure out "hey if i jsut micro it then it becomes alot better"

once people figured out how to micro Thors (thank you MKP) there became no such thing as an Amove unit


I want to note that we still haven't found a really good way to micro hydras off creep yet lol.
StrategyAllyssa Grey <3<3
BoZiffer
Profile Joined November 2011
United States1841 Posts
September 10 2012 23:44 GMT
#195
On September 11 2012 00:14 kcdc wrote:
Show nested quote +
Target firing and pulling back hurt warhounds is literally the ONLY form of micro you can possibly do to increase their effectiveness, and this can be said to be true for literally any possible ranged unit design (even marines). Why is this bad? Well to understand it in the first place let's look at why this is good, and the design philosophy Blizzard seems to be approaching the game with.


This isn't anywhere close to true. You can kite, you can spread units against AOE damage, you can flank, you can position for concave, you can drop, you can hit multiple fronts, etc etc.

If a unit doesn't have a user-cast spell and doesn't fly, people on TL want to act like you can't micro it. I'm not thrilled with the warhound design, but let's not pretend that you can't micro it. Its speed is one of the big reasons that it doesn't feel like mech, but that speed also allows warhound opening harass against Protoss where you kite zealots while you focus down stalkers and sentries.


Was just going to say the same thing. Watched a bunch of pro streams with some early warhound harrass that was micro intensive. I think it needs to be tweaked, maybe boosted +1 more supply to lower its quickly growing mass of numbers as game time increases but micro opportunities are still there.
OrganicDoom
Profile Joined March 2011
United States32 Posts
September 10 2012 23:55 GMT
#196
The war hound is intended to be a micro light unit. David Kim said in an interview that Terran needed a unit like that.
!!! Zerg Fighting !!!
Swords
Profile Blog Joined May 2012
6038 Posts
Last Edited: 2012-09-11 00:15:03
September 11 2012 00:09 GMT
#197
On September 11 2012 08:34 SC2John wrote:
When you look at any truly competitive game (the most obvious that come to mind are SC:BW, Counterstrike, and Halo), you see that the main design goal of the game was to create a very simple world with simple goals with an infinite amount of ways to solve them and an infinite amount of ways to execute them.

There was this thing called "skill". You could shoot a guy if you camped in the right spot and shot as he came around the corner. But a pro could do a 360 and do the same thing, and faster too. In BW, you could decimate a worker line with a reaver, but a pro could do that too...plus macro perfectly behind it as well as microing a push at the front. It was this thing called "skill" that separated the two players. Easy to learn, hard to master. Blizzard has said several times that they wanted to implement ways for newer players to stay interested; however, they are doing this by encouraging WINS, not LEARNING. The fundamental problem here with the way Blizzard is trying to balance SC2 is that they want newer players to have bigger steps that are less rewarding as opposed to smaller steps that are quite rewarding. They don't want new/low level players to overcome little things like worker splitting, basic macro, basic micro, etc; they want them to instead be able to go into a game and be able to win.

This is a HUGE problem. It's the same approach Infinity Ward took when they destroyed CoD with MW3. Raising the skill floor and trying to balance the rest of the game around this misperceived notion of "fun" only causes more and more problems in the competitive world as things that were commonly used in high level strategy and high level thought are done away with in favor of "helping the average joe out".

If Blizzard wants to make the game more fun and more exciting for everyone, they really need to look at creating smaller, more rewarding steps than instawin buttons. It's the mastery of something as relatively inconsequent and simple as a zealot rush that brings joy and excitement to a player; when that stops working, a player needs to find a new way to solve the same problem using the knowledge he learned from the zealot rush. And that's where fun begins.


This post to me sums up what orb's main point seems to be quite eloquently.

What Blizzard doesn't seem to understand is people enjoy games that are difficult. People enjoy a challenge, because then if they win they feel as though they've been rewarded for their hard work.

This concept comes through nicely in all these posts about people's favorite units from Broodwar. The best units it seems are ones that are capable of doing massive damage, but essentially have huge design flaws that make them impractical unless the user gains mastery over them. Reavers can turn a game around, but are slow and easily killed unless the player can protect them. Gaining mastery over a unit that has a high skill ceiling is more fun than gaining mastery over a unit with a low skill ceiling. Blowing up a whole worker line instantly with a scarab and escaping is the reward a player gets for his hard work and practice.

In my opinion, most major damage dealers in a game like SC2 should be of the high risk/high reward variety. Currently, very few of them are. Tanks, DTs, HTs (maybe), Banshees, Ghosts/nukes, and Infestors (if tweaked slightly) are all at least close to a state of having big weaknesses (usually very low hit points + high costs) and yet are all able to do lots of damage if used skillfully. These units are fun to watch (aside from Infestors, because fungal is boring to watch). Meanwhile, Colossi, Thors, Carriers (the SC2 variety, remember), Broodlords do not require much skill to use and yet do tons of damage - this is less fun to watch because it's harder to see the impressive awareness/micro/control/positioning required from the other units.

The biggest problem though is the major damage dealers (aside from Protoss who get the best "a-move" damage dealer in the game) in many cases in SC2 are inexpensive/low risk/do tons of damage/are easily massable. Basically it's low risk to make the units, and high reward. Marauders, stimmed marines, roaches, Warhounds (just added) etc. are cheap, easy to use, and do insane amounts of damage. I'd love to see these units fight it out, but have the reward for using them be lower. It'd still be fun to see how people control these large armies when they deal less damage, because then there's more time to control lots of little units, or control your hardest to control expensive damage dealers. That's fun to watch, and fun to play.

Some of new Heart of the Swarm units are bizarre in terms of this kind of design:

You have the Oracle and Tempest which are high risk/low reward units. From a risk assessment point of view there's almost no way to see why you would make these units. With their current design they have little ability to turn a game around (no high reward) and they're insanely expensive and force you down a tech tree that isn't particularly good against any of the easily massable, inexpensive, high reward units.

Some of them just add to the problem of low risk/high reward:

Warhounds, duhhh.
Maybe battle hellions, but I'm not sure yet. I think the switching of modes could result in some exciting things.

Some of them maybe have promise:

Vipers are squishy, but quite powerful and can turn a battle around.
Mothership Core is inexpensive and can be used change the early game/allow for free attacks that can ruin an economy. However, they get weaker as the game goes on.
Widow Mines are inexpensive, but need great skill to work effectively as they are stationary in the ground when attacking.

Some I don't know about.
Swarm Hosts seem like a good high risk/high reward type unit, but I really hate the concept of a unit that makes free units. If locusts cost minerals that would be pretty interesting in my opinion.


There's plenty to disagree with in here, but as a Tl;dr I'll just write: The most fun units are the ones that are expensive and hard to use, but if used correctly are really effective and thus fun to play with. And micro light units should not do insane amounts of damage.

Arterial
Profile Blog Joined August 2010
Australia1039 Posts
September 11 2012 00:14 GMT
#198
very good read. I agree with your points completely.
savior & jaedong
Lawliet
Profile Joined May 2010
United States70 Posts
September 11 2012 00:16 GMT
#199
In TvT Warhound will always be BORKEN AS HELL!

Functionally they work just like a beefier marauder. So if you nerf the cost too much they would become useless. They also completely neutralize a playstyle.....

In TvP Warhound's ability is completely dumbtarded. Thanks to it's ability it basically hard counters it's own hard counter.

However, to end on a higher note..... with a reasonable damage nerf Warhound won't be dumb in TvZ
LowEloPlayer
Profile Blog Joined March 2012
United States205 Posts
September 11 2012 00:28 GMT
#200
You just took everything that I don't like about Blizzard's design of SC2 (And especially the expansion) and put it in a way that I could never because of my english speaking ability. Thank you. Brood War was really great because there were so many tricky things that are very hard to do, especially while having to make units and make sure ur workers are mining etc., and if you don't do them correctly you just are swamped by the difficulty. It's a lot less forgiveful. But at the same time, that makes it better. Colossus? They are just big heads that shoot lazers, there's nothing special about that. The way to using Colossi are pressing a and clicking on ur enemies base. The way to counter Colossi is to make vikings/corruptors/colossi if your own. There's nothing fun about that, its just numbers and making correct units. Sure there is some micro involved with pulling back vikings against stalkers, but its just boring. Note that I'm not a brood war hardcore guy who watched it up until recently b/c of the end of OSL, I've watch SC2 for quite a while now and it's obviously not a terrible e-sport by any means but the direction blizzard is putting it in is sad. As I said b4 and I'll say it again, if Blizzard can make BW then they can make something as good as it again. The thing is, will they?

Plus, in BW there were just so many cool things that could be used which makes the game so deep. And it goes past just spells like mass recall. The units themselves are not "a-move" friendly. A-move terran bio vs. lurkers, I'll see how that one works out. A-move a Reaver (more like A-sit-there-and-wait-a-minute-to-have-it-move-from-your-main) and waste scarabs on buildings and on single marines.

And, about Warhounds being a-move friendly, sadly its not just them that blizzard is implementing. A lot of the new units are just so.. silly. Oracle? Do you want vision, vision (+ anti-cloak, as if observers didn't do the job), or to disrupt mining for a bit? And sadly, Oracle is honestly one of the more "cooler" units that Blizzard introduced.

And. Although this is just something little. The addition of the "Select army" button and telling you how many harvesters are mining minerals on a hatchery, it seems like a little thing which is really stupid to complain about but it's the fact that they implemented it at all which suggests that Blizzard are trying to dumb down the game, as you suggested and I agree 200% with ur post.
hmm... let's think about it
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