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Community Feedback Update - January 13

Forum Index > SC2 General
293 CommentsPost a Reply
1 2 3 4 5 13 14 15 Next All
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
January 13 2016 18:30 GMT
#1
[image loading]


Hey everyone – we’d like to begin by saying that we agree with your feedback that much of last week’s Community Feedback Update was about balance topics that were really up in the air, and that nothing was even close to finalized. We were still in the process of gathering as much feedback as possible, and sometimes updates will be like that. We won’t pretend like we know something clearly when we don’t because the goal of the weekly updates is to be completely honest and transparent.

This week, we wanted to get your thoughts more quickly on a few topics so we decided to push out the update soon so that we can be ready to do a balance update as early as before the end of this month if necessary.

Gathering KR Pro Feedback

One of the things we’ve been working on more aggressively the past few months is to improve in acquiring more collective Korean pro feedback. We would like to really thank KeSPA, all the Korean pro teams, as well as the Korean players for continuing to work through creating a better process.

We felt that we’ve made a lot of progress in gathering both community feedback and foreign pro players’ feedback. Getting these more aligned allows us to move together with majority of the players’ support. However, Korean pro feedback is an area that we’ve been attempting to improve for years as there are many differing opinions among players. In addition to this, a mindset we’ve worked to overcome is players asking for changes, and then feeling unheard because those changes were not made. At this point, we’ve learned how impossible it is to do everything that a top pro player suggests because of how completely different feedback can often be. Even worse, if two top-end pro players say completely opposing things, implementing one of those changes can cause us to lose the other person forever as a source of feedback.

This is a part of gathering feedback that we definitely wanted to fix, and there have been many ideas going around in terms of how best to do this. We wanted to make you aware that just recently, we just started a new system where KeSPA pings all the pro-players and teams in Korea to consolidate the feedback, and we will be communicating directly with them. This would serve the similar purpose as our weekly updates, forums, and sc2 sites do with you guys.

Details from KR Pro Feedback
Please keep in mind that pro players’ opinions can change as easily as anyone else’s depending on how their games and the meta changes, so the content here is only what we are hearing as of this week.

Much of the feedback is similar to what we’ve already been seeing and discussing. Overall, the most surprising feedback we’ve gotten from Korea is that Zerg struggles against Protoss. The least surprising feedback was that the TvP has a general vibe of being the most problematic matchup .

Concerning the Balance Test Map, there seems to be a good alignment on all fronts. The main differences from Korea was a bigger focus on potentially bringing mech play back into TvT, and for ZvZ to get mixed up a bit due to many games being Roach/Ravager only. We’re interested in reflecting these on the next Balance Test Map.

Balance Test Map and Balance Patch
After considering all the feedback gathered so far, we would like to finalize and implement the changes for the next Balance Test Map as soon as possible so that we can react with a patch as early as sometime this month if necessary. We would definitely like to keep the list of changes to only the most needed ones, so let’s focus our discussions around that this week. With that in mind, let’s get into the specifics and get discussions going quickly so that we can put out a test map as soon as possible.

Balance Test Map:

Photon Overcharge
We believe this is the most critical change needed as of now because Protoss is having such an easy time defending in the early/mid stages of the game due to how available Overcharge is. With this nerfed, other races’ tools to attack Protoss will be strengthened, meaning things like Adept harass or Warp Prism harass will be weaker as well since Protoss will need to invest more early game resources into defenses. Of course, more changes may be required in the long run, and we definitely want to take nerfs in smaller steps. Many of you brought this up this week as well, and we were happy to confirm once more that we are on a similar page regarding this philosophy.

As for the specifics of what to try next, we agree with your feedback in that 50 energy cost was the right move. We also agree that instead of changing up how many shots a unit takes to be killed, we can try tuning up the attack speed so that the DPS is still increased with the energy cost nerf.

Viper Parasitic Bomb

We would like to continue testing this nerf. Like we have been discussing together, we don’t think it’s a good thing that the current strength of this ability is preventing certain units from entering play. And even though we are getting some feedback that Zerg is the weakest race right now, we believe that’s mostly in the early/mid stages of the game, so nerfing Parasitic Bomb shouldn’t have a huge impact on Zerg’s overall strength.

Adept “-1 Damage to Light”
This was a solid suggestion from the community, and because TvP is most likely the biggest issue right now, we would like to try this change. Even though this would mean that Protoss is being double nerfed against Terran (along with the Overcharge nerf), we believe this might be okay as a lot of your feedback suggests that this matchup needs the most help, and we currently agree. We also like the fact that this specific change is a smaller nerf than changing Adept flag to Armored for the reasons you have all brought up.

Spore Crawler +bio Damage
There are a couple reasons why we believe strengthening Mutalisks is needed in this matchup. Adding the Ravager in LotV has given a lot more strength to Roach compositions, and adding the Parasitic Bomb ability made Mutalisks even weaker in ZvZ. Therefore, if we were to reduce +bio damage on Spore Crawlers even further and/or remove it, it could be a good move. It would bring Mutalisks to be powerful again in the mid game, and unlike the problem we had previously in HotS, there will be a clear counter to mass Mutalisks in the late game through Viper usage. The best case scenario will see a good mix of a variety of units in the early/mid game, and when Mutalisks are being used, the player massing them will have to transition out of them eventually.

General Mech Thoughts
This is the area we are most unsure on right now, and we should work towards adding something on this front. If we can get a good solution we will add it along with the other proposed changes above, but if we can’t discover a suitable change in time we won’t wait to test the other changes due to this desire.

The reason why we are unsure about Mech is because we can’t quite locate the exact reason Mech struggles. Between the feedback we’ve received so far and our internal conversations, we do have some strong guesses:
1. Like we discussed in a previous update, Siege Tank pick-up in TvT has made Mech lose much of the combat advantage it had against Bio.
2. The Liberator addition in ZvT has made Ravagers a “must have” in many early game situations, making Muta/Ling compositions less common. This dynamic has favored Bio since it is much more mobile versus Ravager shots, and has the added advantage of possessing extremely potent drop harassment (which Roach/Ravager compositions are weaker versus).

If you had thoughts on either of these points or have other reasons as to what the root issue with Mech may be, please let us know. Once we find the root cause, we can start discussing potential solutions in this area.


Map Diversity and Balance

Now let’s move on to some philosophy as the last topic for this week. One of the main points of discussion within the community this week was how the game can never be balanced if maps are as diverse as they are now. Yet, as many of you already know, our goal for Legacy of the Void is definitely not to have every map be so similar that each matchup has a “main” strategy that’s considered the only viable option at the pro level. We’ve clearly seen that in the past, this is by far the biggest reason that StarCraft 2 can become boring to play and watch. If there is one thing we cleary have to avoid in LotV, it’s making all the maps similar again.

At the same time, please also keep in mind that we’re not trying to say that it’s ok if a race wins 80+% times against another race on a specific map or anything drastic like that. While there will definitely be a higher chance to have imbalanced maps as we push map diversity, it is a side effect we are prepared to deal with on a case-by-case basis. We also wanted to point out that slight advantages here and there towards a specific strategy or race in a matchup is definitely okay on a per-map basis. It’s not okay however, if we see the win/loss ratios diverging too much on a per-map basis. Please keep this in mind when discussing and suggesting potential changes to the current map pool. We can definitely make balance changes to maps themselves, and we can definitely also remove maps in the worst case scenarios.

We want to be extra careful in treading this line, and not be too quick to judge so that we can continue to push map diversity. In a way, this is a fundamental change in our approach to maps, so we want to avoid overreacting (as we’ve sometimes seen in the past) and talk about specific issues and/or solutions on a per map basis.

For fun…

To close out this week’s update, I wanted to share a funny personal story. This has nothing to do with the game's design, so please feel free to skip onto the comments if you wish…

I was watching Life playing a Best of 69 series against a completely no name Protoss player who is a mid-Master in NA. Unbelievably, Life was losing 0-10, but was barely winning in the 11th game through really amazing Zergling/Overlord drop usage. I was thinking “WT* is going on?!?! Maybe we need to react much more quickly with a patch than we thought!” …. Then I woke up this morning and was so thankful that it was only a dream.

Source
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Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
donek99
Profile Joined January 2014
14 Posts
January 13 2016 18:40 GMT
#2
I woke from a nightmare where protoss was double nerfed .. wait!!!
BjoernK
Profile Joined April 2012
194 Posts
January 13 2016 18:40 GMT
#3
The dream was pretty cool.
vult
Profile Blog Joined February 2012
United States9400 Posts
January 13 2016 18:42 GMT
#4
So I guess were going back to Muta vs Muta midgame zvz?
I used to play random, but for you I play very specifically.
Skimer
Profile Joined January 2015
Russian Federation15 Posts
January 13 2016 18:44 GMT
#5
2. The Liberator addition in ZvT has made Ravagers a “must have” in many early game situations, making Muta/Ling compositions less common. This dynamic has favored Bio since it is much more mobile versus Ravager shots, and has the added advantage of possessing extremely potent drop harassment (which Roach/Ravager compositions are weaker versus).

This is what i dont understand, because ravager timing attack basically hit much more early than there are enough liberators out to deal with them. So i dont quite understand why ravager is a "must have" while it is completely the opposite. Probably i'm wrong but here is my thought.
Fran_
Profile Joined June 2010
United States1024 Posts
January 13 2016 18:44 GMT
#6
A solid weekly update here.
Timelog
Profile Joined May 2015
Netherlands57 Posts
January 13 2016 18:46 GMT
#7
I don't think nerfing spores vs muta is a good way to go. Currently I am already playing more muta focused styles in ZvZ and often enough I can do critical damage to my opponent even if he builds a bunch of spores. While I do like a 80% winrate, I rather get it because I outplay my opponent rather then getting it because of a cookie cutter build.

I do like the philosophy behind the PO nerf though, and I agree that doing that might remove the necessity to nerf Adept/WP. Seems like some very solid ideas!!
Terrible Starcraft 2 player, SC2 EU Battle.Net MVP and overall gaming enthousiast.
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
January 13 2016 18:46 GMT
#8
Adept "-1 damage to light" what does that mean? Overall really liking the proposed changes, especially the para bomb nerf!
TL+ Member
Maxie
Profile Joined August 2010
Sweden2653 Posts
January 13 2016 18:46 GMT
#9
Aren't spore crawlers already not too great against muta compared to before?
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 13 2016 18:46 GMT
#10
I like their consideration to remove spore crawler damage to Mutalisks. Thank yeeee Blizzard. I think Mutas are strong in zvz as it is, but now spores won't be so godly versus them will be kind of nice.

Blizzard just ignore mech, only a select few players want to turtle mech let's please not give it to them as that will ruin the tvz match up if that becomes a strong style.
When I think of something else, something will go here
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
January 13 2016 18:50 GMT
#11
On January 14 2016 03:46 Ctone23 wrote:
Adept "-1 damage to light" what does that mean? Overall really liking the proposed changes, especially the para bomb nerf!

They now do 1 less bonus damage against light, so they 3 shot pre-combat shield Marines and SCVs. If you have an attack upgrade lead then Adepts can 2 shot like they do now. Probes, Drones and Zerglings still die in 2 shots.
NikaLogy
Profile Joined September 2012
Denmark58 Posts
Last Edited: 2016-01-13 18:51:20
January 13 2016 18:50 GMT
#12
On January 14 2016 03:46 Ctone23 wrote:
Adept "-1 damage to light" what does that mean? Overall really liking the proposed changes, especially the para bomb nerf!

It means they only deal 22 to light, so SCV's and Marines no longer gets 2 shot but 3 shot.
Elentos
Profile Blog Joined February 2015
55560 Posts
Last Edited: 2016-01-13 18:52:05
January 13 2016 18:51 GMT
#13
On January 14 2016 03:44 Skimer wrote:
Show nested quote +
2. The Liberator addition in ZvT has made Ravagers a “must have” in many early game situations, making Muta/Ling compositions less common. This dynamic has favored Bio since it is much more mobile versus Ravager shots, and has the added advantage of possessing extremely potent drop harassment (which Roach/Ravager compositions are weaker versus).

This is what i dont understand, because ravager timing attack basically hit much more early than there are enough liberators out to deal with them. So i dont quite understand why ravager is a "must have" while it is completely the opposite. Probably i'm wrong but here is my thought.

Ravagers can kill liberators without risking to step in the circle. They're the easiest counter since liberators can't dodge in air-to-ground mode. They're not talking about timing attacks.


Now let’s move on to some philosophy as the last topic for this week. One of the main points of discussion within the community this week was how the game can never be balanced if maps are as diverse as they are now. Yet, as many of you already know, our goal for Legacy of the Void is definitely not to have every map be so similar that each matchup has a “main” strategy that’s considered the only viable option at the pro level.

A map pool as poor as the current one leads to the same thing. That's the reason why almost every TvZ on Prion Terraces is 3-rax reaper. Gimmicky maps don't always have a positive effect.
Every 60 seconds in Africa, a minute passes.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 13 2016 18:54 GMT
#14
Hehe, they're implementing my change.

Adept “-1 Damage to Light”
This was a solid suggestion from the community, and because TvP is most likely the biggest issue right now, we would like to try this change. Even though this would mean that Protoss is being double nerfed against Terran (along with the Overcharge nerf), we believe this might be okay as a lot of your feedback suggests that this matchup needs the most help, and we currently agree. We also like the fact that this specific change is a smaller nerf than changing Adept flag to Armored for the reasons you have all brought up.


The point is for Adepts to 3 shot instead of 2 shot SCVs and Marines (until combat shields).

It helps out TvP and minimally affects the other matchups. The number of shots to kill all other units doesn't change.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 13 2016 18:58 GMT
#15
Love the personal story.

Regarding ``mech'', I guess DinoMight's thread will provide some insight: original thread.

Am I the only one that didn't quite get what they're testing with the energy change for overcharge? It's going to cost 25 more? So instead of 6 pylons, 3 will be overcharged?
Cry 'havoc' and let slip the dogs of war
Elentos
Profile Blog Joined February 2015
55560 Posts
Last Edited: 2016-01-13 19:06:36
January 13 2016 18:59 GMT
#16
On January 14 2016 03:58 Ghanburighan wrote:
Love the personal story.

Regarding ``mech'', I guess DinoMight's thread will provide some insight: original thread.

Am I the only one that didn't quite get what they're testing with the energy change for overcharge? It's going to cost 25 more? So instead of 6 pylons, 3 will be overcharged?

4 instead of 8 at max energy and forcing them out will be more rewarding.

E: Regarding Korean Zergs saying they have trouble vs Protoss... maybe they should stop suiciding their lurkers :O
Every 60 seconds in Africa, a minute passes.
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
January 13 2016 19:01 GMT
#17
On January 14 2016 03:50 ZAiNs wrote:
Show nested quote +
On January 14 2016 03:46 Ctone23 wrote:
Adept "-1 damage to light" what does that mean? Overall really liking the proposed changes, especially the para bomb nerf!

They now do 1 less bonus damage against light, so they 3 shot pre-combat shield Marines and SCVs. If you have an attack upgrade lead then Adepts can 2 shot like they do now. Probes, Drones and Zerglings still die in 2 shots.

Ahh okay thanks! I feel kind of silly now, I thought it was a typo or something, but 1 less damage does the job quite well it would seem.
TL+ Member
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 13 2016 19:05 GMT
#18
On January 14 2016 03:58 Ghanburighan wrote:
Love the personal story.

Regarding ``mech'', I guess DinoMight's thread will provide some insight: original thread.

Am I the only one that didn't quite get what they're testing with the energy change for overcharge? It's going to cost 25 more? So instead of 6 pylons, 3 will be overcharged?


Thanks for the shout out.

David Kim if you're reading this, which you obviously do, please read my thread about mech viability ^^^


25 energy photon overcharge means you could overcharge and force a retreat, then when it expired you could overcharge again, and by the time it ended you'd have built enough energy to overcharge again. Because it required so little energy you could spam it.

With 50 energy, sure you can overcharge 4 pylons at once but if your opponent can successfully bait it and retreat, the next time he attacks you won't have any PO available.

It just makes counterplay against the ability easier.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 13 2016 19:06 GMT
#19
Ok, so it is an increase of PO energy cost from 25 to 50. I was just unsure about the language used.
Cry 'havoc' and let slip the dogs of war
bObA
Profile Joined May 2012
France300 Posts
January 13 2016 19:09 GMT
#20
I think the next patch is this way is really expected.
Regarding Mech I dont know how to make it viable now without breaking the balance.
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