• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:02
CEST 18:02
KST 01:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy9[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 238Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple How do you feel about the StarCraft shooter announcement at BlizzCon 2026? The Death of Cheese: From a Professional Cheeser
Tourneys
Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
SC4ALL II: Brood War Player Announcement 4/4 BSL Season 23 Bot on ladder screpdb: new Starcraft reporting tool PLAYzone Challenge - open offline tour in Prague
Tourneys
[IPSL] IPSL is Back With Winter 26-27! [ASL22] Ro8 Day 2 PLAYzone Challenge - open offline tour in Prague [ASL22] Ro16 Group D
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Diablo IV Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8284 users

Community Feedback Update - July 1 - Page 3

Forum Index > SC2 General
152 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
TronJovolta
Profile Joined April 2013
United States323 Posts
July 02 2016 01:20 GMT
#41
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Damn. I still really love playing SC2, but I can't really argue any of your specific gripes. All legit.
xTJx
Profile Joined May 2014
Brazil419 Posts
July 02 2016 01:40 GMT
#42
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Best comment i've ever read in a community feedback update.
No prejudices, i hate everyone equally.
adnap2
Profile Joined December 2014
France26 Posts
July 02 2016 01:56 GMT
#43
Fix the tvp design. When a protoss is one basing on a big map, there is no way for the terran to guess what kind of allin is coming (for example going blind turret vs a hidden 4gate blink stalker allin).
FLuE
Profile Joined September 2010
United States1012 Posts
July 02 2016 02:14 GMT
#44
On July 02 2016 10:40 xTJx wrote:
Show nested quote +
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Best comment i've ever read in a community feedback update.


Yep all true. Design an enjoyable game. Design fun unit interactions. Overall this game is currently frustrating and not fun to watch. These updates consistently show blizzard has no clue and isn't fixing it anytime soon.
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 02 2016 02:22 GMT
#45
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Yep 100% agree. Buffing queen range is not a good idea. Phoenixes, and banshees, and mutas even in ZvZ...these are some of the only healthy forms of harrassment available to all 3 races.

What do i mean by healthy? I mean that when you play versus muta/phoenix/banshees you feel like you have an opportunity to hold them off.

Mass adept shades, warp prism pick up range, tankivacs, liberators behind mineral lines...all of these things feel incredibly one-sided. The other player just does it, and you have to take it, even if you know they are doing it. Which is not healthy gameplay.

Queen range though...last time they buffed Queen range from 3 -> 5 Terran entirely disappeared from tournament play for over a year (including Korean Terrans where we had the famous "IMBA IMBA IMBA IMBA" moment vs brood infestor in a casted match).
Sup
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 02 2016 02:25 GMT
#46
On July 02 2016 10:56 adnap2 wrote:
Fix the tvp design. When a protoss is one basing on a big map, there is no way for the terran to guess what kind of allin is coming (for example going blind turret vs a hidden 4gate blink stalker allin).


Blizzard originally had fixed this at the start of LOTV beta. They made it so you could build a missile turret without an engineering bay.

It was great because it removed a lot of the guessing game/coin flip wins/losses. Wish they would consider stuff like that again.
Sup
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-07-02 02:32:57
July 02 2016 02:31 GMT
#47
On July 02 2016 08:32 My_Fake_Plastic_Luv wrote:
That's a nifty rhetorical move by Davyie. Instead of focusing on the issue of game design (which is the more important issue) he shifts focus on the game designers, By questioning the ability of a critic to know the abilities of the designers based off metric of designer's in game skill, he effectively puts the "attack" the person rather than the idea. Ethos vs. Logos if you will. In doing so he subtly reinforcing the notion that his game designers do know what they are doing, even if they are not experienced pros, while undercutting several critical position (such as the pro's position vs. the silver league position). Essentially what he is getting at is that our personal experiences with SC2 have no bearing on knowing what's right for the game. Doesn't matter how smart or experienced you are (even though that little random masters comment lends Dayvie credibility, while his argument snidely undermining his credibility), you don't have the right to comment on the designers, which means you don't have the right to comment on the design. Which means, discussing game design ideas would in a way be beneath him, as an actual game designer.

Basically I think an elaborate trolling going on here.

Ironically though if the ability to design the game is not based off of player ability than we all have the right to endless bitch about game design, which in the end still calls the game designer's abilities into question lol. Also if we take Dayvie's message for what it really says: I think it saying that no one really knows how to design a game.

Sorry this is not that well written.



He got his jimmies in a bunch because i posted a thread on the battle.net forums about a potential mod with changes the community has been asking for forever. Well to be fair, it's not just me that's taking it into my own hands at this point, i've seen and read many threads from other people in the community that are throwing out ideas and working on putting out balance mods since blizzard seems to not be risking any changes at all.

With things like:
-8 armor ultra
-adept shades
-warp prism range
-liberator range
-cyclones
-mech viability
-parasitic bomb
-ling/bane/muta viability vs T
-invulnerable nydus worm

He basically wrote that post so he can write off anything you or i or anyone else in the community says because he can indeed claim we don't know what we're doing but he knows what he's doing regardless of his skill or game knowledge lol.

The thing is, if they knew what they were doing...the above list of issues would all have had fixes/changes by now. It's really disheartening we just keep getting PR "updates" and not actual balance tweaks/changes over the course of weeks+months.


Sup
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
July 02 2016 03:12 GMT
#48
He got his jimmies in a bunch because i posted a thread on the battle.net forums about a potential mod with changes the community has been asking for forever.
And thank God you have nothing to do with design of this game. While you have identified problems spot on, your solutions are not even biased, but simply crazy.
Even fellow Terrans called it out. On Bnet forums. That speaks for itself.

It's funny how Blizzard went from "we're going to be testing major design changes after the beta end" to "we are only going to implement small changes to the game instead of major overhauls".
Tankivacs, Warp Prism pick up, invincible Nydus - none of that is going to be removed guys. Spore Crawler root time changes is what we will be getting people. Better get used to it.
NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2016-07-02 03:51:37
July 02 2016 03:44 GMT
#49
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


You might be the right, but the question is - was Starcraft ever a game where mechanics like the ones you've listed weren't a part of it? Was Brood War or early Starcraft 2 expansions such games where attacking and defending was equally hard, and didn't require a massive amount of mechanical effort(especially on the defender's side)? (I have played little of BW so somebody tell me.)

I cannot tell if fixing the problems you've listed would fix Starcraft 2, or simply make it a completely different game. What if those are the things that make Starcraft what it is? One could say that the need for super fast and efficient mechanics is what makes Starcraft unappealing to very many(Brood War was even worse, requiring a minimum of 300-350 apm at the highest level), but the pure difficulty of playing the game is the defining factor of Starcraft. Were units in Brood War so well designed that scenarios similar to what JackONeill listed never occurred?

Brood War was never truly popular anywhere outside of Korea, and Starcraft 2 was only popular in the west for a year and a half after WoL's release. I feel as if Starcraft 2 is losing popularity simply for what it is as a game, not as a result of some specific decisions on the side of Blizzard. It's possible that trying to 'fix' the things you've listed would simply make Starcraft not Starcraft.

(Disclaimer: I am simply trying to contribute to the conversation, not saying that what I wrote is 100% correct. Please feel free to provide counterpoints.)


avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-07-02 03:55:46
July 02 2016 03:54 GMT
#50
On July 02 2016 12:12 Nazara wrote:
Show nested quote +
He got his jimmies in a bunch because i posted a thread on the battle.net forums about a potential mod with changes the community has been asking for forever.
And thank God you have nothing to do with design of this game. While you have identified problems spot on, your solutions are not even biased, but simply crazy.
Even fellow Terrans called it out. On Bnet forums. That speaks for itself.

It's funny how Blizzard went from "we're going to be testing major design changes after the beta end" to "we are only going to implement small changes to the game instead of major overhauls".
Tankivacs, Warp Prism pick up, invincible Nydus - none of that is going to be removed guys. Spore Crawler root time changes is what we will be getting people. Better get used to it.


Actually, most of the replies from sensible people on bnet are agreeing with me (there's very few, we all know the bnet forum is basically just full of trolls). It's just the bronze bnet troll posters (as usual) that don't understand the game.
Sup
showstealer1829
Profile Blog Joined May 2014
Australia3123 Posts
July 02 2016 05:11 GMT
#51
On July 02 2016 12:54 avilo wrote:
Show nested quote +
On July 02 2016 12:12 Nazara wrote:
He got his jimmies in a bunch because i posted a thread on the battle.net forums about a potential mod with changes the community has been asking for forever.
And thank God you have nothing to do with design of this game. While you have identified problems spot on, your solutions are not even biased, but simply crazy.
Even fellow Terrans called it out. On Bnet forums. That speaks for itself.

It's funny how Blizzard went from "we're going to be testing major design changes after the beta end" to "we are only going to implement small changes to the game instead of major overhauls".
Tankivacs, Warp Prism pick up, invincible Nydus - none of that is going to be removed guys. Spore Crawler root time changes is what we will be getting people. Better get used to it.


Actually, most of the replies from sensible people on bnet are agreeing with me (there's very few, we all know the bnet forum is basically just full of trolls). It's just the bronze bnet troll posters (as usual) that don't understand the game.


I'm pretty sure anyone who agrees with you is joking but I guess it's hard to see the truth when your head is so far up your own ass

User was warned for this post
There is no understanding. There is only Choya. Choya is the way. Choya is Love. Choya is Life. Has is the Light in the Protoss Dark and Nightmare is his chosen Acolyte
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2016-07-02 05:50:10
July 02 2016 05:48 GMT
#52
On July 02 2016 06:47 JackONeill wrote:
To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.


Of all these issues, I think Terran having nothing but Liberators and maybe Ravens to fall back on is the most glaring. I know team games don't matter much, but it so evident there (and I play random so I roll Terran sometimes). If a team game goes late and Protoss get Tempest and High Templar with Archons and Immortals, there is nothing Terran can do, and the same can be said about Corrupter/Viper/Broodlord/Infestor. It is such a helpless feeling knowing that Thors and Battlecruisers will do nothing for you.

On July 02 2016 12:44 NMxSardines wrote:
Show nested quote +
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


You might be the right, but the question is - was Starcraft ever a game where mechanics like the ones you've listed weren't a part of it? Was Brood War or early Starcraft 2 expansions such games where attacking and defending was equally hard, and didn't require a massive amount of mechanical effort(especially on the defender's side)? (I have played little of BW so somebody tell me.)

I cannot tell if fixing the problems you've listed would fix Starcraft 2, or simply make it a completely different game. What if those are the things that make Starcraft what it is? One could say that the need for super fast and efficient mechanics is what makes Starcraft unappealing to very many(Brood War was even worse, requiring a minimum of 300-350 apm at the highest level), but the pure difficulty of playing the game is the defining factor of Starcraft. Were units in Brood War so well designed that scenarios similar to what JackONeill listed never occurred?

Brood War was never truly popular anywhere outside of Korea, and Starcraft 2 was only popular in the west for a year and a half after WoL's release. I feel as if Starcraft 2 is losing popularity simply for what it is as a game, not as a result of some specific decisions on the side of Blizzard. It's possible that trying to 'fix' the things you've listed would simply make Starcraft not Starcraft.

(Disclaimer: I am simply trying to contribute to the conversation, not saying that what I wrote is 100% correct. Please feel free to provide counterpoints.)





What does Broodwar have to do with what he said? Broodwar had problematic interactions too, just not nearly to the level SC2 has.
IMSupervisor
Profile Joined June 2016
Australia138 Posts
July 02 2016 06:18 GMT
#53
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Well said.

I do wonder whether things like shade and bile could be brought back into a hard to use, but high reward category if the cooldown was much longer, or even if the ability had charges instead of a cooldown. We don't argue about stim or forcefield being too easy to use because they clear drawbacks and if you can bait it, you've gain an advantage. Using a shade however doesn't really cost anything and it's basically better to do it as much as you can.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
July 02 2016 07:03 GMT
#54
This doesn't make Zerg midgame more viable, it will just make rushing hive a bit easier.

Really don't understand these changes.
Penev
Profile Joined October 2012
28536 Posts
Last Edited: 2016-07-02 07:19:20
July 02 2016 07:13 GMT
#55
On July 02 2016 15:18 IMSupervisor wrote:
Show nested quote +
On July 02 2016 06:47 JackONeill wrote:
The massive drop in playerbase means blizz isn't designing the game well, it's not about wether the balance team knows how to play the game. Ravager spamming ability, adept shade meaning they can threaten two mineral lines at once, disruptor being hit or miss BS, liberator doing the tank's job and therefore provoking design issues because it flies, viper's PB, etc...
It's about how easy it is to perform something against how hard it is to react to it. It's easy to siege liberators. It's easy to spamm bile. It's easy to warp adepts, and shade in another mineral line. But it's so much harder to react to it. And because it has a lot to do with worker harass, it's even more frustrating because you can loose so many workers and have no option to come back into the game.

That's the real issues the game faces. That's why TvZ is "either terran wins before late game or he dies". That's why TvP is about bio killing stalkers to prevent them from killing liberators that kill every single protoss unit but the stalker. That's why once protoss cuts the map in PvZ with tempest, canons and HTs, the game is over.

To fix this (even though i know it's pointless to point out the obvious) : rework units that induces very onesided scenarii. Tempest being able to hit from 15 range with revelation, while being extremely massable? It's an issue. Ultras being so cost efficient in TvZ terran has to stay in the air? It's an issue. Tankivac harass being overwhelming and breaking defender's advantage? It's an issue. Liberators sieging mineral lines so easily but the opponent has to spend a lot of APM to defend? It's an issue. Terran being pigeonholed into one comp per matchup? It's an issue.
Work on that. Work on the frustrating BS that make players leave the game. THAT'S THE ISSUES THE GAME FACE, NO ONE CARES ABOUT DK'S LEVEL ON THE LADDER.


Well said.

I do wonder whether things like shade and bile could be brought back into a hard to use, but high reward category if the cooldown was much longer, or even if the ability had charges instead of a cooldown. We don't argue about stim or forcefield being too easy to use because they clear drawbacks and if you can bait it, you've gain an advantage. Using a shade however doesn't really cost anything and it's basically better to do it as much as you can.

I think stim is too strong, it always has been imo. Forcefields have always been a problem but because of Adepts (and Pylons) Protoss doesn't need them as much anymore. The stupid offensive one forcefield on the ramp to block them all is still possible though

Edit: FF's might make a comeback with the comeback of the deathball/ Colossus btw
I Protoss winner, could it be?
CyanApple
Profile Joined February 2016
48 Posts
Last Edited: 2016-07-02 09:07:14
July 02 2016 08:18 GMT
#56
For example, if Zerg is performing much better in the early/mid game and are dominating in the late game, we can definitely take a look at the Ultralisk armor nerf, whereas if these changes were steps in the right direction but not enough, we can look at potential Liberator +light damage removal to its AA weapon.

That example would be a bad design decision imo, since game design is not solely about keeping the balance of winrates, but as you mentioned about understanding the game mechanics and making the gameplay feel good.

Regarding the ultralisk, you always need to keep in mind, that it is a melee unit, that can be attacked way before it itself can deal damage. This leads to kiting being an effective way to deal with it. I have the impression, that even now marines and marauders deal cost efficiently with ultras (though it takes a lot of micro, but when you micro them properly, they are good). Add the medivac and the ability to leave a fight whenever the terran wants and it gets even more cost efficient. If ultras armor was reduced I don`t see them dealing enough damage and i would rather have them with high armor and lower damage than lower armor and higher damage as I prefer longer fights in which you can react. A different path to take would be to reduce the size of the ultras when nerfing their armor, which would also improve their pathing, but take away its scary overwhelming appearance. So before any nerf is done on the ultra, I would like to see a proper analysis of their cost efficiency against a (maybe even non-ghost) unit composition and not (only) a balance-related argument.

Regarding the liberator, I think independently of the balance you can say, that it is too strong of a unit, which counters light air and has a more powerful ground attack than even the tank (add the current enormous harass potential on top of that). So a nerf on that part should be in order regardless of the current win-rate. If the win-rate is out of balance because of that, other buffs should be considered. As a side note, I would like the liberator ground attack to have charges (around 5), that regenerate rather slowly, so the terran needs to think about when and how to use them and the opponent can use micro to waste the liberators shots.


So I would indeed like you to start a discussion about game design and to give your opinions on the matter. (Btw Dayvie saying, that game skill is not necessarily relevant to game-design skill, not only puts him and the people working on the game design in a better position, but also the community feedback that comes from non-pros. All he's saying is design decisions should optimally be judged by people with a good game-design skill, he's not saying, that only people at Blizzard have that skill.)


Also, did anyone suggest an increase of the spore crawler range instead of that of the queen? Imo it makes more sense to have high-ranged static defense than a high-ranged moving unit, the purpose of which should not even be to have a good attack. Defense is something that you have to commit to and that gives you an advantage if used with the right timing due to scouting. With slightly improved static defense you could think about slightly increasing the costs, so that it is inefficient to randomly build it, but gives an edge otherwise.
To improve air defense, rather than buffing the defending units, you could as Snute pointed out also reduce the speed/acceleration of the attacking flying units, so they are exposed to the opponent's attacks for a longer period of time due to their lower speed, rather than due to an increased range. Same as defense, harassment should be a commitment that the aggressor has to make.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
July 02 2016 08:30 GMT
#57
Good buffs that should help Z in both match-ups.

I still think some kind of adept nerf will need to happen at some point. The thing that makes the most sense is increasing the shade cooldown : it doesn't affect their power as fighting units but tones down their -currently far too strong- harass abilities.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
July 02 2016 08:39 GMT
#58
On July 02 2016 11:31 avilo wrote:
With things like:
-8 armor ultra
-adept shades
-warp prism range
-liberator range
-cyclones
-mech viability
-parasitic bomb
-ling/bane/muta viability vs T
-invulnerable nydus worm

good list in fact. Add tempest supply increase to it. I still have hope they'll dig into those issues after november, especially since most of those things (in fact all of them except mech and LBM) can be dealt with with very simple and sensible measures.
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
July 02 2016 08:57 GMT
#59
This buff is kind of absurd. I maintain my stance that if the Liberator is the issue then adjust that, not buff a unit that will then impact match-ups outside the troublesome one.

This is really going to hurt PvZ too. Increased queen range is going to affect Phoenix harass which is pretty much still the only viable opening for Toss.

Queens were fine in their pre-buff state. Liberators are problematic across the board. Adept shades are problematic (I'm Protoss and agree the mobility on shades is ridiculous)

In my eyes:

Liberator ground damage needs lowering and the removal of the range upgrade.

Adept shades, there's a few things I think could be better. Longer cooldown on ability. Decrease the movement speed on the shade itself because right now the speed of a moving shade is insanely fast. Stop the shade being able to move through units, this coupled with a longer cooldown on the ability itself should stop games ending when a group of adepts get into a mineral line and help promote better positioning to maximise damage rather than just being able to ignore an army and workers and then just disintegrating the enemy economy.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
FiReSN1
Profile Joined December 2013
Spain2 Posts
Last Edited: 2016-07-02 10:27:23
July 02 2016 09:32 GMT
#60
ok, and now make mech viable
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 60
StarCraft: Brood War
Britney 32951
Mini 980
Light 654
GuemChi 591
ggaemo 372
Stork 301
Barracks 136
Dewaltoss 110
firebathero 95
sorry 38
[ Show more ]
soO 31
HiyA 30
Trap 23
Dota 2
Gorgc7058
qojqva1911
Counter-Strike
x6flipin471
Other Games
summit1g4377
Liquid`RaSZi1364
B2W.Neo737
hiko733
byalli351
mouzStarbuck307
XBOCT296
Liquid`VortiX215
Hui .176
Beastyqt96
Mew2King73
QueenE73
ArmadaUGS61
Rex57
Trikslyr35
Organizations
Dota 2
PGL Dota 2 - Main Stream14506
StarCraft 2
WardiTV638
StarCraft: Brood War
Afreeca ASL 357
StarCraft 2
TaKeTV 61
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile144
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1711
League of Legends
• Nemesis2412
• Jankos1930
Other Games
• Shiphtur172
Upcoming Events
Replay Cast
7h 58m
WardiTV Invitational
18h 58m
Korean StarCraft League
1d 11h
CranKy Ducklings
1d 17h
GSL
2 days
Yamato Cup
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Soma vs Jaedong
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
[ Show More ]
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Leta vs Soulkey
PiGosaur Cup
5 days
Kung Fu Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.