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On April 05 2011 04:45 Yaotzin wrote:Show nested quote +On April 05 2011 04:38 Spawkuring wrote:On April 05 2011 04:24 andrewlt wrote:On April 05 2011 03:45 Yaotzin wrote:On April 05 2011 03:35 Gigaudas wrote:On April 05 2011 03:27 arterian wrote: I wish Blizzard would address PvP. Removing warp-in is necessary to do that imo and they won't remove warp-in. PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones. Maybe bring back the shield battery! I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice. I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways, No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise. The game is designed around warpgates, for good or ill. It will never change.
What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.
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On April 05 2011 04:46 andrewlt wrote:Show nested quote +On April 05 2011 04:30 Yaotzin wrote:On April 05 2011 04:27 Noocta wrote:On April 05 2011 04:22 Yaotzin wrote: Do any of the people saying colossi don't require micro actually play P? Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff... All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there. No, it's not. There is not a single other unit, in both BW and SC2, that can deal splash damage at that range while being a-moved. They move faster than high templar, too. As fast as non-upgraded zealots, in fact. Siege tanks have to be in siege mode before they can deal splash damage. They have a minimum range and they have friendly fire. They don't have splash damage while moving. Lurkers (BW-only) can't attack without being burrowed. They can't move while burrowed. Spider mines (BW-only) have to be planted in the ground one by one. Reavers (BW-only) are so slow they need to be babysat with a shuttle transporting them around. Psionic storm, irradiate, plague, fungal growth are all spells which have to be casted and aimed manually. The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around.
colossus was meant to be shuttle+reaver, just like medivac is dropship+medic.
i think its something they didn't think through, they put it in there because "its cool" just like warp gates.
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On April 05 2011 04:52 Spawkuring wrote:Show nested quote +On April 05 2011 04:45 Yaotzin wrote:On April 05 2011 04:38 Spawkuring wrote:On April 05 2011 04:24 andrewlt wrote:On April 05 2011 03:45 Yaotzin wrote:On April 05 2011 03:35 Gigaudas wrote:On April 05 2011 03:27 arterian wrote: I wish Blizzard would address PvP. Removing warp-in is necessary to do that imo and they won't remove warp-in. PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones. Maybe bring back the shield battery! I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice. I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways, No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise. The game is designed around warpgates, for good or ill. It will never change. What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again. They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.
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I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now.
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On April 05 2011 04:55 Yaotzin wrote:Show nested quote +On April 05 2011 04:52 Spawkuring wrote:On April 05 2011 04:45 Yaotzin wrote:On April 05 2011 04:38 Spawkuring wrote:On April 05 2011 04:24 andrewlt wrote:On April 05 2011 03:45 Yaotzin wrote:On April 05 2011 03:35 Gigaudas wrote:On April 05 2011 03:27 arterian wrote: I wish Blizzard would address PvP. Removing warp-in is necessary to do that imo and they won't remove warp-in. PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones. Maybe bring back the shield battery! I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice. I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways, No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise. The game is designed around warpgates, for good or ill. It will never change. What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again. They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.
They probably won't do massive overhauls in a patch, but I wouldn't be the least bit surprised if it happened in an expansion. Expansions are basically meant for that kind of thing, and WoW alone has demonstrated that Blizzard is perfectly willing to turn game mechanics on its head if necessary.
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On April 05 2011 04:50 Yaotzin wrote:Show nested quote +On April 05 2011 04:46 andrewlt wrote:On April 05 2011 04:30 Yaotzin wrote:On April 05 2011 04:27 Noocta wrote:On April 05 2011 04:22 Yaotzin wrote: Do any of the people saying colossi don't require micro actually play P? Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff... All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there. The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around. The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs. Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.
I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to. It needs something that the audience will cheer about when you actually engage with it.
And don't get me started about how they buffed bio compared to mech. Stim is already much weaker compared to its BW counterpart and they still can't get it quite right.
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On April 05 2011 04:57 eot wrote: I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now. Didn't Browder say they would be adding units, but not if they didn't fill a role currently lacking? So that you wouldn't have useless units just for the sake of having new units?
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On April 05 2011 05:01 Daralii wrote:Show nested quote +On April 05 2011 04:57 eot wrote: I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now. Didn't Browder say they would be adding units, but not if they didn't fill a role currently lacking? So that you wouldn't have useless units just for the sake of having new units? Quite possible, it's a pain in the ass to go quote hunting though. The one I was thinking of was more saying that "new MP units in the expansion is not at all guaranteed". They'll probably add something though.
On April 05 2011 04:50 Yaotzin wrote:The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs.
Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.
What about TvT? The splash mechanic doesn't have to be simple
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On April 05 2011 05:01 andrewlt wrote:Show nested quote +On April 05 2011 04:50 Yaotzin wrote:On April 05 2011 04:46 andrewlt wrote:On April 05 2011 04:30 Yaotzin wrote:On April 05 2011 04:27 Noocta wrote:On April 05 2011 04:22 Yaotzin wrote: Do any of the people saying colossi don't require micro actually play P? Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff... All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there. The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around. The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs. Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2. I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to. A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.
And don't get me started about how they buffed bio compared to mech. Stim is already much weaker compared to its BW counterpart and they still can't get it quite right.
Dunno mech use seems to be creeping up slowly but surely. Pure bioball usage is much less common than it was a few months ago.
What about TvT? The splash mechanic doesn't have to be simple
It's a mirror, there are no balance concerns. For game variety purposes tanks do a great job of slaughtering a big fat bioball anyway.
It's not complicated: if you did something like remove colossus range Protoss would get utterly destroyed by bioballs. They need splash, and it should be simple because it's the counter to a simple strategy.
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On April 05 2011 05:05 Yaotzin wrote: A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.
In that case, the best solution would be to just nerf the bioball so easy-mode splash damage is no longer necessary. We've already seen stim get nerfed slightly to address this, although more changes will be needed.
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Its funny because when the game launched it was basicall the first patch seige tanks got there AOE nerfed in almost half, and they have to seige to do damage. yet they are so scared of stopping the collusi from instakilling everything.
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On April 05 2011 05:11 Spawkuring wrote:Show nested quote +On April 05 2011 05:05 Yaotzin wrote: A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game. In that case, the best solution would be to just nerf the bioball so easy-mode splash damage is no longer necessary. We've already seen stim get nerfed slightly to address this, although more changes will be needed. That's incredibly difficult to do. The issue isn't the power of the individual units, rather it's the way all Terran units are ranged, and are now able to clump so closely. If you nerf their individual power then Terran dies horribly at low unit counts.
I suppose you could make bigger hit boxes and thus decrease the all around necessity for splash, but that's a huge design change and the whole game would have to be overhauled.
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Too bad he doesnt address why the Amulet was scrapped entirely instead of redesigned or tweaked, since unlike the Void Ray unit-role re-design that required a complete removal of their speed upgrade, HTs are still the exact same HTs except initially weaker. Saying that removing an upgrade instead of tweaking it for no reason *at all* - with no further changes to the unit or any other additions to the game to compensate for the void of the upgrade - is a "small step"... it gets my trololo going.
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On April 05 2011 05:05 Yaotzin wrote:Show nested quote +On April 05 2011 05:01 andrewlt wrote:On April 05 2011 04:50 Yaotzin wrote:On April 05 2011 04:46 andrewlt wrote:On April 05 2011 04:30 Yaotzin wrote:On April 05 2011 04:27 Noocta wrote:On April 05 2011 04:22 Yaotzin wrote: Do any of the people saying colossi don't require micro actually play P? Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff... All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there. The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around. The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs. Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2. I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to. A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.
We'll have to disagree there. I think you're focusing too much on perfect balance on the lower levels of the game. I pretty much watch pro games exclusively and to me, it doesn't matter if the game is perfectly balanced if it's boring to watch. And the colossus is as boring as boring can be.
It's a mirror, there are no balance concerns. For game variety purposes tanks do a great job of slaughtering a big fat bioball anyway.
There are entertainment concerns. PvP is almost unwatchable currently. You can't have mirror match-ups that are broken from a gameplay perspective.
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Do you have some idea for what else amulet could do? BW amulet was pretty terrible...
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On April 05 2011 02:29 entropius wrote: This approach of "Lategame protoss AoE is too good, so let's nerf templars and see what happens" seems dangerously naive, since it ignores the dynamics of the different matchups as well as the different roles of the two units.
By design, Colossi dominate ground armies and die to air-to-air. Fine; there are some interesting design possibilities there, but it only works that way in PvT. In PvZ and PvP, the trouble is that there is no good air-to-air for them to die to.
In PvT, T needs to get enough vikings to kill the colossi, but not so many that they will fall behind on ground units. This isn't a complete "oh, you overproduced vikings, they're useless and you lose" situation though, because they can land. Then there are interesting positional battles in which the viking user tries to get a good angle on the colossi to snipe them without taking too much stalker fire in return. The protoss can get phoenix and more colossi and contest the air, but then the terran can get thors, and an interesting maneuver game develops wherein the T tries to exploit his longer antiair range to either kill the phoenix or break up the P ball.
HT are used vs. Terran because 1) warpin storms help counter terran dropship play, and 2) colossi are vulnerable to vikings, while shutting down HT with ghosts is not as guaranteed. If a P produces too many colossi the T simply makes vikings and kills them.
The trouble in PvZ is that no such interesting dynamic; the root problem is that corruptors suck ass. They're built vs. colossi, but they're not nearly as good as vikings in that role because they do less DPS (even with corruption!) at less range and cost more, and can't land to help out after the colossi are dead. The corruptor's attributes that make it good at capital ship killing -- high hp and high armor -- are mostly irrelevant. Z must spend much more on corruptors than P spends on colossi to kill them before they decimate Z's ground army, yet even once the colossi are dead, the corruptors are useless and the Z ground army already took a great deal of damage from the colossi.
The range really is huge: vikings can engage colossi without taking much stalker fire in return, and the stalkers must blink far out of position to try to engage them (at which point they run). Corruptors can't do this, *and* kill them more slowly.
Void rays complicate this even more, since they are an air-to-everything unit that actually wins against the corruptor, a dedicated air-to-air unit. This is different than the Phoenix + Colo dynamic in PvT. Phoenix have utility against ground, but not as much as voids; Vikings again can exploit their longer range to play positional games; and Terran have Thors, which are both competent in the ground engagement and absolutely murder Phoenix from a very long way away. Zerg have no such options; the only unit they have that's reasonably competent against the void ray is the hydralisk, and it's not an option because you're not going to get at the voids without melting to colossus fire.
tl;dr the biggest problem with colossus in PvZ is not necessarily that colossi are too good but that zerg air-to-air (corruptors) suck too much. In PvT colossi are kept in check because vikings are tremendously good. But Zerg have to rely on the pretty asstastic corruptor.
PvP is a lollercaust at the moment also. Aside from herp derp 4gate, the only competent air-to-air in the matchup is voids, so of course colossi are going to run rampant.
Not exactly sure how to address the issues; my best suggestion would be:
--Templar amulet reinstated, provides +15 energy --Colo range buff is +2 instead of +3 *or* colo splash length reduced slightly
(This would leave both units quite viable in pvt)
--Corruptor range increased from 6 to 7 and corruptors lose the attribute "armored"
(These changes are really only relevant to the pvz matchup, and would make the "engage with corruptors first and just tank the stalker fire while shooting colos" tactic more viable, while also letting them soak void fire better)
Another interesting change to the PvZ dynamic would be to buff ultras. It's not as though they see all that much use, except for ZvT when T falls behind on infantry upgrades; a giant beastly expensive tier 3 unit that has melee range, doesn't shoot up, and takes a year to build has to do the only thing it does pretty dominatingly to see much play.
Giving Zerg a *ground* unit that could take on a colossus ball head on would be an interesting dynamic, especially since it would encourage back-teching to immortals to hold the ultras.
wow. great post. you actually understand the MU very well. Corruptors do suck. fking horrible. i hate the feeling when you killed off 5 collossus and you have 6 corruptors left watching the stalkers kill of the remnants of your force.
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I still think instead of removing Khadarian it should have just been changed to "+15 energy" from "+25" and it seems a lot of others agree with me on that. I'd rather see Thermal lance give one less range bonus than anything.
On April 05 2011 05:20 Yaotzin wrote: Do you have some idea for what else amulet could do? BW amulet was pretty terrible...
Is that a joke? Amulet was an absolutley, essential, 100% necessary upgrade that you saw in 100% of games people went high templar. Your templar that spawned would almost have enough energy to cast a storm, and in longer macro games you could even get off an additional storm if you stored up energy. Amulet finishing was also critical for delayed hydra busts that weren't 2/3 hatch hydra allins.
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I like the reasoning behind the changes. I'd also add that HT Zealot was to much WC3 like. No spell caster should be the core unit of an army, just support.
In other news, did Davin Kim ever mention "mech"? Ever? I feel mech is heavily overlooked and that makes me
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On April 05 2011 05:20 Yaotzin wrote: Do you have some idea for what else amulet could do? BW amulet was pretty terrible... I disagree.
Amulet in BW gave the HT higher starting energy (ie, less waiting on the first storm) and allowed the HT to cast 3 storms instead of 2 with full energy. That's actually pretty reasonable.
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On April 05 2011 04:55 Yaotzin wrote:Show nested quote +On April 05 2011 04:52 Spawkuring wrote:On April 05 2011 04:45 Yaotzin wrote:On April 05 2011 04:38 Spawkuring wrote:On April 05 2011 04:24 andrewlt wrote:On April 05 2011 03:45 Yaotzin wrote:On April 05 2011 03:35 Gigaudas wrote:On April 05 2011 03:27 arterian wrote: I wish Blizzard would address PvP. Removing warp-in is necessary to do that imo and they won't remove warp-in. PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones. Maybe bring back the shield battery! I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice. I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways, No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise. The game is designed around warpgates, for good or ill. It will never change. What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again. They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way. Nerfing the concept seems pretty impossible, but I might imagine increasing the warp-in time from five to 10-15 seconds or so to make Protoss less flexible and require them to plan ahead more. Warping in during a battle rarely enables the opponent to target the warping units and thus the "more damage during warp-in"-disadvantage isnt a true disadvantage. Being able to not spawn at the corresponding building could be advantage enough ...
If they changed the warp-in time to something much longer the Khaydarin Amulet might be introduced back into the game IMO.
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