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Feb 10 Proposed Changes: Pro Opinions - Page 10

Forum Index > SC2 General
343 CommentsPost a Reply
Prev 1 8 9 10 11 12 18 Next All
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2014-02-12 05:11:38
February 12 2014 05:08 GMT
#181
I really get the feeling that is TeamLiquid's passive aggressive way to say to Blizzard, hey some of your ideas are really, really dumb.

I'd prefer if they came out and just said that, but I understand. I have to sugarcoat things and play politics at my job too.
Rockmonsterdude
Profile Joined April 2010
Sweden169 Posts
February 12 2014 06:28 GMT
#182
Meh, do people still think Blizzard will ever fix Starcraft 2 balance? The game is not even that fun. Only boring units. I have give up on Starcraft 2 ladder ever being good. Starbow fighting!
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
February 12 2014 06:41 GMT
#183
On February 12 2014 14:08 BronzeKnee wrote:
I really get the feeling that is TeamLiquid's passive aggressive way to say to Blizzard, hey some of your ideas are really, really dumb.

I'd prefer if they came out and just said that, but I understand. I have to sugarcoat things and play politics at my job too.


I'd feel it's more team liquid's way of making more content so people will click it and comment and such. After all this is a Starcraft 2 website.

ProgamerAustralian alcohol user follow @iaguzSC2
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-02-12 07:42:25
February 12 2014 06:59 GMT
#184
On February 12 2014 15:28 Rockmonsterdude wrote:
Meh, do people still think Blizzard will ever fix Starcraft 2 balance? The game is not even that fun. Only boring units. I have give up on Starcraft 2 ladder ever being good. Starbow fighting!


SC2 Marine is probably the most exciting unit across both games. High risk, high reward, high mechanical skill ceiling, great versatility, very responsive. On the mechanical side alone, there's focus fire, kiting, stutter step, Stimming, Medivac harass, Storm dodging, Bane dodging, Medivac vs. Muta retreat micro, Bunker pressure micro.

So... no. There are fun units in SC2.

Though given the extinction of the Terran race, you might be excused for thinking it's no longer in the game...
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Fjodorov
Profile Joined December 2011
5007 Posts
February 12 2014 07:26 GMT
#185
I think making blink less powerful will help mapmakers alot.
Rowrin
Profile Joined September 2011
United States280 Posts
Last Edited: 2014-02-12 07:51:00
February 12 2014 07:45 GMT
#186
lol so yeah, proxy tempest might actually be really stupid annoying. Just faced a toss on ladder who failed miserably, but if they weren't completely bad, it could have gotten messy.

build they were trying for was something like proxy stargate and oracle(s) while fleet bacon goes up. and 3-4 gate mamacore, building stalkers in-between tempest queues. Use mama vision for tempest spotting to snipe any bunkers/marines/maruaders and stalkers kill marines / keep marines away from tempests.
Telmancho
Profile Joined January 2014
France5 Posts
February 12 2014 07:57 GMT
#187
Thanks for this awesome post, I love this idea thank you

Also as Terran some of these changes are welcome, can't wait to see which ones actually go through.
Eliezar
Profile Joined May 2004
United States481 Posts
February 12 2014 08:10 GMT
#188
On February 12 2014 13:56 aZealot wrote:
Show nested quote +
On February 12 2014 08:09 Destructicon wrote:
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.



I think map restrictions in SC2 tend to be over-stated. There are really, as far as I can see, only two real requirements for a map in SC2. That there be a small ramp into the main, and that there be a reasonable choke or ramp into the natural. The third may be the requirement for a third that is reasonably close to the main and natural (this was especially the case for P in WOL, however given the MSC and PO and faster P tech in HOTS it may not be as hard a requirement as it was).

Everything else is open to exploration. Consider, for example, Whirlwhind which was a huge map with a lot of wide open space and large ramps into every expansion bar the main. But, we had some great pro games on that map (and, I personally, played some real fun ladder games on that map). Safe uniform maps are boring maps and will lead to stale gameplay.


StarCraft 2 maps are quite cookie cutter and very few so far have been really good. There are certain ideas that were explored at release that were good ideas executed poorly and much of that had to do with map size and not map design. We've had very few 3 start maps which cause an interesting dynamic. We've had very few outer path maps. We've had very 4 ladder maps with back pocket expos, those could be explored more.

Basic design seems to revolve around easy natural, hard third or easy natural, easy third. Combo that with number of starting positions and number of attack paths.

I'd love to see the resources varied more. Naturals with only 6 minerals and 1 gas would be interesting on a map. It could be so similar to something we've already done, but just have a different mineral layout and everything plays out different. Or 4 start maps where the 2 starts that don't get a player end up having gold minerals. Ninja expos like crazy?

But more than anything a faster flowing game with slower battles would be preferred. I don't think maps can do this.
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
February 12 2014 08:11 GMT
#189
I really don't think the top Zergs are struggling vs Protoss right now.


I'm not too sure about this point
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
SiroKO
Profile Joined February 2012
France721 Posts
Last Edited: 2014-02-12 08:25:53
February 12 2014 08:22 GMT
#190
I agree with everything, except the blink nerf.
Simply overkill, like the pros said, blink is not only used as an all-in against T.
Cooldown to 15 second will have so many side-effects in PvZ, and even PvP.
Sad thing is, people are so frustrated by current P relative dominance that they
agree with this absurd nerf.
Our envy always last longer than the happiness of those we envy
Asturas
Profile Blog Joined September 2010
Finland587 Posts
February 12 2014 08:24 GMT
#191
I mostly like proposed changes. I am not so sure about Hydralisk change and blink cooldown increased to 15. Maybe to 12?

But what bothers me, is no changes to Swarm Hosts and Oracles. I still believe that buffing Oracles was one of the biggest mistakes made by Blizzard balancing team. It was a good unit to harass, it became a scary imbalanced unit messing with build orders just by the possibility of happening. And Swarm Hosts? In my opinion it is very poorly designed unit. Almost ruining e-sport, seriously. We have more and more absolutely boring and ridiculous games involving Swarm Hosts. Examples? Recent Proleague, almost all Stephano games on his stream.

Also, I like that pro gamers are talking about problem with map pool, about how maps are a big factor when it comes to discussion about Blink all-ins. I think that giving us maps which are non-blink friendly plus nerfing MSC vision is better solution than messing up with Blink cooldown.
There are no boundaries, that's the final conclusion.
TAMinator
Profile Joined February 2011
Australia2706 Posts
February 12 2014 08:36 GMT
#192
Seems like there's a general consensus that the blink all in is a bad idea. I gotta agree with that
Belha
Profile Joined December 2010
Italy2850 Posts
February 12 2014 08:36 GMT
#193
Very nice article, thx a lot for the effort and keep these coming!
I LOVE how unbiased sounds TLO (at least compared to most pro players).
Chicken gank op
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-12 09:07:35
February 12 2014 08:36 GMT
#194
On February 12 2014 17:10 Eliezar wrote:
Show nested quote +
On February 12 2014 13:56 aZealot wrote:
On February 12 2014 08:09 Destructicon wrote:
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.



I think map restrictions in SC2 tend to be over-stated. There are really, as far as I can see, only two real requirements for a map in SC2. That there be a small ramp into the main, and that there be a reasonable choke or ramp into the natural. The third may be the requirement for a third that is reasonably close to the main and natural (this was especially the case for P in WOL, however given the MSC and PO and faster P tech in HOTS it may not be as hard a requirement as it was).

Everything else is open to exploration. Consider, for example, Whirlwhind which was a huge map with a lot of wide open space and large ramps into every expansion bar the main. But, we had some great pro games on that map (and, I personally, played some real fun ladder games on that map). Safe uniform maps are boring maps and will lead to stale gameplay.


StarCraft 2 maps are quite cookie cutter and very few so far have been really good. There are certain ideas that were explored at release that were good ideas executed poorly and much of that had to do with map size and not map design. We've had very few 3 start maps which cause an interesting dynamic. We've had very few outer path maps. We've had very 4 ladder maps with back pocket expos, those could be explored more.

Basic design seems to revolve around easy natural, hard third or easy natural, easy third. Combo that with number of starting positions and number of attack paths.

I'd love to see the resources varied more. Naturals with only 6 minerals and 1 gas would be interesting on a map. It could be so similar to something we've already done, but just have a different mineral layout and everything plays out different. Or 4 start maps where the 2 starts that don't get a player end up having gold minerals. Ninja expos like crazy?


I agree. I think once we got a certain set of maps in WOL then the development of new maps became, in a sense, path dependent from the template of all existing maps. But, as Artosis said in a recent Meta, what was appropriate for early/mid WOL may not be right for HOTS as the game is more mature. There is scope to explore the game in new ways.

The thing is we can't have too many crazy maps all at once. That will create as many problems as having a large number of uniform maps. This is because it will be too much to figure out all at once. I think we as players tend to be quite resistant to change. So, while respecting the standard play we have all gotten used to we could slowly start to experiment with a wider variety of map. Sure, sometimes we may get it wrong, but that is fine. There is no pressure or expectation to get it right all the time. I read that DK made a point for a more diverse map pool a while ago. If so, this is a great path for Blizzard to pursue.

I just wanted to make the point that the so-called perfect balanced map (which does not, for example, allow for abusive blink play, or abusive drop play, or abusive muta play) would be boring as fuck to play. You'd do little other than repeat your build for the 54658 time and march out and fight and gg or not. There would be little challenge in a map (or a game) like that.

Sure you don't want too many crazy maps season after season. But, neither do you want the same maps season after season. Hopefully, in 2014 we get to a good place somewhere between these extremes. I think the game would be better for it.

As to your suggestions, I agree. A map with less resources at the natural and third, but say more at the fourth would be quite an interesting map to play. Even a 3 player layout was something TLO mentioned as worth looking at in the recent Meta.
KT best KT ~ 2014
TW
Profile Joined March 2012
Poland255 Posts
February 12 2014 08:51 GMT
#195
then you are not paying attention. no pro zerg just lets their swarm hosts sit in place until it reaches the phase of the game where creep and static d are literally on every inch of the map, and at that point the game is usually over anyway because zerg just mines the map. did you watch soulkey vs reality?


Have you seen Roro - Rain game? Once Roro put his SH on a high ground, he barely moved them.
Also moving them once every 2 minutes seems not to be that hard.

It is just SH design.

Anyway, community wants to change SH, pros want to change them, but still Blizzard refuses to at least try to change them.

Everybody hates WOL because of Broodlord Infestor. Currently, HOTS meta is switching more and more into SH turtling play. If Blizzard doesn't redesign them now, in several months everyone's gonna hate HOTS because of SH.

If nerf to SH will put Z in disadvantage then buff something else to keep game more interesting. This is the time, it will be too late very soon.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 12 2014 09:02 GMT
#196
Wow, thanks for this awesome article. It's really great to have the pros' opinion about these changes !
LiquipediaWanderer
vjcamarena
Profile Joined October 2013
Spain493 Posts
February 12 2014 09:16 GMT
#197
It's amazing to see Qxc and Scarlett talk balance. They have very technical, very detailed feedback on most changes.
Thanks for doing this, TL!
Mvp and ForGG! - Vortix FTW - Never forget Lucifron
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
February 12 2014 09:31 GMT
#198
On February 12 2014 15:28 Rockmonsterdude wrote:
Meh, do people still think Blizzard will ever fix Starcraft 2 balance? The game is not even that fun. Only boring units. I have give up on Starcraft 2 ladder ever being good. Starbow fighting!


Balance? Sure it will. Whenever a strategy is too strong, just give the opposing units bonus damage against the units in the strategy. But is this really how we want balance to be?
MattD
Profile Joined March 2013
United Kingdom83 Posts
February 12 2014 09:32 GMT
#199
any nerf to swarmhost will see zerg win-rates drop alot, even if u address the swarmhost, u still need to address the fact that turtle protoss and terran mech are equally absurd vs zerg.
TW
Profile Joined March 2012
Poland255 Posts
February 12 2014 09:45 GMT
#200
Look at the chat on twitch, people are so pissed off Swarhosts. Nobody does want to see them.
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