On October 04 2013 01:11 Goldfish wrote:Show nested quote +On October 03 2013 12:51 bittman wrote:
Only reason I'm neutral with the roach thing is that it feels like Blizzards answer seems to be to just keep making things walk faster and faster. I'd prefer different approaches. I like the slow roach crawl hehe
Burrow I guess I'm a bit fine (mainly because it feels really underpowered before) but I agree in general about making things faster.
The Oracle change, you need to look at what it does and what it benefits from faster movement. The Oracle concept itself is nice but
what it actually does (destroy worker lines really fast and can change the tide of the game in an instant) is a huge problem in SC2.
Edit - For some reason, I forgot about Revelation (ironically since it's in the patch note itself) and focused simply on Pulsar Beam (which when just against workers, faster speed doesn't really help much except maybe the occasional early game oracle rush but that usually done with proxy star gates anyway). The speed helps Oracle scouting + Revelation more so than than it destroying worker lines.
The speed change with the Oracle I am fine with in that case. We'll see what it does. So disregard my comment about it (I forgot about Revelation, even though it was in the patch notes, for some reason >.>).Anyway, what I was saying not specific to the Oracle (and in fact, the oracle change is fine) but with SC2 in general. That most of the difficulty in things comes with speed but yet that's the only thing. We have overpowered things in SC2 but yet the difficulty in controlling (and countering against them) and how huge of an impact of the game they have is a problem.
Widow Mines are an example (the difference between a good widow mine hit compared to a bad hit is enough difference to change the outcome of an entire battle and potentially the entire game). Though since they're nerfing it, at least Blizzard understands (though I said this before, I think I would rather them adding a max target cap on it and/or slowing down the speed of the projectile a bit but we'll have to see what this radius nerf does first).
Widow Mines (like Banelings and other huge AoE stuff against clumps of units) are also supposed to promote micro and provide a challenge. It does but it's not very practical to split marines or micro zerglings and stuff against widow mines (for example).
I said this before but micro in SC2 is mostly just how fast you can do things. Outside of speed, it doesn't have as much depth. And in fact, lots of people lately have been catching on that SC2 is actually way too fast (battles that win or lose games can occur in 10 seconds or less, which is not enough time for most people to react). The game being hard doesn't mean the game has depth (and depth is important). Deep games are probably also difficult to master. However, difficult games are not necessarily deep games (it depends on what was done to make the game difficult).
In BW, micro wasn't simply about speed (nor was it the important thing most of the time actually) but about precision and depth.
Mutalisk are a good example. When microing Mutalisk, you have to pay attention to what direction the Mutalisk is facing (before attacking, depending on which unit command you use) and distance between the Mutalisk and the target, etc. And after taking all that into account, you have to decide whether to use attack move, attack (directly), patrol, hold position, etc.
I could go in more depth but anyone who has played BW can also vouch and say that Mutalisk micro was just very deep.
There was so many decisions you can make and so many ways to improve, and it was practical and easy micro to do.
You didn't need super quick speed or anything to start microing Mutalisk against scourge or marines or whatever.
It had a ton of depth and it was easy (and practical) to learn too.
Compared to SC2 where all micro is "how fast you do it", it's really watered down in comparison.
Again, I don't blame Blizzard or anything, I think HotS was a good experiment but I really think some key gameplay mechanics from BW should return in SC2 (yes, most of them were accidental but look at most competitive games like fighting games or FPS, a lot of them have "accidental" deep gameplay mechanics but they end up being encouraged by the developers in later installments).
I remember reading here that BW was doing #6 place in PC bangs in South Korea while SC2 (after HotS) was only doing at #11.
If BW is still beating SC2, then something is wrong.
I think it is very important to emphasis the difference in gameplay and depth in BW compared to SC2.
Using "whether it is hard to do or not" as a gauge to judge whether it is deep or not is wrong.
SC2, microing is hard and the skill ceiling is high but what does it all come down to? Simply how fast you can split marines or whatever.
BW was hard but at the same time it has depth.
SC2 microing is hard but it doesn't have much depth compared to BW.
Just want some food for thought as I know Blizzard can't change anything big until LotV (these small changes I am fine in HotS). Again, it's very important to emphasis that depth =/= difficulty. While SC2 has difficulty in micro, it doesn't have as much depth as BW and depth in difficulty (not just difficulty by itself) is a key part in what helps make a game fun.