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My take: "#SaveHOTS" - Page 19

Forum Index > StarCraft 2 HotS
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winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
October 25 2012 05:41 GMT
#361
On October 25 2012 10:34 GARcher wrote:
Show nested quote +
On October 25 2012 00:54 maximizer wrote:
Good list of frustrating/broken things but I feel like one thing thats missing and should be mentioned are warpgates in PvT lategame.


You mean warpgates in PvAll endgame? And larva injects?


And mules!
Quantify
Profile Joined October 2012
United States3 Posts
October 25 2012 19:41 GMT
#362
Great post. I do think you bring up an important potential flaw in the 'support' unit concept. Support units seem to be taking their roles one step further and actually deciding games alone, even against higher tier unit compositions. A good example of this was Season 3 GSL finals Squirtle vs MVP, I believe round 5. MVP had a pretty solid late game army consisting of something like over 20 3/3 battlecruisers and ghosts. He was beat out by a mothership and several high templar, when the mothership managed to vortex more than half the battlecruisers and the high templar threw down storms and feedbacks shortly after. While it can be argued that there were also archons (Only about three) and some void rays that entered half way into the fight, the battle was ultimately decided by purely the support units destroying the upper tier terran army. I love support units but they seem more like 'hero' units than supports. I believe both the gameplay and viewer enjoyment could benefit from a change in the support role, both because games wouldn't be decided simply by a few spell animations.
Dijego
Profile Joined May 2010
Netherlands33 Posts
Last Edited: 2012-10-25 23:10:25
October 25 2012 23:06 GMT
#363
There need to be really strong things, things that are hard to counter. Else the weaker player won't have enough trouble dealing with the stronger player. Forcefields are a skill to master, same goes for EMP and just watch Scarlett place the most perfect fungals, not everybody can do that.

These are game changing spells that determine the outcome of a game, but keep in mind that a game needs an outcome, especially in a competitive setting. At one point a player must be able to pull a trick out of his sleeve and beat the other player. However cheesy it may seem. There is a balance between races and a balance in the game. You talk about support and carry like in a MOBA, that is in my opinion a silly comparison.

A carry is nothing without it's support when the game is properly balanced. So the support is a carry on itself, it carries the "carry". The reason carries are valued more is because of the visual credits they get.

If what you are saying is true, how come we do not have an obvious stronger race? The truth is that the game is balanced on things outside the game as well, also known as the meta.

The original post is nice, but in design aspect it only shows strengths of races and maybe some weird moments. The archon toilet might be extremely powerful, but a mothership doesn't do much when it is emp-ed and it might even hurt when neural parasite comes into play.

I think most players that complain about balance, must have a lot of time on their hands, because I want games to end at some point and not last forever.. Which perfect balance would lead to in the end. So keep that in mind when you talk about balance.

Just saying..in a few words, not going to write my entire reasoning.
:: Greed is Feed ~ Dijego :: If you can't stand the heat of an inferno, go back to hell !
GrassEater
Profile Joined July 2010
Sweden417 Posts
October 26 2012 01:15 GMT
#364
One more reason that p units are not as good as the other races is becuase of 4 gate when you get more then twice the army-value of your opponent, if zelot stalker is cost effective without sentry then warpgate must be gone. Warpgate and forcefield are "both stay or both go".

Suggestion: Stalker +4 damage but no bonus vs armoured, warpgate removed from the game, forcefields are destructable with maybe 200 hp.

Why, zealots are already pretty strong. And it is stalkers that gets most from the forcefields. Stalkers need to be a bit more costeffective vs mutas lings and marines if this is to work. Zealots just gets kited. Blink pushes might be strong, but they will be with 2 less warpin cycles so this is probably the best way to buff protoss.
Meatex
Profile Joined January 2011
Australia285 Posts
October 26 2012 04:41 GMT
#365
The problem with suggesting changes is that it is fundamentally impossible to know those changes would be fair/balanced or that it wouldn't eventually lead to the same situation we have now in the metagame
One thing everyone agrees on though is that deathball isn't good for the game - or the terrible terrible damage design philosophy
What worries me is that blizzard seem to know this and making moves to fix it but at the same time seem to attached to their initial design so we wait and hope that legacy of void finally moves far enough away from the deathball design
Really, why is real cheese so hard to come by in Korea? ^&^
FinestHour
Profile Joined August 2010
United States18466 Posts
October 26 2012 05:04 GMT
#366
The point about ghosts just EMPing and dying is so true, EMP on raven would be a really good change. But will blizzard do it!?!?!
thug life.                                                       MVP/ex-
GoodSirTets
Profile Joined June 2012
Canada200 Posts
October 26 2012 13:58 GMT
#367
Regarding your opinion on casting units, I thought that's what people loved about broodwar, how it was balanced on all races having overpowered stuff. Reavers, Strong Tanks, Defilers, ect.
High Diamond/ Low Masters :^)
GARcher
Profile Joined October 2012
Canada294 Posts
October 26 2012 22:03 GMT
#368
On October 26 2012 22:58 GoodSirTets wrote:
Regarding your opinion on casting units, I thought that's what people loved about broodwar, how it was balanced on all races having overpowered stuff. Reavers, Strong Tanks, Defilers, ect.


Reavers, Strong Tanks and Defilers weren't overpowered because it takes good micro/positioning/map awareness to be effective. They are completely different from stuff like Colossi where you just A move and can still deal good damage.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
October 26 2012 22:38 GMT
#369
I would love a reworked matchmaking system for BW. I find it hard to find people that are as horrible as I am to play with, and would love to play more BW.
maru G5L pls
skunkz
Profile Joined April 2011
France32 Posts
October 26 2012 23:29 GMT
#370
Good read, knew you were smart when I heard you in NASL S1.
><
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
October 27 2012 15:50 GMT
#371
On October 18 2012 09:52 SaintEx wrote:
Show nested quote +
[On October 18 2012 09:24 Gretorp wrote:
It's so frustrating seeing game after game after game of 9:30 pushes with 3 immortals and warp prisms working time after time. In these battles, we marvel when squirtle does some awesome warp prism micro and it works so well! But isn't that what we should expect? Isn't this what we want to push our progamers to actually master?

Rather we watch progamers focusing of forcefielding, which let's be honest, it's how fast you can accurately left click. Don't get me wrong, that's a skill and it's hard to do sometimes, but that's very different than drop micro or even regular battle micro.



I completely understand the frustration expressed in the post. However, the quoted section seems to clash with another issue that people have been talking about. One of the reasons that SC2 isn't attracting as many players as other games is because of how difficult it can be to play and/or master. Drop micro, while it looks amazing, is something that the average starcraft player either has huge difficulty doing or just can't do at all. It seems that forcefield was designed to accomodate for those players that weren't used to that kind of intense micro. I've talked to plenty of people who just don't feel like playing starcraft because of ladder anxiety and because of the skill it takes to play the game. In my view, there are two polar opposites. On one side, there are people who want to keep starcraft a game that takes great skill to play; they don't want the game to be so easy that it feels like they're not doing much of anything. On the other side, there are people who are just turned off by the steep learning curve and level of skill needed to play SC2. Does anyone else share the same view? disagree?



well there should be ways of combining the two, make a casual ladder version with simplified mechanics ( perhaps worker production is automized) where players can focus more on army etc and less on mechanics, that would keep a lot of my friends who are casual-gamers to play sc2.
osiris17
Profile Blog Joined September 2012
United States165 Posts
October 27 2012 19:31 GMT
#372
The OP doesn't mention the game designs biggest problems (i.e. colossus, Thor) while focusing on smaller problems (fungal, mothership)..
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
Demurity
Profile Joined April 2011
United States424 Posts
October 27 2012 21:15 GMT
#373
Agreed with Gretorp's ideas; that is how SCII should be designed. Cut the focus on significant spell abilities and pay attention to micro. #SaveHOTS
|Terran|
Freeborn
Profile Joined July 2010
Germany421 Posts
Last Edited: 2012-10-27 22:11:37
October 27 2012 22:10 GMT
#374
Hi Gretorp. A good post with many good points.

I especially like the points you make about forcefields. For a long time I really despised gateway units, but they had to be weak.
The reason for that is the forcefield,BUT it is also the warp mechanic, instant reinforcements even when attacking will force units to be weaker.

This thread talks about protoss balancing as well and idenifies the warp mechanic as a big problem: http://www.teamliquid.net/forum/viewmessage.php?topic_id=374623

I think both the warp gate and the FF may need some changes. The other post suggests warp gates to incur a penalty to production time ( longer cooldown based on unit production time). This would force a trade off between building armies quickly and reinforcing instantly.

The other point worth noting is that the current HotS oracle is almost able to replace the sentry by itself due to timewarp and higher speed.

I also feel the need to give all maps small ramps just to keep protoss from dying early game is really just stupid.

Let's just get rid of FF and use timewarp instead maybe. Make the sentry a true support unit with hallucinations, a slightly stronger attack and maybe a guardian shield that does not block damage but instead blocks emp and fungal!

Also I like the idea of giving ghosts widow mines, that sounds pretty cool. Raven EMP is nice but would be too similar to science vessel IMO. Maybe change the EMP mechanic somehow.

Anyway good post. Let's see where blizzard goes from here.
Freeborn
Profile Joined July 2010
Germany421 Posts
October 27 2012 22:12 GMT
#375
Oh yeah and get rid of a the mothership. It was a stupid idea in the firstplace. We don't need hero units. If we want heroes we wait for WC4 or play LoL.
Rick Deckard
Profile Joined October 2010
90 Posts
October 27 2012 22:31 GMT
#376
Thanks for sharing Gretorp. I hope that Blizzard not only listens but also actively communicates with you, as I believe this will improve SC2 and make games even more exciting and enjoyable to watch.

I also hope that Blizzard makes the game more attractive for casual players, (as destiny suggested). I would like to see the game become even more popular and successful.

Finally I remember when I first watched NASL and your casting. I got the impression that you were over confident and too quick to criticize. After watching you cast many games and play a few my opinion has totally changed. You are clearly a world class analyst well deserving of both my deepest respect and admiration.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
October 28 2012 00:25 GMT
#377
I don't know. A lot of the things Gretorp says make sense but there are so many cons. First look back at bw. Remember how many imba spells and mechanics were there? Dark swarm, stronger psionic storm, irradiate, huge area emp, stronger tanks, cracklings, free mines, carrier micro, stacked mutas. And somehow the game didn't fall apart. Such things make the game more exciting. If you nerf spells too much nobody will use those besides progamers, games will be even more a-move than they are now. And that will push the scene into a huge decline so that only hardcore fans will stay and even they will just mostly watch instead of actually playing the game.
Freeborn
Profile Joined July 2010
Germany421 Posts
October 28 2012 15:50 GMT
#378
The problem with WoL is, there are only a few imba mechanics and they force the game flow :

-MMM healing + stim

-infestors/fungal

-forcefield

There is not really a good alternative to these options in most games. I really think you could safely remove FF with TW now in the game to its place.
Also removing Mothership and toss reliance on vortex will likely force more dynamic development.
And finally make fungal deal no damage, instead let it prevent all abilities and root for a longer time - thus it is more supportive and a counter to casters.
For terran add something to make mech equally attractive as mmm play
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
October 29 2012 06:10 GMT
#379
On October 28 2012 09:25 Cheerio wrote:
I don't know. A lot of the things Gretorp says make sense but there are so many cons. First look back at bw. Remember how many imba spells and mechanics were there? Dark swarm, stronger psionic storm, irradiate, huge area emp, stronger tanks, cracklings, free mines, carrier micro, stacked mutas. And somehow the game didn't fall apart. Such things make the game more exciting. If you nerf spells too much nobody will use those besides progamers, games will be even more a-move than they are now. And that will push the scene into a huge decline so that only hardcore fans will stay and even they will just mostly watch instead of actually playing the game.



actually, tanks werent stronger, in fact tanks do more dps unsieged in sc2. they were more dominating in bw, but not stronger.

The huge difference is that with the mechanics of sc2, its easier to control all the insanely good spells, and those are the ones that build up the super-passive midgame in the different matchups (look at zvt for example and what infestors are doing to it)
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2012-10-29 06:56:51
October 29 2012 06:48 GMT
#380
On October 29 2012 15:10 NEEDZMOAR wrote:
Show nested quote +
On October 28 2012 09:25 Cheerio wrote:
I don't know. A lot of the things Gretorp says make sense but there are so many cons. First look back at bw. Remember how many imba spells and mechanics were there? Dark swarm, stronger psionic storm, irradiate, huge area emp, stronger tanks, cracklings, free mines, carrier micro, stacked mutas. And somehow the game didn't fall apart. Such things make the game more exciting. If you nerf spells too much nobody will use those besides progamers, games will be even more a-move than they are now. And that will push the scene into a huge decline so that only hardcore fans will stay and even they will just mostly watch instead of actually playing the game.



actually, tanks werent stronger, in fact tanks do more dps unsieged in sc2. they were more dominating in bw, but not stronger.

The huge difference is that with the mechanics of sc2, its easier to control all the insanely good spells, and those are the ones that build up the super-passive midgame in the different matchups (look at zvt for example and what infestors are doing to it)


This sounded wrong and Liquipedia seems to disagree as well:
http://wiki.teamliquid.net/starcraft/Siege_Tank
http://wiki.teamliquid.net/starcraft2/Siege_Tank

Sieged Tank in SCBW: 24.2~ DPS (result of the siege damage divided by the siege cooldown of 75 divided by the cooldown of the game speed of 26)
Sieged Tank in SC2: 11.7 DPS (taken from page)
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