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Why Entomb should NOT be redesigned.

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MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-18 02:27:48
October 11 2012 05:22 GMT
#1
I have seen that there is some mixed opinion on the Oracle's Entomb spell.
Some people like it, some don't. The general view of people who do like it is something like "It's a new and interesting harassment method which doesn't kill workers. Just as blizzard intended. It just needs to be balanced". I disagree with this notion on the grounds that it is not an interesting harassment option and no amount of balancing will make it interesting, the core design of the spell is flawed.

Making features in a good esport is like picking a good Dota2 line-up. Every feature of a feature in the game needs to satisfy a particular role in order for it to be successful. The first feature that im concerned with is re-playability. Just like how the carry of a Dota2 team will ensure their victory in the long run, re-playability will ensure an esport's success in the long run.

Instead of writing an extra hundred words explaining this concept, i will thank the pro gamer Orb for doing this for me instead. Thanks Orb!
On September 10 2012 15:39 -orb- wrote:
The inherent problem here is the idea of replayability. When a game is too easy, it is fun the first couple times and then completely loses its charm and gets boring. I love Portal to death, but once you understand the puzzles and what you are supposed to do, it is so easy upon playing a second time through that it is just not fun or worth the time anymore. In order for video games to continue being played for years instead of taking the route of pretty much every single EA title, they need to have some inherent difficulty that is not knowledge based (because anything that's only difficult because you don't know what to do will no longer be difficult once you understand the solution). This is where execution and tactics in Starcraft come in. If the game was only strategy and no tactics, it would get boring extremely quickly and there is no way it would be an esport. It's the simple difficulty of executing a tricky task that makes playing starcraft so fun no matter how many times you have already played it. The problem with Blizzard's design philosophy is that it overestimates the pros of low-difficulty, and underestimates the pros of high-difficulty.

Low difficulty mechanics
Pros: Newbies get less frustrated because there are less things to mess up.
Cons: These same newbies get bored quickly because there is nothing exciting to do (as all the excitement died after the first couple times executing something so easy). Esports is delegitimized and experiences more variance due to a lower skill cap and less opportunities for pros to excel. Pro matches are not fun to watch because any bronze newbie could execute what they see just as well as the pros (obviously this is an extreme example taken to hyperbole). The game does not last nearly as long in popularity because there are no inherently rewarding things to do.

High difficulty mechanics
Pros: Newbies get inspired to actually spend time playing the game because they see professional players doing amazing moves that they didn't even know/think were possible. It encourages them to continue playing the game because they still have many things they haven't mastered. Players actually enjoy the game because there is an inherent enjoyment in having practiced something difficult and executing it correctly. Pro matches are more fun to watch and esports flourishes because people LOVE watching other people do things they can't do (don't believe me? Just look at the olympics... pro sports... BROOD WAR). The game's shelf life is extended tremendously due to the increased enjoyment in replayability.
Cons: Newbies get more frustrated because they cannot perform tactics they see professionals use upon first try and must actually spend some modicum of time practicing.

I have used Entomb according to Blizzard's design and intent, and tbh, using Entomb and remembering to re-Entomb was trivially easy. Fly in and avoid any anti air, hit your Entomb hotkey and click, fly out. Remember to Entomb every 3 in-game minutes. That easy, especially considering how fast oracles move. Wheres the re-playability in this?

The second feature that I'm concerned with is the pro level entertainment value such as when you're watching MLG. This actually closely ties in with re-playability. Why are we impressed by such things as reaver/corsair micro in BW and marine micro in SC2? Because these features have insanely high skill caps, we're simply impressed and dumbfounded of how the pros can do that so perfectly. This isn't however adding in a high skill cap for the sake of a high skill cap, Blizzard can add in a feature that you can only select 5 units at a time, but how much would this add to the entertainment value? not much. This leads to my next point.

Harassment options need to feel like a serious threat.
lets say the Oracle is now a ground unit with Reaver level movement speed, you now have to use it with the Warp Prism when harassing. Lets also make it so that you have to cast Entomb on each mineral patch individually too. Imagine this. Wow, that must take an insane amount of skill to pull off, but is this any more exciting than before? more or less so. One would say that this is just adding skill for the sake of skill.
How come this image of the Entomb or the current version of Entomb doesn't have that excitement and entertainment value like other harassment options?
Entomb doesn't feel like a significant threat. How come we shit out pants when we see Banelings run into a mineral line or when someone executes the perfect storm drop? Or even when those Banelings don't hit, and when that storm doesn't even kill a single worker, our heart rate increases the moment we see it coming because its a real threat that can do huge damage. Even harassment options such as Phoenix harass still has that impact since its doing noticeable damage that the viewer can see.
Entomb currently just does not have this, it feels like a spell that does small chunks of harassment over time. Even if it was balanced to the point where it stopped mining for much longer period, and did huge damage. Entomb still won't have that impact like other harassment options. This is because to the viewer, not much has happened. Its like showing a spreadsheet of lost minerals to the viewer caused by the entomb.
Combined with the very low skill cap, a blunt way of putting it would be "Entomb is a boring harassment option".

I also disagree with the point that "entomb is a new method of harassment".
Lets look at what entomb really is, It is a spell that prevents/slows down income. There are ways in SC2 that this is already present. Such as force fields or even a vortex in a mineral line. If you look back to BW, this was also present, one thing the A.I. did was use Ensare onto a mineral line.
In essence, all these harassment options are the same as an Entomb. But the one thing that sets it apart is MICRO, you can micro out of getting hit by an Ensare, or getting hit by a Vortex but you cant micro out of Entomb. (A-moving into entombed minerals is the lowest possible form of micro in Starcraft)
Lets go back to "It is a spell that prevents/slows down income". All other forms of harassment already does this. A storm drop will force you to pull away workers, which slows down your mining. The only difference is that a storm drop has that special impact while casting Entomb onto a mineral line doesn't.

Entomb is currently a one man Dota2 team, the only feature it has is being a harassment option for the sake of being a harassment option. I believe the excitement in Starcraft 2 comes from the two opposing sides slaughtering each other, and what gives harassment options that special impact is indeed killing workers. I think Blizzard's intent of designing a harassment option without killing workers is flawed. I strongly believe that the current core design of Entomb does not have a place in esports.

EDIT:
The SC2 dev team at Blizzard are now seriously considering to cut Entomb (and Void Siphon) and replace them with new, more spectator friendly spells.


1. We agree with our community that Entomb is not a spectator friendly ability
2. We'd like to replace Entomb [and void siphon] with a different ability


and the new replacement spells of the oracle will be along the lines of...



Spell 2: Strong, repeatable harassing tool that has different degrees of success and makes good use of the fragile but fast movement speed of the Oracle.

Spell 3: Position dependent spell, combo with harassment spell, and/or support spell of some sorts.


Basically they seem to be trying to make the oracle into both a support harasser to make other harassment options more viable and a solo harasser. Just a good all round harassment/scouting specialized unit.

What's your opinion on the new direction that the oracle is heading in?


TheLunatic
Profile Joined February 2011
309 Posts
October 11 2012 05:51 GMT
#2
I like the ability, and think it should stay.
Big J
Profile Joined March 2011
Austria16289 Posts
October 11 2012 06:55 GMT
#3
I like entomb. Watching that lone oracle getting supported by that lone MS Core and running in and out is just awesome to watch and not as stupid as a runby that just means gg half of the time.
Ai.Cola
Profile Joined May 2010
Germany236 Posts
October 11 2012 07:13 GMT
#4
I never understood what people had against entomb.
check out my stream: http://www.own3d.tv/live/103247/Alien-Invasion_Cola HotS Terran, Grandmaster
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 11 2012 07:17 GMT
#5
On October 11 2012 16:13 Ai.Cola wrote:
I never understood what people had against entomb.

The OP does a good job of explaining why. It's a boring spell to use, even if it is effective (which is debatable). We simply want more interesting spells and more tension via giving the opponent an opportunity to react or making it a more difficult ability to use.
Administrator~ Spirit will set you free ~
XenoX101
Profile Joined February 2011
Australia729 Posts
October 11 2012 07:17 GMT
#6
Mm I feel all of this has been said already, and I'm not sure I agree with some of your points. Entomb is not the same as a Warhound in that its fundamental idea - blocking minerals - does not automatically infer low mechanics, the same way that the Warhound inferred a mech marauder. Entomb can still be redesigned to be more micro-intensive and reciprocal in nature, and I and many others have suggested ways of doing this (see my thread and this thread for instance). I also think claiming an entomb is no different to a forcefield or vortex in the mineral line (wtf?) is a bit of a stretch; even when you ignore the fact that it is not viable to continuously risk sentries or motherships to do this kind of harass, the mineral shields differ in that they can be destroyed and the workers don't go anywhere.
ejozl
Profile Joined October 2010
Denmark3367 Posts
October 11 2012 07:35 GMT
#7
At first I didn't like Entomb, since it was too similiar to Forcefielding the mineral line and it would stop some of the innovation players might bring to the table. But I've grown to like, watching workers trying to kill these shields.

I do believe that casters can make this very exciting, by watching a battle, then switching to the mineral line and saying, he hasn't been mining this whole time, OMG! he cannot reinforce!

But on the other side, it is very one dimensional, an Entomb cast by a lesser player, is exactly the same as cast by a pro player, it always hits, ALL the minerals, if it was smaller og could be used on gas, or something else, that would make players use this differently, it would be really good for the spell.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-10-11 07:42:37
October 11 2012 07:37 GMT
#8
To be honest it seems like a really redundant unit. The Protoss already have units that used to be harass units or replaced harass units. Blizzard should be really looking at why those units are no longer viable to harass rather than creating such niche unit with so little skill involved. (Whenever I see streamers use it they hardly even watch/control the Oracle beyond shift clicking the spell.)

The high templar used to be a powerful harass unit as well as an army staple. We hardly see storm drops, why is that? That solves part of the 'Protoss neeeds a harass unit" problem. And the collosus replaced the reaver which was another unit that could be used to harass. The Collosus is also rarely seen in drops. Why is that? Blizzard should be looking at both of those units and determining what the change was rather than bloating the army with such a boring spell. (And I don't think the problem is Protoss players suddenly forgot how to put high tier units in shuttles/ warp prisms. There must be reasons that 2 years late we still don't see a comparable number of storm drops in games.)

So yes, I definitely agree that Entomb is not something to be redesigned, but axed altogether. It's such a limited, one-note spell. Multi-functional units are far more interesting as gamers can find new and unique ways to use them. And figuring out units that will synergize with the warp prism makes for interesting gameplay. I sincerely doubt progamers will find new and unique ways to block minerals... because that all it can do.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Grendel
Profile Joined November 2010
Belgium126 Posts
October 11 2012 07:39 GMT
#9
I disagree with the OP. I agree with the fact that it lacks micro, and that's the thing that should be balanced/changed. Making the spell more difficult to use would make it an interesting spell without the need to remove it completely.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 11 2012 08:38 GMT
#10
The big problem with the Oracle is that it's just so incredibly monodimensional. There's nothing a pro player can do that someone in say, diamond, can't. Compared to a unit like HT's...yeah.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 11 2012 09:41 GMT
#11
On October 11 2012 16:39 Grendel wrote:
I disagree with the OP. I agree with the fact that it lacks micro, and that's the thing that should be balanced/changed. Making the spell more difficult to use would make it an interesting spell without the need to remove it completely.


Yeah agreed fully. I don't think entomb is a bad spell or even concept, but it's far too easily executed right now. What if you had to individually click every mineral patch that you wanted to entomb? That sounds like a more challenging way to implement it.
cpc
Profile Joined June 2011
Australia126 Posts
October 11 2012 10:17 GMT
#12
Have to agree I always thought that if you had to target every mineral field would be better but if the spell isn't exciting to watch then it probably is more of a problem.

Entombed seems like something that is really annoying but not particularly exciting there just is no tension.

For some reason I imagine a possibly more exciting spell (not saying this is a good idea) entomb attaching to the mineral field and if you dont destroy it in time it will send out a shockwave killing stuff as it disipates being more exciting because of added tension.
kratos-23
Profile Joined March 2011
303 Posts
October 11 2012 10:28 GMT
#13
i don't have hope that blizz makes the game harder and spells more rewarding if a very good player uses them compared to a newb. in fact they want to make the game easier and more casual, so that everyone can "micro" like the pros. just look at the post from david kim and bowder in the beta forums. from a eSports perspective that's just awful.
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
October 11 2012 10:45 GMT
#14
I agree with all your points, but it can still be salvaged. Higher difficulty cap as well as higher potential for damage, such as forcing each mineral patch to be selected and damage done after a given amount of time (should be low, like 25 damage so that you need to keep hitting them all game).

Also, adding in variables to the equation to make it harder to use is good as well, that is why I don't really like the idea of selecting mineral patches as a final solution because it is a static idea and all you need to do is get really good at clicking mineral patches to pull it off easily.

The key is making it something that anyone can do it to make it pay for itself, masters+ players can do it to give a little value, and only 5-10 people in the world can do perfectly.

I have faith that before HotS is release we will see something like this from Blizzard.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
October 11 2012 11:56 GMT
#15
Great OP. If they don't understand the issue after reading your post, they're too proud to let the idea go.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
October 11 2012 12:14 GMT
#16
hang on a second, I came in to a thread entitled "Why entomb should not be redesigned" to find a thread about why entomb sucks. I am confused, very confused. Are you saying it should be removed altogether?

If so then I disagree heavily, myself and other have put forth suggestions in another thread for how blizzard might go about making the spell more interesting, defending and using it require more skill than a-moving or a single right click....

I think the idea of it is nice but blizzard implementation not.
When there is nothing left to lose but your dignity, it is already gone.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 11 2012 12:16 GMT
#17
On October 11 2012 19:17 cpc wrote:
Have to agree I always thought that if you had to target every mineral field would be better but if the spell isn't exciting to watch then it probably is more of a problem.

Entombed seems like something that is really annoying but not particularly exciting there just is no tension.

For some reason I imagine a possibly more exciting spell (not saying this is a good idea) entomb attaching to the mineral field and if you dont destroy it in time it will send out a shockwave killing stuff as it disipates being more exciting because of added tension.


Haha yeah i've had thoughts of that as well, make it into a timebomb of sorts. I dunno, might be really cool but i dunno if it can be balanced properly.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2012-10-11 12:41:46
October 11 2012 12:33 GMT
#18
On October 11 2012 20:56 wcr.4fun wrote:
Great OP. If they don't understand the issue after reading your post, they're too proud to let the idea go.


Or they simply disagree. Just because you agree with someone's point doesn't mean everyone else has to or they are wrong or too proud to admit it.

Its the same as me going on a rant about why religion is wrong, making very valid points (OP makes valid points. I happen to disagree with his conclusion) and then saying "if you still believe in god, you are just too proud to admit i'm right". It is an OPINION, not a fact. I do not have to agree with anything you tell me is true.

I think the idea of the entomb is very interesting, when I first heard about it I imagined players darting in and out of the base entombing individual mineral stacks a bit like a banshee darts in and out killing workers. That sounds exciting to me, a careful and elegant dance trying to hit the right patches (the ones with 3 in sync miners on them, close patches instead of far ones etc) while not losing the oracle to static D or units.

I don't think that seeing worker die is exciting most of the time, banshee harass is exciting not because of the deaths but because of the dance. When a banshee gets in and kills 20 workers because all the units are elsewhere on the map and can't defend it is not exciting. Just as when a banshee waltzes in to a protoss base and they have no robo or forge and thus no detection is not exciting.

With entomb reworked to be a low energy cost, single stack entomb, it will bring new depth to the game and I believe excitement will follow. The damage done by it will be noticeable by the difference in income or army size, things dont need to die for it to be obvious damage. One of the most obvious ways to damage someone already in WoL without killing anything is to ebay/pylon block an expansion, no workers died but everyone knows that just cost the opponent time and money and he will have to make it up somehow. Same as when you get fake bunker rushed as zerg, you have to pull workers to stop it building, there could be 5-6 marines on the way, nothing gets killed, we as spectators know there are no marines coming and we know he lost mining time.

Entomb serves the same purpose but has an even more noticeable effect since you are physically stopping the workers from mining, it forces a new dynamic on the game that doesn't rely on killing workers..... that is the whole point of the spell. To have a similar effect to hellion/phoenix/banshee harass but without just being the same boring, run in, kill workers, get out. The only time that kind of harass is exciting is when 10-20 workers die to a single hellion volley.... line em up. No one ever said that phoenix's picking up 2 workers and killing them was exciting, its not even that noticeable on how the game progresses.

The excitement isn't in the killing of workers, it is in the skill used to do it. In the skill of defending it. Like when MvP just perfectly puts up a turret and it finishes the second a DT walks in to range. The excitement is in whether he will see the DT walking in to his base and raise the depot, its not in him having no scans ready, no army at home and 4 DT's about to wrecking 40 SCV's

p.s If you dont agree with me after reading this post, then good for you. Debate and differing ideas are how things improve and we learn.
When there is nothing left to lose but your dignity, it is already gone.
Tommyth
Profile Joined April 2012
Poland117 Posts
October 11 2012 12:41 GMT
#19
I agree, the only truly exciting way of harassment is annihilating those poor workers. Adding another way of killing them wouldn't be boring at all.

The entomb could work as a single target spell that does not prevent mining, but causes the mineral field to do damage around itself. It could also have a secondary effect of being less-efficient(opposite to gold fields - u take 5 mins from the field, but only 3 make it to the treasury). Since protoss in general don't have friendly fire, the spell would be also useful in defense of your own mineral line - zergling/hellion runbys, drops etc.
ETisME
Profile Blog Joined April 2011
12385 Posts
October 11 2012 12:45 GMT
#20
it could be super intense when it comes to low econ game and entomb is gonna change EVERYTHING
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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