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Legacy of the Void: Multiplayer Development Update - Page 4

Forum Index > SC2 General
680 CommentsPost a Reply
Prev 1 2 3 4 5 6 33 34 35 Next All
zerge
Profile Joined December 2012
Germany162 Posts
December 17 2014 19:45 GMT
#61
Did no one tell that that protoss has the most units allready and it would be time to focus on quality instead of quantity?

Musicus
Profile Joined August 2011
Germany23576 Posts
December 17 2014 19:45 GMT
#62
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


I agree, as a zerg I just don't see how Protoss is supposed to survive versus roach maxes with a few ravagers. Protoss needs a new, solid gateway fighting unit. Let two sentries morph into one for exmaple, so they are still of use when they are out of energy.
Maru and Serral are probably top 5.
purakushi
Profile Joined August 2012
United States3301 Posts
December 17 2014 19:47 GMT
#63
Shield battery instead of overcharge, please. (remove mothership/msc, too)
T P Z sagi
Psychobabas
Profile Blog Joined March 2006
2531 Posts
December 17 2014 19:47 GMT
#64
Splitting the armory upgrades?

WHAT the FUCK
MstrJinbo
Profile Joined March 2011
United States1251 Posts
December 17 2014 19:49 GMT
#65
On December 18 2014 04:45 Musicus wrote:
Show nested quote +
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


I agree, as a zerg I just don't see how Protoss is supposed to survive versus roach maxes with a few ravagers. Protoss needs a new, solid gateway fighting unit. Let two sentries morph into one for exmaple, so they are still of use when they are out of energy.


The salty archon
sushiman
Profile Joined September 2003
Sweden2691 Posts
December 17 2014 19:49 GMT
#66
On December 18 2014 04:07 SuperHofmann wrote:
Show nested quote +
On December 18 2014 04:06 plgElwood wrote:

Zerg abilty vs mass Air? The HELL ? you already got fungal, Hydra, Corruptorspam, free spores, viper Yoink,, use it right, please dont add more redundancy to the game.


But this is all stopped by some PPDs... =)

They made PDD something like 20-30 seconds now, zerg don't need a counter to it anymore.

Overall it seems like they don't really know what they want. Herc is now just using blink with a knockback, the Cyclone is the same boring unit they showed before, only now you can put it on autocast. Seems like they can't think of a place Terran needs improvement and are trying to shoehorn in something. IMO they should just replace the Thor with something more mobile that allows for better building sniping when meching.
Current Zerg changes are quite lackluster, but they got the best changes overall in LOTV anyway.
The Protoss unit ideas are horrible; there's no need for another harassing unit, and making it temporarily invulnerable just means bad micro won't be punished as severely. Just give toss a solid, no-nonsense, regular unit that doesn't have to depend on abilities.

The most promising thing is that they're looking into upgrades that change early game units in the late game.
1000 at least.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19305 Posts
December 17 2014 19:50 GMT
#67
Zerg AA ability seems similar to the purpose the devourer served. Very cool.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Musicus
Profile Joined August 2011
Germany23576 Posts
December 17 2014 19:51 GMT
#68
On December 18 2014 04:50 BisuDagger wrote:
Zerg AA ability seems similar to the purpose the devourer served. Very cool.


I am so happy about better zerg AA and a skill like that would be really cool.
Maru and Serral are probably top 5.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 17 2014 19:51 GMT
#69
On December 18 2014 04:45 Musicus wrote:
Show nested quote +
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


I agree, as a zerg I just don't see how Protoss is supposed to survive versus roach maxes with a few ravagers. Protoss needs a new, solid gateway fighting unit. Let two sentries morph into one for exmaple, so they are still of use when they are out of energy.

So we can create the mighty Soul Train into SentryArchon-Colossus push? d:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 19:55 GMT
#70
On December 18 2014 04:31 Grumbels wrote:
Anyway, here are some specific thoughts on upgrades:

- the +25 energy for caster upgrades are constantly being removed or changed for some balance purpose. I wish Blizzard could make up their minds and decide on some sort of stable design. Currently there is an evident lack of parity in caster energy systems which is not compensated for by each system being uniquely interesting (vipers are unique, which is acceptable). Instead one caster starts with 75, the other with 50, others with 50 but with access to +25. Please make all of them the same.

Hm, gameplaywise I don't object to the current system, but I agree that it feels artificial at this point. They could just let units start with various starting energies or even introduce different energy maxes to begin with if it makes the game better. Yet, they have this artificial 50/75 rule with a bunch of exceptions instead.


On December 18 2014 04:31 Grumbels wrote:
- It's easy for zerg to switch tech options and overwhelm with a wholly new composition. One purpose that Chitinous Plating fulfills is to encourage zerg to produce ultralisks which are not yet at full strength. The other player can scout this and respond before the ultralisk army is at full power. Alternatively the zerg can wait for the upgrade, but this takes a lot of time. You can't simply add the ability right from the start without impacting the game flow. It's not fair to terran players, after all they can't mass produce 20 marauders at once without warning.

I think with units like Ultralisks it wouldn't be all to different if they just included the upgrade costs or parts of it into the tech building. 150/150 is hardly a thing when it comes to big switches to begin with but requiring extra buttons just so that you have to click the building another time and possibly forget about it isn't adding fun or strategic depth to the game. I think it makes sense to reconsider some of this sort of stuff.

On December 18 2014 04:31 Grumbels wrote:
- Air units tend to come late in the game without the player having researched any upgrades for them. A normal interaction would be a +0 air unit versus a +1 anti-air unit. This implies a balance risk to fully upgraded air units. I think it's an issue with the upgrade system used and probably the best way to account for it is to remove air upgrades altogether and incorporate them into ones used by ground units and rebalance accordingly.

Yeah, I think the Terran Air upgrades are in a good place right now. Similar for Zerg upgrades, not the biggest fan of the Fleet Beacon requirment for Protoss ones. That's a very expensive tech building that you don't always want to get, while you may want to research +2attack for your air.
Gullis
Profile Joined April 2012
Sweden740 Posts
December 17 2014 19:55 GMT
#71
In regard to protoss unit I have been thinking about a unit that is similar to the diamondback from the wol campaign.
Strong against armored and pretty mobile so it can do some harassment.
I would rather eat than see my children starve.
Musicus
Profile Joined August 2011
Germany23576 Posts
December 17 2014 19:55 GMT
#72
On December 18 2014 04:51 OtherWorld wrote:
Show nested quote +
On December 18 2014 04:45 Musicus wrote:
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


I agree, as a zerg I just don't see how Protoss is supposed to survive versus roach maxes with a few ravagers. Protoss needs a new, solid gateway fighting unit. Let two sentries morph into one for exmaple, so they are still of use when they are out of energy.

So we can create the mighty Soul Train into SentryArchon-Colossus push? d:


Soul Train is dead man, even Parting won't be able to make it work vs ravagers.
Maru and Serral are probably top 5.
fruity.
Profile Joined April 2012
England1711 Posts
December 17 2014 19:55 GMT
#73
On December 18 2014 04:49 sushiman wrote:
IMO they should just replace the Thor with something more mobile that allows for better building sniping when meching.


What, like the marauder?
Ex Zerg learning Terran. A bold move.
NaboliC
Profile Joined February 2011
Sweden130 Posts
Last Edited: 2014-12-17 19:58:05
December 17 2014 19:56 GMT
#74
I really like the way to introduce more micro and more movement in the game. Some big issues that makes the game boring is the way from starting to get fully saturated, most as zerg. To just drone and drone until you hope you have 70 drones is not how you want to play really, but that you have no choice except all in.

Otherwise I also like the change of protoss strategy that will make them not only defend all the time but also some aggressiveness and apm. Maybe some faster units similar to zerglings that the protoss can use and also sacrifice.

I thought of something more. The lack of harrasment possibilities as a zerg brings down the game I think. Sure you can do ling runbys, but that is not like dropping or harrasing with warp prisms. Drops with overlords should be nerfed a lot and be a valid strategy. Not just as an all in like it is now, but harras.
Musicus
Profile Joined August 2011
Germany23576 Posts
December 17 2014 19:56 GMT
#75
On December 18 2014 04:55 fruity. wrote:
Show nested quote +
On December 18 2014 04:49 sushiman wrote:
IMO they should just replace the Thor with something more mobile that allows for better building sniping when meching.


What, like the marauder?


"when meching"

Warhound! It's time has come.
Maru and Serral are probably top 5.
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 19:58 GMT
#76
On December 18 2014 04:45 Musicus wrote:
Show nested quote +
On December 18 2014 04:04 DarkLordOlli wrote:
Protoss needs an early/midgame unit that keeps us alive. Harassing isn't an issue when you can open blink, oracle, warp prism, phoenixes, etc. But what's a real issue is that protoss needs to be able to survive the bridge between gateway units and high tech AoE.


I agree, as a zerg I just don't see how Protoss is supposed to survive versus roach maxes with a few ravagers. Protoss needs a new, solid gateway fighting unit. Let two sentries morph into one for exmaple, so they are still of use when they are out of energy.

I think disruptors do a hell of a job for that, also early WP harass and stargate builds force (real) antiair (not the ravager shots against which no progamer will ever lose his early airunits against), so you can't go roach/ravager to begin with.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-12-17 20:01:20
December 17 2014 20:00 GMT
#77
On December 18 2014 04:55 Big J wrote:
Show nested quote +
On December 18 2014 04:31 Grumbels wrote:
- It's easy for zerg to switch tech options and overwhelm with a wholly new composition. One purpose that Chitinous Plating fulfills is to encourage zerg to produce ultralisks which are not yet at full strength. The other player can scout this and respond before the ultralisk army is at full power. Alternatively the zerg can wait for the upgrade, but this takes a lot of time. You can't simply add the ability right from the start without impacting the game flow. It's not fair to terran players, after all they can't mass produce 20 marauders at once without warning.

I think with units like Ultralisks it wouldn't be all to different if they just included the upgrade costs or parts of it into the tech building. 150/150 is hardly a thing when it comes to big switches to begin with but requiring extra buttons just so that you have to click the building another time and possibly forget about it isn't adding fun or strategic depth to the game. I think it makes sense to reconsider some of this sort of stuff.

I mean, that's true, but given Blizzard's track record I'm a bit worried they won't increase the cost of the Ultralisk Cavern. :/

I'll take this opportunity to promote a suggestion (although I think people didn't really like it the previous times I suggested it, so maybe it's embarrassing to bring it up): if you're building ultralisks the eggs should be one size larger so that you can scout ultralisk transitions easier. :p
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
December 17 2014 20:01 GMT
#78
To help zerg with air, rather than messing around with different abilities, why don't they just add the scourge in? They're exciting.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
December 17 2014 20:01 GMT
#79
The economy change is so good, I can't believe I haven't heard anyone suggest it before.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2014-12-17 20:03:39
December 17 2014 20:02 GMT
#80
--
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
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