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Blizzard shouldnt make things too "spellish" imo - Page 2

Forum Index > SC2 General
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Zarahtra
Profile Joined May 2010
Iceland4053 Posts
October 24 2011 03:23 GMT
#21
More spell _wars_ = better imo. That being said, these spells cannot limit micro, they should rather force the opponent to micro or face terrible dmg. This is why FG and ffs suck(and well CS, though it's an ability). This is also why I don't like the viper's pull.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 24 2011 03:27 GMT
#22
The more micro, the better.

No one likes the less "spellish" hard counters over the soft counter with incredible opportunity units.

build this if you opponent does this so you can do this > build this if your opponent has that so you can a-move
xuanzue
Profile Joined October 2010
Colombia1747 Posts
October 24 2011 03:30 GMT
#23
FF requires mindless micro, split marine requires smart micro, thats my reason to be against more spells
Dominions 4: "Thrones of Ascension".
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
October 24 2011 03:33 GMT
#24
Too many small gimmicky spells. I like huge impact spells back in BW, but we can't really have that with how the game works in pathing. But is it really necessary to put in all these spells? I'm not too sure about that.
Jaedong <3 HOOK'EM HORNS!
Deleted User 183001
Profile Joined May 2011
2939 Posts
October 24 2011 03:34 GMT
#25
On October 24 2011 11:10 cowsgomoo wrote:
I find that more spells makes games more interesting because it's harder to control them individually, and I find games of them more entertaining with storms/fungals etc..

While true, it also makes the game more difficult to balance. Look at War3, which was even worse off because of all the heroes, and an additional faction.


BTW ctrl+f type in "spellish"

Mind blown.
how2TL
Profile Joined August 2010
1197 Posts
October 24 2011 03:39 GMT
#26
Pathing is too good and attack speed is too high in SC2 for the same skill ceiling to exist in terms of pure unit movement.

It is what it is.
reneg
Profile Joined September 2010
United States859 Posts
October 24 2011 03:44 GMT
#27
On October 24 2011 12:19 Yosen3002 wrote:
Show nested quote +
On October 24 2011 12:06 xuanzue wrote:
i prefer less spellcasters, and less spells. a RTS is more RTS with moves like splitting marines against banes, or surrounding units with lings. moves like fungal or storm are fine to dota games not RTS


Nooo imho these "wtf is this shit?" spells are super important. They add a lot of excitement and make interesting games.


They are super important, but it needs to be something where they aren't happening every 20 seconds.

Then it's less of "omg what is this ish," and more of a, "well, there's carpet storming, as well as dark swarm, and then there's the whiplash spell to pull the colossus over here, and then a fungal growth and NP on the colossus." and it just becomes a stream of spells.

While spells are more micro intensive than, say, marines, or zerglings, or stalkers, i personally feel like they shouldn't be on a ton of units in the game.

I don't mind each race having two, but IMO, they should be strong units, but i'm afraid that SC2 will take a turn towards WC3, where it's all about hero management, and then we're all leveling up our Jim Raynor and Kerrigans to do battle in the middle of the map.

That is definitely not the game i want.
moose...indian
pzea469
Profile Blog Joined September 2008
United States1520 Posts
October 26 2011 05:30 GMT
#28
It's not about spells or combat units. It's about skill. In bw it took skill to use either. A lot of skill. In SC2 it takes very little skill and that's the problem. That mixed with the fact that battles last milliseconds is very very bad for the game. The hardest part of SC2 is not getting supply blocked and remembering to build things at the right time. The execution itself of battles could be handled well by a platinum player. BW was way different. Sure the macro was hard as hell, but the micro was very very tough as well. I can't tell you how hard it was for protoss to break a terran line of defense. Yet a pro with the same army could do it so skillfully, and it was beautiful. Zealot bombs, and splitting zealots to soak up the tank damage, omg it was awesome. And it wasn't over in a fraction of a second. Units didn't clump up, and the camera was more zoomed in(a fact I think many people forget) so you could see the action clearly, and it lasted. And the skill was VERY visible. They need to figure out a way to bring micro back, but that might require to alter pathing, plus make AI dumber, and bring back overkill, so that's not going to happen lol.
Kill the Deathball
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