• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:24
CEST 17:24
KST 00:24
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy9ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY Recent recommended BW games
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1301 users

Community Feedback Update - March 8 - Page 4

Forum Index > SC2 General
277 CommentsPost a Reply
Prev 1 2 3 4 5 6 12 13 14 Next All
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
March 09 2016 00:37 GMT
#61
On March 09 2016 09:24 Lexender wrote:
Show nested quote +
On March 09 2016 09:08 seemsgood wrote:
On March 09 2016 09:04 PinoKotsBeer wrote:
On March 09 2016 08:58 ejozl wrote:
youtu.be
This is one of my favourite Mech games, the moves that ForGG makes with scrappy Mech is beyond cool. I feel like this would be way easier to achieve, with how scarce the economy is and how far you need to stretch your bases in LotV.

And for me its


But, yeah mech = boring. Unlike the same "boring" MMMM compostion every single game, every single matchup. Fun Fun Fun Fun.....
Would be great to see diverstity on the terran side, i dont care if it will be Bio/mech splitted or combined, but currently every game is more less the same

Can't wait to see what bbyong gonna pull out in gls today
He disappear for so long. I wonder does he practice for sc3 like lilbow or try to make mech work.


In an interview he said that he doesn't feel comfortable with LotV because mech doesn't works at all.

Yup, Fantasy and Gumiho said the same

[image loading]

[image loading]
http://www.twitch.tv/pinokotsbeer
pmp10
Profile Joined April 2012
3390 Posts
March 09 2016 00:37 GMT
#62
So they are going full reverse on mech already?
Not that there was much hope but the reasoning given is absurd.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
March 09 2016 00:40 GMT
#63
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.


Like most things Protoss related...it either works or doesn't do anything at all...

You can gate overlord drop, but then Zerg goes back to having no early game aggressive options against a competent Protoss player who can use photon cannons + overcharge + a few adepts/sentries...It's the only aggressive mechanic Zerg can use in the early game that isn't completely all-in...

Maybe Blizzard should adjust the whole matter of Protoss being able to defend any and all Zerg timings with just a few units first? This stuff doesn't work in degrees...in ZvP aggression has always been all or nothing...

Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
seemsgood
Profile Joined January 2016
5527 Posts
March 09 2016 00:50 GMT
#64
It's so funny when DKIM talks about timer in this game when no one complain about it LOL....
Like there's nothing else they want to say.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2016-03-09 00:56:02
March 09 2016 00:55 GMT
#65
Rather than forcing a completely split tech (and by forcing i meant big changes are necessary, that could be harmful for the gameplay, all for the sake of mech) its better to increase the diversity based on what we have now. If more factory and starport are viable in the mid game we should see more mixed and diverse biomech styles, and maybe, full mech.

I couldn't agree more with the way blizzard is approaching it, compared to WoL and HotS those community feedack updates improved a lot, they keep getting better and better.

The view on the state of zerg sounds about right, if they are to be blamed, its for a slow reaction. I was hoping for a map pool change before any balance adjustment, but the maps never changed and since that was the case they should have adressed the matchup in other way.

Im happy they are testing the bile cooldown and something like tank mode drop, i've been calling for those changes for some time now and its almost as if they read specifically my posts and test it internally (people suggested various stuff and they tested the stuff from my "team" ). If they are dropped sieged and have siege time delay, some visual indicator should be good though.

What if the tank turret sets up despite the sieged "legs"? its not visible when the tank is on the medivac, it does require a new specific animation, but if its done its a clean change.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
CheddarToss
Profile Joined September 2015
534 Posts
March 09 2016 01:03 GMT
#66
On March 09 2016 09:40 Qwyn wrote:
Show nested quote +
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.


Maybe Blizzard should adjust the whole matter of Protoss being able to defend any and all Zerg timings with just a few units first? This stuff doesn't work in degrees...in ZvP aggression has always been all or nothing...

Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.

You don't get it, do you? Protoss can't make fighting units out of their Nexi, they have to invest in gateways and other production buildings first. Getting 20 Zerglings for a drop instead of 10 drones is easily done for the Zerg. Getting enough units to defend depends on the number of gateways Protoss has, and if he makes enough gates to blindly counter the possibility of drops, his expo is so late, that he can GG right away. This whole argument "Protoss should just make units like Zerg does" is utter nonsense.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
March 09 2016 01:09 GMT
#67
On March 09 2016 10:03 CheddarToss wrote:
Show nested quote +
On March 09 2016 09:40 Qwyn wrote:
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.


Maybe Blizzard should adjust the whole matter of Protoss being able to defend any and all Zerg timings with just a few units first? This stuff doesn't work in degrees...in ZvP aggression has always been all or nothing...

Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.

You don't get it, do you? Protoss can't make fighting units out of their Nexi, they have to invest in gateways and other production buildings first. Getting 20 Zerglings for a drop instead of 10 drones is easily done for the Zerg. Getting enough units to defend depends on the number of gateways Protoss has, and if he makes enough gates to blindly counter the possibility of drops, his expo is so late, that he can GG right away. This whole argument "Protoss should just make units like Zerg does" is utter nonsense.


That mothership core thing can fight and is by far the best early game defense tool in existence
CheddarToss
Profile Joined September 2015
534 Posts
March 09 2016 01:18 GMT
#68
On March 09 2016 10:09 chipmonklord17 wrote:
Show nested quote +
On March 09 2016 10:03 CheddarToss wrote:
On March 09 2016 09:40 Qwyn wrote:
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.


Maybe Blizzard should adjust the whole matter of Protoss being able to defend any and all Zerg timings with just a few units first? This stuff doesn't work in degrees...in ZvP aggression has always been all or nothing...

Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.

You don't get it, do you? Protoss can't make fighting units out of their Nexi, they have to invest in gateways and other production buildings first. Getting 20 Zerglings for a drop instead of 10 drones is easily done for the Zerg. Getting enough units to defend depends on the number of gateways Protoss has, and if he makes enough gates to blindly counter the possibility of drops, his expo is so late, that he can GG right away. This whole argument "Protoss should just make units like Zerg does" is utter nonsense.


That mothership core thing can fight and is by far the best early game defense tool in existence

Your point is?
PressureSC2
Profile Joined January 2016
122 Posts
March 09 2016 01:19 GMT
#69
I am calling Blizzard on its reason for abandoning Mech play. I think you are too lazy to put in the work required to fix the units produced from the factory so that they can be rolled out onto the map in aggressive play.

You see it as having to balance a fourth race, and its challenging for the balance team. It has nothing to do with action. You argue between developers and game balance team.

Truth hurts but its got to be heard.

You are going to change the cyclone, then the Thor instead, then buff Siege Tank instead. Hard work isn't it to try to make the best RTS?
feanaro
Profile Joined March 2014
United States123 Posts
March 09 2016 01:26 GMT
#70
So per Aligulac stats, protoss have a 35.06% winrate vs zerg in the last week, and a 39.75% winrate over the preceding two weeks, but all Blizzard can come up with is that they might give out some really minor nerfs to things other than lurkers? Please.

To be fair, PvZ probably wouldn't be that imbalanced if they would let us use decent maps, but of course they refuse to even acknowledge that issue.
feanaro
Profile Joined March 2014
United States123 Posts
March 09 2016 01:30 GMT
#71
On March 09 2016 09:40 Qwyn wrote:
Show nested quote +
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.





Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.



Totally agree, Blizzard should fix zerg not being able to punish greedy protoss play. Right after they fix protoss not being able to punish zerg who go for their 3rd hatch before pool.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2016-03-09 01:52:28
March 09 2016 01:44 GMT
#72
Some of the staler, more boring games (to play and watch) have been mech only.


No it's been mass air mainly. Surprised David Kim still hasn't understood the difference. For tank-based mech to be interesting, it is important (a) the siege tank is strong, (b) mech play has viable harass options in the midgame and (c) opponent has tools to armytrade/harass against a turtling mech player. None of those requirements were fulfilled in HOTS w/ the exception of TvT (too an extent).

if they nerf siege pick up and don't buff the siege tank to compensate, terran will be much less interesting to play (and watch).

Instead, we can adjust the firing delay upon being dropped to what feels best after testing, from where it is now to the same time it would take to unsiege.


Double it, and add a visual delay timer.

As suggested, we’ve been playtesting an increased cooldown on the Corrosive Bile ability with no damage tweaks. We feel that this could be a good direction to go, especially to help out PvZ. If we’re good with this change, let’s get it in the balance test map, and we could hopefully turn around the patch soon after.


Better change, but I also suggest to reduce damage vs structures.
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
March 09 2016 01:47 GMT
#73
Is there a world where the delay betwen corrosive bile is much longer but the actual attack faster? Now it seems like you should never get it by corosive bile if you look at your army and it is more of a zoning spell, I feel like you could speed the attack and it would still be possible to dodge but not as easy. That way you have to think more about your shot but also can get your opponent of guard.

I feel like it could be interesting for zvt since now tanks preaty much never get olhit if there is medivac near, it would also be interresting in zvz, snipping overlord and making RRvRR more easy to engage (if one player shoot to soon and misses you can strike and take a significant lead in the fight before he can shoot again)

Since the damage is not higher (in fact dps would be lower) it make early ravager but a bit easier since protoss defence is mostly pylon at this stage (at may cause trouble with the msc if he can't dodge the bile wich can be a huge problem it would depend on the number). I don't realy know how much it would make protoss army harder to control in the mid game since the bile already seem hard to dodge in big battle with the protoss unit that are less mobile.

Just an idea what do you think?
Writerhttp://i.imgur.com/9p6ufcB.jpg
Spyridon
Profile Joined April 2010
United States997 Posts
March 09 2016 01:49 GMT
#74
On March 09 2016 09:55 Superbanana wrote:
Rather than forcing a completely split tech (and by forcing i meant big changes are necessary, that could be harmful for the gameplay, all for the sake of mech) its better to increase the diversity based on what we have now. If more factory and starport are viable in the mid game we should see more mixed and diverse biomech styles, and maybe, full mech.

I couldn't agree more with the way blizzard is approaching it, compared to WoL and HotS those community feedack updates improved a lot, they keep getting better and better.

The view on the state of zerg sounds about right, if they are to be blamed, its for a slow reaction. I was hoping for a map pool change before any balance adjustment, but the maps never changed and since that was the case they should have adressed the matchup in other way.

Im happy they are testing the bile cooldown and something like tank mode drop, i've been calling for those changes for some time now and its almost as if they read specifically my posts and test it internally (people suggested various stuff and they tested the stuff from my "team" ). If they are dropped sieged and have siege time delay, some visual indicator should be good though.

What if the tank turret sets up despite the sieged "legs"? its not visible when the tank is on the medivac, it does require a new specific animation, but if its done its a clean change.


Not sure if your serious about community feedback updates. Are you still under the impression their actually being honest? After seeing enough blatant lies and PR I'm no longer fooled. If you actually follow what the community updates say along with the developers comments on the web... You start to see how much BS it is. At this point it's infuriating every time they pull the same old tricks.

Maps are going to be a huge issue. I don't know what the hell they are thinking on the map front, especially after a few weeks back sharing that image of the "9 different map types". Did they forget absolutely everything they know about RTS design and BW's history???

It's not possible to balance each race on so many various map types. Each race will have inherent advantages or disadvantages based on map choice.

Did they forget the importance of maps? Or the fact that BW was literally balanced off maps alone for years, and those specific map types were chosen to try to offer each race a chance?

They have taken a step backwards in every area of design... And their PR updates just talk about how great the game is, rehash the same things they have said to us before, and use it as an excuse for them continually not doing anything, or instead blame the community by saying the community response was completely different from what the community was actually saying.

I keep following the feedback updates with that little bit of hope that they will actually go to extreme measures to improve the games design... but more than 50% of the updates are are infuriating... Instead they do more and more bandaid fixes, and back themselves in to a corner, then eventually when everything falls apart, their too scared to make any changes because they don't want to upset the precious few that have actually stuck with the game to this point.

I would be willing to bet there are far more players wishing they could enjoy the game, than there actually are enjoying the game right now. It's not like SC is not a series that is beloved by many. It's that SC2 is a game that can not be enjoyed b many of the people who love the series...

But I guess everyone needs to face the fact that they will never do major changes. Their too invested in the game as an eSport that they won't make any huge changes. A design change would require an entire rebalance that would take months of time, and their too worried that it will ruin the games eSport viability.

Ironic, since a well designed SC2 would be able to bring SC2 new players and make it a viable eSport again, rather than becoming more and more of a niche...
OSCEWiNtER
Profile Joined May 2015
Hungary20 Posts
March 09 2016 01:49 GMT
#75
PvZ : "it’s quite cool seeing more offensive options from Zerg, including this strategy and the early Ravager options" -
and the lingqueen allin, baneling bust, nydus roachqueen allin, 12/12 allin, 2 base mutaling allin etc. The problem is that Zerg has way too many options, while Protoss has non in the early game. Zerg allins got ever stronger (especially lingdrops/ ling and queen drops) with the Photon overcharge nerf and P players basically forced to go Phoenix, Immortal, Chargelot, Archon every single game, with defending in the early game. At least Blizz should heavily nerf the cooldown of the corrosive bile and make droplords a bit more expensive or make it a lairtech, or make queens undroppable at least until lair, because it`s just way too hard to get ready to defend all of these earle pressures and allins. So overall from Protoss perspective it is really disappointing update once again, like you did not see how badly Protoss got dumped on at the IEM event last week.
My life for Aiur! My love for Starcraft
dNa
Profile Blog Joined December 2010
Germany591 Posts
March 09 2016 01:57 GMT
#76
God I'm so glad they didn't ruin the game by back pedaling on the siege tank. LotV remains awesome yay ^_^
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2016-03-09 02:08:11
March 09 2016 02:04 GMT
#77
On March 09 2016 10:49 Spyridon wrote:
Show nested quote +
On March 09 2016 09:55 Superbanana wrote:
Rather than forcing a completely split tech (and by forcing i meant big changes are necessary, that could be harmful for the gameplay, all for the sake of mech) its better to increase the diversity based on what we have now. If more factory and starport are viable in the mid game we should see more mixed and diverse biomech styles, and maybe, full mech.

I couldn't agree more with the way blizzard is approaching it, compared to WoL and HotS those community feedack updates improved a lot, they keep getting better and better.

The view on the state of zerg sounds about right, if they are to be blamed, its for a slow reaction. I was hoping for a map pool change before any balance adjustment, but the maps never changed and since that was the case they should have adressed the matchup in other way.

Im happy they are testing the bile cooldown and something like tank mode drop, i've been calling for those changes for some time now and its almost as if they read specifically my posts and test it internally (people suggested various stuff and they tested the stuff from my "team" ). If they are dropped sieged and have siege time delay, some visual indicator should be good though.

What if the tank turret sets up despite the sieged "legs"? its not visible when the tank is on the medivac, it does require a new specific animation, but if its done its a clean change.


Not sure if your serious about community feedback updates. Are you still under the impression their actually being honest? After seeing enough blatant lies and PR I'm no longer fooled. If you actually follow what the community updates say along with the developers comments on the web... You start to see how much BS it is. At this point it's infuriating every time they pull the same old tricks.

Maps are going to be a huge issue. I don't know what the hell they are thinking on the map front, especially after a few weeks back sharing that image of the "9 different map types". Did they forget absolutely everything they know about RTS design and BW's history???

It's not possible to balance each race on so many various map types. Each race will have inherent advantages or disadvantages based on map choice.

Did they forget the importance of maps? Or the fact that BW was literally balanced off maps alone for years, and those specific map types were chosen to try to offer each race a chance?

They have taken a step backwards in every area of design... And their PR updates just talk about how great the game is, rehash the same things they have said to us before, and use it as an excuse for them continually not doing anything, or instead blame the community by saying the community response was completely different from what the community was actually saying.

I keep following the feedback updates with that little bit of hope that they will actually go to extreme measures to improve the games design... but more than 50% of the updates are are infuriating... Instead they do more and more bandaid fixes, and back themselves in to a corner, then eventually when everything falls apart, their too scared to make any changes because they don't want to upset the precious few that have actually stuck with the game to this point.

I would be willing to bet there are far more players wishing they could enjoy the game, than there actually are enjoying the game right now. It's not like SC is not a series that is beloved by many. It's that SC2 is a game that can not be enjoyed b many of the people who love the series...

But I guess everyone needs to face the fact that they will never do major changes. Their too invested in the game as an eSport that they won't make any huge changes. A design change would require an entire rebalance that would take months of time, and their too worried that it will ruin the games eSport viability.

Ironic, since a well designed SC2 would be able to bring SC2 new players and make it a viable eSport again, rather than becoming more and more of a niche...


The community is filled with specialists in game design, lots of people criticize game design which is fair but if you look at the proposed fixes and try to find what the community think is the issue, its really all over the place and makes no sense at all.

I don't think the game needs another big redesign, its better than it ever was imo. All that talk about making SC2 popular yada yada, its extremely unlikely, of course, in theory it could happen, but nobody comes up with a solution. Since that is the case, it sounds like "hey blizzard, make SC2 more fun and extremely popular, but make sure its also competitive and have a higher skill ceilling. Do it somehow, k thx bye."

At this point, when i read, "blizzard should listen the community", i know it means "blizzard should hire me as lead game designer".

It does bother me that they are so slow and insecure about changes, but for once, im completely satified if they just implement all that they proposed already.

edit: btw, i completely agree about the maps. Last time they talked about it was a big let down for me.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
March 09 2016 02:19 GMT
#78
They keep talking about map diversity but we aren't getting any new maps!!!! =D

Caveat: with the drops strategies, blink strategies, and liberators/tempest siege locations, I'm sure making a good map is not easy, but even so.
Its going to be a glorious day, I feel my luck could change
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-03-09 02:43:08
March 09 2016 02:41 GMT
#79
Don't have words for their update.

Their update is terrible. Honestly pretty frustrated they won't listen to anyone, including myself about how to make mech viable. It's really simple - make thors/cyclones able to kill air units so less supply has to be invested into mass vikings which forces turtling and 20-40 more supply late game can be put into mech units and more factories.

That basically means if thors/cyclones can counter air, you can attack because a few air units coming out won't invalidate your army of tanks/hellions. Right now mech can't do jack shit because every mech unit has been nerfed at some point in the past, including cyclones which suck.

Give mech an anti-air unit that can compete with brood/tempest/carrier/liberators and mech games won't be boring and a mech player can go past 5 factories instead of being forced to turtle and do nothing for 20 more minutes because the other guy made 5 carriers.

It's really fucking simple. It's idiotically simple to make mech viable by doing that but blizzard won't listen. Don't know what to say i think i'm not the only one really disappointed and annoyed right now with blizzard.

I've even offered to get into contact with blizzard, written posts about mech anti-air issues, tried to offer a solution via that mod, etc. But it doesn't work they don't seem to give a fuck about mech or any strategic diversity unless it's bio and a frantic spastic twitch fest of a game with thing zipping around. You can see that by how they're attached to the tankivac, which is basically them just turning the tank into a bio unit which just baffles me.

Dunno what to say, they basically killed mech entirely in LOTV and it's really quite sad and hurts the game in the long run. People will get tired of 100% bio games to be honest. It already is 100% bio games.
Sup
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2016-03-09 02:47:39
March 09 2016 02:41 GMT
#80
On March 09 2016 09:40 Qwyn wrote:
Show nested quote +
On March 09 2016 08:46 Cyro wrote:
Drop hitting so early and in force (before warpgate and extra production is up) is a much bigger deal for PvZ balance than anything to do with Ravagers.

The negative effects from ravagers come largely from the effect they have on the matchup (nobody will even consider relying on photon cannons and forcefields past a certain point, which weakens play against ling, roach etc) but ling drop will just outright kill you or force you to play much safer every game.

It's super easy to change drop - what about gating it behind a research of arbitrary cost and research time on the evo chamber instead of just having an evo chamber requirement? I can't recall this tech ever being used in the super early game vs terran (and especially zerg) so they have created this upgrade timing that makes ZvP earlygame lopsided that's not neccesary. If it came 30 seconds later then it wouldn't be a huge problem and most of the other utilizations for overlord drop would still exist.


Like most things Protoss related...it either works or doesn't do anything at all...

You can gate overlord drop, but then Zerg goes back to having no early game aggressive options against a competent Protoss player who can use photon cannons + overcharge + a few adepts/sentries...It's the only aggressive mechanic Zerg can use in the early game that isn't completely all-in...

Maybe Blizzard should adjust the whole matter of Protoss being able to defend any and all Zerg timings with just a few units first? This stuff doesn't work in degrees...in ZvP aggression has always been all or nothing...

Drop might be a rather cheesy way of circumventing that dynamic, but if it forces just a few more units out of Protoss so that they can't just be greedy as all hell then I'm all for it.


It has a big effect on every game at its current timing. 2h drops are very all in but dangerous - it's scoutable and less common so not something to worry about as much.

3h drop is basically unscoutable so you have to play safer than usual every game, and yet still die fairly often to it. It's hard to walk the line between dieing to aggression and dieing to econ play when zerg has that switch at 22-30 drones where they can either make 15 more drones or 30 speedlings and you have to be prepared for both simultaneously.

Walking that line is something that zerg has had to deal with for a while in ZvP historically - but now it applies much more to protoss than to zerg
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Prev 1 2 3 4 5 6 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
11:00
Group A
WardiTV777
RotterdaM769
IndyStarCraft 333
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 769
IndyStarCraft 333
Hui .310
LamboSC2 184
Railgan 17
StarCraft: Brood War
Britney 44387
Jaedong 3672
BeSt 702
Mini 635
EffOrt 593
ggaemo 510
Stork 508
ZerO 430
Shuttle 410
actioN 403
[ Show more ]
Rush 368
Hyuk 310
firebathero 298
Soulkey 274
Killer 270
hero 113
Last 97
Larva 75
ToSsGirL 67
sorry 65
Sea.KH 61
PianO 60
sSak 58
Sharp 52
Hyun 49
Shine 39
Aegong 35
Bale 25
Rock 24
JYJ 23
Movie 21
Sacsri 17
GoRush 14
Terrorterran 13
eros_byul 1
Dota 2
Gorgc8447
qojqva916
Counter-Strike
edward161
Super Smash Bros
Mew2King69
Heroes of the Storm
Khaldor416
Liquid`Hasu216
Other Games
FrodaN3310
singsing2110
Liquid`RaSZi1376
B2W.Neo1002
crisheroes144
ZerO(Twitch)18
Organizations
Other Games
gamesdonequick905
StarCraft 2
ComeBackTV 594
Other Games
BasetradeTV149
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV670
League of Legends
• Jankos5043
• Nemesis4575
Upcoming Events
BSL
3h 36m
Replay Cast
8h 36m
Replay Cast
17h 36m
Afreeca Starleague
18h 36m
Light vs Calm
Royal vs Mind
Wardi Open
19h 36m
Monday Night Weeklies
1d
OSC
1d 8h
Sparkling Tuna Cup
1d 18h
Afreeca Starleague
1d 18h
Rush vs PianO
Flash vs Speed
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
2 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL
6 days
RSL Revival
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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 © 2026 TLnet. All Rights Reserved.