• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:10
CEST 17:10
KST 00:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure4Code S RO8 Preview: Classic, Reynor, Maru, GuMiho2Code S RO8 Preview: ByuN, Rogue, herO, Cure5[ASL19] Ro4 Preview: Storied Rivals7Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12
Community News
Code S Season 1 - RO8 Group B Results (2025)4[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET6herO & Cure GSL RO8 Interviews: "I also think that all the practice I put in when Protoss wasn’t doing as well is paying off"0Code S Season 1 - herO & Cure advance to RO4 (2025)0Dark to begin military service on May 13th (2025)21
StarCraft 2
General
Code S RO8 Preview: ByuN, Rogue, herO, Cure Is there a place to provide feedback for maps? Code S Season 1 - RO8 Group B Results (2025) 2024/25 Off-Season Roster Moves Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure
Tourneys
[GSL 2025] Code S Season 1 - RO4 and Grand Finals RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S:Season 1 - RO8 - Group B SOOP Starcraft Global #20 SEL Code A [MMR-capped] (SC: Evo)
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion ASL 19 Tickets for foreigners Recent recommended BW games Battlenet Game Lobby Simulator
Tourneys
[ASL19] Semifinal B [USBL Spring 2025] Groups cast [ASL19] Semifinal A [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Grand Theft Auto VI Nintendo Switch Thread What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Elon Musk's lies, propaganda, etc. Ask and answer stupid questions here!
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
ASL S19 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 22222 users

LotV post-DH reactions - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 All
Big J
Profile Joined March 2011
Austria16289 Posts
December 02 2015 14:28 GMT
#361
On December 02 2015 23:09 Hider wrote:
Show nested quote +
I think energy is a bit boring in SC2 which is why I am often cool with more cooldowns instead. Why?


Generally speaking I prefer cooldowns of 20-50 seconds for abilities, regardless of whether its energybased or not, and I also dislike when you can cast more than one ability during a short period.

You can create this type of effect with maximum energy of 100 and energy regeneration of 1.5 for most spellcasters. Blizzard has for some reason opted for 0.56 and 200 maximum energy for all spellcasters which is one of the reasons why spellcasters feel so boring in Sc2.

The only real difference (after you make the above adjustment) is that energy can create opportunity cost between using differnet types of abilites. Hence I prefer energy when you have more than one ability and if you only have one ability, cooldowns should be the default.


I think 20-50 second cooldowns with high impact abilities can lead to "boring strategies", in the sense that you will try to get the free damage of those abiliities to trade and otherwise stay defensive. e.g. Swarm Hosts and Disruptors. This depends on the effect obviously, but in general if there is only cooldown there is less tension around using it just for the sake of something like zoning.
Maybe it's also just that the cooldowns of the particular examples are on the lower end of 20-50 seconds that creates this dynamic though.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2015-12-02 14:49:26
December 02 2015 14:44 GMT
#362
On December 02 2015 23:09 Hider wrote:
Show nested quote +
I think energy is a bit boring in SC2 which is why I am often cool with more cooldowns instead. Why?


Generally speaking I prefer cooldowns of 20-50 seconds for abilities, regardless of whether its energybased or not, and I also dislike when you can cast more than one ability during a short period.

You can create this type of effect with maximum energy of 100 and energy regeneration of 1.5 for most spellcasters. Blizzard has for some reason opted for 0.56 and 200 maximum energy for all spellcasters which is one of the reasons why spellcasters feel so boring in Sc2.

The only real difference (after you make the above adjustment) is that energy can create opportunity cost between using differnet types of abilites. Hence I prefer energy when you have more than one ability and if you only have one ability, cooldowns should be the default.

I kind of agree with you on this, I think it tends to make the start of some fights a bit messy if there is no cooldown on abilities, but it is nice to have energy that you have to store for being able to use a spell even more than once every few seconds. You can store energy by not using the ability when you know it would be more useful later, or for being able to use it more than once in a battle, or for being able to use another ability that takes a lot of energy later. I think there is a bit more strategy involved thx to energy but cooldown helps not make it messy where you tend to want to spam the abilities of all your casters asap when some battles start and these become too important. 20-50 seconds is really huge though, depending on what the ability is something like several seconds seems nice already to give an interesting tempo.
summerloud
Profile Joined March 2010
Austria1201 Posts
December 02 2015 19:15 GMT
#363
On December 02 2015 18:45 Swisslink wrote:
(...)

One thing that confused me was the comparison with real sports and that real sports aren't changed the sams way SC2 is.
Of course they are?
It might not be the game that changes, but the way the game has to be played due to changes in the surrounding environment, may it be material or new rules. Both happen quite frequently and these changes affect the sports an insane amount. New material brings new possibilities which are most likely gonna be abused. Either these changes are accepted (-> The sport changed), or it's denied (-> Rules change), but the sport changes either way.
Ski Jumping changed due to new materials, which allowed for new techniques. Initially the technique everyone uses nowadays was critizised, nowadays everything else is not accepted anymore. It's just blatantly wrong to say that normal sports don't change due to the environment the sports is in. And I'd assume that's not too bad of a comparison: Athlets in these sports got to change the way the sport is executed due to the surrounding environment and can't really do anything about it, because someone else makes the rules and comes up with new material which innovates the sport. Same as a StarCraft player has to adapt to patches which change the way their sport is played.

Even closer to the situation in eSports are sports that are highly dependant on the technology - which is the case for StarCraft as well. Formula 1 for example radically changes the rules every few years, explicitly to avoid a stale environment in the sport. Many other sports with a technological, rather than purely manpower related background deal with similar situations. And quite frequently the rules are explicitly changed in order for the sport to get more exciting for the viewers.


thanks for putting my argument into better words, i couldnt state it that eloquently, but thats exactly what i meant
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
Last Edited: 2015-12-02 19:35:22
December 02 2015 19:34 GMT
#364
So you would you say that some caster units (say, the sentry, infestor, high templar) could be improved by adding a ~5-10 seconds cooldown to their main ability on top of the energy requirements? It would still leave the strategic implications of energy intact while preventing the spamming of abilities at the start of fights. For instance, if you have five sentries you can only cast five forcefields at a time while waiting for the cooldown period to pass.

Though honestly, I don't think it would make that much difference since you are always supposed to pace your use of abilities in order not to exhaust your energy reserves, and to use them with caution for specific tactical purposes.
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.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
December 02 2015 19:42 GMT
#365
On December 03 2015 04:34 Grumbels wrote:
So you would you say that some caster units (say, the sentry, infestor, high templar) could be improved by adding a ~5-10 seconds cooldown to their main ability on top of the energy requirements? It would still leave the strategic implications of energy intact while preventing the spamming of abilities at the start of fights. For instance, if you have five sentries you can only cast five forcefields at a time while waiting for the cooldown period to pass.

Though honestly, I don't think it would make that much difference since you are always supposed to pace your use of abilities in order not to exhaust your energy reserves, and to use them with caution for specific tactical purposes.

yeah, maybe not so much difference though yeah
Tenks
Profile Joined April 2010
United States3104 Posts
December 02 2015 19:54 GMT
#366
I'm super late to the party here but my reaction is this: Lilbow abandoned Blizzcon so he could practice enough to get knocked out in groups at DreamHack
Wat
Hider
Profile Blog Joined May 2010
Denmark9362 Posts
Last Edited: 2015-12-02 21:06:19
December 02 2015 21:04 GMT
#367
I think 20-50 second cooldowns with high impact abilities can lead to "boring strategies", in the sense that you will try to get the free damage of those abiliities to trade and otherwise stay defensive. e.g. Swarm Hosts and Disruptors


Really depends on how the abilities are designed and how the countertools are designed. E.g. in PvP the countertool to Disruptors is the Tempests which efficiently stale the game as it doesn't have any counter itself. With a better gamedynamic the opponent should have 1-2 tools to engage the Disruptor/Tempest army.

Alot of the LOTV-game design issues atm revolves around the poor ground to air balance/design. Stalkers are generally too weak in low numbers and Psi storm/Archons doesn't contribute enough. If one of the former units could deal with Tempests (and those units also had other weakness's) it could create a much more dynamic gameplay where players would constantly adjust their compositions throughout the game.

With regards to the HOTS-Swarm Host, it's efficient range is gigantic and while the Disruptor can also be used to engage the opponent (like break Siege Tanks and Lurkers - which is very good design btw), the HOTS-SH could do neither. It could just turtle.

Anyway, the above is a range issue, not a CD issue. You can just look at Ravagers and Reapers with their 10 second skillshots. Neither really leads to stalemales.

Hider
Profile Blog Joined May 2010
Denmark9362 Posts
Last Edited: 2015-12-02 21:25:59
December 02 2015 21:12 GMT
#368
On December 02 2015 23:44 ProMeTheus112 wrote:
Show nested quote +
On December 02 2015 23:09 Hider wrote:
I think energy is a bit boring in SC2 which is why I am often cool with more cooldowns instead. Why?


Generally speaking I prefer cooldowns of 20-50 seconds for abilities, regardless of whether its energybased or not, and I also dislike when you can cast more than one ability during a short period.

You can create this type of effect with maximum energy of 100 and energy regeneration of 1.5 for most spellcasters. Blizzard has for some reason opted for 0.56 and 200 maximum energy for all spellcasters which is one of the reasons why spellcasters feel so boring in Sc2.

The only real difference (after you make the above adjustment) is that energy can create opportunity cost between using differnet types of abilites. Hence I prefer energy when you have more than one ability and if you only have one ability, cooldowns should be the default.

I kind of agree with you on this, I think it tends to make the start of some fights a bit messy if there is no cooldown on abilities, but it is nice to have energy that you have to store for being able to use a spell even more than once every few seconds. You can store energy by not using the ability when you know it would be more useful later, or for being able to use it more than once in a battle, or for being able to use another ability that takes a lot of energy later. I think there is a bit more strategy involved thx to energy but cooldown helps not make it messy where you tend to want to spam the abilities of all your casters asap when some battles start and these become too important. 20-50 seconds is really huge though, depending on what the ability is something like several seconds seems nice already to give an interesting tempo.


My problem with multiple abilities per spellcaster within a very short period is that it takes the game away from movement-based micro. I think abilities should only be a tool to reward players for move their units around and/or create some type of new dynamic.

But when you start to have abilities like Forcefiel, WOL-fungal or PDD that you can store up and then spam without any movement-based counter play, it makes the plaing experience worse. Because rather than you casting one ability and then moving your units around, you prioritize casting abilities for the first part of the engagement which is a less interesting form of micro.

So in general my philsophy is to make abilities/spellcasters the least taxing on APM as possible while balancing them being quite impactful with proper counterplay.

And I think one ability (per spellcaster) every 40th second (or so) functions better than 2-3 abilities being cast within 2 seconds every 120 second.

Note that if you want to balance abilites around counterplay (thus no guaranteed impact - like a skillshot) it also "feels" better with higher energy regeneration rate since your not putting all of your eggs into landing one ability as you have time for a second ability relatively quickly afterwards.

Like imagine if Disruptors had a 60-second CD. Suddenly the game would be a ton more volatile since protoss players would take a much bigger hit if they missed the initial ball.

So you would you say that some caster units (say, the sentry, infestor, high templar) could be improved by adding a ~5-10 seconds cooldown to their main ability on top of the energy requirements? It would still leave the strategic implications of energy intact while preventing the spamming of abilities at the start of fights. For instance, if you have five sentries you can only cast five forcefields at a time while waiting for the cooldown period to pass.


What I said was that you can create the same effect with lower maximum energy and higher energy regeneration without adding any CD.

A little OT, but one ability that noone seems to be talking about, but probably should is Consume. What is its purpose (relative to higher reg rate) besides adding mechanics for the sake of mechanic?
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
December 02 2015 21:48 GMT
#369
On December 02 2015 21:45 FireCake wrote:
Show nested quote +
On December 02 2015 12:50 jalstar wrote:
Post-DH? I have a hard time believing that TY and Bomber are worse than the numerous foreign Protoss and Zerg who took Bo3s off them.


Bomber is not very good on LotV right now.
Please have a look at the replay pack of Dreamhack, Bomber rely on the old push/strategies that worked in WoL/HoTs, it can work but not playing the new units doesn't seems optimal for a terran.

I mean, Bomber is probably not the player you'd expect to adapt most quickly to LotV. Hell, he never really adapted to HotS.

That said, if we're talking about his series against you, I don't think his problem was not making new units. He even made a lot of reapers one game, which isn't technically a new unit but the only reason you'd make that many is because of the grenade.

I'd say pretty obviously his problem was, he didn't know how to defend a nydus worm attack. Is liberator the answer to that? I'm pretty sure it's not cyclone, and I was kind of under the impression tanks were the way to go to defend that attack.

Obviously you know more about the strategy than me, though. Do you feel liberators are really the best way to defend a nydus worm attack?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Prev 1 17 18 19 All
Please log in or register to reply.
Live Events Refresh
SOOP Global
15:00
#20
Spirit vs SKillous
YoungYakov vs ShowTime
LaughNgamezSOOP
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 608
StarCraft: Brood War
Shuttle 1941
Stork 673
Soulkey 452
Pusan 263
GuemChi 193
Last 145
Hyun 141
Barracks 93
Sacsri 91
hero 86
[ Show more ]
Nal_rA 53
Rock 30
Terrorterran 29
zelot 24
ToSsGirL 23
HiyA 12
ivOry 7
Dota 2
Gorgc6549
qojqva3445
boxi98388
Fuzer 163
BabyKnight10
LuMiX1
League of Legends
JimRising 74
Counter-Strike
fl0m3012
Super Smash Bros
Mew2King120
Chillindude85
Other Games
B2W.Neo2417
Lowko458
Hui .261
KnowMe233
crisheroes183
Trikslyr46
Organizations
Counter-Strike
PGL55124
Other Games
EGCTV422
StarCraft 2
ESL.tv167
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• 3DClanTV 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV640
• Ler61
League of Legends
• Nemesis8181
Upcoming Events
Anonymous
50m
SOOP
2h 20m
HeRoMaRinE vs Astrea
BSL Season 20
2h 50m
UltrA vs Radley
spx vs RaNgeD
Online Event
12h 50m
Clem vs ShoWTimE
herO vs MaxPax
GSL Qualifier
17h 20m
Sparkling Tuna Cup
18h 50m
WardiTV Invitational
19h 50m
Percival vs TriGGeR
ByuN vs Solar
Clem vs Spirit
MaxPax vs Jumy
Anonymous
22h 50m
BSL Season 20
23h 50m
TerrOr vs HBO
Tarson vs Spine
RSL Revival
1d 1h
[ Show More ]
BSL Season 20
1d 2h
MadiNho vs dxtr13
Gypsy vs Dark
Wardi Open
1d 19h
Monday Night Weeklies
2 days
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
4 days
Road to EWC
5 days
SC Evo League
6 days
Road to EWC
6 days
Liquipedia Results

Completed

Proleague 2025-05-14
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.