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Community Feedback - December 4

Forum Index > SC2 General
254 CommentsPost a Reply
1 2 3 4 5 11 12 13 Next All
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2015-12-04 18:45:27
December 04 2015 18:41 GMT
#1
http://us.battle.net/sc2/en/forum/topic/20042824928

"APM Change to real time

We appreciate your bringing this to our attention and are looking into adjusting APM for real time. Our intent was to apply real time to the in-game clock in addition to all time-related information with Legacy of the Void, and this was overlooked. We don’t think this is a game breaking issue that must be fixed asap or anything like that, but we’ve definitely added this to our list of tasks to implement.

Co-op Missions Game Speed

Thank you for your suggestion regarding Co-op Missions game speed on Brutal. Our Co-op Missions team is currently looking to change the game speeds so that if both players are playing on Brutal difficulty, the game speed will be on Faster. Please let us know how this feels when the change goes in, and also remember that nothing is completely final in this area. We’ll continue to tune things if needed in the future.

Disruptors in PvP

We heard your feedback regarding Disruptors in PvP. We noticed that the majority of feedback after last weekend’s Dreamhack PvP games was extremely positive regarding how exciting and micro-based the matchup is now compared to before. We also heard some of your concerns about how heavily Protoss players need to rely on Disruptors, and how the winner is determined mostly by good Disruptor micro. We also heard some feedback regarding how players can’t really attack each other with Disruptors, and that it’s a similar situation as Swarm Hosts. We don’t quite agree with this line of thought yet because we are seeing a lot of skirmishes where actual units are being traded when Disruptors are used. However, we appreciate being made aware of this concern and we’ll definitely keep an eye on this going forward.

While we agree with you guys in that the new PvP is very exciting at the moment, we did wonder if we should eventually tune the +shields damage down a little bit so that the Disruptor continues to 1-shot units like Zealots and Stalkers, but doesn’t 1-shot other Disruptors. This would naturally buff certain Protoss ground units against the Disruptor as well, potentially lending more diversity to unit compositions in PvP.

Thor

With the new units and new unit changes coming into the game, we do agree with you guys that the Thor could use a pass. There look to be situations where players need better counters to air, so we wonder if the best move here is to up the Thor’s damage against armored air units, such as going to flat damage on the AA weapon.

Pylon Overcharge

We’re wondering if we can go ahead with increasing the energy cost to 50 for this, while also increasing the duration on this ability. When we analyzed Protoss games so far, it looked to us that the results of most games wouldn’t have changed drastically even with this change. We believe this change could improve the game because it would reward players that are being offensive against Protoss for utilizing good positioning as Overcharge won’t be able to cover as much ground as it does now. We are considering moving forward with this change sooner than we expected, so please give us your thoughts.

Carrier build time

We believe that we over-nerfed the Carrier during the beta. Due to how strong Carriers were with their new ability, we believe the stat nerf was good. However, we do wonder if we can reduce Carrier build time again so that we can have more Carrier play in Protoss matchups. We think the main cool factor of this unit is that it’s rarely seen.

Zerg Burrow Change

This week we heard feedback regarding the creation of an option for ‘how’ you Burrow. There are a few reasons we don’t want an option in this specific case. In terms of general design for StarCraft II:

-Players are already overloaded with options that result in minor changes.
-It’s already pretty difficult for players to find the exact options they want, especially if they’re not the most hardcore players out there.
-We really don’t want to create situations where “you are playing wrong because you have the wrong options set.”
-The more options we have, the higher the chance of this happening.


Those are the design reasons, and going a bit more into detail regarding this specific issue:

-We believe there is a clear right answer and we want to focus on making sure of this through Balance Test Map testing.
-We say this because we already know how the Terran mode switches work, and we don’t really see a huge upside of how the Zerg one is currently done in the live game (as many of you have already pointed out to us).
-This change is not a pressing issue. We can take as much or as little time testing it as we need.
-We want to make sure everyone spends time playing with the change before jumping to conclusions.

Let’s try to figure out what’s truly best here and avoid adding minor options as much as possible.

Zerg Strength in general

We definitely hear your feedback about Zerg being stronger, and in the games we play ourselves, we can see that a bit. However, in the highest level games that happened so far, granted there haven’t been a large number of games yet at the pro level, what we’re seeing is a bit different. This might be because the strategies against things like Ravagers or Lurker based compositions haven’t fully developed yet, and it could also be because there is some balance issue. We’ve seen plenty of times in the past where players like us have some issue, but once pro players show us the way, we perform much better. We just don’t know for certain yet, but we could definitely test things like nerfing the damage of Corrosive Bile, timing of when Lurkers are available, etc. on the Balance test map. Let’s just get discussions going on potential changes that we could be exploring.


Balance test map update

We want to get your feedback on adding all the above balance changes to the Balance Test Map. We’re not saying these changes will go into the game for certain, we just wonder if it’ll be better if we can see some of these changes in action earlier on in case something turns out to be an issue that we need to act on sooner rather than later.

As we mentioned towards the end of the beta, our current thought for Balance Test Maps and balance testing in Legacy of the Void is to more aggressively test different options even before we know that they are issues for certain. In this way, we can be more prepared to act quickly if needed. If there turns out to be no need for the change, we can simply remove the change we’re testing in the Balance Test Map and go on to other potential changes.

We want to get discussions going because this would be a big change from how the Balance Test Maps were done in Heart of the Swarm. In Heart of the Swarm, we only began testing issues once we were fairly certain that the issue was truly problematic. With Legacy of the Void, we want to get a head start.

Thank you for continuing to help make the game better. Let’s continue this collaboration and get constructive discussions going on these topics so that we can do what’s best for the game."
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ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
December 04 2015 18:44 GMT
#2
The overcharge change is disappointing. Making it 'spammable' makes the placement of every Pylon you make more important.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-12-04 18:48:41
December 04 2015 18:48 GMT
#3
Wait, so they haven't gotten APM right yet?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ejozl
Profile Joined October 2010
Denmark3413 Posts
December 04 2015 18:49 GMT
#4
Agree with these points, but can we take a look at Chrono Boost again?, it's supposed to be easier to Chrono post changes, but it's really not..
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Lexender
Profile Joined September 2013
Mexico2649 Posts
December 04 2015 18:50 GMT
#5
The thor is a good change, not sure how good but its ok.

But I'm sad they aren't adressing the discussion regarding siege tanks. Are they going to change anything? Are this going to stay as they are? What do they think about current mech? At least acknowleadging that theres a discussion going would be good.
Big J
Profile Joined March 2011
Austria16289 Posts
December 04 2015 18:52 GMT
#6
So Thors from 6+6 vs light (x4) to 12(x4), did I read that right? No, that can't be...
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
December 04 2015 18:53 GMT
#7
Pylon Overcharge is silly, is it even necessary. Protoss is untouchable in the early game with these pylons so easily turned into long range murdering machines
munch
Profile Joined July 2014
Mute City2363 Posts
December 04 2015 18:55 GMT
#8
The PvP paragraph just makes me sad
WriterForm is temporary, MMA is permanent || http://www.teamliquid.net/blogs/508630-article-archive
Olli
Profile Blog Joined February 2012
Austria24420 Posts
Last Edited: 2015-12-04 18:55:24
December 04 2015 18:55 GMT
#9
We heard your feedback regarding Disruptors in PvP. We noticed that the majority of feedback after last weekend’s Dreamhack PvP games was extremely positive regarding how exciting and micro-based the matchup is now compared to before. We also heard some of your concerns about how heavily Protoss players need to rely on Disruptors, and how the winner is determined mostly by good Disruptor micro. We also heard some feedback regarding how players can’t really attack each other with Disruptors, and that it’s a similar situation as Swarm Hosts. We don’t quite agree with this line of thought yet because we are seeing a lot of skirmishes where actual units are being traded when Disruptors are used.


I'm gonna hang myself real fast, brb
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Fran_
Profile Joined June 2010
United States1024 Posts
December 04 2015 18:56 GMT
#10
My personal opinion on PvP is that it's deadly boring, I don't see any excitement in waiting 10 minutes for a disruptor to hit to get some "excitement".
scoo2r
Profile Joined December 2015
Canada90 Posts
December 04 2015 18:57 GMT
#11
Maybe forcefields could block or cancel out the disruptor shot
Another day, another depot.
Fran_
Profile Joined June 2010
United States1024 Posts
December 04 2015 18:58 GMT
#12
On December 05 2015 03:57 scoo2r wrote:
Maybe forcefields could block or cancel out the disruptor shot


That'd be cool actually. More diversity and skills.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
December 04 2015 18:59 GMT
#13
I'm glad they finally addressed the mech and Siege Tank issue. Nice to see they are listening
Head Coach Park: "They should buff tanks!"
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 04 2015 19:00 GMT
#14
On December 05 2015 03:44 ZAiNs wrote:
The overcharge change is disappointing. Making it 'spammable' makes the placement of every Pylon you make more important.


I would say it's the other way around lol.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Gullis
Profile Joined April 2012
Sweden740 Posts
Last Edited: 2015-12-04 19:01:21
December 04 2015 19:01 GMT
#15
We think the main cool factor of this unit is that it’s rarely seen.
haha what xD
I would rather eat than see my children starve.
pr0n3d91
Profile Joined September 2009
18 Posts
December 04 2015 19:02 GMT
#16
Good change for the Pylon Overcharge!

My Reaper might actually be able to scout behind his mineral lines now without getting double pyloned......
lol
royalroadweed
Profile Joined April 2013
United States8301 Posts
Last Edited: 2015-12-04 19:05:21
December 04 2015 19:03 GMT
#17
I'm not too sure about the thor change. If its damage vs air is too great it might become too good at everything. Sick ground dps, sick air dps, high armor and tanky. It seems too strong. Perhaps its slow turn rate, general clunkyness, low mobility, high cost and supply might keep it balanced though. Guess we'll see though on paper it seems too strong were the change to happen.

Maybe it could fill mech's anti air role. My initial reaction is that its gas cost might be too expensive for anti air. However, unlike goliaths its ground weapon is insane to the point where maybe you can afford to cut back on your tank count and still have sick ground dps. I'd still just prefer that they'd add goliaths though.

I'd glad about the pylon change. Its virtually impossible for terran to cheese protoss because if it.
"Nerfing Toss can just make them stronger"
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 04 2015 19:04 GMT
#18
I'm glad they are nerfing Overcharge finally. Kind of dumb that they can do it 8 times right now. Don't agree with buffing Carriers, why are they trying to make it viable? I would rather mass air strategies never be viable as it's boring. If Protoss ever does get a ton of Carriers out it'll just turn into a hour long game as both sides never attack.
When I think of something else, something will go here
Gullis
Profile Joined April 2012
Sweden740 Posts
December 04 2015 19:06 GMT
#19
I don't really know how crucial thors are to beating ultras in lotv but generally I would be fine with buffing their AA and nerfing their ground attack.
I would rather eat than see my children starve.
HeroMystic
Profile Joined March 2011
United States1217 Posts
December 04 2015 19:06 GMT
#20
On December 05 2015 03:41 eviltomahawk wrote:
Disruptors in PvP

We heard your feedback regarding Disruptors in PvP. We noticed that the majority of feedback after last weekend’s Dreamhack PvP games was extremely positive regarding how exciting and micro-based the matchup is now compared to before. We also heard some of your concerns about how heavily Protoss players need to rely on Disruptors, and how the winner is determined mostly by good Disruptor micro. We also heard some feedback regarding how players can’t really attack each other with Disruptors, and that it’s a similar situation as Swarm Hosts. We don’t quite agree with this line of thought yet because we are seeing a lot of skirmishes where actual units are being traded when Disruptors are used. However, we appreciate being made aware of this concern and we’ll definitely keep an eye on this going forward.


Did they see the same series we did?
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