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State of the game before this weeks’ patch Because we were receiving completely different feedback from our community and the top pros, we really took the time to carefully analyze the state of the game before the patch came out. Our thought is that Protoss was the strongest race especially at the pro level in the last couple weeks, and Terran clearly doesn’t look overpowered right now.
However, all of this can change drastically with this week’s balance patch, so we wanted to ask everyone to look at the game without the previous bias to really gauge the changes over the next few weeks before we continue forward.
Online and UI Features Because we don’t want to be too quick to judge on balance issues this week, we wanted to focus on giving an update on the online features this week.
Ladder Revamp Our UI/Online team has been hard at work on the Ladder Revamp as we continue to work through the details of the goals we’ve been discussing with you guys all throughout this year. We don’t have a specific release date yet, but implementation is going smoothly and we’re currently targeting a mid-summer release window. We’ll have a lot more info to come on this front very soon.
Separate MMR per race We believe this is something that is in much more high demand than some of the other online system requests. Please let us know if we’re wrong here, so that we can adjust our schedule accordingly. This is something we decided to move up in our schedule over other features, and this will be our main focus to work on right after ladder revamp.
Community request to add army supply/worker supply to the UI We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.
Skins and Voice Packs We’ve previously told everyone that these will be coming after the Nova mission packs, and it’s currently looking to be on track. To go a bit more into detail, we’ve made a lot more progress on the content front both in terms of exploring what we can do with Skins and Voice Packs as well as our efforts to alleviate the game performance issues that come with adding more skins to the game. We’re definitely not there yet, but we’re in active development and making progress..
Automated Tournaments Improvements There has been a shift in scope on this front, as discussions over the past several months have centered around much of the community’s feedback on the desires for features like Clan Tournaments or adding the ability to create your own Private and/or Custom Tournaments. We’re still continuing to talk about Archon and Team Tournaments as one facet of our additions here as well. When we last spoke about improvements to this system, we said that we don’t have any specific plans or timelines around these yet, but we’re currently in the process of discussing the community’s feedback and formulating that into a more concrete plan that prioritizes the highest community asks first. We will definitely share when we have more information here, but we’re currently thinking this will be an area that we will be focusing on next year.
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All these seem fair enough. The separate army/worker supply is probably a small QoL improvement at the lower levels, and not really relevant higher up.
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I've read some TLers saying another QoL improvement would be to be able to cast and activate all abilities from your units without having to tab between them. That would be a nice touch if it's not implemented yet (afaik it isn't).
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I only care about seperate MMR per race so please implement that soon.
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Last patch was a good step forward, no more tvt games with just mass liberators, thors can do some damage, immortals arent truly immortal anymore. We even saw (1) swarmhost during GSL code A! :D But, Tempests for just 4 supply is silly, Ultralisks are still insane and the warprism is too cheap for such a fast and powerful unit.
Good to hear the ladder revamp and seperate MMR are on track.
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Source is missing =P
Well, I am glad they are looking at the separated MMR per race, and the ladder revamp will take a lot anyways, like 3 months...
About the balance, they realized just now that P was OP lol, (ok, at pro lvl). At least they didn't throw weird changes to try right now, and want to evaluate how things develop by themselves but man... the Ultra, Ravager, Adepts still need some tweak IMO, but Lib got nerfed for good.
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On May 28 2016 02:46 Sogetsu wrote: Source is missing =P
Sorry, was watching scarlett match when it came up so I was rushing. I also forgot to put on community news
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Ultralisk needs a tweak, it's useless in ZvP and overpowered in ZvT, a bad dynamic.
Skytoss probably doesn't need a tweak, but it is bullshit, and unbeatable if you are passive, another "don't let them get there" kind of thing.
Can't tell if Cyclone buff made a difference, Swarm Host buff is just polishing a useless piece of junk, change the way the unit works or remove it, it's just bad.
All I really care about is an Abathur voice pack really, the balance of the game is fine for the time being, be patient and let the metagame develop, Dark's Ling/Bling drop style has already been pretty much figured out, that alone should show the game is evolving.
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The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies.
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On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies.
Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition.
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On May 28 2016 03:14 Beelzebub1 wrote:Show nested quote +On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition.
MMM and Vikings SHRED Tempests.
This "make Tempests and win" thing you're talking about doesn't exist. Protoss needs Tempests, Storm, Archons, Zealots, etc. for Tempests to be viable at all. They're slow as hell and have awful DPS.
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On May 28 2016 03:19 DinoMight wrote:Show nested quote +On May 28 2016 03:14 Beelzebub1 wrote:On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition. MMM and Vikings SHRED Tempests. This "make Tempests and win" thing you're talking about doesn't exist. Protoss needs Tempests, Storm, Archons, Zealots, etc. for Tempests to be viable at all. They're slow as hell and have awful DPS.
Maybe in a vacuum, I'm not saying Tempests alone kick the shit out of everything, " and put some Carriers with it" with storm, it's pretty much 100 apm auto win unless you want to Viper yank everything for 20 minutes straight while you mine the map out.
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yes yes yes to separate mmr. i enjoy all races in lotv, but suck balls /w P & Z.
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On May 28 2016 03:14 Beelzebub1 wrote:Show nested quote +On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition.
If you allow protoss to get 12+ tempests and carriers in PvT, it's kind of your fault. No protoss is expected to have money for such expensive army.
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United Kingdom20285 Posts
How many pro games in the last month or 2 had "12+" tempests and "some carriers"?
You just don't hear "Oh well s/he was losing or even but there are some tempests now so they will win the game" very often either. Tempests are generally lategame units and are most effective and most commonly built when the player is already ahead
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On May 28 2016 02:29 ZigguratOfUr wrote: All these seem fair enough. The separate army/worker supply is probably a small QoL improvement at the lower levels, and not really relevant higher up.
I never thought of this change myself but it surely would have helped me a ton when I was bronze to gold, and it could even help me today when I forgot to hit that scv hotkey for some reasons 
All in all a good change that could help increasing the player base by making it more casual...
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On May 28 2016 03:24 Shield wrote:Show nested quote +On May 28 2016 03:14 Beelzebub1 wrote:On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition. If you allow protoss to get 12+ tempests and carriers in PvT, it's kind of your fault. No protoss is expected to have money for such expensive army. yeah "don't let him get there or you lose" In my opinion in a strategy game you should have more options than being forced to allin every game before a certain unit composition hits the field.
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On May 28 2016 03:24 Cyro wrote: How many pro games in the last month or 2 had "12+" tempests and "some carriers"?
You just don't hear "Oh well s/he was losing or even but there are some tempests now so they will win the game" very often either. Tempests are generally lategame units and are most effective and most commonly built when the player is already ahead that's because every terran/zerg allins before mass tempests hits the field because they know it can't be defeated.
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Visible and seperate MMR for race would be a huge improvement. I don't want to play on NA to play Terran. There a lot of players like me as well. Another idea: Why there isn't custom in-game tournaments? You would create tournaments just like challonge does but in-game. So its more reachable to everyone, you can see sc profile of the players, you can also implement the brackets of serious tournaments so the players that are currently in game can follow.
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I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more.
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On May 28 2016 02:37 Salteador Neo wrote: I've read some TLers saying another QoL improvement would be to be able to cast and activate all abilities from your units without having to tab between them. That would be a nice touch if it's not implemented yet (afaik it isn't). This would indeed be nice, but I think it would raise some questions with hotkeys and stuff, so potentially the whole hotkey menu plus the behavior of the wireframe section would have to be redesigned, or at least modified. Not that it would be impossible, but in comparison to displaying army and worker supply, which is literally just showing one more number on screen that is already available, it would be a much bigger effort.
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I absolutely agree with the seperating of the mmr btw the races. I also think that the worker/army supply change would be great!!!
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If terran wasn't overpowered why did they nerf it without compensation? Why are they pretending the result is going to be anything other than making the race weaker?
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Separate MMR is very good idea. Also I'm waiting for new leagues system.
And yes, I fully agree with previous ideas about increasing of Tempest supply cost (5 should be better that 4)
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I've read some TLers saying another QoL improvement would be to be able to cast and activate all abilities from your units without having to tab between them. That would be a nice touch if it's not implemented yet (afaik it isn't).
Starcraft should originally have been designed around this concept, but it's not really practical.
That said, they could have made some improvements. E.g. given Ghost stim and nerfing its core stats so you could stim bio units while having ghosts selected.
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tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in.
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On May 28 2016 04:15 TheWinks wrote: If terran wasn't overpowered why did they nerf it without compensation? Why are they pretending the result is going to be anything other than making the race weaker?
They nerfed liberators because the way it annihilated zerg air wasn't good design. And they didn't nerf it without compensation--they buffed thor anti-air. Also just because Terran isn't overpowered, it doesn't mean it's perfectly balanced in TvZ.
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I think separate mmr for races is SUPER NEEDED!
I'm usually around diamond/master with Zerg, and I always lose to gold players if I pick Terran or Protoss. In fact, for playing Terran and Protoss I need to switch from Eu to Na where I don't mind if lose points for free just to enjoy a bit with a race that is not my main.
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On May 28 2016 02:37 Salteador Neo wrote: I've read some TLers saying another QoL improvement would be to be able to cast and activate all abilities from your units without having to tab between them. That would be a nice touch if it's not implemented yet (afaik it isn't).
this would mean to have absolutely no overlap on any ability, which is kind of inefficient given the number of abilities there is in the game.
For instance if you're terran, having tanks siege/unsiege liberator's liberation zone on/off and widow mine burrow unburrow, on the same 2 keys (D and F for me) is very efficient, and is worth using tab.
It would also totally prevent you from using The Core, Grid and all the optimized key set up that are based on using a minimal amount of different keys choosen to maximise speed and ergonomy.
All in all it wouldn't be QoL at all, it would be a big mess.
Using proper control groups and tab is not that hard.
If anything, I miss the way you could move only the highlighted units in a control group in Warcraft 3, by using alt+click iirc, it was very usefull when you wanted one type of unit to run away or move to the front line without interfering with the other's move orders...
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Tempest was originally 6 supply and supposed to be 6 supply especially for the stats on the unit and what it does.
Currently it is overpowered because it's overly efficient at 4 supply. During one of the HOTS beta patches they lowered it to 4 supply with one of the reasons being "people weren't building them."
It needs to go back to 6 supply.
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United States752 Posts
On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more.
I don't know haw hard this would be to implement for blizzard but it would be cool if it was possible. I don't have problems with most skins, but the winged zergling skin is a real pain. It makes it harder to figure out how many lings thier actually are I find it especially annoying in zvz.
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How would separate MMR work for Random? Would random be considered a "fourth race" and have its own MMR, or would it be dynamically borrowing from your other three MMRs? (If the latter, then your race would have to be determined as soon as you hit the "ready" button, so that the matching algorithm would use the proper ranking.)
As someone who wants to play random, and used to play random all the time in WoL, I would much prefer the latter scenario, MMR using one of the three individual race MMRs depending on what you roll. However, considering that being a random player gives you the inherent advantage of your race being a mystery to your opponent, that might be a little unfair. So maybe if you're matched against a random player, you should be able to see what they are by going to the "players" menu. I would definitely trade the perk of keeping my race a mystery for the separate MMRs in random. (Besides, I always tell them if they ask what race I am anyway.)
In WoL, while I loved playing random early on, I eventually got really turned off because my Terran games were pulling my MMR too far behind my Zerg games, making my Zerg games a cakewalk, and, of course, my Z games had the opposite effect on my T games, making my T games an embarrassing mess. I think Protoss was the only race with which I was roughly evenly matched.
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On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins.
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On May 28 2016 05:02 BaronVonOwn wrote:Show nested quote +On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins. exact same concern here
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On May 28 2016 04:51 washikie wrote:Show nested quote +On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. I don't know haw hard this would be to implement for blizzard but it would be cool if it was possible. I don't have problems with most skins, but the winged zergling skin is a real pain. It makes it harder to figure out how many lings thier actually are I find it especially annoying in zvz.
I don't it's hard to implement, but people might feel that there's no point in purchasing skins if everyone else just chooses not to see them.
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The fact that they're willing to shift around their development schedule in response to community feedback is amazing to me. I'm really not used to developers/companies being willing to do that sort of thing.
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On May 28 2016 05:02 BaronVonOwn wrote:Show nested quote +On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins.
That's what low graphics settings is for.
That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible?
So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that.
The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc.
They are just simple graphical enhancements that make the game look cooler and more unique.
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On May 28 2016 05:15 D_K_night wrote:Show nested quote +On May 28 2016 05:02 BaronVonOwn wrote:On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins. That's what low graphics settings is for. That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible? So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that. The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc. They are just simple graphical enhancements that make the game look cooler and more unique. people can buy custom skins if they want to enhance their game experience. If I can avoid to see silly skins I'm all for it. Especially since some of them are confusing -winged lings not to name them.
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On May 28 2016 05:16 [PkF] Wire wrote:Show nested quote +On May 28 2016 05:15 D_K_night wrote:On May 28 2016 05:02 BaronVonOwn wrote:On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins. That's what low graphics settings is for. That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible? So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that. The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc. They are just simple graphical enhancements that make the game look cooler and more unique. people can buy custom skins if they want to enhance their game experience. If I can avoid to see silly skins I'm all for it. Especially since some of them are confusing -winged lings not to name them.
Half the point of skins is to rub them in your opponent's face.
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I don't understand the issue. The skins don't need to be goofy or obnoxious, they can be sensible. If one day I see a Jackson's revenge battlecruiser or taldarim immortal I'm still gonna recognize the unit and it will not influence my gaming experience.
Mutant Zergling wings are a different matter, that's just over the top and decrease clarity.
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On May 28 2016 05:15 D_K_night wrote: That's what low graphics settings is for.
That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible?
So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that.
The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc.
They are just simple graphical enhancements that make the game look cooler and more unique. I'm pretty sure this whole idea came from a small but vocal group of amateur eSports directors who think paid skins are going to somehow save SC2 like they saved CSGO. It's not the same, there can't be some massive underground skin betting market in Starcraft, it's just going to be one more way to nickel-and-dime loyal fans. SC2 is kept afloat by a pretty hardcore community these days, and skins are a casual feature for WoW and Hearthstone players. Keep them in co-op with the casuals. The "standard" SC2 experience has always been distinct from the arcade/campaign experience and ruining that with a blatant attempt at money-grubbing is going to turn off a lot of fans.
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Separate MMR per Race must happen. I do not play Protoss and Terran because of that...
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On May 28 2016 05:30 BaronVonOwn wrote:Show nested quote +On May 28 2016 05:15 D_K_night wrote: That's what low graphics settings is for.
That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible?
So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that.
The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc.
They are just simple graphical enhancements that make the game look cooler and more unique. I'm pretty sure this whole idea came from a small but vocal group of amateur eSports directors who think paid skins are going to somehow save SC2 like they saved CSGO. It's not the same, there can't be some massive underground skin betting market in Starcraft, it's just going to be one more way to nickel-and-dime loyal fans. SC2 is kept afloat by a pretty hardcore community these days, and skins are a casual feature for WoW and Hearthstone players. Keep them in co-op with the casuals. The "standard" SC2 experience has always been distinct from the arcade/campaign experience and ruining that with a blatant attempt at money-grubbing is going to turn off a lot of fans. Right on the money IMO.
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I wonder what possible other important online system request are there other than Seperate MMR per race? Surely seperate MMR per race should had been one of the first priorities. It has been requested since WoL, but never implemented.
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United States752 Posts
I agree that the separate race mmr is something most players would realy appreciate. I think that showing worker count in the ui would actually be quite a big quality of life change for Zerg players. It possible with the existing ui to count your workers but when your under pressure you can lose track. Zerg more than other races needs to carefully consider thier worker count especially during the early game so this could have an impact on a lot of us mortals but even be useful to pros. I don't know how I feal about it though.
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i totally disagree, terran is op atm. They should nerf more or protoss and zerg will quit the game.
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Yes to everything!! Separate workers from army in UI is a good thing for lower league players like me.
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On May 28 2016 04:20 ZigguratOfUr wrote:Show nested quote +On May 28 2016 04:15 TheWinks wrote: If terran wasn't overpowered why did they nerf it without compensation? Why are they pretending the result is going to be anything other than making the race weaker? They nerfed liberators because the way it annihilated zerg air wasn't good design. And they didn't nerf it without compensation--they buffed thor anti-air. Also just because Terran isn't overpowered, it doesn't mean it's perfectly balanced in TvZ. 8 armor ultras are bad design too. Design itself isn't enough rational to nerf a race that isn't overperforming and is probably underperforming and if you're going to do it, you need to compensate it with something.
The Thor change is not a buff, just like removing the AA in beta was not a nerf.
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With separate MMR I might go back to ladder, and go random again so I could play bronze terran and possibly something better with the other races. It would be fun not to auto-lose every time I get terran...
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On May 28 2016 04:38 avilo wrote: Tempest was originally 6 supply and supposed to be 6 supply especially for the stats on the unit and what it does.
Currently it is overpowered because it's overly efficient at 4 supply. During one of the HOTS beta patches they lowered it to 4 supply with one of the reasons being "people weren't building them."
It needs to go back to 6 supply.
I disagree with you 90% of the time, but this is that 10% where you are definitely correct.
On May 28 2016 04:19 [PkF] Wire wrote: tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in.
Completely agree, the long range pick up is pretty obnoxious, it's a flying mineral only Gateway at the moment, not a drop ship. When a Terran wants to drop 2 medivacs worth of units, it's very powerful, but it's also a huge commitment in gas, warping in 10 Zealots from a mineral only drop ship seems kind of unfair in comparison.
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Hate to be a negative nancy, but the state of the game is terrible. The game is incredibly unbalanced for different races at different points im the game. For example, tvz is now just if you can kill the zerg before he gets ultras. THIS IS NOT FUN. Late game was my favorite part but now it is incredibly one sided. Either nerf the ultra or bring back the old marauder. Why they did both of those at the same is beyond me. Second, the mirrors are shit. I had to quit playing terran due to the coinflipiness. It was my favorite in hots. Now reapers are just stupid and you many times will insta lose to dub reaper. Tank vacs are cancer- its all about who can drop 5 airged tanks into the others base first. Positioning no longer means anything. Immortals were stupid good and collosus were stupid bad. And dont get me started on roach ravager or lurkers
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On May 28 2016 07:10 TheWinks wrote: 8 armor ultras are bad design too. Design itself isn't enough rational to nerf a race
Yes it is
On May 28 2016 07:10 TheWinks wrote: if you're going to do it, you need to compensate it with something.
Yes of course
On May 28 2016 07:10 TheWinks wrote: The Thor change is not a buff, just like removing the AA in beta was not a nerf.
Its a buff and it was a nerf.
Design is way more important than balance, because it doesn't matter how perfectly balanced the game is if is boring and awful.
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I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/
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On May 28 2016 07:10 TheWinks wrote:Show nested quote +On May 28 2016 04:20 ZigguratOfUr wrote:On May 28 2016 04:15 TheWinks wrote: If terran wasn't overpowered why did they nerf it without compensation? Why are they pretending the result is going to be anything other than making the race weaker? They nerfed liberators because the way it annihilated zerg air wasn't good design. And they didn't nerf it without compensation--they buffed thor anti-air. Also just because Terran isn't overpowered, it doesn't mean it's perfectly balanced in TvZ. 8 armor ultras are bad design too. Design itself isn't enough rational to nerf a race that isn't overperforming and is probably underperforming and if you're going to do it, you need to compensate it with something. The Thor change is not a buff, just like removing the AA in beta was not a nerf.
The Thor change is definitely a buff, though you could argue as to how much of a buff it is. From what I've seen of them so far in pro games they seem pretty okay in the right circumstances. Also if you look at the Korean TvZ results over the last few months terran sure as hell isn't "probably underperforming".
And I completely disagree that "Design itself isn't enough of a rationale to nerf a race". Design is way more important than balance. You should strive for balance and compensate when necessary, but trying to get the design right should always be the primary goal.
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On May 28 2016 04:19 [PkF] Wire wrote: tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in. And a slight buff to every gateway unit to compensate for these unneeded nerfs.
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United States4126 Posts
Separate MMR and skin packs have been asked for since WOL. I can't believe it took this long for Blizzard to even consider asking the community if we really wanted them.
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On May 28 2016 08:13 CheddarToss wrote:Show nested quote +On May 28 2016 04:19 [PkF] Wire wrote: tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in. And a slight buff to every gateway unit to compensate for these unneeded nerfs. you're absurdly delusional about the state of Protoss in high level play.
I don't think P is hugely favored, but there is little debate they dominate the pro scene atm and that both those slight nerfs (tempest supply + warp prism range) would make a lot of sense balance and design wise.
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On May 28 2016 07:51 ZigguratOfUr wrote:Show nested quote +On May 28 2016 07:10 TheWinks wrote:On May 28 2016 04:20 ZigguratOfUr wrote:On May 28 2016 04:15 TheWinks wrote: If terran wasn't overpowered why did they nerf it without compensation? Why are they pretending the result is going to be anything other than making the race weaker? They nerfed liberators because the way it annihilated zerg air wasn't good design. And they didn't nerf it without compensation--they buffed thor anti-air. Also just because Terran isn't overpowered, it doesn't mean it's perfectly balanced in TvZ. 8 armor ultras are bad design too. Design itself isn't enough rational to nerf a race that isn't overperforming and is probably underperforming and if you're going to do it, you need to compensate it with something. The Thor change is not a buff, just like removing the AA in beta was not a nerf. The Thor change is definitely a buff, though you could argue as to how much of a buff it is. From what I've seen of them so far in pro games they seem pretty okay in the right circumstances. Also if you look at the Korean TvZ results over the last few months terran sure as hell isn't "probably underperforming". The Thor change isn't a buff because it's the return of a mode that wasn't used in hots. To top it off, that mode is weaker than it was in hots thanks to extra range on broods. It was removed because it was useless and it has not returned in a decidedly more powerful state than it was in hots. We have tons of data that it wasn't a useful mode AND it's relatively weaker thanks to unit it's supposed to be useful against getting buffed against it. If we gave the battlecruiser a near useless ability that wouldn't be a buff either. Also, the world is more than GSL, even in Korea.
On May 28 2016 07:51 ZigguratOfUr wrote: And I completely disagree that "Design itself isn't enough of a rationale to nerf a race". Design is way more important than balance. You should strive for balance and compensate when necessary, but trying to get the design right should always be the primary goal. So you would support something like a straight nerf to something like ultra armor without compensation for the sake of design, regardless of the impact of balance? You shouldn't. You can do it when a race is overpowered because the nerf is justified and you hit two birds with one stone. When there is no compelling balance issue, you have to compensate to prevent doing another widow mine style nerf. In that case they couldn't even figure out a way to dig themselves out of the hole they dug so they just reverted it.
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On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead.
Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech.
It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead !
T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ?
Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran.
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On May 28 2016 08:33 [PkF] Wire wrote:Show nested quote +On May 28 2016 08:13 CheddarToss wrote:On May 28 2016 04:19 [PkF] Wire wrote: tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in. And a slight buff to every gateway unit to compensate for these unneeded nerfs. you're absurdly delusional about the state of Protoss in high level play. I don't think P is hugely favored, but there is little debate they dominate the pro scene atm and that both those slight nerfs (tempest supply + warp prism range) have been advocated for for ages and would make the global balance far better. Why do you, and people that share your opinion, ignore that on the highest level of play (as in Korean tournaments) people play on different maps, which are better for Protoss, while the rest of the world plays on the shitty ladder maps? According to aligulac last week PvZ was at 50% for the first time since LotV release. We are talking about 8 months of PvZ being between 42 and 48%, but most of the time closer to 42%. And now that the MU is finally fair for both sides, it's time to give Zergs another 6-7 months of free wins?
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On May 28 2016 08:50 CheddarToss wrote:Show nested quote +On May 28 2016 08:33 [PkF] Wire wrote:On May 28 2016 08:13 CheddarToss wrote:On May 28 2016 04:19 [PkF] Wire wrote: tempest supply increase + a slight warp prism nerf and the game reaches the best state it's ever been in. And a slight buff to every gateway unit to compensate for these unneeded nerfs. you're absurdly delusional about the state of Protoss in high level play. I don't think P is hugely favored, but there is little debate they dominate the pro scene atm and that both those slight nerfs (tempest supply + warp prism range) have been advocated for for ages and would make the global balance far better. Why do you, and people that share your opinion, ignore that on the highest level of play (as in Korean tournaments) people play on different maps, which are better for Protoss, while the rest of the world plays on the shitty ladder maps? According to aligulac last week PvZ was at 50% for the first time since LotV release. We are talking about 8 months of PvZ being between 42 and 48%, but most of the time closer to 42%. And now that the MU is finally fair for both sides, it's time to give Zergs another 6-7 months of free wins? 1/ both those changes would target PvT far more than PvZ 2/ the map pool is 100% fair now 3/ I'm always cautious when dealing with aligulac numbers. I'd trust Korean balance far more, and lately it has shifted heavily towards Protoss.
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Don't you just love it when someone says lategame macro compositions should be viable for all races and someone else says ' lol don't let them get there fam :^) '.
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The problem with late game macro compositions is the way that Blizzard has designed. Note that in the early game, there aren't many hard counters, which is necessary because of the limited number of units accessible. The late game is all about hard countering, whether it be Ultralisk being counter by Immortals or Broodlords with Tempests because the late game units are slow and 1a.
The late game should instead mirror the early game with units that give greater opportunity for skill and micro and aren't hard countered.
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On May 28 2016 03:14 Beelzebub1 wrote:Show nested quote +On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition.
Everything you just described only happens in masters league and below. Trying to balance and accommodate for that level of play is just bad for the game as a whole.
DPS/Cost for tempest is still among the lowest in the game even at 4 supply. The unit fulfills its niche role and that is about it.
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Separate race MMR could possibly breathe some new life back into ladder, allowing people to off-race for kicks.
Even as a Protoss player I think Warp Prism range should be nerfed. Both from a design and balance perspective it makes sense, and it's one of those changes that is going to effect pro play much more so than your average joe.
I will say though that both as a spectator and player, a big reason why LotV has been so much more fun is because of the focus on harassment, strategic positioning, and multiple simultaneous engagements. These are things very map dependent, but I'm calling it right now that the more we veer toward (and as players get better skilled at) exploiting these 3 things, Protoss is going to start looking weaker and weaker as they are by far the worse race at small engagements.
Protoss historically deathballed because they NEED to deathball, and until DK actually grows some cajones and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change.
I would love to see late game army compositions revamped completely so that the highest tier units were very complementary in nature and to maintain the focus on harassment/positioning/multiple engagements throughout the entire game. Say something like hero units, where you can only have 1 tempest, 1 ultra, etc. Would make getting them much more epic, and not where you just spawn a million of them and facesmash into the opposing army. Would also like to see colossus' role changed to more of a positional unit like siege tanks/lurkers.
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United Kingdom20285 Posts
and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change.
I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech).
With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well.
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On May 28 2016 11:48 Cyro wrote:Show nested quote +and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too.
Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
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nice to hear Blizzard is working on the automated tournaments. i really like automated tournaments. my only real complaint is that sometimes i get put in a tournament of players 1 league higher than me and i get totally destroyed in the first round.
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On May 28 2016 11:32 Agh wrote:Show nested quote +On May 28 2016 03:14 Beelzebub1 wrote:On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition. Everything you just described only happens in masters league and below. Trying to balance and accommodate for that level of play is just bad for the game as a whole. DPS/Cost for tempest is still among the lowest in the game even at 4 supply. The unit fulfills its niche role and that is about it.
Then let's delete everything bellow GM and ban all these people from the game.
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I wonder if this balance patch will bring back phoenix colossus in PvZ. Phoenix are still the safest/best opener and a buffed up colossus might be able to deal with potential lurkers
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United Kingdom20285 Posts
OK so which gateway unit could get any buff ?
I just think it's better to buff gateway rather than tech units if redesigning or if buffs are needed. For gateway units i would look at scaling rather than combat power buffs.. some unconventional stuff like reducing wasted damage (marines never waste shots so they scale excellently and can micro more), making the model size of the stalker a bit smaller etc.
A lot of people seem to want adept combat power nerfed to the ground but the combat strengh of the adept isn't unusual when compared to the other races. A lot of the percieved power comes from warp prism pickup range and shadespam rather than the combat stats; if you are to consistently nerf the combat stats in order to balance those powers, you're just making a more gimmicky race that can't stand up to a fight
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On May 28 2016 12:07 [PkF] Wire wrote:Show nested quote +On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend. By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
I want a complete revamp. Buff Zealot speed and damage so they are actually useful early game. Buff stalker damage but reduce health to change their role into more of a fragile ranged DPS unit. Move warpgate tech to twilight council to smooth out the Protoss army power curve and remove the issue of OP warp gate timing (which would also indirectly nerf warp prism).
Once you start viewing it in this light you realize if gateway units were actually useful at defending early game you could remove the horrible design of the Mothership Core, and the smoother power curve would also promote more aggression early game and not warp gate timings that has essentially dominated Protoss aggression for the entirely of SC2. But alas I know this is all a pipedream. I think at the very least the Colossus should be revamped so that it becomes more a mid-game, defensive/positional unit. Perhaps something like removing the range upgrade but adding stationary mode like siege tank which gives adds range.
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On May 28 2016 14:28 Skyro wrote:Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend. By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way. I want a complete revamp. Buff Zealot speed and damage so they are actually useful early game. Buff stalker damage but reduce health to change their role into more of a fragile ranged DPS unit. Move warpgate tech to twilight council to smooth out the Protoss army power curve and remove the issue of OP warp gate timing (which would also indirectly nerf warp prism). Once you start viewing it in this light you realize if gateway units were actually useful at defending early game you could remove the horrible design of the Mothership Core, and the smoother power curve would also promote more aggression early game and not warp gate timings that has essentially dominated Protoss aggression for the entirely of SC2. But alas I know this is all a pipedream. I think at the very least the Colossus should be revamped so that it becomes more a mid-game, defensive/positional unit. Perhaps something like removing the range upgrade but adding stationary mode like siege tank which gives adds range.
I would complement your argument about basic unit balance, rather than frank buffs to Gateway, I'd say Zerglings are too fast and Roaches are too cost effective and supply inefficient. Gateway is actually pretty good against Terran pre-Stim. So I agree that upgrades should scale better to make the Stim dynamic less uneven. Terran lacks midtier units to complement their Stim Bio, aside from WMs. That's a gap I feel Terran could use that could buffer an AtG Liberator nerf. I think Zerglings are too all or nothing as a dynamic. This leads to a lot of frustration on Zerg's part, expecting nice cost efficiency in an open area, and complete annihilation otherwise.
I also think Queens are too tanky. For being mostly a macro/creep mechanic, PO can be nerfed commensurate with Queens. Both shut down too many options and end up being a no brainer in many games. Why Protoss needs PO in the first place is because their macro doesn't ramp up as quickly as other two races, you see incredible army supply differences during that PO window. Why is that? Why is Chrono so mild? We scape goated macro mechanics as being a damning aspect of Starcraft, but perhaps we could unnerf or untilt the MMs with benefit to action uptime. Perhaps these are major changes that will never be considered, but those are my design considerations.
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On May 28 2016 08:46 Tyrhanius wrote:Show nested quote +On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran.
Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh?
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I would quite like to have the observer interface functions available as a player (i.e. production, army, workers, income rate, etc). Obviously you would only be able to see your own stuff and not your opponents. I'm not expecting it to happen, but yeah...
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On May 28 2016 11:32 Agh wrote:Show nested quote +On May 28 2016 03:14 Beelzebub1 wrote:On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition. Everything you just described only happens in masters league and below. Trying to balance and accommodate for that level of play is just bad for the game as a whole. DPS/Cost for tempest is still among the lowest in the game even at 4 supply. The unit fulfills its niche role and that is about it. no it definitely happens in GM league as well. I play GM players quite often and there is a significant amount of them that just sits in their base and spams tempests. At pro level it happens more rarely because pro players know they have to allin because protoss gets there but players like sOs and stats have played skytoss turtle multiple times successfully.
regardless of level of play, balance or whatever I just think a unit composition that is impossible to beat and an autowin once you get there is horrible design.
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On May 28 2016 14:51 Legobiten wrote:Show nested quote +On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? we both know that terran doesn't have any good units to tech to so don't say absurd things. and no terran asked for larva nerf + muta hardcounter.
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The most important thing for ladder revamp is REMOVING BARCODES.
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Community request to add army supply/worker supply to the UI We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.
Will this be implemented in the gameplay or replay function? I think it might be good for replays but if you're playing the game I feel this will be too much extra information you could do just fine without...
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On May 28 2016 17:30 KonanTenshi wrote:Show nested quote +Community request to add army supply/worker supply to the UI We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.
Will this be implemented in the gameplay or replay function? I think it might be good for replays but if you're playing the game I feel this will be too much extra information you could do just fine without... Indeed, its part of sc2 to balance that part by the player.
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On May 28 2016 05:16 [PkF] Wire wrote:Show nested quote +On May 28 2016 05:15 D_K_night wrote:On May 28 2016 05:02 BaronVonOwn wrote:On May 28 2016 03:36 [PkF] Wire wrote: I really wish they would add a "standard skins only" option. The ability to customize colors on ladder was a really nice first step, I'd like to be able to standardize the games further more. yeah... I'm a little concerned that paid skins could be obnoxious and over-the-top to get people to buy them. I don't want every ladder game to look and sound like some arcade map or campaign mission. Hopefully there will be a graphics option to disable custom skins. That's what low graphics settings is for. That aside, well no, the entire point of skins and differentiating graphical looks is for other ppl to see them. What's the point of even releasing custom skins if they are not visible? So no. World of Warcraft players have also asked to disable everyone else's transmorghify options just because they personally found obnoxious that people wanted to customize their own look. Blizzard thankfully did not cave into that. The paid skins won't be any more obnoxious than the existing WoL collector's edition Thor, the HOTS ultralisk, the marines with bladed rifles, etc. They are just simple graphical enhancements that make the game look cooler and more unique. people can buy custom skins if they want to enhance their game experience. If I can avoid to see silly skins I'm all for it. Especially since some of them are confusing -winged lings not to name them.
+1. i want a setting in the options menu forcing the display standard unit models only in my game client. then Blizzard can sell 5000 different skins for each unit and it has zero impact on me.
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For Separate MMR per race.
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Bring us the ladder revamp and the seperate MMR first. . I`m not sure if I like a seperate MMR for random as well. It may be the case that the lower ladder regions get overcrowded with random players, as they have no risk in getting their mmr messed up. Probably its best if random will effect the MMR of the given race after the game.
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i want a setting in the options menu forcing the display standard unit models only in my game client. then Blizzard can sell 5000 different skins for each unit and it has zero impact on me. yeah there should be an option to choose also the skins displayed for the opponent players because I want to choose how the game looks for me. Just like with the colors that can be ste to green no matter which colour was chosen
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On May 28 2016 14:51 Legobiten wrote:Show nested quote +On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now).
The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game.
The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it.
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On May 29 2016 00:08 Lexender wrote:Show nested quote +On May 28 2016 14:51 Legobiten wrote:On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now). The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game. The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it.
Not sure if I would go as far as calling Ravens "paper weights" but they are kind of like Infestors, in this weird spot in balance where they are woefully underwhelming (at least compared to High Templars) but still relatively balanced, so the balance team is probably never going to buff them as long as people still build them.
They should just make Infestors stronger vs. air compositions, same with Raven, this game needs less air turtle deathball play and more ground battles, the meta is shifting back towards cancer mass air styles at times and it's terrible.
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On May 29 2016 02:13 Beelzebub1 wrote:Show nested quote +On May 29 2016 00:08 Lexender wrote:On May 28 2016 14:51 Legobiten wrote:On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now). The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game. The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it. Not sure if I would go as far as calling Ravens "paper weights" but they are kind of like Infestors, in this weird spot in balance where they are woefully underwhelming (at least compared to High Templars) but still relatively balanced, so the balance team is probably never going to buff them as long as people still build them. They should just make Infestors stronger vs. air compositions, same with Raven, this game needs less air turtle deathball play and more ground battles, the meta is shifting back towards cancer mass air styles at times and it's terrible. Infestors are used almost every zvt. ravens are used... never except maybe 1 in early game tvt. I don't think I would say they are in a similar spot.
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On May 29 2016 02:23 Charoisaur wrote:Show nested quote +On May 29 2016 02:13 Beelzebub1 wrote:On May 29 2016 00:08 Lexender wrote:On May 28 2016 14:51 Legobiten wrote:On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now). The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game. The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it. Not sure if I would go as far as calling Ravens "paper weights" but they are kind of like Infestors, in this weird spot in balance where they are woefully underwhelming (at least compared to High Templars) but still relatively balanced, so the balance team is probably never going to buff them as long as people still build them. They should just make Infestors stronger vs. air compositions, same with Raven, this game needs less air turtle deathball play and more ground battles, the meta is shifting back towards cancer mass air styles at times and it's terrible. Infestors are used almost every zvt. ravens are used... never except maybe 1 in early game tvt. I don't think I would say they are in a similar spot.
Maybe in pro games, I don't know, even at super high levels of play Infestors are a, "I hope the Terran makes a mistake and get's caught so I can Bile and kill 50 supply in 5 seconds" but usually I just see Infestors dying hilariously lol
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On May 29 2016 02:32 Beelzebub1 wrote:Show nested quote +On May 29 2016 02:23 Charoisaur wrote:On May 29 2016 02:13 Beelzebub1 wrote:On May 29 2016 00:08 Lexender wrote:On May 28 2016 14:51 Legobiten wrote:On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now). The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game. The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it. Not sure if I would go as far as calling Ravens "paper weights" but they are kind of like Infestors, in this weird spot in balance where they are woefully underwhelming (at least compared to High Templars) but still relatively balanced, so the balance team is probably never going to buff them as long as people still build them. They should just make Infestors stronger vs. air compositions, same with Raven, this game needs less air turtle deathball play and more ground battles, the meta is shifting back towards cancer mass air styles at times and it's terrible. Infestors are used almost every zvt. ravens are used... never except maybe 1 in early game tvt. I don't think I would say they are in a similar spot. Maybe in pro games, I don't know, even at super high levels of play Infestors are a, "I hope the Terran makes a mistake and get's caught so I can Bile and kill 50 supply in 5 seconds" but usually I just see Infestors dying hilariously lol Infestors are a niche spell caster at best.
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On May 29 2016 02:35 Shakattak wrote:Show nested quote +On May 29 2016 02:32 Beelzebub1 wrote:On May 29 2016 02:23 Charoisaur wrote:On May 29 2016 02:13 Beelzebub1 wrote:On May 29 2016 00:08 Lexender wrote:On May 28 2016 14:51 Legobiten wrote:On May 28 2016 08:46 Tyrhanius wrote:On May 28 2016 07:47 avilo wrote: I've been playing a lot of off-race Z (almost as strong as my main race tbh).
I played a game within the last two days on frost, ZvT, my opponent had a 30-50 army supply lead, and i won the game because i managed to get out 8 armor ultras and a-moved into 3 liberators + his 30-50 army supply lead.
Something is very, very wrong with 8 armor ultras. I mean it's been obvious - the unit is absurdly broken.
I shouldn't be able to a-move with a 30 army supply deficit, zero micro, and beat someone that was beating me the entire game simply because i got out a tier3 unit =/ As zerg eco gets larvas nerf + mutas ball no longer cost effective, if zerg had invested 600/700 to get infest pit/hive ultras + armor tech while T had invest nothing on tech if he only had bio +3 only liberators, it just normal T had a supply lead. Don't mean "he had outplayed you" like you're trying to suggest but more : T tried to all-in with high number of low tech units while he sacrified his tech but didn't managed to win so got crushed by superior tech. It's just basic game knowledge. Else zergs can just make 200/200 roachs and say they should beat any 150-170 supply army because they have 30-50 supply lead ! T just wants better early mid game than on HOTS with liberator/tankyvac and larvas nerf AND when they reach 3/3 bio become godelike ? Hots TvZ bio vs LBM was far better to play but "community" ask for macro change/mutas hard counter, so ultras +8 is just here to compensate those changes, else zerg can't beat terran. Exactly this! It's so absurd that Terran players whine about how their tier1 units can't beat tier3 units. Terran with upgraded Marines/Marauders/Medivacs is sooooooo strong and reks everything but Ultras. Every other race has to tech up but not terran. So unfair uh? We've asked about lategame units to transition to since forever and all Blizzard has given us is a useless gimmick for the BC, the awful design of the cyclone, ravens that are super expensive paperweights, the tankivac gimmick (good for midgame but useless in the lategame) and the thor still being shit (altough they trying todo fix this now). The only good thing for lategame that was added was the lib and thats why you ser libs un all games every game. The ghost is kind of in limbo because altough the new snipe is strong is super easy to cancel it. Not sure if I would go as far as calling Ravens "paper weights" but they are kind of like Infestors, in this weird spot in balance where they are woefully underwhelming (at least compared to High Templars) but still relatively balanced, so the balance team is probably never going to buff them as long as people still build them. They should just make Infestors stronger vs. air compositions, same with Raven, this game needs less air turtle deathball play and more ground battles, the meta is shifting back towards cancer mass air styles at times and it's terrible. Infestors are used almost every zvt. ravens are used... never except maybe 1 in early game tvt. I don't think I would say they are in a similar spot. Maybe in pro games, I don't know, even at super high levels of play Infestors are a, "I hope the Terran makes a mistake and get's caught so I can Bile and kill 50 supply in 5 seconds" but usually I just see Infestors dying hilariously lol Infestors are a niche spell caster at best. Even as a niche spell caster they're in a better spot than the raven which is only made in TvT and in super rare cases a single one in TvP.
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On May 28 2016 17:27 Nerchio wrote: The most important thing for ladder revamp is REMOVING BARCODES.
Why? It's none of your business to know who you play against. That's first thing.
Second this is if you remove barcodes ppl can came with...
Fake nicknames like AaBbCcDd and just shuffle them, or whatever nickname.
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I like how they are keeping the balance as it is this time. Even this thread turned into another rant and bash.
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On May 28 2016 12:07 [PkF] Wire wrote:Show nested quote +On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too.
Easy:
1) buff Stalker anti air damage
2) Merge DT and HT tech
Et voila!
On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss.
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On May 29 2016 06:24 CheddarToss wrote:Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Easy: 1) buff Stalker anti air damage 2) Merge DT and HT tech Et voila! Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss.
1) That is actually a pretty decent idea, I've shared this sentiment for a long time, Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage, Stalkers vs. mid game bio armies is hilariously 1 sided, and honestly Stalkers vs. Mutalisks even can be pretty bad.
2) This is the direct opposite of your first idea, this is terrible and just OP.
Protoss was only UP because that's the way this game works with a new expansion, Protoss got the most radical changes and Zerg just got straight buffs pretty much so of course there was lots of growing pains, he probably never complains because he looks at the game as a whole and his name isn't...ya know...Cheddartoss rofl
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On May 29 2016 07:43 Beelzebub1 wrote:Show nested quote +On May 29 2016 06:24 CheddarToss wrote:On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Easy: 1) buff Stalker anti air damage 2) Merge DT and HT tech Et voila! On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss. 1) That is actually a pretty decent idea, I've shared this sentiment for a long time, Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage, Stalkers vs. mid game bio armies is hilariously 1 sided, and honestly Stalkers vs. Mutalisks even can be pretty bad. 2) This is the direct opposite of your first idea, this is terrible and just OP. Protoss was only UP because that's the way this game works with a new expansion, Protoss got the most radical changes and Zerg just got straight buffs pretty much so of course there was lots of growing pains, he probably never complains because he looks at the game as a whole and his name isn't...ya know...Cheddartoss rofl Please elaborate on DT/HT tech being OP if merged. The way I see it this would allow for more flexibility in the gateway tech path. The way it is now, DTs are pretty much a dead end and HT tech has no harassment potential. Merging them to one tech path again (a single building unlocked both units in BW) seems natural to me.
As for Stalkers they need to do pitiful damage because of Blink. If Stalkers had decent DPS they would snowball like crazy. I don't think Blink Stalkers alone should be able to defeat MMM regardless of how godly the micro is on the Protoss player's part. But I also don't think that Mutas or Phoenix should be anywhere good vs Stalkers. And Mutas are currently too good vs them.
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Well... The Cyclone could still need some love. In the current state there is no way a terran is going to "mass cyclones" that they keep being afraid of. A 4 supply unit with 120 health. Compared to Adepts that are being massed every PvT, 150 health and 2 supply. I just dont get the 4 supply... The unit is a piece of rusty crap
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On May 29 2016 07:43 Beelzebub1 wrote:Show nested quote +On May 29 2016 06:24 CheddarToss wrote:On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Easy: 1) buff Stalker anti air damage 2) Merge DT and HT tech Et voila! On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss. 1) That is actually a pretty decent idea, I've shared this sentiment for a long time, Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage , Stalkers vs. mid game bio armies is hilariously 1 sided, and honestly Stalkers vs. Mutalisks even can be pretty bad. 2) This is the direct opposite of your first idea, this is terrible and just OP. Protoss was only UP because that's the way this game works with a new expansion, Protoss got the most radical changes and Zerg just got straight buffs pretty much so of course there was lots of growing pains, he probably never complains because he looks at the game as a whole and his name isn't...ya know...Cheddartoss rofl
Well.. Most protoss players are doing just fine on Stalker/Adept/Sentires vs Bio. The best korean Protosses (Zest) relies so heavy on just gateway units with a few support Immortals/Warp Prisms. The idea that Gateway units dont fight well vs bio is HoTS-thoughts, in LoTV they do just fine.
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On May 29 2016 06:24 CheddarToss wrote:Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Easy: 1) buff Stalker anti air damage 2) Merge DT and HT tech Et voila! Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss.
Protoss hasn't been UP for months in LOTV. For lower level players like yourself, it might seem that way, but at the highest levels of play Protoss is considered the strongest. Learn to play instead of balance whining.
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On May 29 2016 06:24 CheddarToss wrote:Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:On May 28 2016 11:48 Cyro wrote:and buffs gateway units, with a corresponding nerf to tech units to reduce Protoss' over-reliance on tech units, this isn't going to change. I've been pretty sad to see so many people pushing for the opposite (nerfed gateway units, buffed tech). With Zerg and Terran being ~36% each of the diamond-gm population and protoss being 23%, there will be comparitively little feedback coming from actual protoss players. I think there is a disproportionate amount of anti-protoss comments/bias because of that as well. OK so which gateway unit could get any buff ? - the chargelot already got a pretty strong charge that helped make charge based compositions mainstream even in PvZ. - the adept is very tanky and strong overall, the shade is very helpful and some would say the cooldown is too low in some circumstances, not much room for buffs here. - the only unit that could get a buff is then the stalker, but you run the risk of making blink timings too strong or to have some match-ups revolve entirely around mass stalkers. That could be cool since the unit is very microable but that could get boring quick too. Easy: 1) buff Stalker anti air damage 2) Merge DT and HT tech Et voila! Show nested quote +On May 28 2016 12:07 [PkF] Wire wrote:Overall I think there is not much room for gateway buffs and that anyway P is more than fine -if something has to happen to P in the next patch, that's probably some kind of nerf, a warp prism nerf being the most likely given the recent updates trend.
By the way, the fact that there is significantly less P players in the "higher" leagues -I trust you on the numbers- genuinely surprises me. I'm not a very skilled player but I didn't struggle at all to get master league while playing a very HotS like style and I don't feel the game became harder for P in any single way.
Honestly, the way you are always advocating Protoss nerfs and never complain, even when Protoss was massively UP in PvZ for like 6 months, I never would have guessed that you play Protoss. 1) buffing stalker anti air damage makes sense. I made a case for it when the infamous photon +bio buff was suggested.
2) merge DT and HT tech is far too versatile.
3) "I never would have guessed you play Protoss" -> overall state of the game is more important than my winrate.
And anyway, what's the pleasure of winning if you know you've an advantage ? You never see me complaining about the state of P because there has been nothing to complain about for ages. I can't even remember the last time P was in a really bad spot balance wise. I seriously think it was in WoL.
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^ [PkF]Wire you the man homie
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United Kingdom20285 Posts
1) That is actually a pretty decent idea, I've shared this sentiment for a long time, Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage, Stalkers vs. mid game bio armies is hilariously 1 sided, and honestly Stalkers vs. Mutalisks even can be pretty bad.
Stalkers are pretty good in low numbers but not larger, i think a lot of that is due to the two points that i brought up - model size and wasting an increasingly large % of their damage as you get more of them
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Stalkers always beat mutas on equal number. If you go full stalkers, zerglings/mutas can beat you because of zerglings not because of mutas.
One Zergling + 1 have more dps than 1 mutas even when you cumulate dps of bounces. If you have zealots tanking zerglings + stalkers you will be fine, it's better than full stalkers vs zerglings/mutas.
If you lose anyway, it's just Z having more army value or you've made too many adept/immortal that can't hit air.
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United Kingdom20285 Posts
Stalkers always beat mutas on equal number.
They beat them much harder in lower numbers than they do in higher numbers because of not being able to attack and wasting damage.
Mutas lose vs both stalkers and marines when there are low numbers are both*, but a blob of mutas can fight a blob of stalkers (especially around a cliff edge like behind a base) while a blob of mutas cannot do the same nearly as easily to a blob of marines, they have to run away and rely on banelings.
*As they should, they are a flying, fast-speed, fast-regen harass unit
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On May 29 2016 08:18 Glorfindel! wrote:Well... The Cyclone could still need some love. In the current state there is no way a terran is going to "mass cyclones" that they keep being afraid of. A 4 supply unit with 120 health. Compared to Adepts that are being massed every PvT, 150 health and 2 supply. I just dont get the 4 supply... The unit is a piece of rusty crap
I agree! In the late beta-LotV the cyclone was the real Ultralisk killer. The cyclone/liberator/hellbat was insane so a nerf was probably needed but since they are now dead they sure could use a buff and a serve a purpose.
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I mean it's really obvious that a unit that is really good against x and y strategies gets build. So it is true for the 8Armor ultralsik. The problem is not that it's impossible to shoot them down with bio. The problem is that a terran has no option to get out other viable tech than liberators or ghosts without sacrificing the power of bio.
It's very clear that any Z knows that Ultralisks are the best unit against bio, as so many Z Players rush for them and try to save ressources whereever possible in the early and mid game.
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Ultralisk are too easy to use, they are pretty fast, strong and insane armor. Their attack animation is instant unlike certain units (thor etc) A disruptor can do amazing damage but it requires skill to controll it. There is no downside to an ultralisk, except it doesnt shoot air....
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On May 29 2016 19:47 PinoKotsBeer wrote:Ultralisk are too easy to use, they are pretty fast, strong and insane armor. Their attack animation is instant unlike certain units (thor etc) A disruptor can do amazing damage but it requires skill to controll it. There is no downside to an ultralisk, except it doesnt shoot air....  And it's a melee unit.
On May 29 2016 10:50 Cyro wrote:Show nested quote +1) That is actually a pretty decent idea, I've shared this sentiment for a long time, Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage, Stalkers vs. mid game bio armies is hilariously 1 sided, and honestly Stalkers vs. Mutalisks even can be pretty bad. Stalkers are pretty good in low numbers but not larger, i think a lot of that is due to the two points that i brought up - model size and wasting an increasingly large % of their damage as you get more of them Those ideas sound very reasonable and exciting to me.
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Their attack animation is instant unlike certain units (thor etc)
No it's not. It has the second highest delay in the game after the Thor anti-ground.
Anyway, comparing melee damage point to ranged damage point makes no sense anyway.
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Separate MMR per race is good but that means 3 rankings per account right? Edit: posted too fast. Wanted to add: So would that mean 3 icons for the league, depending on your race? Or even 4 for random I guess. Only for 1v1 or team games too?
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Please allow players to queue Archon Mode solo - queue, or this mode will just go down and become the next FFA.
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United Kingdom20285 Posts
Archon population (counting 2 people as 1 archon "player") is ~1/10'th of 1v1 right now
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On May 29 2016 19:47 PinoKotsBeer wrote:Ultralisk are too easy to use, they are pretty fast, strong and insane armor. Their attack animation is instant unlike certain units (thor etc) A disruptor can do amazing damage but it requires skill to controll it. There is no downside to an ultralisk, except it doesnt shoot air....  You prefer ultras that can hit and run bio ? lol
Ultras are always stuck by buildings, don't really maximize their AOE (sometimes they attack one unit, instead of attacking the units on the center). It's so easy to kill them with bio when they don't have their upgrade, as they are so easy to kite.
Best way to lose on ZvT is : make too much ultras, and liberator/ghost just crush you hard.
You need no more than 5-6, then you need to support them with infestors, corruptors, queens.
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United States752 Posts
Here's my opion on the ultralisk. I think that the late game interactions it creates are not very fun or interesting. It's dumb that it puts Terran on a clock to close out the game before Zerg can stabilize on ultralisk tech and it forces t to play in pseudo Allin ways. On the other hand I get why blizzard did this. In lotv just like in the previse expansions Zerg is not that great at attacking. Normally they either need to make large cuts to Econ or upgrades if they want to attack Terran. So since Zerg is normally the defender in the mu it makes sense for them to have some reward for defending succesfully that lets them then push out and win games. This helps balance out the ennifectivness of Zerg units on offense in the mid game. The problem is this leads to unfun gameplay. Zerg just turtles and t tries to breach them with fairly limited variety. Also it's prity unfun as Terran to have taken no dmg over the course of the game but then ato lose to the ultralisk clock. Yes Terran does have some answers to ultras but these answers generally work only if Terran has a large lead, killed a lot of drones/bases, wrecked zergs army. I understand why the match is ballanced the way it is. Zerg attacks can't be allowed to be to strong because of the way Zerg works. Rember the Stephano roach Max build vs Protoss that attacke was so strong it pigenholed protoss into very specific openings that could stop it. A lot of Zerg attacks are holdable now but If they got stronger they would be overpowered. Zerg will always be problamatic because it's harder to balance a race which can shift production of Econ and army so fluidly. Zerg units can't be to strong because of how strong the larva mechanic is but this forces the balance we have now where Zerg defends till ultras then crushes. I don't know how you fix this problem. If you just nerfed ultras then it would just make Zerg weeker but it might tip the scale to far in terran's favor. It would probably be best if Terran simply had an alternative to bio that would let them opt to play defensively if they did not want to be on a clock. Sadly mech sucks right now so your always going to get the bio Terran vs turtle Zerg games.
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What do you guys think about a Liberator behavior change:
- mobile AG mode with range=4, damage=35-40(+25 shield?) with same cooldown as it is now (low dps, no hydra one shot nonsense). can be upgraded to range=7 at fusion core (probably +25% AG damage as well?) - siege AA mode with flat 7 damage (pre patch damage) with same cooldown.
The aim of the change would be to give terran a tool that has high damage to deal with ultras, and because of fixed mode AA, make mutas more accessible in zvt.
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On May 28 2016 03:29 Charoisaur wrote:Show nested quote +On May 28 2016 03:24 Shield wrote:On May 28 2016 03:14 Beelzebub1 wrote:On May 28 2016 03:12 MockHamill wrote: The latest patch was a really good step in the right direction. The only huge problem remaining right now is Tempest at 4 supply. Tempest needs to be at 6 supply, this alone would make TvP late game more balanced and make mech semi-usable in TvP at least at casual level.
Separate MMR per race is a good idea as is showing worker count and army count in game.
For ladder revamp I really hope you go for lots of ranks within each league instead of just 3. The whole point is that everyone should have something to strive for on ladder, and after years of playing most people are stuck in their current league. By having 5-10 ranks per league everyone can get a goal that is actually achievable without having to quit their jobs and forsake their studies. Completely agree about the Tempest, that unit and the Cyclone being the same supply must be some kind of joke. Once a Protoss is allowed to mass 12 + of them in a defensive macro game and put some Carriers with it, it's pretty much undefeated in a 1v1 fight against almost any other composition. If you allow protoss to get 12+ tempests and carriers in PvT, it's kind of your fault. No protoss is expected to have money for such expensive army. yeah "don't let him get there or you lose" In my opinion in a strategy game you should have more options than being forced to allin every game before a certain unit composition hits the field.
Ok then liberator to techlab 
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Stalkers aren't that great, but they should be, they are a high skill cap unit so I've never understood why they do such pitiful damage
Stalkers aren't bad. They don't hold up without robo support in the later stages of the game because that is supposed to be how the protoss gateway units are. If they had more damage, blink allins would be unbeatable. We already see what gateway units that are really good by themselves can do... adepts made the game unplayable until they were nerfed and are still a bit strong even now.
If protoss could win by just massing gateway units... which by the way the can and shouldn't be able to, then there's either no reason to get robo, or robo is the nail in the coffin of the other races.
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Separate MMR because Hell - it's about time. It's probably my biggest issue with the ladder itself. You can't simply go offrace if you don't want to tank your mmr or play unranked.
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I like what they are seeing.
The next step in the balance department should be to look at the Tempest. It's to easy to mass and they become untouchable in larger numbers.
The Siege Tank should perform better against Protoss in general, so they should have a look at that.
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United Kingdom20285 Posts
On May 30 2016 16:19 Sapphire.lux wrote: I like what they are seeing.
The next step in the balance department should be to look at the Tempest. It's to easy to mass and they become untouchable in larger numbers.
The Siege Tank should perform better against Protoss in general, so they should have a look at that.
They had a look at it for ages and a large fraction of the population was voting to keep siege tank drop in its current form instead of increasing damage (because of TvZ?)
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On May 30 2016 16:53 Cyro wrote:Show nested quote +On May 30 2016 16:19 Sapphire.lux wrote: I like what they are seeing.
The next step in the balance department should be to look at the Tempest. It's to easy to mass and they become untouchable in larger numbers.
The Siege Tank should perform better against Protoss in general, so they should have a look at that. They had a look at it for ages and a large fraction of the population was voting to keep siege tank drop in its current form instead of increasing damage (because of TvZ?) I remember most of the votes were positive for nerfing tankvacs and the reason cited for not going ahead with the change was "some Korean pros"
I'm not talking about that though, but of Tanks performing better against Protoss specifically. So maybe some extra dmg to shields could be a solution.
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United Kingdom20285 Posts
Tanks that can be lifted, dropped and instantly attack without unsieging have to have their damage tuned a lot lower than tanks that don't have that ability in order to have similar balance
I don't want to see the medivac instant-fire version of tank buffed to be better than liberator anti-ground in TvP as both a spectator and a player.. just don't like the gameplay.
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On May 30 2016 18:23 Cyro wrote: Tanks that can be lifted, dropped and instantly attack without unsieging have to have their damage tuned a lot lower than tanks that don't have that ability in order to have similar balance
I don't want to see the medivac instant-fire version of tank buffed to be better than liberator anti-ground in TvP as both a spectator and a player.. just don't like the gameplay. Even with lift of they are far from great TvP. There is no question they underperform in the MU and always have been. They need to be buffed if we are to see anything else then bio-liberator till the end of time.
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Blizz were about to remove the tankivac and buff tank damage but korean feedback said they would suck against toss anyway and the ongoing league would have suffered a big balance shake. So they didnt.
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Why is separate mmr important if each player does not have more than 1 rank. Won't this allow players to rise up in ranking by playing worse players than the level at which they are at?
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In my opinion this is the worst map pool I've had to play on in starcraft... there's 1, maybe 2 maps where you can take a comfortable third. they even took Prion out to put in another one where you're just supposed to 2base all in... I just want to play macro games  I guess it has to do with those "interesting"maps that are all the hype, but if every map is some variation of Ulrena it loses its uniqueness, which was what made it interesting in the first place... As it is I need like 5 vetoes. ._.
Really hope they do something about this next seasons and introduce some macro maps... maybe bring Orbital Station back :x
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On May 30 2016 17:32 Sapphire.lux wrote:Show nested quote +On May 30 2016 16:53 Cyro wrote:On May 30 2016 16:19 Sapphire.lux wrote: I like what they are seeing.
The next step in the balance department should be to look at the Tempest. It's to easy to mass and they become untouchable in larger numbers.
The Siege Tank should perform better against Protoss in general, so they should have a look at that. They had a look at it for ages and a large fraction of the population was voting to keep siege tank drop in its current form instead of increasing damage (because of TvZ?) I remember most of the votes were positive for nerfing tankvacs and the reason cited for not going ahead with the change was "some Korean pros" Opinion on reddit and the b.net forums turned on a dime after that community update as people were quickly convinced that nerfing the tankivac in exchange for a damage boost would be a net nerf to terran and lead to even more restricted and less diverse gameplay.
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I can't post on the US website and this thread doesn't exist on EU ( great community outreach there blizzard ) so I'm posting this here and hoping someone from the US might post it there if you deem it worthy:
On May 28 2016 02:24 SetGuitarsToKill wrote: Community request to add army supply/worker supply to the UI We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.
If we are already looking into doing UI and Quality of life improvements lets talk about one the most glaring missing features in the UI for zerg: Spawn larva progress display with multiple hatch selected.
Spawn larva is the central mechanic for Zerg macro, and a multi hatch select group is gonna be the Zerg players main tool for macro in every single game. And yet, when multiple hatches are selected, there is no display of spawn larva progress on the different hatches. Contrast this with Protoss gateways that show a circling timer for their cool down. Adding this same display to hatches would help new to medium level players with their injects, give even higher level players more information and would simply make Zerg macro more fun as you will have a clear visual indicator of progress and success of implementing a macro mechanic.
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United Kingdom20285 Posts
^That's a pretty good idea, as an experienced zerg player i have a great sense for when injects will finish but i can't count the amount of times that i've come back to a hatchery and realized that i missed a cycle and my queen has 47-48 energy. There's not really an indication for that right now, but being able to see it with your camera anywhere on the map by hitting your hatch hotkey would be nice.
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Opinion on reddit and the b.net forums turned on a dime after that community update as people were quickly convinced that nerfing the tankivac in exchange for a damage boost would be a net nerf to terran and lead to even more restricted and less diverse gameplay.
A lot of that was people worrying about ravagers being too strong against terran even with buffed tank damage.
I think the best thing to do design-wise would have been to switch the tank to nomedivac (or a long delay to fire after dropping, to emphasize repositioning) with higher damage and nerf ravager ability if neccesary.
They could also design the siege tank around immobile siege while the liberator is designed around more mobile but weaker sieging, so that they both have a place in the game. Liberator also has its harass and anti-air potential so it should be worse at the siege tank's role as compensation for the increased versatility.
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On May 31 2016 18:00 Cyro wrote: ^That's a pretty good idea, as an experienced zerg player i have a great sense for when injects will finish but i can't count the amount of times that i've come back to a hatchery and realized that i missed a cycle and my queen has 47-48 energy. There's not really an indication for that right now, but being able to see it with your camera anywhere on the map by hitting your hatch hotkey would be nice.
Thanks, If you got a US account I would appreciate you dropping it in the US thread ( http://us.battle.net/sc2/en/forum/topic/20744834513 )
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On May 31 2016 18:00 Cyro wrote:^That's a pretty good idea, as an experienced zerg player i have a great sense for when injects will finish but i can't count the amount of times that i've come back to a hatchery and realized that i missed a cycle and my queen has 47-48 energy. There's not really an indication for that right now, but being able to see it with your camera anywhere on the map by hitting your hatch hotkey would be nice. ------------------- Show nested quote +Opinion on reddit and the b.net forums turned on a dime after that community update as people were quickly convinced that nerfing the tankivac in exchange for a damage boost would be a net nerf to terran and lead to even more restricted and less diverse gameplay. A lot of that was people worrying about ravagers being too strong against terran even with buffed tank damage. I think the best thing to do design-wise would have been to switch the tank to nomedivac (or a long delay to fire after dropping, to emphasize repositioning) with higher damage and nerf ravager ability if neccesary. They could also design the siege tank around immobile siege while the liberator is designed around more mobile but weaker sieging, so that they both have a place in the game. Liberator also has its harass and anti-air potential so it should be worse at the siege tank's role as compensation for the increased versatility. Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.
Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.
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United Kingdom20285 Posts
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.
I think that was even the direction that stuff was going before it stopped getting talked about
Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.
WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)
Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall
Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly
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On May 31 2016 19:58 Cyro wrote:Show nested quote +Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Show nested quote +Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.
EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)
I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.
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On May 31 2016 20:18 Sapphire.lux wrote:Show nested quote +On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin.
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On May 31 2016 20:25 Charoisaur wrote:Show nested quote +On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin. And when you see that why don't you take what army you have of Tanks and Hellbats and go kill his expansions? I agree that Tempests are BS, but Carriers were a problem in BW to, and the solution was to just go fucking kill him if he skipped on ground and rushed to air.
EDIT: i'm just throwing ideas, not telling people what works. But the problem for me in WoL and HotS was that a small Protoss army of Immortal/Archon/Whatever could hold it's own against superior supply of Tanks and Hellbats. This is what allowed Protoss to transition to air very safely. IF that can no longer be the case (Immortals no longer hard counter Tanks for supply) then mech should be able to punish such transitions. We'll see, i'm not sure we're there yet, but it seems to be looking a lot better after the Immortal nerf. Time to learn to scout for those stargates and move out in time to crush him.
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On May 31 2016 20:28 Sapphire.lux wrote:Show nested quote +On May 31 2016 20:25 Charoisaur wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin. And when you see that why don't you take what army you have of Tanks and Hellbats and go kill his expansions? I agree that Tempests are BS, but Carriers were a problem in BW to, and the solution was to just go fucking kill him if he skipped on ground and rushed to air. EDIT: i'm just throwing ideas, not telling people what works. But the problem for me in WoL and HotS was that a small Protoss army of Immortal/Archon/Whatever could hold it's own against superior supply of Tanks and Hellbats. This is what allowed Protoss to transition to air very safely. IF that can no longer be the case (Immortals no longer hard counter Tanks for supply) then mech should be able to punish such transitions. We'll see, i'm not sure we're there yet, but it seems to be looking a lot better after the Immortal nerf. Time to learn to scout for those stargates and move out in time to crush him. maybe it could work but the timing push needs to be extremely well timed because even a small number of air units demolish your army. And unless you scan every few seconds it's not as easy to exactly know when the opponent is transitioning to air..
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On May 31 2016 21:04 Charoisaur wrote:Show nested quote +On May 31 2016 20:28 Sapphire.lux wrote:On May 31 2016 20:25 Charoisaur wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin. And when you see that why don't you take what army you have of Tanks and Hellbats and go kill his expansions? I agree that Tempests are BS, but Carriers were a problem in BW to, and the solution was to just go fucking kill him if he skipped on ground and rushed to air. EDIT: i'm just throwing ideas, not telling people what works. But the problem for me in WoL and HotS was that a small Protoss army of Immortal/Archon/Whatever could hold it's own against superior supply of Tanks and Hellbats. This is what allowed Protoss to transition to air very safely. IF that can no longer be the case (Immortals no longer hard counter Tanks for supply) then mech should be able to punish such transitions. We'll see, i'm not sure we're there yet, but it seems to be looking a lot better after the Immortal nerf. Time to learn to scout for those stargates and move out in time to crush him. maybe it could work but the timing push needs to be extremely well timed because even a small number of air units demolish your army. And unless you scan every few seconds it's not as easy to exactly know when the opponent is transitioning to air..
Should just remove the MULE so terrans don't feel bad when scanning the enemy base
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On May 31 2016 08:46 dNa wrote:In my opinion this is the worst map pool I've had to play on in starcraft... there's 1, maybe 2 maps where you can take a comfortable third. they even took Prion out to put in another one where you're just supposed to 2base all in... I just want to play macro games  I guess it has to do with those "interesting"maps that are all the hype, but if every map is some variation of Ulrena it loses its uniqueness, which was what made it interesting in the first place... As it is I need like 5 vetoes. ._. Really hope they do something about this next seasons and introduce some macro maps... maybe bring Orbital Station back :x
In what league are you and what are your difficulties exactly? cause there are a lot of maps where macro is totally possible these days, and the "old-new" maps that were added (frost and KSS) are not particularily hard for macro games, at least not harder than Prion that you seem to miss...
Maybe it's your builds that need adaptation?
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On May 31 2016 20:18 Sapphire.lux wrote:Show nested quote +On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.
That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).
My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?
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On May 31 2016 21:30 Gwavajuice wrote:Show nested quote +On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p .
I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.
For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.
I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.
So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.
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On May 31 2016 21:04 Charoisaur wrote:Show nested quote +On May 31 2016 20:28 Sapphire.lux wrote:On May 31 2016 20:25 Charoisaur wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin. And when you see that why don't you take what army you have of Tanks and Hellbats and go kill his expansions? I agree that Tempests are BS, but Carriers were a problem in BW to, and the solution was to just go fucking kill him if he skipped on ground and rushed to air. EDIT: i'm just throwing ideas, not telling people what works. But the problem for me in WoL and HotS was that a small Protoss army of Immortal/Archon/Whatever could hold it's own against superior supply of Tanks and Hellbats. This is what allowed Protoss to transition to air very safely. IF that can no longer be the case (Immortals no longer hard counter Tanks for supply) then mech should be able to punish such transitions. We'll see, i'm not sure we're there yet, but it seems to be looking a lot better after the Immortal nerf. Time to learn to scout for those stargates and move out in time to crush him. maybe it could work but the timing push needs to be extremely well timed because even a small number of air units demolish your army. And unless you scan every few seconds it's not as easy to exactly know when the opponent is transitioning to air.. I agree. Scans are not enough, we have to keep presence on the map and keep tabs on the size of the Protoss army, number and expansions and timing.
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Separate MMR per race! ALL MY DREAMS ARE TRUE AT ONCE.
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On May 31 2016 21:57 Sapphire.lux wrote:Show nested quote +On May 31 2016 21:30 Gwavajuice wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p . I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different. For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time. I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells. So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack. What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?
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On June 01 2016 00:10 CyanApple wrote:Show nested quote +On May 31 2016 21:57 Sapphire.lux wrote:On May 31 2016 21:30 Gwavajuice wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p . I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different. For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time. I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells. So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack. What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame? I was talking about Banshees in particular as a core component.
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On June 01 2016 00:23 Sapphire.lux wrote:Show nested quote +On June 01 2016 00:10 CyanApple wrote:On May 31 2016 21:57 Sapphire.lux wrote:On May 31 2016 21:30 Gwavajuice wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p . I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different. For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time. I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells. So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack. What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame? I was talking about Banshees in particular as a core component. I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead.
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On June 01 2016 00:48 CyanApple wrote:Show nested quote +On June 01 2016 00:23 Sapphire.lux wrote:On June 01 2016 00:10 CyanApple wrote:On May 31 2016 21:57 Sapphire.lux wrote:On May 31 2016 21:30 Gwavajuice wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p . I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different. For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time. I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells. So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack. What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame? I was talking about Banshees in particular as a core component. I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead.
Thor don't trade well at all vs capital air ships of terran/protoss. Just look at it on unit tester. Tempest can kite behind army, carrier demolish thors cost effectively.
In bigger picture, thors only have 3.8 more dps than a single viking in single target mode, and it really shows the horrid dps against high hp units
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On June 01 2016 00:48 CyanApple wrote:Show nested quote +On June 01 2016 00:23 Sapphire.lux wrote:On June 01 2016 00:10 CyanApple wrote:On May 31 2016 21:57 Sapphire.lux wrote:On May 31 2016 21:30 Gwavajuice wrote:On May 31 2016 20:18 Sapphire.lux wrote:On May 31 2016 19:58 Cyro wrote:Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff. I think that was even the direction that stuff was going before it stopped getting talked about Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it. WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably) Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide. EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20) I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators. That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech). My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand? I guess i'm old fashioned :p . I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different. For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time. I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells. So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack. What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame? I was talking about Banshees in particular as a core component. I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead. Oh i missread your post.
I don't like Thors TvP TBH. They are good against Phoenixes but Libs are way better; they are sort of decent against VR but microed Vikings are much better; they are trash against Carriers and Libs absolutely crush Interceptors. Nothing is good against Tempests IMO unless you can isolate them away from the ground support and then Vikings with some Raven support are very good. Against ground, 2 Tanks are way better.
For a standard comp i want Tanks and Hellbats. Everything else is just stuff i'm forced to make, like the anti air i mentioned. I prefer having a couple of Vikings (when i don't suspect air from Protoss) just in case, for WP, snipe Obs and give extended vision for Tanks.
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Have we got the immortal nerf patch or not yet?
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On June 01 2016 02:25 Shield wrote: Have we got the immortal nerf patch or not yet? Yes
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United States752 Posts
Excited for seprate mmr for each race. Thanks bliz : )
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On June 01 2016 02:35 PinoKotsBeer wrote:Show nested quote +On June 01 2016 02:25 Shield wrote: Have we got the immortal nerf patch or not yet? Yes
I haven't felt immortals being significantly weaker, but I haven't played much 1vs1. I guess we'll see in PvZ. It's probably the only match-up where this nerf matters.
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United Kingdom20285 Posts
On June 01 2016 06:23 Shield wrote:Show nested quote +On June 01 2016 02:35 PinoKotsBeer wrote:On June 01 2016 02:25 Shield wrote: Have we got the immortal nerf patch or not yet? Yes I haven't felt immortals being significantly weaker, but I haven't played much 1vs1. I guess we'll see in PvZ. It's probably the only match-up where this nerf matters. 
It's felt in PvP and PvT as well. PvP has altered the balance of robo vs twilight and stargate play while terran has more high DPS units that can focus through an immortal shield (particularly half HP one)
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I have been watching OSL and Proleague Brood War games for fun since 2006. There are a few things that Brood War does right that I think Starcraft 2 is doing wrong. Starcraft 2 air is a little too strong. I have come up with some changes that make sense.
Liberators are an anti-ground siege unit. They are very effective against ground. They shouldn't also be an anti-air unit. They were only given AA capabilities so Terran could conveniently deal with Zerg air. This means Liberators are the answer to both Zerg lategame options, which is bad for the game. Suggestion: Remove Liberator AA.
Mutalisks are annoying to play against as Protoss, and, given the above mentioned Liberator nerf, Terran would no longer have an answer to mass Mutalisk. Suggestion: Remove extra Mutalisk regen.
Phoenixes are fast, strong, and versatile right out of the gate. To invest in Phoenix play as a means of breaking Seige lines, breaking Lurker lines, or stopping Disruptors, should require specific tech. Suggestion: Graviton Beam should require an upgrade to use (at the Fleet Beacon).
Warp Prisms have too much HP for their low cost and utility.. Suggestion: reduce Warp Prism shields/hp.
Queens should not be anything besides a support caster. Suggestion: Remove Queen's attack, decrease Queen's cost.
Queens not being able to defend would make Banshee harass a problem. Suggestion: Require armory before Banshees can be produced.
Zerg would not have as good defensive AA for sniping Medivacs, Liberators, Banshees, Oracles, or Warp Prisms. Suggestion: Bring back scourge.
And just like that, Starcraft 2 would be a game worthy of at least as many years of success as Brood War had. Oracles would be strong against Zerg, but committing to stargate tech would have its own drawbacks, so building a few spores would be balanced. Everything else works out as far as I can tell. What do you guys think?
TLDR/Summary of proposed changes + Show Spoiler + Remove Liberator AA Remove Mutalisk extra regen Make Graviton Beam require an upgrade at the Fleet Beacon Reduce Warp Prism shields/HP Remove Queen attacks, reduce queen cost Make Banshees require an Armory to produce Allow Zerg to build Scourge
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On June 01 2016 12:58 ThunderJunk wrote:
Liberators are an anti-ground siege unit. They are very effective against ground. They shouldn't also be an anti-air unit. They were only given AA capabilities so Terran could conveniently deal with Zerg air. This means Liberators are the answer to both Zerg lategame options, which is bad for the game. Suggestion: Remove Liberator AA.
It's the other way around. The AA was the primary design feature. 3:45 in the video bellow + Show Spoiler +
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If the primary design for the lib was the AA they failed quite hard imo. Can't give something 85 damage per shot against ground and call it an AA unit.
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On June 01 2016 16:35 Salteador Neo wrote: If the primary design for the lib was the AA they failed quite hard imo. Can't give something 85 damage per shot against ground and call it an AA unit. My problem with it is more the range after the upgrade rather then the dmg. They become very hard to engage with ground, and force air vs air virtually in every MU.
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Never been so hyped for a community update! - Can't wait for ladder revamp - Separate MMR per race sounds awesome, i might finally try offracing from time to time - Displaying workers count sounds just great! I think it's especially useful in the late game where workers are all spread out between multiple bases after minerals depletion, i always think it's hard to keep track of how many workers i have at that point. And i sometimes end up losing because i didn't realise that i didn't rebuild enough of them after losing some to aggression.
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On May 31 2016 17:04 IcemanAsi wrote:I can't post on the US website and this thread doesn't exist on EU ( great community outreach there blizzard ) so I'm posting this here and hoping someone from the US might post it there if you deem it worthy: Show nested quote +On May 28 2016 02:24 SetGuitarsToKill wrote: Community request to add army supply/worker supply to the UI We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.
If we are already looking into doing UI and Quality of life improvements lets talk about one the most glaring missing features in the UI for zerg: Spawn larva progress display with multiple hatch selected. Spawn larva is the central mechanic for Zerg macro, and a multi hatch select group is gonna be the Zerg players main tool for macro in every single game. And yet, when multiple hatches are selected, there is no display of spawn larva progress on the different hatches. Contrast this with Protoss gateways that show a circling timer for their cool down. Adding this same display to hatches would help new to medium level players with their injects, give even higher level players more information and would simply make Zerg macro more fun as you will have a clear visual indicator of progress and success of implementing a macro mechanic. Just want to stress, that this is definitely worth looking at imo.
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Finally the separate MMR per race is on sight. It will be like having 2 new games for people like me that play only 1 race. Looking forward for some off-race laddering !!
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