On November 20 2012 16:07 blug wrote: I really get the impression from Dustin Browder that he's not passionate about the game, he's just been hired to do his job and he does a bit of research to understand a bit about the meta game.
I think Dustin is good in interviews, but I think they need to hire a few open minded professional sc2 players who can at least assist with balance, because I think Dustin might not have a complete understanding of the game.
I think Dustin has been trying harder lately though. He used to be completely ignorant... now he sounds like he's been watching a bit more of the E-Sport scene.
I get the opposite impression then you. He sounds very passionate to me, but wish he would do some more drastic changes .
I do like his thoughts on korean terran and foreign terrans though. Problem with the way korean terrans are and foreign terrans is if you buff terrans to help foreigners out, korean may dominant again because it's just a fact that korean terrans are so fucking good like way way better then most foreign terrans most of the time xD.
1. (WoL)Psionic units immune to Fungal Growth-Hopes EMP/Templar more viable Note: Psionic units include: Ghost, Queen, Infestor, Sentry, Templar, Dark Templar, Archon, Warp Prism, Mothership
- Please tell me how, as a Zerg, I would stop these Chargelot/Sentry/Immortal/Archon or Stalker/Sentry/Immortal pre-BL pushes off of 3 base if Archons and Sentries are immune to fungal. Hence, the Sentries are not going to die until they run out of forcefield, assuming the Toss doesn't have Bronze level forcefields... and the Archons being immune to fungal means they can tank and deal a lot more damage. - How do Zergs stop double speed prism harass if we can't even fungal the warp prisms? They can fly away from corruptors/mutas easily. - Infestors being immune to fungal is just going to make ZvZ even more of an Infestor oriented match up, if that you can no longer catch enemy Infestors out of position with a fungal... they're basically never going to die unless they run out of energy.
2. Doesn’t feel changing Fungal to a slow will change much to the game
- Units being able to move through a spell as opposed to being rooted will chance a LOT to any competitive game.
On November 20 2012 16:07 blug wrote: I really get the impression from Dustin Browder that he's not passionate about the game, he's just been hired to do his job and he does a bit of research to understand a bit about the meta game.
I think Dustin is good in interviews, but I think they need to hire a few open minded professional sc2 players who can at least assist with balance, because I think Dustin might not have a complete understanding of the game.
I think Dustin has been trying harder lately though. He used to be completely ignorant... now he sounds like he's been watching a bit more of the E-Sport scene.
I get the opposite impression then you. He sounds very passionate to me, but wish he would do some more drastic changes .
I do like his thoughts on korean terran and foreign terrans though. Problem with the way korean terrans are and foreign terrans is if you buff terrans to help foreigners out, korean may dominant again because it's just a fact that korean terrans are so fucking good like way way better then any foreign terrans most of the time xD.
I might be wrong, just from past interviews he seems to just say what people want to hear, and just puts an act on in front of the camera. I might be being a bit harsh though.
I said this in the other thread but Ill say it here too:
Just finished 35 min interview with Dustin. Told us after that they're also looking into changes for void ray, phoenix, and mutalisk
... really? I dont want to be skeptical, but the phoenix is my favorite new unit to starcraft, and the muta is by far the most intriguing and dynamic unit in the game, why do they want to revisit these units and not units like the colossus or roach or marauder?!?
T__T
Edit: also, If they want to buff mech, then I hope they would buff siege tanks damage and remove smart cast.
Just finished 35 min interview with Dustin. Told us after that they're also looking into changes for void ray, phoenix, and mutalisk
... really? I dont want to be skeptical, but the phoenix is my favorite new unit to starcraft, and the muta is by far the most intriguing and dynamic unit in the game, why do they want to revisit these units and not units like the colossus or roach or marauder?!?
T__T
Well they could add proper moving shot with better stacking...
Wow those were some really good question. It touched on everything that was relevant. I love his answer on saying that they want to give terran differnet strategy rather then units. I completely agree with him on this and with the seeker missle buff.
Unless he's giving the Muta something like a moving shot, I don't really want him touching my beautiful mutalisk....>_>
Anyway, in interviews like this I always tend to sympathize with Browder more. He gets a lot of flack for being incompetent from a knowledge stand point, but in reality, you have to realize that patching too quickly is a terrible, terrible way to create a good game. Yeah, the infestor has been retarded for a while, but realistically nerfing it would've ruined zerg.
Making psionic units immune to fungal seems too much, but it is an interesting idea. Maybe only damage but no root, or only root but no damage? It is worth a try I think.
Right now neural seems only designed for ZvP lategame, so maybe it could use a redesign or removal.
I don't think anyone has ever talked about the corruptor in a positive light. Too strong vs Protoss and Terran high tech units (carrier mothership colo BC) but completely useless otherwise. Every other air unit in the game has multiple uses except the corruptor. Redesign or remove.
I agree with Browder that it also needs to be identified whether or not a player played well or could have done better. A lot of people just blindly hate on balance regardless of player performance.
The Seeker Missile change won't help its usefulness, because even with it, a lot of terrans just cant get the spell off because of fungal + corruptors/ITs. They should change how the spell is cast instead of making it free. For example, increase its range but make the projectile accelerate to its maximum speed. This will allow terran players to almost always get to cast it, but give opponents the chance to evade it.
That mothership redesign is questionable. Why would they do that when they put the core in, where mothersip is a follow-up? I think DB just ment that the vortex wont be in same place as it is now, or just wasnt focused speaking on mothership.
On November 20 2012 16:25 Trasko wrote: Idk if i like the mothership changes... I remember BWC and the BEAUTIFUL archon toilets. Like seriously, they are so epic...
I hope your just joking, nobody I know enjoys the archon toilet let alone how late game zvp is played in general. Archon toilets are dumb just like how zergs most reliable way to win is to turtle - infestor/bl/corr - win.
Will redesign Mothership so it won’t be a serious unit used in professional esports play
What? Removing a unit from competitive play will mean less variety which means less fun to watch. But really though, the Mothership was fun to watch in games. It did add variety.
I don't get wanting to make the Mothership into a joke unit. Maybe redesigning it so it gets used in another way but specifically saying it won't be a serious unit anymore? Blizzard I'm disappointed.
Edit - Also I don't see Archon toilets that bad. I think Sen defended an Archon toilet perfectly, he used spines to block movement from archons (protecting the Brood Lords). It was one of the games in BWC.
Plus, Archon toilet isn't unstoppable if you just spread your units out. Makes for more dynamic play instead of just being able to clump up units with no worry.
On November 20 2012 16:16 Flonomenalz wrote: ... wait a minute.
1. (WoL)Psionic units immune to Fungal Growth-Hopes EMP/Templar more viable Note: Psionic units include: Ghost, Queen, Infestor, Sentry, Templar, Dark Templar, Archon, Warp Prism, Mothership
- Please tell me how, as a Zerg, I would stop these Chargelot/Sentry/Immortal/Archon or Stalker/Sentry/Immortal pre-BL pushes off of 3 base if Archons and Sentries are immune to fungal. Hence, the Sentries are not going to die until they run out of forcefield, assuming the Toss doesn't have Bronze level forcefields... and the Archons being immune to fungal means they can tank and deal a lot more damage. - How do Zergs stop double speed prism harass if we can't even fungal the warp prisms? They can fly away from corruptors/mutas easily. - Infestors being immune to fungal is just going to make ZvZ even more of an Infestor oriented match up, if that you can no longer catch enemy Infestors out of position with a fungal... they're basically never going to die unless they run out of energy.
2. Doesn’t feel changing Fungal to a slow will change much to the game
- Units being able to move through a spell as opposed to being rooted will chance a LOT to any competitive game.
Uh... okay.
I actually never thought of how stupid ZvZ would become with that fungal restriction on psionic...>_>
Now THAT was a good interview. Awesome questions. Big Thank you Monk for putting Dustin Browder on the hot seat regarding Infestor/Broodlord. By the looks of things it seems like all of this pressure the community has been putting on Blizzard about this unit composition is finally going to pay off.
In regards to virtually everything said about HOTS I feel like Dustin Browder is on the right track. I love his points about making sure drops stay a big part of the game because playing on beta does feel a bit like drops have lost a ton of effectiveness. I'm happy also that the Thor and Raven are due for new changes finally.
Overall just an awesome interview, well worth the time invested to watch the whole thing. I'm looking forward to playing that balance map whenever it comes out.