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Legacy of the Void Announced - Page 26

Forum Index > SC2 General
2977 CommentsPost a Reply
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FLuE
Profile Joined September 2010
United States1012 Posts
November 07 2014 21:29 GMT
#501
My guess is the end up settling around 8 workers or something like that. It does sorta make sense, is there anything that happens generally in those first 2 worker rounds? Give Blizzard enough credit that they won't do something that removes an entire aspect of the game but it does sorta make sense to adjust a part of the game that happens identical each and every game. As some have mentioned too this might simply be a Blizzcon thing to get people in and out playing faster. The idea of less mineral patches per base and the way saturation works is very good though.

Also, the warpgate thing is good for Protoss. It isn't a nerf in the long run because it will actually allow Gateway units to get needed buffs. Right now it is just dumb how the warpgate mechanic works, and it hurts protoss because it means that their gateway units always have to be of a certain minimal strength to not be OP with instant warp in. Now all the sudden you get this trade between warpgate or regular, and that is a cool feature. If you have someone on the ropes go warp-gate and get some "instant" reinforcement. It also changes up map design for the better I think too by removing mandatory warp-gate.

WTCO
Profile Joined September 2013
United States646 Posts
November 07 2014 21:29 GMT
#502
On November 08 2014 06:26 ZAiNs wrote:
Show nested quote +
On November 08 2014 06:24 Circumstance wrote:
Tempests being anti-ground only is an interesting choice. They'll have a lot less use in PvZ now.

As demonstrated in the video, their main attack only hits ground, but their ability hits air units and is good vs Brood Lords. The ability does 500 damage over 50 seconds.


The question I have (as a low level player mind you) is that it seems like it deals damage slowly enough that Transfuse from Queens will make it not all that effective. And then you have no other damage dealer that can deal with the Brood Lords if there's a decent ground army to supplement them,.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-07 21:31:10
November 07 2014 21:30 GMT
#503
Also, I completley forgot about this one, but no Raven????

I thought Raven redesign was one of the most obvious one along with Swarm Host (and Oracle).

Now all the sudden you get this trade between warpgate or regular, and that is a cool feature.


No. Warpgate will still be the only way to play as toss.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 07 2014 21:30 GMT
#504
On November 08 2014 06:27 Hider wrote:
Show nested quote +
On November 08 2014 06:20 [PkF] Wire wrote:
On November 08 2014 06:18 Hider wrote:
I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win.


No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while.
Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd.

I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.


What worries me the most is how painful it can be for P to hold on 4+ bases. If those bases are needed to compete economically... Let's just 2-3 base all-in every game and get more hatred than we already do (though I'm not sure it's possible).


Yeh, it will obviously also require huge changes to toss. What makes it obvious to me that the econ-change was a last-minute thing was the 8-second warp time as well. To me that change implies that blizzard wants harass vs toss to be even stronger, which doesn't fit in at all with the econ change.

Also for a while in Starbow, we did try to balance the game around this low-saturation econ, but it's just an absolute mess when the defenders advantage is this small.

No. It won't require a huge change to toss. It will require a huge change to MAPS and/or toss. Forget everything about bases and economy in HotS, because new a economic setup means new approaches to mapmaking.
HOLY CHECK!
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 07 2014 21:30 GMT
#505
On November 08 2014 06:27 Hider wrote:
Show nested quote +
On November 08 2014 06:20 [PkF] Wire wrote:
On November 08 2014 06:18 Hider wrote:
I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win.


No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while.
Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd.

I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.


What worries me the most is how painful it can be for P to hold on 4+ bases. If those bases are needed to compete economically... Let's just 2-3 base all-in every game and get more hatred than we already do (though I'm not sure it's possible).


Yeh, it will obviously also require huge changes to toss. What makes it obvious to me that the econ-change was a last-minute thing was the 8-second warp time as well. To me that change implies that blizzard wants harass vs toss to be even stronger, which doesn't fit in at all with the econ change.

Also for a while in Starbow, we did try to balance the game around this low-saturation econ, but it's just an absolute mess when the defenders advantage is this small.


Yeah banshees OP/overcharge not hitting air -therefore medivacs-/last second warp-ins barely relevant all mean P can't defend harass now, which it was already quite terrible at. So how on Earth would P be supposed to compete if they need >3 bases ? Drop play / Muta / Oracles will be the bane of the existence of every P that doesn't want to just all-in every game.
baldgye
Profile Joined April 2011
United Kingdom1110 Posts
November 07 2014 21:30 GMT
#506
I'm curious about how the new bases mechanics work... but as it stands, seems protoss got huge nerfs and T and Z got buffs..
yoshi245
Profile Joined May 2011
United States2974 Posts
November 07 2014 21:30 GMT
#507
Grats to the zerg getting the Lurker back. I wish Protoss would get reaver back as well. As for Terran, idk what unit from BW would be great for them to get back too even though it didn't happen. Maybe vultures?
"Numbers speak about the past, not the present." -Thorzain
BisuDagger
Profile Blog Joined October 2009
Bisutopia19384 Posts
November 07 2014 21:30 GMT
#508
This is pretty fucking awesome. I'm all in!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 07 2014 21:31 GMT
#509
On November 08 2014 06:29 FLuE wrote:
My guess is the end up settling around 8 workers or something like that. It does sorta make sense, is there anything that happens generally in those first 2 worker rounds? Give Blizzard enough credit that they won't do something that removes an entire aspect of the game but it does sorta make sense to adjust a part of the game that happens identical each and every game. As some have mentioned too this might simply be a Blizzcon thing to get people in and out playing faster. The idea of less mineral patches per base and the way saturation works is very good though.

Also, the warpgate thing is good for Protoss. It isn't a nerf in the long run because it will actually allow Gateway units to get needed buffs. Right now it is just dumb how the warpgate mechanic works, and it hurts protoss because it means that their gateway units always have to be of a certain minimal strength to not be OP with instant warp in. Now all the sudden you get this trade between warpgate or regular, and that is a cool feature. If you have someone on the ropes go warp-gate and get some "instant" reinforcement. It also changes up map design for the better I think too by removing mandatory warp-gate.


Cheese happens in the first 2 worker rounds, except not so much anymore due to the maps that are about these days.
That's where you don't want to do too much with changing the balance just because it doesn't work on some maps. Focus on maps as well as balancing units.
HOLY CHECK!
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
November 07 2014 21:31 GMT
#510
On November 08 2014 06:29 WTCO wrote:
Show nested quote +
On November 08 2014 06:26 ZAiNs wrote:
On November 08 2014 06:24 Circumstance wrote:
Tempests being anti-ground only is an interesting choice. They'll have a lot less use in PvZ now.

As demonstrated in the video, their main attack only hits ground, but their ability hits air units and is good vs Brood Lords. The ability does 500 damage over 50 seconds.


The question I have (as a low level player mind you) is that it seems like it deals damage slowly enough that Transfuse from Queens will make it not all that effective. And then you have no other damage dealer that can deal with the Brood Lords if there's a decent ground army to supplement them,.

It'll take a lot of Queens with a lot of energy to transfuse a few Brood Lords for a while. A Warp Prism with 4 HT with max energy can feedback 16 Queens, so it'll be down to micro I suppose.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 07 2014 21:32 GMT
#511
On November 08 2014 06:29 Lonyo wrote:
There is one KEY KEY KEY thing to remember.

They are changing bases, and that means that maps MUST be designed to work with the new base mechanics, as well as the new units.
The main problems will come if the maps aren't iterated quickly enough to work with the new play ideas. Maps are crazy important in SC2 (and in SCBW). Units make the game work. Maps make the game work WELL.

Hopefully Blizzard will just spam out like 12 different maps with 6 different map ideas (e.g. layout, bases, spawn positions etc) at 2 maps per map idea, and then people can play and work out what works well and what doesn't work well.
The maps and iterating the maps will be important when they have made so many changes and hopefully they won't make too many unit changes just because there are problems with certain map types that might just not work.


Well, it's kind of a circular argument. We make changes but to test them we need suitable maps, but to know if the maps are suitable we need to test them with the changes, but now if something is broken how do we know if it comes from the map or the change itself ? They're really really making their work harder than they should.
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
November 07 2014 21:32 GMT
#512
If the Youtube comments are to be believed Protoss is completely screwed in the next expansion. lol.
aka: KTVindicare the Geeky Bartender
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 07 2014 21:33 GMT
#513
On November 08 2014 06:32 [PkF] Wire wrote:
Show nested quote +
On November 08 2014 06:29 Lonyo wrote:
There is one KEY KEY KEY thing to remember.

They are changing bases, and that means that maps MUST be designed to work with the new base mechanics, as well as the new units.
The main problems will come if the maps aren't iterated quickly enough to work with the new play ideas. Maps are crazy important in SC2 (and in SCBW). Units make the game work. Maps make the game work WELL.

Hopefully Blizzard will just spam out like 12 different maps with 6 different map ideas (e.g. layout, bases, spawn positions etc) at 2 maps per map idea, and then people can play and work out what works well and what doesn't work well.
The maps and iterating the maps will be important when they have made so many changes and hopefully they won't make too many unit changes just because there are problems with certain map types that might just not work.


Well, it's kind of a circular argument. We make changes but to test them we need suitable maps, but to know if the maps are suitable we need to test them with the changes, but now if something is broken how do we know if it comes from the map or the change itself ? They're really really making their work harder than they should.

That's why you test your new units on a wide variety of maps... as I said in the post you quoted...
HOLY CHECK!
Pandain
Profile Blog Joined May 2010
United States12989 Posts
Last Edited: 2014-11-07 21:33:21
November 07 2014 21:33 GMT
#514
wrong thread
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-07 21:46:57
November 07 2014 21:33 GMT
#515
On November 08 2014 06:30 Lonyo wrote:
Show nested quote +
On November 08 2014 06:27 Hider wrote:
On November 08 2014 06:20 [PkF] Wire wrote:
On November 08 2014 06:18 Hider wrote:
I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win.


No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while.
Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd.

I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.


What worries me the most is how painful it can be for P to hold on 4+ bases. If those bases are needed to compete economically... Let's just 2-3 base all-in every game and get more hatred than we already do (though I'm not sure it's possible).


Yeh, it will obviously also require huge changes to toss. What makes it obvious to me that the econ-change was a last-minute thing was the 8-second warp time as well. To me that change implies that blizzard wants harass vs toss to be even stronger, which doesn't fit in at all with the econ change.

Also for a while in Starbow, we did try to balance the game around this low-saturation econ, but it's just an absolute mess when the defenders advantage is this small.

No. It won't require a huge change to toss. It will require a huge change to MAPS and/or toss. Forget everything about bases and economy in HotS, because new a economic setup means new approaches to mapmaking.


The only thing you can do here is to have bases much closer to each other, but what is the point then? Then you don't spread out more. All you do is invest more minerals into bases without spreading more out.

But yeh, mapmaking could balance it (theoretically) but then LOTV will just add another constraint on mapmakers, which isn't needed at all.

Yeah banshees OP/overcharge not hitting air -therefore medivacs-/last second warp-ins barely relevant all mean P can't defend harass now, which it was already quite terrible at. So how on Earth would P be supposed to compete if they need >3 bases ? Drop play / Muta / Oracles will be the bane of the existence of every P that doesn't want to just all-in every game.


Below are some of the larger changes I would implement.

- Leave econ where it is (messing with this is much more complicated than 99% of the community realizes, and the benefits are mostly overrated)

- Redesign Collosus in order to give it more synergy with Warp Prism, remove AA vulnerability and make a better interaction between bio vs collosus and collosus vs roach/hydra

- Get rid of Swarm Host or give the Swarm Host the same role as the Lurker

- Make Immortals more like a Dragoon --> A unit that is faster and more responsive.

- Give Oracle a better moving shot and nerf damage alot.

- Banshee change and Tank change are fine as long as other races gets harass buffs as well.

- Overlord drops buffed.

- Keep warp-in research time at 4 seconds, but buff Hellion/hellbat as harass units vs zerg and toss in the mid/late game.

- Warp Prism. I also disagree with this kind of dropplay micro Blizzard wants to incentivize. I think it removes counterplay if enemy can't target fire warp prism.
If Immortal and Collosus are redesigned anyway, then make it possbile for these units to function better with the Warp Prism. The first variable that should be tweaked is the damage point which should be set to 0 so they don't have to stand in place for 0.x seconds before they can attack. This makes them more responsive and they will attack faster after they have been dropped off.
Secondly, Immortal could be redesigned with like 7 range or so, which will help its overall mobility a bit + make it better drop/pick-up unit.
SpunXtain20
Profile Joined January 2014
Australia554 Posts
November 07 2014 21:33 GMT
#516
This is so amazing. Zerg is going to be so broked !!
*Hugs all* | I came here to drink milk and kick asses, and I've just finished my milk.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 07 2014 21:34 GMT
#517
On November 08 2014 06:32 Vindicare605 wrote:
If the Youtube comments are to be believed Protoss is completely screwed in the next expansion. lol.


Confirming those videos are made to please the fans, I know a lot of people full of gall and hatred who don't realize how hard P is to actually play properly and will be happy to say shit like "ha ha, now you get to micro things too" or "feels strange now that overcharge doesn't defend everything huh" (which it already doesn't, but anyway).
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
November 07 2014 21:34 GMT
#518
On November 08 2014 06:29 Lonyo wrote:
There is one KEY KEY KEY thing to remember.

They are changing bases, and that means that maps MUST be designed to work with the new base mechanics, as well as the new units.
The main problems will come if the maps aren't iterated quickly enough to work with the new play ideas. Maps are crazy important in SC2 (and in SCBW). Units make the game work. Maps make the game work WELL.


Overgrowth = 2 spawn map , perfectly mirrored, with little open space.
Do maps have to be Rorschach mirrors?
What is wrong with cul-de-sacs and unique areas in only one space?

Doesn't it seem like "asymmetry" creates a mix of more random play?


Still diamond
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 07 2014 21:35 GMT
#519
On November 08 2014 06:33 Hider wrote:
Show nested quote +
On November 08 2014 06:30 Lonyo wrote:
On November 08 2014 06:27 Hider wrote:
On November 08 2014 06:20 [PkF] Wire wrote:
On November 08 2014 06:18 Hider wrote:
I mean, if you think about it a bit philosophically here, there is no reason to say that 12 workers will destroy aggressive play etc. In my opinion, the game should strive to become as "beautifully complicated" as possible with the best gameplay, allowing the best players to win.


No the reason is quite obvious. Let's assume you play protoss, and right now you may be able to invest into a warp prism or an oracle to harass, while staying on 2 bases for a while.
Now imagine if you had to take a 3rd base like 3-4 minutes earlier than you normally do. Your focus here is gonna be on making units that allows you to take that base fast. If you invest into lots of infastructure/harass units, you are gonna die to a straight up timing attack if you take a quick 3rd.

I don't think this new economy will stay in the game for very long and I almost expect that this was just a last-minute change they added in to satisfy the competitive community. But very early on, people will realize the consequences this has on gameplay, and it will be reverted.


What worries me the most is how painful it can be for P to hold on 4+ bases. If those bases are needed to compete economically... Let's just 2-3 base all-in every game and get more hatred than we already do (though I'm not sure it's possible).


Yeh, it will obviously also require huge changes to toss. What makes it obvious to me that the econ-change was a last-minute thing was the 8-second warp time as well. To me that change implies that blizzard wants harass vs toss to be even stronger, which doesn't fit in at all with the econ change.

Also for a while in Starbow, we did try to balance the game around this low-saturation econ, but it's just an absolute mess when the defenders advantage is this small.

No. It won't require a huge change to toss. It will require a huge change to MAPS and/or toss. Forget everything about bases and economy in HotS, because new a economic setup means new approaches to mapmaking.


The only thing you can do here is to have bases much closer to each other, but what is the point then? Then you don't spread out more. All you do is invest more minerals into bases without spreading more out.

But yeh, mapmaking could balance it (theoretically) but then LOTV had just added another constraint on mapmakers, which isn't needed at all.


from what I gather the common thought amongst mapmakers is confusion and some slight anger towards lower resource minerals.

also we're somewhat confused about blizzard speaking of discussing usage of community maps when not a single mapmaker has heard a word about this before.
"Not you."
[PkF] Wire
Profile Joined March 2013
France24239 Posts
November 07 2014 21:35 GMT
#520
On November 08 2014 06:33 Lonyo wrote:
Show nested quote +
On November 08 2014 06:32 [PkF] Wire wrote:
On November 08 2014 06:29 Lonyo wrote:
There is one KEY KEY KEY thing to remember.

They are changing bases, and that means that maps MUST be designed to work with the new base mechanics, as well as the new units.
The main problems will come if the maps aren't iterated quickly enough to work with the new play ideas. Maps are crazy important in SC2 (and in SCBW). Units make the game work. Maps make the game work WELL.

Hopefully Blizzard will just spam out like 12 different maps with 6 different map ideas (e.g. layout, bases, spawn positions etc) at 2 maps per map idea, and then people can play and work out what works well and what doesn't work well.
The maps and iterating the maps will be important when they have made so many changes and hopefully they won't make too many unit changes just because there are problems with certain map types that might just not work.


Well, it's kind of a circular argument. We make changes but to test them we need suitable maps, but to know if the maps are suitable we need to test them with the changes, but now if something is broken how do we know if it comes from the map or the change itself ? They're really really making their work harder than they should.

That's why you test your new units on a wide variety of maps... as I said in the post you quoted...


I get it but it doesn't change the fact they'll have to have bases closer to each other -which defies the initial idea- and make their work much harder than what could have been achieved by just tweaking the units not working well.
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