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My take: "#SaveHOTS" - Page 7

Forum Index > StarCraft 2 HotS
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Prev 1 5 6 7 8 9 21 Next All
Grimmyman123
Profile Joined January 2011
Canada939 Posts
October 18 2012 06:26 GMT
#121
HotS is more balanced than WoL ever will be, the game is inherintly broken, and all the units from both games need a complete rework, and some units completely removed from the game entirely.
Win. That's all that matters. Win. Nobody likes to lose.
papaz
Profile Joined December 2009
Sweden4149 Posts
October 18 2012 06:35 GMT
#122
I have nothing to add to the discussion but just wanted to say I really like the ghost/raven idea.
ChanmanV
Profile Joined December 2010
United States1156 Posts
Last Edited: 2012-10-18 06:57:24
October 18 2012 06:57 GMT
#123
Great write up andre! Good stuff in there!
Gremlin119
Profile Joined February 2011
15 Posts
October 18 2012 07:04 GMT
#124
On October 18 2012 09:45 Thaniri wrote:
Blizzard doesn't care. Starcraft can't turn the same profit that WoW did. Blizzard seems to be a company, more than a game producer. They care about maximizing profits, not necessarily making a good game.

Wrath of the lich, cataclysm, diablo 3, many aspects of sc2, and finally mists of pandaria all together combine to prove that blizzard is chasing dollars.

Blizzard needs to FIRST go back to WC3 style battle.net. With the same type of chat, customs games, and profiles, THEN BEGIN TO BALANCE. With the fundamental anti-social aspect of battle.net 0.2, it does not matter how good your game is, because people wont be playing with their friends.



yeah - ever since activision bought blizzard they have just been looking for ways to make more money. Which is kind of ironic since they won't be making any more at the rate they are going. Anyway, great ideas gretorp very interesting read. thanks for taking the time to post this.
Razac
Profile Joined April 2011
Netherlands101 Posts
October 18 2012 07:11 GMT
#125
Sorry, i dont see how this will fix Protoss. I dont think Protoss needs fixing in the first place, forcefields are cool i dont see a problem at all with them. Some units need to be reworked / removed for sure in HOTS but the centry is not on that list.

Units needed to be tweaked/changed/removed:
-Thor
-Mothership
-BattleCruiser
-Widow Mine
-Tempest / carrier -> Remove tempest add micro for carrier
-Raven (tweaking in numbers)
-Infestor (fundell nerf)
-Swarmhost
-Tank (if you want mech to work in TvP (i want that badly) then this unit needs to change if only in stats)
www.twitch.tv/razac_
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
October 18 2012 07:32 GMT
#126
There are lots of skilled data editors around that can easily put the majority of any proposed changes into a custom melee map for people to try so that we can move beyond mere theorycrafting.

And if you look through the custom map making community, you'll find at least a few map projects that have already attempted to 'take SC2 balance into their own hands.' Some of them have quite radical changes in design and balance compared to standard WoL. And some of them have actually just added the BW to SC2 that many people say will simply fix the game. Granted, many of them are just supposed to be fun and not necessarily balanced or competitive.

That being said, I don't know why the TL community doesn't do something similar and hold its own 'PTR' and get some map makers to do the modding so that we can actually find out whether or not having destructible forcefields, sentries with chrono rift, infestors with consume, raven EMPs and ghost snipe (50 - 25 vs massive) actually accomplishes anything. (get people using that shiny new Arcade tab!)

Maybe, like with Nony's post on carrier micro, an eloquent and elegant demonstration of the things we want will be more effective/efficient in getting Blizzard to consider changes rather than thread after thread after thread of 'mere speculation on design'
In Bizarro World, I ladder more than I make custom maps
Serpest
Profile Blog Joined February 2011
United States603 Posts
Last Edited: 2012-10-18 07:41:56
October 18 2012 07:39 GMT
#127
I'm a little bit confused. Blizzard developed this game and made a mess of things (as seen through the responses of the vociferous community), but they've been using band-aids to fix issues as opposed to delving deep down into the design to fix their game. There have been a number of posts throughout tl/blizz forums/reddit/etc. that showcase various options Blizzard could take in fixing the game and making it both more viewer and player friendly.

Why hasn't Blizzard been challenged on this point? Or if they have: why has the community let Blizzard respond noncommittally? We have this thread by Gretorp with several fine ideas that focus on core design elements of different races. We have the theorycrafting of ItWhoSpeaks' documentary mini-series on the differences in race mechanics/supply/design between bw and sc2. There is a treasure trove of all these ideas that seem absurd upon first hearing them, but after thinking about the issues and the problems all these people try to resolve, I'm left wondering why we have let this happen?

Browder himself said: he's surprised the community hasn't recreated bw in wol. If I recall correctly, sc2:bw came out sometime in 2010 (strange that....)

Ignoring the issue that obviously the lead developer spends almost no time whatsoever browsing bnet 0.2 and just using it for ladder (which means that he's a bit clueless when it comes to the social aspect the bw/wc3 bnet had that sc2 (and coincidentally d3) don't), I'm wondering why the community hasn't mobilized en mass to create a viable tournament worthy game that corrects all the issues WoL brings to the table while still keeping the game distinct from bw?

WC3 and BW had a phenomenal custom game scene partially because of the community and partially because of bnet. Granted the bnet of yesterday is better than the bnet of today, but the community has grown - has it not?

____________________________________________

tl;dr: I'm confused why the community lets Blizzard dictate how the game should develop when the community consistently comes up with new innovative ideas that tackle the heart of blizz's design errors, and that promote and grow viewer and player experiences for the better.
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
October 18 2012 07:41 GMT
#128
It's either that they are just not man enough to admit mistakes and make drastic changes, or they are lazy to work and think a warhound is enough to justify two years of supposed R&D.
The heart's eternal vow
Notfragile
Profile Joined April 2011
Greece713 Posts
October 18 2012 07:52 GMT
#129
Very well written post. I must say you tackle all of the serious issues of SCII (except that of the colossus but it can wait for now). Changing FF, buffing gateway units, toning down spell casting, making the raven more useful through EMP and most importantly the ghost change you suggested, it all adds up to a seemingly more interesting game.

I am worried that the current HoTS will be a fancier WoL, not a radical change to what problems WoL has been proven to have. This could be changed, maybe, if the devs take a look at this... maybe...
"The art of war is of vital importance to the state" || MVP.Keen fan since the day he stole my heart with a double 2rax. http://i.imgur.com/A82cl.gif
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2012-10-18 07:56:01
October 18 2012 07:54 GMT
#130
Basically the anti-mobility skills are far too limiting. I'd agree with that point.

About forcefield
- protoss in its current state will get absolutely trashed by both terran and zerg armies in the midgame without forcefield. This is fact. Before the lategame mass AoE of protoss comes out, they actually have trash dps as a whole army, mainly due to stalkers and sentries being ranged units with very low DPS output and high cost.

- Protoss is absolutely reliant on forcefields to survive/attack early/midgame(some exceptions, I know). Remember the early days of SC2, when all terran had to do was stim up your ramp while you weren't looking for a free win?

My proposed solution would be to have forcefields act closer to balloons of a sort. What I mean by this is that units will still attempt to path through forcefields, and instead of being stopped, they are slowed(could be movement only or with minor attack speed slow as well) increasingly as they approach the center of the FF(something like 50%->90%?) and once they hit the center, the forcefield bursts. All units that forcefield is cast upon act as they do currently(pushed aside). Retain a defensive advantage for forcefields, and some of the offensive potential, but there is now potential for counterplay AND being able to force a fight if you reckon your advantage is large enough to go through forcefields, losses be damned.

As for fungal, there are so many suggested fixes for it I don't think I need to add any more.
Porouscloud - NA LoL
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 18 2012 07:58 GMT
#131
I'm glad to see i'm not the only one to think exactly like this.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Highways
Profile Joined July 2005
Australia6120 Posts
October 18 2012 08:16 GMT
#132
Completely agree.

Rather than fixing major design issues of the game all Blizzard is doing is adding a few units.
#1 Terran hater
Insoleet
Profile Joined May 2012
France1806 Posts
October 18 2012 08:17 GMT
#133
On October 18 2012 17:16 Highways wrote:
Completely agree.

Rather than fixing major design issues of the game all Blizzard is doing is adding a few units.


Blizzard said in interviews that they would fix design/balance issues after adding the new units.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 18 2012 08:21 GMT
#134
On October 18 2012 16:11 Razac wrote:
Sorry, i dont see how this will fix Protoss. I dont think Protoss needs fixing in the first place, forcefields are cool i dont see a problem at all with them. Some units need to be reworked / removed for sure in HOTS but the centry is not on that list.

Units needed to be tweaked/changed/removed:
-Thor
-Mothership
-BattleCruiser
-Widow Mine
-Tempest / carrier -> Remove tempest add micro for carrier
-Raven (tweaking in numbers)
-Infestor (fundell nerf)
-Swarmhost
-Tank (if you want mech to work in TvP (i want that badly) then this unit needs to change if only in stats)


I find it funny how you think a spell that negates micro from the other player is cool but imagine that you don't like fungel.

Honestly both need to be modified, I would say the thing I miss the most about bw is not having to worry about a unit that prevents my units from moving. I would kill for both spells to be gone and both races balanced to compensate for it. Anti-micro spells are just so boring, I never see forcefields go down and think "oh my god that was so badass", same with fungel I never think "holy shit that was so awesome how he fungeled those units!"

To bad I don't think anything will ever be done about those 2 :/.
When I think of something else, something will go here
Nerchio
Profile Joined October 2009
Poland2633 Posts
October 18 2012 08:29 GMT
#135
My idea is that we should gather some pro players willing to spend their time and that are not fully satisfied with how the game works(i think we can find quite a few considering everybody whines about fungal/ff/coloss/vortex etc.). Discuss the possible changes that could be brought to the game and then ask Blizzard to do closed PTR for those guys to test things out. I don't think it requires a lot from Blizzard resource-wise because most of the changes will be very easy to do(like changing the stats of the units), only changing the idea of forcefield/fungal/other spells can take some time.
Progamer"I am the best" - Nerchio , 2017.
Velr
Profile Blog Joined July 2008
Switzerland10943 Posts
October 18 2012 08:31 GMT
#136
I swear these justified complaints were allready here during WOL Beta.

Nothing happened... And as it seems nothing will...
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2012-10-18 08:38:36
October 18 2012 08:32 GMT
#137
While your analysis of Protoss is nice and it does bring up good points, you forget to mention one thing: warpgate, and PvP in particular.

PvP will always be a warpgate-timing fest if you don't allow a single forcefield to fully block off a ramp to prevent a high ground warp-in, as we see on maps like TDA, and as we saw back in the day when you could warp in above the forcefield.

The reason PvP has evolved as much as it has in this last year or so is because 4gates are more easily defendible with greedier opening. If you can defend with a greedier opening, you can go into the midgame with more developed tech, so now we see stuff like blink obs and robo stargate.

Back in the day, teching to two things at once would have been either incredibly dangerous (because modern PvP openings aren't safe vs the older 4gates), or incredibly slow, so by the time the other guy has his one base blink/colossus/phoenix timing ready, you are much much more likely to die.

tl;dr: it's not just sentries that screw up Protoss, it's the combination of sentries and warpgate that do. If you change one you also have to drastically tweak the other in order to not screw PvP up completely.

edit: @Nerchio: as a pro player, do you think it would be worth it to invest time and effort into that PTR, trying to sort out the game's design, instead of pracitcing? I feel like for an actual pro, it would probably not be worth it, and they would rather practice a game that's not as good to keep posting good enough results to "get to the end of the month".
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Kaleidos
Profile Joined October 2010
Italy172 Posts
October 18 2012 08:37 GMT
#138
Great analysys about the forcefield and the spell caster role.
I don't necessarily agree with the removal of the Mothership ..what about the M.Core's destiny then?
You could merge the new unit you mentioned and the M.Core in one unit, but the problem with the Mamaship is called Vortex, not the unit it's self imho.
I think Blizzy already got the message about "we want fungal to change". The community voice hasn't been as much loud about forcefield tho, so i really hope they read this thread!
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
October 18 2012 08:39 GMT
#139
On October 18 2012 17:37 Kaleidos wrote:
Great analysys about the forcefield and the spell caster role.
I don't necessarily agree with the removal of the Mothership ..what about the M.Core's destiny then?
You could merge the new unit you mentioned and the M.Core in one unit, but the problem with the Mamaship is called Vortex, not the unit it's self imho.
I think Blizzy already got the message about "we want fungal to change". The community voice hasn't been as much loud about forcefield tho, so i really hope they read this thread!


The problem with a unit like the mothership is that it's either useless (PvT) or completely game breaking to the point where a matchup/situation is balanced around it (PvZ), and it's balanced in a very poor way at that.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
October 18 2012 08:50 GMT
#140
what makes you think blizzard will do anything? they haven't done anything in 2 years and HOTS beta indicates they dont want to listen or they dont think it's the right way to go. not saying this or other thread is 100% right or wrong but blizzard has their own way. there've been similar thread before and there will be in the future
http://www.twitch.tv/czelpredy
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