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Legacy of the Void: Multiplayer Development Update - Page 8

Forum Index > SC2 General
680 CommentsPost a Reply
Prev 1 6 7 8 9 10 35 Next All
robopork
Profile Blog Joined May 2009
United States511 Posts
December 17 2014 21:21 GMT
#141
On December 18 2014 05:39 Big-t wrote:
Every time I read about the lurker in a sc2 patch update I cry a tear of happiness :,)


:')
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 21:23 GMT
#142
On December 18 2014 06:17 FeyFey wrote:
meh horrible, I'll just stick to an old resources mod in LotV then. I just don't like to play this unsafe. Or I'll just play Terran. Being even at 12 workers is such a huge buff for Terran.


Not quite vs Zerg. At 12-13 drones, Zerg has 0-1 larva currently. In LotV they have 3larva at that point, so you still pass Terran worker count fast.
Musicus
Profile Joined August 2011
Germany23576 Posts
December 17 2014 21:24 GMT
#143
On December 18 2014 06:23 Big J wrote:
Show nested quote +
On December 18 2014 06:17 FeyFey wrote:
meh horrible, I'll just stick to an old resources mod in LotV then. I just don't like to play this unsafe. Or I'll just play Terran. Being even at 12 workers is such a huge buff for Terran.


Not quite vs Zerg. At 12-13 drones, Zerg has 0-1 larva currently. In LotV they have 3larva at that point, so you still pass Terran worker count fast.


That's a nice observation!
Maru and Serral are probably top 5.
Advantageous
Profile Blog Joined May 2012
China1350 Posts
December 17 2014 21:29 GMT
#144
Take out the cyclone pls.
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
December 17 2014 21:31 GMT
#145
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.


Exactly right.

Squat
Profile Joined September 2013
Sweden7978 Posts
December 17 2014 21:34 GMT
#146
On December 18 2014 06:06 Zealously wrote:
Show nested quote +
On December 18 2014 06:04 Meerel wrote:
im disappointed....david kim is totally incapable of designing a game like starcraft


What changes would you have made?

Better ones obviously, duh!
"Digital. They have digital. What is digital?" - Donald J Trump
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-12-17 21:37:10
December 17 2014 21:35 GMT
#147
This is not the time to talk about balance. Its all about design atm.

There is no need for a Disruptor (or disruptor-like unit) as toss late game units are strong. I think a robo tech unit that helps with tech transitions is a better idea. Right now in TvP toss gets robo bay asap after robo is done (not immediately, but when they can). Maybe a small splash unit? I know toss have a lot of splash already but they really really need it and its the main reason why toss depends so much on slow tech transitions and are weak to SCV pulls. With faster expands, an in between splash unit might be good.
It can also zone out mutas and focus fire vikings, but without the chasing potential of blink stalkers.

About the invunerable unit... it could be like a mini disruptor with separated invulnerability and exploding skills.
I think its better if you can choose between running in - explode - get away invulnerable or get invulnerable - move in - explode and die. A visual clue for the detonation timing is necessary since it makes counter micro more effective.

For zerg we can solve both problems with a single idea, zergs needs an splash anti air damage and infestors needs a new spell right? How about a splash damage shot for festors, it could do gradual damage and trap the units... we could call it fungal growth. That zergling mutation thing was not the best idea so im glad its removed but im still wating for the new creep bomb ability for infestors (just throwing this here). But vipers don't need another spell and z anti air is fine in the late game.

The banshee change is reasonable.
Glad about the Herc changes too, it was a silly unit. But i don't get why they have this obsession to kill muta ling bane in LotV. Zerg will just play ranged tech, no transition will happen. Armory for hellbats? Well it could be hercs so no bane nest go roaches instead. I guess bane nest will be used only for busts.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Tsubbi
Profile Joined September 2010
Germany7996 Posts
December 17 2014 21:35 GMT
#148
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
December 17 2014 21:39 GMT
#149
These mineral changes are admirably creative, but they're not moving in the right direction. Total minerals per bases has no need of lowering if mining can be more proportionately profitable off of more bases with the same number of workers.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
December 17 2014 21:43 GMT
#150
I wish P had a unit built at the warpgate/gateway which is unlocked through twilight council

something that buffs P fighting power at t2. Atm theres really only the immortal at that stage (and to a lesser extend the voidray which has a different role though). If P had a unit from twilight council which for example recharges shields or anything that requires a bit of attention but generally makes the other units stronger then that would give P the possibility for a more mobile and offensive style as well, kind of like mmm works or roach&hydra (ravager/lurker).
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
coolman123123
Profile Joined August 2013
146 Posts
December 17 2014 21:46 GMT
#151
The mineral change seems nice. The HERC and Cyclone are both stupid imo, the HERC because it fills an unnecessary role and the Cyclone because, although it fills a unique role, is very boring. I think reworking the Cyclone to be a more basic/core unit would be a good idea. I think the new Protoss unit would be okay if it were super early game like the Reaper and if they buffed gateway units somehow. I still think the Disruptor might be a shitty unit but it's hard to tell atm.
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2014 21:50 GMT
#152
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things


yeah, I 100% agree. I don't care about new units or not. Like, I like the ravager, but if I could sacrifice it and just had a HUGE balance/design update on each and every zerg unit instead, it would make for a better LotV in my opinion.

Like I could immidiatly think of at least one factor I think that every zerg unit could be improved upon and the combination of those changes would have a much deeper impact on the game than 2 extra units and 3 changes have.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
December 17 2014 21:52 GMT
#153
Also I don't understand what they're doing.

1) Upgrades should be meaningful.
2) Removes a core Immortal ability and makes it an upgrade.

-_____- ???

How about make the extended WP range thing an upgrade to address balance issues?

The whole point of Immortals is that they're tough. Without any sort of special shields or abilities they're pretty useless (Mortals).



"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 21:53 GMT
#154
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.
egrimm
Profile Joined September 2011
Poland1199 Posts
December 17 2014 21:56 GMT
#155
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

true.
Instead of trying to find some specific roles for new units to justify their existence they should make already existing unit more flexible and interesting.
Corruptor, Overseer, infestor, reaper, thor, immortal, void ray etc need to be rethought
sOs TY PartinG
SackOfWetMice
Profile Joined October 2014
United States288 Posts
December 17 2014 21:56 GMT
#156
On December 18 2014 05:05 OtherWorld wrote:
Show nested quote +
On December 18 2014 04:55 Musicus wrote:
On December 18 2014 04:51 OtherWorld wrote:
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.

Maybe we should implement moving forcefields then, to create epic forcefield-ravager shots interactions (and make PartinG a happy man again)

Force fields need blink!

*hides*
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 17 2014 21:57 GMT
#157
On December 18 2014 06:56 SackOfWetMice wrote:
Show nested quote +
On December 18 2014 05:05 OtherWorld wrote:
On December 18 2014 04:55 Musicus wrote:
On December 18 2014 04:51 OtherWorld wrote:
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.

Maybe we should implement moving forcefields then, to create epic forcefield-ravager shots interactions (and make PartinG a happy man again)

Force fields need blink!

*hides*

Even as a Protoss player this idea terrifies the shit out of me
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
labbe
Profile Joined October 2010
Sweden1456 Posts
December 17 2014 21:59 GMT
#158
Ugh, Blizzard should just copy Starbow for the multiplayer. Blizzard isn't capable of designing competitive RTS anymore.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
December 17 2014 22:01 GMT
#159
I don't understand Blizz´s total obsession with making protoss a gimicky race. This is in no way balance whine or race hating but seriously, protoss has DTs, stormdrops and oracles. They want to give protoss more gimicky harass tools?

Terrans has reapers and banshees, zerg has... mutas? (I don't really think they count as gimicky do they?)

They want to give the gimicky harass race MORE gimicks and harass while T and Z gets more proper fighting tools as ususal.

Protoss usually defends a lot, so lets give them more units that can´t fight but that they can harass with while defending in their base..... This is the bloody reason protoss is the way they are, because you bloody only give them harassing gimicks..... Blizzards answer, give them more gimmicks. My mind is blown.

Surprisingly every other thing they mention sounds reasonable to me, but please protoss doesn´t need more invisible/blinking/oracle bullshit. They need proper units, that you know, fights!
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
SackOfWetMice
Profile Joined October 2014
United States288 Posts
Last Edited: 2014-12-17 22:07:15
December 17 2014 22:04 GMT
#160
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
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