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On February 06 2014 21:52 MysticaL wrote: so the tl;dr is: David Kim dodging real questions with typical politically correct answers
I don't get the point of this. Has Blizzard become a company of red tape rather than a developer at the forefront? SC2 is a shadow of a game compared to BW and everyone including Blizzard know that so............. I don't see what the point is of pretending otherwise.
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You don't have to. You can go elsewhere and evangelise about the death of SC2.
I'll be here, hoping I can contribute to making what we have better.
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On February 06 2014 23:00 n0ise wrote: Judging from the reactions, I think I can safely award myself a 10/10 for the previous post.
You're practicing against the easiest targets in the world, though.
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On February 06 2014 22:48 dargul wrote:Show nested quote +On February 06 2014 22:32 Liman wrote: Only question needed to be asked was : When will you fix TvP ? Does it even matter?....no answer would be given.
However this is a step up from ignoring the community,at least he showed up and took some questions. He should really done that Q&A thing here on TL because more people follow SC2 stuff here than on blizzard forums.
Personally game is ruined for me as a viewer.I cannot watch PvP and PvZ for 3 months. As player i dont even bother playing vs P in straight up game,i just cheese....
If something isnt done quick SC2 will loose viewers and players and that would be such a shame. I just hope its not too late. It would be MUCH better if kim streamed his games on ladder for example playing the weakest race to show that it's not true and searching for ways to overcome weaknesses. And give answers on some questions at the end of the stream. Then people will see that he really good player and probably understand what he is doing with balance. Because now kim looks like "smart guy" sitting in blizzard doing nothing and getting paid for random changes which don't change balance at all.
I think that's actually a good idea, at least in theory. It is easy to forget that before becoming a "balance bureaucrat", DK was an accomplished player with an excellent level of play. He's no Polt, but he sure can hold his own in GM I believe.
I say "in theory", because with the current state of the SC2 community (especially the TL community and its member, who are more likely to watch such a stream), the chat would quickly degenerate into ugliness. I think Blizzard should be considering it nonetheless though.
But the bottom line remains: a lot of players, pros included (Scarlet, IdrA, etc.), seem to be falling out of love with SC2. I don't play anymore, and I was never any good, my true passion was WC3, but I watch SC2 from time to time and from a spectator's point of view, I can say I don't enjoy watching the game. It lacks action, and the fights are too anticlimactic (read: long build up, long macro sessions, very short fight at hand). One could pin that on a simple incompatibility between my taste and the game, but as many people seem to share the same feelings...
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I would really like to read the details from the people who say "DK is dodging questions". Without rereading, I think he pretty much covered all the questions that were raised.
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Russian Federation125 Posts
On February 06 2014 19:51 dargul wrote:Lets poll and see if common players still trust Kim, or may be he is incompetent and must leave this game for god sake. Poll: You opinion about David Kim as balance designerYeh he is awsome. (29) 15% He is slowpoke but ok. (23) 12% He is killing sc2 with his incompetence. (131) 66% I don't care i play moba already. (17) 9% 200 total votes Your vote: You opinion about David Kim as balance designer (Vote): Yeh he is awsome. (Vote): He is slowpoke but ok. (Vote): He is killing sc2 with his incompetence. (Vote): I don't care i play moba already.
up
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Northern Ireland23782 Posts
On February 06 2014 20:30 ejozl wrote: Tbh it's just nostalgia. When I started playing WC3 I was like, what's up with all the heroes and shit. It stands in the way of the pure strategic depth that was there in SC:BW, I've played before. Of course I loved the game, but it was only when SC2 came out that I truly realized how unique of a game it was and missed the extra strategy input from all the RPG elements. Much more fun spells and upgrades etc. I guess we'll just have to wait for WC4 for people to really praise on SC2. Not really, WC3 and BW were different, but I preferred both of them to SC2, especially SC2 in its current state
I wish people would stop devaluing the opinion of others by attributing it to nostalgia all the time, damn irritating.
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On February 07 2014 00:02 Big J wrote: I would really like to read the details from the people who say "DK is dodging questions". Without rereading, I think he pretty much covered all the questions that were raised.
On February 06 2014 07:20 Pandain wrote: Questions Answered by Topic (relevant parts bolded):Other Compilation by Date Deathballs Show nested quote + Why is Starcraft 2 so much more deathball-y than Brood War? Have you thought about changing SC2 to allow for battles that last longer and let players more easily recover from setbacks? + Show Spoiler + We believe armies as a whole are easier to move around and control because of the better pathing and unlimited unit selection.
As far as deathball goes, we believe having to micro armies and their positioning correctly to win major battles is a good thing. We don't like seeing games where two players both just sit back and mass up to their composition before engaging. This is why we're currently looking into the EU late game PvZ issue.
We feel like we've done a lot in this area in HotS, especially compared to the end of Wings. If you recall towards the end of Wings, especially in PvT, both sides often just defended and macroed up for 1 final battle.
We don't think we're completely there yet and will continue working towards a more action packed game where there's a lot of action leading into army vs. army battles sometimes. The end goal in this area in our opinion is not to get rid of mass army vs. mass army scenarios, but more so to have a lot of action, a lot of harassment opportunities, and have each game feeling different. Both questions remain unanswered. WHY? No answer, but an explanation of what a deathball game is. Has he thought about changing it? No - They don't want to get rid of "mass army vs. mass army" (aka Deathballs), but want some more harassment, and we all know what that brings us (ORACLES 0.0!!)Show nested quote + Why are the developers so resistant towards the idea of changing Warp Gate and Forcefield?
These two specific items have been criticized since the game's beginning as one of the chief reasons Protoss feels more death-bally than the other races, (along with the collosus) and yet there's never been any interest on the developer's part to even have a discussion about them.
Why so resistant? What is so special about Warp Gate and Forcefield that makes them immune in balance talks? + Show Spoiler + We feel Warp Gates are very race defining for Protoss. It's a completely different way to produce units. Because we want every race to feel unique and asymmetric, we like the design of Warp Gates.
Warp Gates were problematic in the past when 1 base or 2 base all ins were too common. We've addressed this a lot in past years.
We've talked about our stance on Force Fields in the past, and it still remains unchanged. We feel like we get a lot of feedback from forums saying there's no micro anyone can do against Force Fields. However, we just don't see this. For example, why do Zerglings or roaches try to bait out Force Fields if micro against them is not possible? Terran players picking off units on one side of Force Fields and dropping them on the more favorable side is another good example. We believe Force Fields are a very unique ability that sometimes feel there was nothing you could do, but that is okay because there are varying degrees of successes and failures. That is just StarCraft: If DTs come in when I have no detectors I'm dead, but that doesn't mean there was nothing I could have done.
Forcefield and Warpgate make Protoss deathbally. Answer: It's racedefining ?! Also, the forcefield answer is weird. Forcefields limit micro from the opponent, or force a disengage. Protosses that are on top of their stuff hardly ever let units escape anymore, except for maybe 8 marines in 1 medivac. Also, DTs are a strategical choice and a risk you take in your build, Forcefields are a tactical occurance with all potential and micro on one player. Thus, again, he 'answers' another question than the one posed. Capitol Ships Show nested quote + David, What are your plans in order to make "forgotten" units such as Battlecruiser, Broodlord, Viper, etc. usable in high level matches? Thanks!
Cheers!
+ Show Spoiler +We've learned that capital units such as BCs, Carriers, or Motherships are rare and lose their cool if they were built every game. Imagine every PvT ending with BCs. We are discussing ways to make captial ships more interesting to use and watch so that we can bring these units into play more often in the future. But I wouldn't say there will be changes coming to make this happen any time soon, as this is a tricky area that potentially requires delicate design changes. As I said earlier today, we prefer not to do design changes in a patch if we can, because changing how the unit functions completely will be very confusing to players. How to make Capital Ships useful? We've "learned" (when!?!?!) capital ships are rare and lose their cool if they are build every game. What kind of answer is that?! Hey guys, there's this unit we put in the game, but is unusable because if it was usable that wouldn't be cool...?! See the flaw in logic? Nor does he reply to 'plans', he says there's 'discussion' and nothing will happen before LOTV. Mech Show nested quote +When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon. + Show Spoiler + We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.
We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.
With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.
Late game Swarm Host PvZ is one of the things at the top of our list to look into right now. First part of the question is decently answered. WHEN isn't answered by "we need to test first", but at least the plans are laid out. They don't believe Tanks suck. TvT, yes, they're rock solid. TvZ? They ONLY work if you turtle up to 200/200 and then still are countered really easilly. They suck in TvP but we don't care because niche units are OK (see Ghost/Banshee/Mine/Hellbat/Tank/BC/Raven > all units with limited usability, Carrier/VoidRay for Toss, Hydra for Zerg). Half of the Terran arsenal is 'niche' and that is "their stance". Feedback from Korean pros about mech interests me the most. Why are they spending time practicing something they won't use in their tournament matches??? The comment about Mines is silly. The only reason they are core is that Mutalisk got a buff and became unmanagable without.Show nested quote +What are you guys thoughts on the raven. I have the feeling only the raven makes mech in TvZ a viabel option.
But i also see a lot of zergs complaining about the ravens power.
Do you have plans with the raven in the future? + Show Spoiler + We like the unit as a whole. The main thing we're watching for with this unit is the mass Raven case in TvZ that allows Terran to just turtle the whole game while making a ridiculous number of Ravens. If this becomes a common trend or one of the best ways to play, we would need to address that. This compares well to the Tempest buff they want to do. Mass Raven is a problem because it allows Terran to turtle all game (FYI, Terran turtles TO GET the Raven, not to allow them to turtle -,-). Again they are considering a nerf to the only unit that can handle Swarm Hosts. Ravens and Tempest are not the problem -> Swarm Hosts and Zergs AA are!Show nested quote +Do you see any problems with Zerg of lacking Anti-Air especially early (for example phoenix harass) and lategame (for example vs. Mass Raven/Battlecruiser) + Show Spoiler +In PvZ, we don't currently think Phoenix openers are problematic. It is a very core opener for Protoss, but doesn't cause major problems. Late game mass Raven/BC turtling play is something we're watching for. If it becomes clear that it's an issue, we'll take steps to address it. Again, Raven/BC turtle is only a problem because the Swarm Host negates ground play. Nerfing Raven/BC makes Mech auto-lose against Swarm Hosts. Nerf Hosts Buff Zerg AA, fixes 2 matchups OMG David! It can be that easy :-) Ofc, Phoenix comment was a stupid question Strength of Tanks Show nested quote +When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon. + Show Spoiler + We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.
We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.
With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.
Late game Swarm Host PvZ is one of the things at the top of our list to look into right now. Protoss Strength in PvTShow nested quote +When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon. + Show Spoiler + We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.
We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.
With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.
Late game Swarm Host PvZ is one of the things at the top of our list to look into right now. Show nested quote + Are you planning on helping terrans with blink allins? Terrans have to prepare for a possible two base blink allin, which is extremely hard to hold. It's also very hard to scout if the protoss hides it well. This possibility makes it impossible for terran to play greedy (while protoss players can, because of planetary nexus), and when terran prepares, it's still a very hard build to hold. Do you think there is a little problem when 1 race can greed and do some strong early game builds, while the other race can't greed and doesn't have strong early game builds? + Show Spoiler + The patch yesterday we believe should help. In case that's not enough, we will be testing other changes soon in the next balance test map. The fix to Blink All Ins is Mobius Reactor removal...?!?! :confused: He ignores the entire question because this is one of the few questions that was spot on about problems and he has no good answer.Show nested quote +Is there any chance of reverting the oracle speed buff and making it an upgrade at the fleet beacon? This would continue to make the oracle viable in the early game while remaining relevant in the late game for revelation, without making it insanely difficult to counter early game. + Show Spoiler +At first, right when we made the change we saw a lot of Oracle play, but that has toned down. We got some "Oracle OP" feedback from pro players up until the end of last year. However, when we put it like this, most seem to understand our stance a bit better:
Harassment options such as the Oracle harrass get weaker over time due to players learning how to defend better against them. Think back to when everyone was convinced that the Medivac speed boost was completely broken and OP. Almost no one says this now. Then look at Oracle usage right when that patch was released, look at how much they're used now, then how much less would it be 2 months from now even without nerfs. Another good example is Banshee cloak change in TvT: almost every TvT when the patch was made utilized it, but that's not the case now. This is silly too > Oracles see less use because Terrans adapted their builds to have 6 Marines in a mineral line at the Oracle timing. It has nothing to do with terran figuring out how to defend, it limits Terran in tech and economy early in the game just by the sheer threat of it. This is also why BCs are never used - The threat of Tempests shuts them out. Also, the buff was Late Game oriented, so putting an upgrade (even 50/50/60) at the Fleet Beacon MAKES it late game. Why does he ignore that question? Oracles Show nested quote +Is there any chance of reverting the oracle speed buff and making it an upgrade at the fleet beacon? This would continue to make the oracle viable in the early game while remaining relevant in the late game for revelation, without making it insanely difficult to counter early game. + Show Spoiler +At first, right when we made the change we saw a lot of Oracle play, but that has toned down. We got some "Oracle OP" feedback from pro players up until the end of last year. However, when we put it like this, most seem to understand our stance a bit better:
Harassment options such as the Oracle harrass get weaker over time due to players learning how to defend better against them. Think back to when everyone was convinced that the Medivac speed boost was completely broken and OP. Almost no one says this now. Then look at Oracle usage right when that patch was released, look at how much they're used now, then how much less would it be 2 months from now even without nerfs. Another good example is Banshee cloak change in TvT: almost every TvT when the patch was made utilized it, but that's not the case now. Warp Gate/Forcefields Show nested quote + Why are the developers so resistant towards the idea of changing Warp Gate and Forcefield?
These two specific items have been criticized since the game's beginning as one of the chief reasons Protoss feels more death-bally than the other races, (along with the collosus) and yet there's never been any interest on the developer's part to even have a discussion about them.
Why so resistant? What is so special about Warp Gate and Forcefield that makes them immune in balance talks? + Show Spoiler + We feel Warp Gates are very race defining for Protoss. It's a completely different way to produce units. Because we want every race to feel unique and asymmetric, we like the design of Warp Gates.
Warp Gates were problematic in the past when 1 base or 2 base all ins were too common. We've addressed this a lot in past years.
We've talked about our stance on Force Fields in the past, and it still remains unchanged. We feel like we get a lot of feedback from forums saying there's no micro anyone can do against Force Fields. However, we just don't see this. For example, why do Zerglings or roaches try to bait out Force Fields if micro against them is not possible? Terran players picking off units on one side of Force Fields and dropping them on the more favorable side is another good example. We believe Force Fields are a very unique ability that sometimes feel there was nothing you could do, but that is okay because there are varying degrees of successes and failures. That is just StarCraft: If DTs come in when I have no detectors I'm dead, but that doesn't mean there was nothing I could have done.
ZvZ Show nested quote + Hey David, Big fan of your work and I'm thankful for all the time you put into this great game!
Question: What are your thoughts on the current state of ZvZ? I notice alot of games tend to be SO close that a single miss click is the difference between winning and losing a game. Is that really considered balance? Units seem so fast I wonder if a all around nerf to unit speed (for all races) would help fix some of these issues. Your thoughts?
+ Show Spoiler + We do agree ZvZ is probably the fastest paced matchup in the game, and it really comes down to every little decision and fast action. We believe this is very unique to the ZvZ matchup and is a good thing. Better players still seem to win out overall, and just the big difference of ZvZ compared to other matchups is cool, the same way TvT is interesting for a completely different set of reasons.
As far as specific strategies and tools go in ZvZ, we do feel like players are favoring mass Roach play a lot more recently. That's why we've been exploring potential Hydralisk buffs. We believe a Hydralisk buff in this matchup could bring the Roach/Hydra mix in quicker to combat only-Roach compositions. The advantage of this: in Roach vs. Roach the defender's advantage is smaller than in Roach vs. Roach/Hydra. Therefore, we could potentially see units that counter these compositions such as Ultralisks or Broodlords a bit more.
We believe each matchup in SC2 is not only about the matchup being fair, but also about each matchup being unique and fun. This is a stupid question. With David on this one. Just as a pointer for David, it's quite hypocritical to nerf Hellbats for TvT, refrain from a nerf because of PvP and consider a buff for ZvZ, that's pretty unfair. Also, Roach Hydra lategame is Broodlord Corruptor, eventually probably Vipers + Spores, seems like fun..? Swarm Hosts Show nested quote + Why is Starcraft 2 so much more deathball-y than Brood War? Have you thought about changing SC2 to allow for battles that last longer and let players more easily recover from setbacks? + Show Spoiler + We believe armies as a whole are easier to move around and control because of the better pathing and unlimited unit selection.
As far as deathball goes, we believe having to micro armies and their positioning correctly to win major battles is a good thing. We don't like seeing games where two players both just sit back and mass up to their composition before engaging. This is why we're currently looking into the EU late game PvZ issue.
We feel like we've done a lot in this area in HotS, especially compared to the end of Wings. If you recall towards the end of Wings, especially in PvT, both sides often just defended and macroed up for 1 final battle.
We don't think we're completely there yet and will continue working towards a more action packed game where there's a lot of action leading into army vs. army battles sometimes. The end goal in this area in our opinion is not to get rid of mass army vs. mass army scenarios, but more so to have a lot of action, a lot of harassment opportunities, and have each game feeling different. Show nested quote +Do you believe that the swarm host is proving to be used in the way that you wanted it to when you designed the unit for HotS? Do you like the way the swarm host is currently being used by pros? + Show Spoiler + The first question in our minds don't matter as much at this point. At this point of the game, with the game having been out over a year, changing a unit or a strategy to be used exactly how we hoped isn't very relevant. What's more important is how they are currently being used and how good or bad that is for the game.
The answer for the second question is yes in some scenarios and no in others. The easy no is the late game PvZ situation where both players refuse to engage and the game drags on for a long time. We'd really love to come up with an awesome solution to this problem without hurting the good uses of Swarm Hosts. The good use of Swarm Hosts: games that we see where there's constant action due to Swarm Hosts. For example, it's not uncommon to see games where Protoss players perform amazing multi-pronged attacks. Sometimes, they are really successful and just win the game, other times the Zerg player defends so well, and anywhere in between. Games where Swarm Hosts are used and there's constant action everywhere including Swarm Hosts aggressively moving around often after spawning locusts leading into each side's victory are really fun to watch.
We don't generally do unit design changes with patches (only exception here I can think of off the top of my head was when we added the Phoenix range upgrade back in Wings), but for the Swarm Host in the long term, we are also internally discussing if it's a bad thing that locusts keep spawning automatically. The main reason being often times Zerg players just leave Swarm Hosts rally pointed at a location, and it's very common for the observer to go and watch nothing happening because there are no units to attack. But this isn't as big of an issue as the issue mentioned above. He cannot think of a solution to stop the constant locust stream and force the more fun active Swarm host usage? Really? He expects us to believe that? There's all sorts of options: Locust speed -, Life time -, Swarm Host speed +, Hosts can move through locust, Faster burrow/unburrow, Locust Range +/-, Locust DPS +/-, Amount of Locust +, Locust Health -, Spawn speed -, ... Seriously, almost every variable can be changed to make Hosts a more active unit EASILLY.Show nested quote +When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon. + Show Spoiler + We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.
We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.
With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.
Late game Swarm Host PvZ is one of the things at the top of our list to look into right now. Zerg Anti-Air Show nested quote +Do you see any problems with Zerg of lacking Anti-Air especially early (for example phoenix harass) and lategame (for example vs. Mass Raven/Battlecruiser) + Show Spoiler +In PvZ, we don't currently think Phoenix openers are problematic. It is a very core opener for Protoss, but doesn't cause major problems. Late game mass Raven/BC turtling play is something we're watching for. If it becomes clear that it's an issue, we'll take steps to address it. ...? It;s not that he doesn't really answer questions - he answers them in a politically correct way so that he can't be held responsible for anything because the answers actually say nothing at all. Next to that, a lot of those answers aren't thought through in any way.
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On February 07 2014 00:02 Big J wrote: I would really like to read the details from the people who say "DK is dodging questions". Without rereading, I think he pretty much covered all the questions that were raised. He's responding without answering. "Why is SC2 so deathbally" isn't answered in any way by "we like it when the peoples micro".
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Northern Ireland23782 Posts
Some of his answers aren't too bad in fairness, but it's things like discussing Forcefield and mentioning only the anti-micro aspect of it and giving the (legitimate) counter-manouveres that can be done.
Many of the people who rail against it is because the entire Protoss race has been balanced and designed around it, that map design has been always having to factor in the ability to FF chokes etc. In his position a redesign is too big a step IMO, Blizz aren't supporting the SC2 dev team much if I'm going into the realms of conjecture.
The entire reason of the MSC was to enable Protoss to actually move out in the map in PvZ and do pressure without it being an all-or-nothing move, because losing your sentries meant losing the game in WoL.
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On February 07 2014 00:30 Wombat_NI wrote:Show nested quote +On February 06 2014 20:30 ejozl wrote: Tbh it's just nostalgia. When I started playing WC3 I was like, what's up with all the heroes and shit. It stands in the way of the pure strategic depth that was there in SC:BW, I've played before. Of course I loved the game, but it was only when SC2 came out that I truly realized how unique of a game it was and missed the extra strategy input from all the RPG elements. Much more fun spells and upgrades etc. I guess we'll just have to wait for WC4 for people to really praise on SC2. Not really, WC3 and BW were different, but I preferred both of them to SC2, especially SC2 in its current state I wish people would stop devaluing the opinion of others by attributing it to nostalgia all the time, damn irritating.
i love NHL '94 hockey. its EA's best sports game ever made IMO. thousands agree with me. we don't bother trying to get EA to make a sequel. we just play NHL '94.
why not just play Brood War like we do with NHL '94?
i've never made a single complaint post about any of EA's NHL series of games. its a waste of my time.
if Blizzard got dead silence on SC2 they'd hear that more clearly than any complaint post you could ever make.
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These answers only reinforce the perception that David Kim has no idea what he's doing. His answer about Oracles is particularly clueless - of course Oracles are becoming less predominant with time, but that isn't a reason to avoid nerfing them. He's simply turning a blind eye to how badly they warp the early game.
Because the Oracle is so strong, Terrans have to sit in their base and turtle up. Terrans have to build an early Ebay. Terrans have to keep at least part of their army inside their mineral line for defense. Terrans have to conform to very rigid build orders that ensure sufficient marines at very specific timings. If they don't, they risk a snowballing effect which simply ends the game.
What's the end result? Terran play becomes extremely narrow, extremely predictable and extremely boring. Terrans are forced into extremely specific reactor and barracks timings that can easily be punished with a slight variation in Protoss play. Chrono out just a couple of early units instead of probes and you can easily gain a huge BO advantage because Terrans are simply so predictable. And what's the impact on Protoss play? Protoss can become greedier and greedier. The mere threat of a proxy Oracle allows progressively greedier openings which scared, turtle-y Terrans cannot punish. You see the same thing with Blink openings - the mere threat forces the Terran to be passive, forcing them into a defensive posture, which allows Protoss to take an early-mid game lead, which pretty much decides the game barring major Protoss fuckups.
I want to believe that David Kim is smarter than his answers suggest. He probably is, but most of his intellectual energy is probably being directed towards Heroes of the Storm. Regardless, I'm just happy that we have Starbow, which is infinitely better than regular SC2 in its current state (and this is coming from someone who never played BW.)
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War is not won by sentiment.
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Vatican City State733 Posts
On February 06 2014 23:43 b0rt_ wrote:Show nested quote +On February 06 2014 21:52 MysticaL wrote: so the tl;dr is: David Kim dodging real questions with typical politically correct answers I don't get the point of this. Has Blizzard become a company of red tape rather than a developer at the forefront? SC2 is a shadow of a game compared to BW and everyone including Blizzard know that so............. I don't see what the point is of pretending otherwise. It seems that it has...now instead of taking two extra years to make a game to "get it right", they take three extra and hand us the likes of D3 @ release and SC2.
Blizzard must own up to what a colossal screw-up SC2 is and start the overhaul process. Of course, that won't happen, but a man can dream
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"This is a stupid question. With David on this one. Just as a pointer for David, it's quite hypocritical to nerf Hellbats for TvT, refrain from a nerf because of PvP and consider a buff for ZvZ, that's pretty unfair. Also, Roach Hydra lategame is Broodlord Corruptor, eventually probably Vipers + Spores, seems like fun..?"
In all fairness to DK here, it was the Terrans who wanted the Hellbat nerf the most for TvT and the matchup was just plain bad when it was constant Hellbat drops.
The Nexus Cannon timer really has no effect on PvZ and PvT and I cant tell you how freaking horrible PvP was in wings and how much better it is now simply because of the nexus cannon - PvP is also the only matchup now where the attacking army literally sits 1 pixel outside nexus cannon range waiting for it to expire while I desperately try and get an immortal and some extra stalkers out to hold an all-in. In PvZ and PvT I cast and they either commit to burning the nexus or retreat - the 10 seconds is meaningless in these matchups but means the world in PvP. You got your MS core nerf and possibly a vision nerf coming so please just be happy with that.
The ZvZ Hydra buff breaks the other matchup's so badly that I don't even know where to begin.
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On February 07 2014 00:47 RDaneelOlivaw wrote:Show nested quote +On February 06 2014 23:43 b0rt_ wrote:On February 06 2014 21:52 MysticaL wrote: so the tl;dr is: David Kim dodging real questions with typical politically correct answers I don't get the point of this. Has Blizzard become a company of red tape rather than a developer at the forefront? SC2 is a shadow of a game compared to BW and everyone including Blizzard know that so............. I don't see what the point is of pretending otherwise. It seems that it has...now instead of taking two extra years to make a game to "get it right", they take three extra and hand us the likes of D3 @ release and SC2. Blizzard must own up to what a colossal screw-up SC2 is and start the overhaul process. Of course, that won't happen, but a man can dream It's funny that a developer with practically infinite money could be so incompetent...
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I think the biggest problem here is Blizzard's inability to admit mistakes they made and correct them. Take the hellbat for example: It received 3 back to back nerfs, with the cargo size nerf being rather arbitary and hurting late game harassment. Now that the hellbat's damage been nerfed, the hellbat's cargo size should be reverted back to 2. Also whats with the widow mine being at 2 supply? That unit should be 1/2 supply, 1 supply most.
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East Gorteau22261 Posts
On February 07 2014 01:11 JudicatorHammurabi wrote:Show nested quote +On February 07 2014 00:47 RDaneelOlivaw wrote:On February 06 2014 23:43 b0rt_ wrote:On February 06 2014 21:52 MysticaL wrote: so the tl;dr is: David Kim dodging real questions with typical politically correct answers I don't get the point of this. Has Blizzard become a company of red tape rather than a developer at the forefront? SC2 is a shadow of a game compared to BW and everyone including Blizzard know that so............. I don't see what the point is of pretending otherwise. It seems that it has...now instead of taking two extra years to make a game to "get it right", they take three extra and hand us the likes of D3 @ release and SC2. Blizzard must own up to what a colossal screw-up SC2 is and start the overhaul process. Of course, that won't happen, but a man can dream It's funny that a developer with practically infinite money could be so incompetent...
That would indeed be funny. I'm not sure which developer you're talking about though?
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On February 07 2014 00:35 mostevil wrote:Show nested quote +On February 07 2014 00:02 Big J wrote: I would really like to read the details from the people who say "DK is dodging questions". Without rereading, I think he pretty much covered all the questions that were raised. He's responding without answering. "Why is SC2 so deathbally" isn't answered in any way by "we like it when the peoples micro". "Why is SC2 so deathbally" is easy and he answered it fine. Unlimited unit selection encourages deathballs, and he responded in the latter paragraph by saying they're working towards actively improving that aspect for LotV.
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