On September 13 2013 01:48 Clbull wrote: I agree, the SC2 community is toxic-as-shit and in a way that would make League of Legends seem like kindergarten.
In my experience, the LoL community is easily 100x worse than the SC2 community. You get abused a lot more just playing the game, though the team aspect probably has something to do with that. Besides, just think about all the good community stuff we have related to SC2, including this very website. Nothing quite like Teamliquid exists in the LoL community.
True but I have never been called a ni**er or an autistic fuck in LoL once. I have been called that numerous times in SC2 just from opponents who have either wanted to shit on me for losing to their cheese, asking then kindly for a rematch or for playing a style they found frustrating.
LoL has far more BM but the quality of it is quite bad, and if you ask me they are far better at banning offenders than they are in SC2. The game will also tell you that you've recently been reported and try to warn you against your behaviour too. Unlike SC2, they also implement mutes as penalties.
I have to agree that the LoL community is very toxic but their choice of offensive language isn't very great. There is also a great justification for raging at somebody for playing the game. Pick a wrong champion or build a wrong way or mismicro an engagement and that affects your entire team composition. Unfortunately League is balanced on a really static meta that makes HotS's stagnant, one-dimensional metagame look varied.
I asked someone in SC2 for a regame a week ago, I got called a "fucking ni**er." I also tried to play Mech and Sky Terran 2 days ago and got called an autistic fuck and a massive cunt by some guy who couldn't figure out how to make Hydralisks vs mass BC Raven Viking.
You contradict yourself a half dozen times in this post.. not quite sure what your point is. As someone who has played both Gamez I can say that LoL has the more poisonous community by far.
Age and the team aspect has a lot to do with it. I'd ballpark the average league player to be from 15-18, where the average sc2 player would be from the ages of 18-24. Something about moba games elicits this weird deep-rooted anger in people.. its not often I see someone play dota or league without a torrent of expletives and shouting.
What I'm saying is comparing LoL BM to SC2 BM is like comparing Dennis the Menace to /b/ on 4chan. The latter is going to offend you.
Weird that I find it the other way around, LoL community and people playing it has made me stop playing that game entirely. Before that, I was playing with friends only in premade groups. You get flamed for basically everything in LoL, starting by your nickname, over picking a hero the other guy doesn't like and ofc usual stuff while playing the game.
I started playing Dota2 with friends recently and there is way less flaming going on there than LoL but I think that will change when it gets more popular than it is right now.
Any time I get paired with Russian or Brazilian players it always turns into a flame fest. I've had the same problem with Spanish, German and Portuguese players on EUW in LoL.
There's less flaming but I hate Dota 2 for different reasons. The item builds feel less varied, roles less defined. It feels like the 'wild west' of MOBA metagames, people will still find a perfect cookie cutter build and there is no ranked matchmaking and Valve have even shut down DOTABUFF's attempt at adding a rank system.
I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
If they won't even take feedback from people like Strelok and others who have complained about the game even when it was clearly imbalanced in WoL, then I have zero confidence in Blizzard. You saw the state they left Wings of Liberty and Diablo III?
Blizzard need to completely fucking cut it out with the DRM. You can't have 'offline' tournaments anymore because Blizzard wants to shackle the Korean scene to them no matter how much that would harm the scene in the long run. Look at the recent news and how heavily DDoSed certain streams and tournaments have become? Sure it's a problem League shares but one of the first streamers to have really reported it and even offer rudimentary advice on how to stop it is Destiny.
Valve have one-upped Blizzard and Riot by placing a LAN mode into the Dota 2 client.
I swear if Valve ever entered the RTS market, they would murder Blizzard in cold blood.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
1. I think nerf on medivac and widow mine will do. (too late? I wish they neft marine for other race sake) 2. Don't remove the boost just yet. rather make it cost 5 HP with longer cooldown so that ppl will not abuse it. 3. sounds interesting but I think it is a quite big change to implement (maybe LotV?). I rather want the decrease in explosion radius. Similar mechanics like tank splash (deals 100% dmg on small circle, deals 50% on outer circle, etc.) 4. buff on tank always sounds nice 5. ummm... why? 6.WHY? it is already tanky enough. if hellbats don't have dps, they won't be effective vs low-tie units. I rather want transformation servo cost decreased and can be researched in armory (still same research time) so that mech will have more tools to use.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Well, if you are going to nerf bio. Will likely need to take away muta speed (they are too fast anyways) and their healing rate.OR a decent anti air option which doesn't take forever to make and is mobile (think Goliaths and not Thors). Also, if they dont want terrans to deal with T3 zerg with T1, they need to buff Terran T3. They just take too long to build and not mobile enough.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Well, if you are going to nerf bio. Will likely need to take away muta speed (they are too fast anyways) and their healing rate.OR a decent anti air option which doesn't take forever to make and is mobile (think Goliaths and not Thors). Also, if they dont want terrans to deal with T3 zerg with T1, they need to buff Terran T3. They just take too long to build and not mobile enough.
yup! I will happily trade muta speed/healing with medivac boost and widow mines. but don't forget about pheonix and stupid spore buff as well.
But remember. medivac speed was something that blizzard wanted (with no reason but for fun ). and there we had problems with helldrop, 3 base push, muta being very fast (they needed to buff muta to deal with speedivacs), very long photon overcharge duration, etc
It was something that never should have been implemented. I rather hope that they will give new dropship (medivac is still in gameplay but with no boost) like hercules!
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Half of your suggestions are really terrible.. 1 You can't nerf bio now unless you buff T3 of terran, because currently T3 of terran is really crappy vs most of the T3 of other races. 2 No, it wasn't a retarded change it was a good change, every race had learned how to deal with drops and you started to see less and less of them in all MUs. Ok, maybe buffing the speed really wasn't the way to go because it had a runaway effect in the need to buff the speed of all anti medivac options, but now if you want to remove the speed boost you not only need to give medivacs something in return so you can drop, but you still need to nerf everything back down to WoL level. 3 I don't think mechanics needs to be brought back, WM are ok units on their own, its just that they are too effective for what they do, or maybe most of terran T2 and T3 is just terrible at what it does, which makes the mine look to good.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Half of your suggestions are really terrible.. 1 You can't nerf bio now unless you buff T3 of terran, because currently T3 of terran is really crappy vs most of the T3 of other races. 2 No, it wasn't a retarded change it was a good change, every race had learned how to deal with drops and you started to see less and less of them in all MUs. Ok, maybe buffing the speed really wasn't the way to go because it had a runaway effect in the need to buff the speed of all anti medivac options, but now if you want to remove the speed boost you not only need to give medivacs something in return so you can drop, but you still need to nerf everything back down to WoL level. 3 I don't think mechanics needs to be brought back, WM are ok units on their own, its just that they are too effective for what they do, or maybe most of terran T2 and T3 is just terrible at what it does, which makes the mine look to good.
I'd say more like Mech needs a massive buff. The Raven is fine and the Battlecruiser could use a slight buff to make it less susceptible to armor upgrades and templar.
I would also remove Graviton Beam from Phoenixes but make them able to attack ground and air with their weapons. Kiting bio armies would add an interesting twist to skytoss.
i think mc need to play more Terran vs zerg, cause his statement looks like its really easy for the terran to win every game..
I consider myself as a solid sc2 player, been master for last 6 seasons, and i really struggle whit tvz. I rarely can drop hararas much cause spore and spine fix that. creeep spread and overlord makes it impossible to make any suprise attacks.
overserr really attrackt the mine attacks so doin mmmm isnt that OP as mc told.
Also i hate ROACH HYDRA viper cause its basically nothing you can do cause your army cant shot when vipers doin theyre work
On September 17 2013 23:17 MiCroLiFe wrote: well...
i think mc need to play more Terran vs zerg, cause his statement looks like its really easy for the terran to win every game..
I consider myself as a solid sc2 player, been master for last 6 seasons, and i really struggle whit tvz. I rarely can drop hararas much cause spore and spine fix that. creeep spread and overlord makes it impossible to make any suprise attacks.
overserr really attrackt the mine attacks so doin mmmm isnt that OP as mc told.
Also i hate ROACH HYDRA viper cause its basically nothing you can do cause your army cant shot when vipers doin theyre work
Don't want to break it to you, but MC was one(!) of Mvp's practice partners for TvZ in WCS EU.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Half of your suggestions are really terrible.. 1 You can't nerf bio now unless you buff T3 of terran, because currently T3 of terran is really crappy vs most of the T3 of other races. 2 No, it wasn't a retarded change it was a good change, every race had learned how to deal with drops and you started to see less and less of them in all MUs. Ok, maybe buffing the speed really wasn't the way to go because it had a runaway effect in the need to buff the speed of all anti medivac options, but now if you want to remove the speed boost you not only need to give medivacs something in return so you can drop, but you still need to nerf everything back down to WoL level. 3 I don't think mechanics needs to be brought back, WM are ok units on their own, its just that they are too effective for what they do, or maybe most of terran T2 and T3 is just terrible at what it does, which makes the mine look to good.
I'd say more like Mech needs a massive buff. The Raven is fine and the Battlecruiser could use a slight buff to make it less susceptible to armor upgrades and templar.
I would also remove Graviton Beam from Phoenixes but make them able to attack ground and air with their weapons. Kiting bio armies would add an interesting twist to skytoss.
Hey! I have a great idea to buff mech!
a slight change in transformation servos
Transformation servos now reduces all transformations time by 1 seconds (so this makes viking, tank and thor to have 3 second to transform) and allow hellion/hellbat transition.
On September 17 2013 06:31 Jawra wrote: I think the core issue with deathballs is the 3-base optimal econ and how the midgame units interact so poorly atm :/ If the game doesn't punish turtling then ofc there will be deathballs..they introduced the WMine because they thought Tanks provided for stale games, where did that come from?! They are too scared to experiment with the fundamentals but I hope they do so with LotV atleast.
It's so true the stuff MC says about Terran Bio countering everything pretty much and the fact that drops are spammed all the time so that they dont seem that cool anymore ='/ I wish Blizzard got feedback from people like MC more.
What I'd do to fix Terran is:
1. Nerf bio, ideally through a small numbers nerf. There is no way it should be the de-facto way to take down Tier 3. 2. Remove boost from Medivacs. It was a retarded change anyway. 3. Remove the ability to train Widow Mines. Instead make Hellions able to produce and drop them at a very small cost like Vultures and Spider Mines in WoL's campaign. The new Widow Mine would have greatly reduced effectiveness and no longer deal friendly fire damage. It would also give HotS terrans a decentish anti-air soft-counter to the Mutalisk which would require Overseers and a lot of paitence to counteract. 4. Buff Siege Tanks to deal more damage against Massive units and Shield damage, improving their effectiveness against the Colossus, Ultralisk and Archon. 5. Improve Hellion performance against non-Light units. Not enough to make them trade equally but enough to make them not entirely wasted supply. 6. Make the Hellbat tankier but deal FAR less damage. Additionally, reduce their cargo size to 2 from 4 and make Infernal Pre Igniter instead give them +2 Armor in Hellbat mode rather than plus damage to Light.
Half of your suggestions are really terrible.. 1 You can't nerf bio now unless you buff T3 of terran, because currently T3 of terran is really crappy vs most of the T3 of other races. 2 No, it wasn't a retarded change it was a good change, every race had learned how to deal with drops and you started to see less and less of them in all MUs. Ok, maybe buffing the speed really wasn't the way to go because it had a runaway effect in the need to buff the speed of all anti medivac options, but now if you want to remove the speed boost you not only need to give medivacs something in return so you can drop, but you still need to nerf everything back down to WoL level. 3 I don't think mechanics needs to be brought back, WM are ok units on their own, its just that they are too effective for what they do, or maybe most of terran T2 and T3 is just terrible at what it does, which makes the mine look to good.
I'd say more like Mech needs a massive buff. The Raven is fine and the Battlecruiser could use a slight buff to make it less susceptible to armor upgrades and templar.
I would also remove Graviton Beam from Phoenixes but make them able to attack ground and air with their weapons. Kiting bio armies would add an interesting twist to skytoss.
Hey! I have a great idea to buff mech!
a slight change in transformation servos
Transformation servos now reduces all transformations time by 1 seconds (so this makes viking, tank and thor to have 3 second to transform) and allow hellion/hellbat transition.
How about that? :D
I would like to see observer speed/prism speed also increase the speed of the mothership and mothership core. people dont bother rebuilding it lategame because its never where you need it to be,
1. Can you transition? 2. Can you be forced to transition?
The more circumstances under which the answer to both is 'yes', the better SC2 is to play and as a spectator sport.
Examples:
Roach Hydra in ZvP. Vipers make it possible to transition when the Protoss demands it by getting Colossi. Consequently ZvP is improved over what it used to be in WoL.
4M vs Ling/Bling/Muta. Terran cannot be forced to transition (and arguably has nowhere to go anyway). Zerg desperately wants to transition into something more efficient, but generally can't.
On September 18 2013 00:49 Umpteen wrote: 4M vs Ling/Bling/Muta. Terran cannot be forced to transition (and arguably has nowhere to go anyway). Zerg desperately wants to transition into something more efficient, but generally can't.
I dare to say that the higher level of play, the more pointless late game transition in ZvT becomes, unless you manage to secure army of ultra-blord-infestor without falling apart and win it from there.
I think I actually came up with a pretty decent idea for widow mines. What if after they shoot their missile (until it unburrows and reburrows) it loses it's cloaked status (lorewise it overheats or powersurges until it recharges). So this way it still holds the same initial burst potential but makes zerg players have less shit to apm and invest into by bringing overseers and their lack of detection in general.
This also creates another skillset and challenge for terrans to let them blast and reposition them and be more strategic and cautious with them with them (even just burrow/unburrow where they stand).
So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.
The mines could display an animation or buff that signals when they are revealed (powered down) and need to be reburrowed.
If this seems too much of a nerf, an alternative would just be that the mines are revealed until they self reload or are repositioned. So that way lower skilled players still don't have all the extra tasking to do when using mines if they just leave them planted.
On September 13 2013 01:48 Clbull wrote: I agree, the SC2 community is toxic-as-shit and in a way that would make League of Legends seem like kindergarten.
In my experience, the LoL community is easily 100x worse than the SC2 community. You get abused a lot more just playing the game, though the team aspect probably has something to do with that. Besides, just think about all the good community stuff we have related to SC2, including this very website. Nothing quite like Teamliquid exists in the LoL community.
True but I have never been called a ni**er or an autistic fuck in LoL once. I have been called that numerous times in SC2 just from opponents who have either wanted to shit on me for losing to their cheese, asking then kindly for a rematch or for playing a style they found frustrating.
LoL has far more BM but the quality of it is quite bad, and if you ask me they are far better at banning offenders than they are in SC2. The game will also tell you that you've recently been reported and try to warn you against your behaviour too. Unlike SC2, they also implement mutes as penalties.
I have to agree that the LoL community is very toxic but their choice of offensive language isn't very great. There is also a great justification for raging at somebody for playing the game. Pick a wrong champion or build a wrong way or mismicro an engagement and that affects your entire team composition. Unfortunately League is balanced on a really static meta that makes HotS's stagnant, one-dimensional metagame look varied.
I asked someone in SC2 for a regame a week ago, I got called a "fucking ni**er." I also tried to play Mech and Sky Terran 2 days ago and got called an autistic fuck and a massive cunt by some guy who couldn't figure out how to make Hydralisks vs mass BC Raven Viking.
You contradict yourself a half dozen times in this post.. not quite sure what your point is. As someone who has played both Gamez I can say that LoL has the more poisonous community by far.
Age and the team aspect has a lot to do with it. I'd ballpark the average league player to be from 15-18, where the average sc2 player would be from the ages of 18-24. Something about moba games elicits this weird deep-rooted anger in people.. its not often I see someone play dota or league without a torrent of expletives and shouting.
What I'm saying is comparing LoL BM to SC2 BM is like comparing Dennis the Menace to /b/ on 4chan. The latter is going to offend you.
Weird that I find it the other way around, LoL community and people playing it has made me stop playing that game entirely. Before that, I was playing with friends only in premade groups. You get flamed for basically everything in LoL, starting by your nickname, over picking a hero the other guy doesn't like and ofc usual stuff while playing the game.
I started playing Dota2 with friends recently and there is way less flaming going on there than LoL but I think that will change when it gets more popular than it is right now.
Any time I get paired with Russian or Brazilian players it always turns into a flame fest. I've had the same problem with Spanish, German and Portuguese players on EUW in LoL.
There's less flaming but I hate Dota 2 for different reasons. The item builds feel less varied, roles less defined. It feels like the 'wild west' of MOBA metagames, people will still find a perfect cookie cutter build and there is no ranked matchmaking and Valve have even shut down DOTABUFF's attempt at adding a rank system.
In my experience you will find such people no matter where you go. It honestly doesn't matter if it's SC2, DotA or LoL. People will bitch no matter what. Doesn't matter what division you find yourself in either. This is why we play with friends and you know what? I met a lot of random people playing all three. Some of which are my age and we actually talk a lot. Makes it a lot easier just to have fun. If you can find a way to keep a level head and stick to your game. Making huge comebacks are possible. =)
On September 17 2013 23:17 MiCroLiFe wrote: well...
i think mc need to play more Terran vs zerg, cause his statement looks like its really easy for the terran to win every game..
I consider myself as a solid sc2 player, been master for last 6 seasons, and i really struggle whit tvz. I rarely can drop hararas much cause spore and spine fix that. creeep spread and overlord makes it impossible to make any suprise attacks.
overserr really attrackt the mine attacks so doin mmmm isnt that OP as mc told.
Also i hate ROACH HYDRA viper cause its basically nothing you can do cause your army cant shot when vipers doin theyre work
Don't want to break it to you, but MC was one(!) of Mvp's practice partners for TvZ in WCS EU.
To quote a notable moment from WCS EU:
"Your Terran is good though, right?"
"Yeah, right, but..."
"I seen you play Terran at IEM"
"Yeah, I rape you!"
I think he's almost as good with Zerg and Terran as he is Protoss. There are a lot of pros that can offrace really well and MC is one of them. Sen was reportedly another that could.