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On August 23 2010 13:04 Sentient wrote: I'm sad that people have taken my post so literally. It was never meant to be a discussion about the roach, or even about Zerg for that matter. I was targeting Blizzard's design method of boxing units into very specific roles, and I only used the Zerg as an example. Perhaps I should have been more clear.
some people have, but there's a lot of legitimate criticism of weaknesses in your post
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On August 23 2010 13:34 UniversalSnip wrote:Show nested quote +On August 23 2010 13:04 Sentient wrote: I'm sad that people have taken my post so literally. It was never meant to be a discussion about the roach, or even about Zerg for that matter. I was targeting Blizzard's design method of boxing units into very specific roles, and I only used the Zerg as an example. Perhaps I should have been more clear. some people have, but there's a lot of legitimate criticism of weaknesses in your post I don't know about that, OP's post is pretty solid imo, the title of the thread is very mis-leading however.
A lot of people who seem to be arguing against the OP seem to just say "It's Blizzard's game, spell's are fine." I tend to disagree.
Spells are a lot more one dimensional in Sc2. Compare Fungal Growth to something like Dark Swarm. Fungal Growth is instant cast, and is one dimensional as it simply deals damage and stuns the units in place, giving the enemy player no time to really react or try to counter it after it is cast.
Dark Swarm on the other hand acts more, errm, openly? Once cast it does nothing to force players to take any direct action, the players can remain in the Swarm but obviously it may not benefit them as ranged attacks do not work in it.
Basically spells in Sc2 once cast, you can only react in a couple of ways. Force Field is a great example, if the opponent ramp is choked with it, you can only just run away.
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On August 22 2010 07:12 Necrosjef wrote: Pretty much agree with the OP.
I wouldn't say Blizzard tried to hard though, I just think they went the wrong way with patches, instead of buffing underpowered things they nerfed what was considered overpowered. This really leads to a situation where very few strategys and units are viable because most are so so so weak.
As opposed to having multiple strong viable strategies to select from there is generally only 1 or 2 build orders which are viable because so many units have been nerfed into oblivion. So what you`re saying is it`s easier to buff 20 units instead of nerfing 4....clearly you don`t understand how much time that would take. There`s lots of strong strategies if you understand how to use your units and micro. If you don`t agree, go watch the recent Raleigh tournament. There`s generally a basic build order you use and then you branch to react to scouting information. I wouldn`t want 8 different build orders, because building to react in advance to something you haven`t scouted is suicide and just plain stupid.
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On August 23 2010 14:13 RoarMan wrote:Show nested quote +On August 23 2010 13:34 UniversalSnip wrote:On August 23 2010 13:04 Sentient wrote: I'm sad that people have taken my post so literally. It was never meant to be a discussion about the roach, or even about Zerg for that matter. I was targeting Blizzard's design method of boxing units into very specific roles, and I only used the Zerg as an example. Perhaps I should have been more clear. some people have, but there's a lot of legitimate criticism of weaknesses in your post I don't know about that, OP's post is pretty solid imo, the title of the thread is very mis-leading however. A lot of people who seem to be arguing against the OP seem to just say "It's Blizzard's game, spell's are fine." I tend to disagree. Spells are a lot more one dimensional in Sc2. Compare Fungal Growth to something like Dark Swarm. Fungal Growth is instant cast, and is one dimensional as it simply deals damage and stuns the units in place, giving the enemy player no time to really react or try to counter it after it is cast. Dark Swarm on the other hand acts more, errm, openly? Once cast it does nothing to force players to take any direct action, the players can remain in the Swarm but obviously it may not benefit them as ranged attacks do not work in it. Basically spells in Sc2 once cast, you can only react in a couple of ways. Force Field is a great example, if the opponent ramp is choked with it, you can only just run away.
Learn to scout. What does fungal growth do if you already know it`s coming. People can`t just blame blizzard for their inability to play properly. As for forcefield, it`s an incredible offensive skill when used properly. choking off a ramp is hardly a life saver. any smart player will react and have it countered in 2 minutes with a tech switch. Just because gold league and under don`t understand how to use the game`s mechanics doesn`t mean it`s designed wrong, it just means they haven`t yet learnt how to use them in unique ways.
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I agree with the general thesis that Blizzard's SC1 "design cool units, balance later" philosophy was better than SC2's "design units for special roles (harass, tank, etc) and nerf/buff them if players aren't using them in their proper role" method. SC2 does feel a bit contrived and the creativity is being crushed by pigeon-holed units that can't be used outside of their designed role lest blizzard nerf them.
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On August 22 2010 06:46 Sentient wrote: So that's how we have the Roach. A terrible, one-dimensional unit that never worked as intended, and is now a poor orphan, devoid of purpose in life. ...yeah, their only purpose is to be... the most used zerg strat in SC2.
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United Arab Emirates492 Posts
On September 04 2010 11:06 figq wrote:Show nested quote +On August 22 2010 06:46 Sentient wrote: So that's how we have the Roach. A terrible, one-dimensional unit that never worked as intended, and is now a poor orphan, devoid of purpose in life. ...yeah, their only purpose is to be... the most used zerg strat in SC2.
rightfully so. They are the only damage absorbers till t3 ultralisk. plus they aren't handicapped off creep.
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