• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:35
CEST 06:35
KST 13:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9262 users

Community Feedback Update - July 21 - Page 5

Forum Index > SC2 General
179 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Beelzebub1
Profile Joined May 2015
1004 Posts
July 22 2016 18:04 GMT
#81
The Warp Prism is 50% of the problem while the Adept Shade is the other 50% of the problem, and honesty nerfing the shade is the way to go.

Warp Prisms do heavily negate defenders advantage but that's what drop ships do, they drop troops behind enemy lines, so that pretty much means that the Prism is just doing it's job. Granted, unlimited warp ins might need a tone down, pretty hilarious to watch PL matches where Hero is just pumping 9 fucking Adepts into a Zergs main every production cycle, pretty OP from a viewer perspective.

The Adept is the worse half of the problem, the Shade ability being easy to spam with no risk (allowing Protoss to forward scout without placing the unit itself at any risk let's the player perfectly choose their engagement) is a huge issue for a fresh out of the Gateway unit. It also allows the unit to be essentially in 2 places at the same time. The Adept could use a nerf at this point, watching pro league, the unit is overpowered and this game is balanced from the top down.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
July 22 2016 18:42 GMT
#82
On July 23 2016 01:04 The_Red_Viper wrote:
Show nested quote +
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.
Many of the coolest moments in sc2 happen due to worker harassment
JimmyJRaynor
Profile Blog Joined April 2010
Canada17402 Posts
Last Edited: 2016-07-22 19:04:52
July 22 2016 18:49 GMT
#83
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

DK explained exactly why they're thinking of decreasing its health and how it impacts highly skilled players versus the rest of the player base.
generalizing your issue into "blizz does not know how to their game" is a big overstretch.

i'm unwilling to put in the time or energy to get my real APM substantially over 120. I've accepted that this means certain aspects of the game won't be accessible to me. Furthermore, I've accepted that DK and his team will spend a good portion of their time on the player base not at my level. you should accept the same thing.. you'll enjoy the game a lot more.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Athenau
Profile Joined March 2015
571 Posts
July 22 2016 20:08 GMT
#84
On July 23 2016 03:42 Charoisaur wrote:
Show nested quote +
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Agree 100%. Liberators, lurkers, and disruptors are bonkers strong because that's how strong they need to be to actually deter YOLO attacks in a game with good pathing and no real high ground advantage. Positional play was almost non-existent in WoL and HotS because large battles just devolved into deathballs crashing into each other ad-nauseum. LotV has gone a long way towards fixing that.
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-07-22 22:34:44
July 22 2016 21:51 GMT
#85
On July 23 2016 03:42 Charoisaur wrote:
Show nested quote +
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Positionnal units are very important I feel in every matchup. Wether both opponent have some, or one of the opponent has some and you have to screw him with a mobile comp.
TvT mech vs bio gave us the most glorious pieces of starcraft i've ever seen. Beautiful mechanic play and brilliant strategy from both sides.

However, blizzard took away the main drawbacks of positionnal units in LOTV, and that's why they're not really positionnal units. I liked the liberator concept : an insanely strong AG on a very tiny zone. However, it flies. It kinda defeats the "positionning" aspect of the unit because it doesn't really accounts for terrain, and it's so so so easy to place into abusive positions, effectively killing the beauty of the play. Who ever said "wow, these liberator positionnements are so skillfull?"
Another illustration of this problem lies with the tankivac. Tanks used to be very carefully set up in a position to exploit their range and slash at best. Now it's just "boost in and throw them wherever, it's more important to be poorly positionned fast than to be well positionned slowly". Where the tankivac gained in how microable it is, it lost in how strategic it was.

With their main weakness being their cooldown, disruptors are also not really about positioning, they're about micro. Even though we've seen some pretty awesome moves from PvP in Korea, with blink baits followed by well placed disruptors, in the EU pro scene we see them more used as a micro skillshot.

The main exception would be the lurkers, which are mobile and cloacked, but are still very position-dependant because of their "short" range and their linear AoE

Finally, the colossi, while naysayers said it's a terrible unit that promotes deathballs (which is true sometimes, and no one like that), promoted interesting positionnal play in TvP. Vikings/bio vs stalker/colossi was a constant dance between armies where the bio had to be concaving on stalkers while vikings shot colossi. And increasing how the colossus needs to be positionned well to dish out as much damage as possible for the longest time during the fight should have been the goal of its buff, not a stupid "MOAR ATTAK SPEED LOL".

I think that having a clear weakness for a positionnal unit isn't enough for it to be fun. Colossi being targetable by AA isn't enough if in most cases you can Amove it like an idiot. Tankivacs aren't about position, they're about micro and speed. Disruptors aren't about the positionning of the unit, they're a 14 range skillshot. Liberators aren't that much about positioning since the fact they fly make them more usefull to abuse shift-clic-siege-onto-mineral-lines than to occupy strategic chokes or pathways.

In LOTV, most of the "positionnal units" are simply micro intensive units that don't really require strategy, but speed of execution.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
July 22 2016 23:50 GMT
#86
On July 23 2016 03:42 Charoisaur wrote:
Show nested quote +
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.

I agree about the lurker but that's about it. (and even there you could argue that the actual unit interactions aren't close perfect yet)

Liberators can fly which removes the positional aspect almost completely. Liberators do what tanks should do, instead of adding a new unit which is a strong siege unit it would have been better to make the tank work.
Liberators are mobile, extremely good vs air and also good vs ground. "It's absurd" tbh. I can see why terrans are fine with that though, because they need some help for lategame and simply massing liberators does exactly that (and you can use it in midgame as well) That's still bad design though.

The disruptor is an all or nothing unit. You either hit with your attack or you aren't able to do anything with it for the next while. Which means that you basically need at least as many disruptors to always have one without cd ready. I don't need units which function this way in the game.

Adapts surely can be used in a multitasking way, the problem here is that as a defender you basically need 2 times the army to defend it because of the shades. It also kinda overlaps with the zealot.


So yeah i disagree with your reasoning and still think these units are badly designed overall. It kinda works out but i would say that's more due to players adapting and the general band aid fixes blizzard is known for and not really because it's solid unit design.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Wohodix
Profile Joined September 2011
France34 Posts
July 23 2016 00:09 GMT
#87
On July 23 2016 00:06 Salteador Neo wrote:
Another way to nerf ultras other than the obvious -1armor would be... to limit queen transfuse to buildings only -.-

Mass queens turtle into invincible ultras is getting boring already. And watching 60 pop of bio never killing an ultra because of armor+transfuses is just lame as an spectator.


ghost?
Hannibaal
Profile Joined July 2016
41 Posts
July 23 2016 02:38 GMT
#88
On July 23 2016 06:51 JackONeill wrote:
Show nested quote +
On July 23 2016 03:42 Charoisaur wrote:
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Positionnal units are very important I feel in every matchup. Wether both opponent have some, or one of the opponent has some and you have to screw him with a mobile comp.
TvT mech vs bio gave us the most glorious pieces of starcraft i've ever seen. Beautiful mechanic play and brilliant strategy from both sides.

However, blizzard took away the main drawbacks of positionnal units in LOTV, and that's why they're not really positionnal units. I liked the liberator concept : an insanely strong AG on a very tiny zone. However, it flies. It kinda defeats the "positionning" aspect of the unit because it doesn't really accounts for terrain, and it's so so so easy to place into abusive positions, effectively killing the beauty of the play. Who ever said "wow, these liberator positionnements are so skillfull?"
Another illustration of this problem lies with the tankivac. Tanks used to be very carefully set up in a position to exploit their range and slash at best. Now it's just "boost in and throw them wherever, it's more important to be poorly positionned fast than to be well positionned slowly". Where the tankivac gained in how microable it is, it lost in how strategic it was.

With their main weakness being their cooldown, disruptors are also not really about positioning, they're about micro. Even though we've seen some pretty awesome moves from PvP in Korea, with blink baits followed by well placed disruptors, in the EU pro scene we see them more used as a micro skillshot.

The main exception would be the lurkers, which are mobile and cloacked, but are still very position-dependant because of their "short" range and their linear AoE

Finally, the colossi, while naysayers said it's a terrible unit that promotes deathballs (which is true sometimes, and no one like that), promoted interesting positionnal play in TvP. Vikings/bio vs stalker/colossi was a constant dance between armies where the bio had to be concaving on stalkers while vikings shot colossi. And increasing how the colossus needs to be positionned well to dish out as much damage as possible for the longest time during the fight should have been the goal of its buff, not a stupid "MOAR ATTAK SPEED LOL".

I think that having a clear weakness for a positionnal unit isn't enough for it to be fun. Colossi being targetable by AA isn't enough if in most cases you can Amove it like an idiot. Tankivacs aren't about position, they're about micro and speed. Disruptors aren't about the positionning of the unit, they're a 14 range skillshot. Liberators aren't that much about positioning since the fact they fly make them more usefull to abuse shift-clic-siege-onto-mineral-lines than to occupy strategic chokes or pathways.

In LOTV, most of the "positionnal units" are simply micro intensive units that don't really require strategy, but speed of execution.


I agree 100%. Tankivac is the main reason why I didn't buy LotV.
ellenpageplss
Profile Joined April 2016
6 Posts
July 23 2016 03:33 GMT
#89
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call
to early to make the call


User was temp banned for this post.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2016-07-23 04:37:37
July 23 2016 04:23 GMT
#90
Too early?

SC2 has been out for 6 years.

Battle Cruisers have been terrible for 6 years. It is in fact far too late.

I remember during the early parts of HOTS Beta, people were claiming that it was too early for big changes, but early in the Beta was precisely when big changes should have been made. The later stages are for polishing the big changes.

But there is no point in polishing something when you know it will look terrible once polished. And so here we are, big changes need to happen to SC2 if we want to bring it to the next level. It is shameful that BC's are so bad, that Ultralisks have so much armor, ect... Most of the educated community agrees on basic small changes that would improve the game, but Blizzard can't do them, because they don't have the ability to recognize good ideas and weed out bad ideas from the game. Nevermind the real sweeping changes that only a part of the community, people knowledgeable in game design recognize that could greatly improve the game that Blizzard is totally oblivious to.

We see it in this very thread with positional play, Blizzard just doesn't seem to understand the strategy of it and what it adds to the game. It reminds me of the people I used to play the original DOTA against when it was first released, a lot of them said my preferred hero Zeus took no skill because you just casted single abilities that couldn't miss. But the skill wasn't being able to cast the abilities, it was when you casted said abilities. And we all know those people were wrong and what happened with MOBAs.

The skill in positional play is being able to force the more mobile but less powerful army into a direct fight, while not being outflanked and outmaneuvered. That can require extreme skill and strategy that taxes your brain, but Blizzard just wants to tax our hands with Tankivacs.

SC2 had so much potential. But it seems destined to be be remembered as a good game, with quality somewhere inbetween BW (and no, I didn't play BW and am not some fanboy wanting SC2 to be BW, but as I write this about there is more than twice as many people watching BW streams than SC2 streams. Great games last forever and the proof is always in the pudding, or in this case, the stream numbers) and Diablo III.

But not a great game.
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2016-07-23 08:01:06
July 23 2016 07:56 GMT
#91
On July 23 2016 06:51 JackONeill wrote:
Show nested quote +
On July 23 2016 03:42 Charoisaur wrote:
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Positionnal units are very important I feel in every matchup. Wether both opponent have some, or one of the opponent has some and you have to screw him with a mobile comp.
TvT mech vs bio gave us the most glorious pieces of starcraft i've ever seen. Beautiful mechanic play and brilliant strategy from both sides.

However, blizzard took away the main drawbacks of positionnal units in LOTV, and that's why they're not really positionnal units. I liked the liberator concept : an insanely strong AG on a very tiny zone. However, it flies. It kinda defeats the "positionning" aspect of the unit because it doesn't really accounts for terrain, and it's so so so easy to place into abusive positions, effectively killing the beauty of the play. Who ever said "wow, these liberator positionnements are so skillfull?"
Another illustration of this problem lies with the tankivac. Tanks used to be very carefully set up in a position to exploit their range and slash at best. Now it's just "boost in and throw them wherever, it's more important to be poorly positionned fast than to be well positionned slowly". Where the tankivac gained in how microable it is, it lost in how strategic it was.

With their main weakness being their cooldown, disruptors are also not really about positioning, they're about micro. Even though we've seen some pretty awesome moves from PvP in Korea, with blink baits followed by well placed disruptors, in the EU pro scene we see them more used as a micro skillshot.

The main exception would be the lurkers, which are mobile and cloacked, but are still very position-dependant because of their "short" range and their linear AoE

Finally, the colossi, while naysayers said it's a terrible unit that promotes deathballs (which is true sometimes, and no one like that), promoted interesting positionnal play in TvP. Vikings/bio vs stalker/colossi was a constant dance between armies where the bio had to be concaving on stalkers while vikings shot colossi. And increasing how the colossus needs to be positionned well to dish out as much damage as possible for the longest time during the fight should have been the goal of its buff, not a stupid "MOAR ATTAK SPEED LOL".

I think that having a clear weakness for a positionnal unit isn't enough for it to be fun. Colossi being targetable by AA isn't enough if in most cases you can Amove it like an idiot. Tankivacs aren't about position, they're about micro and speed. Disruptors aren't about the positionning of the unit, they're a 14 range skillshot. Liberators aren't that much about positioning since the fact they fly make them more usefull to abuse shift-clic-siege-onto-mineral-lines than to occupy strategic chokes or pathways.

In LOTV, most of the "positionnal units" are simply micro intensive units that don't really require strategy, but speed of execution.


Yup, couldn't agree more. All to make the game more "exciting" for viewers, no one gave two shits about the players. RTS imo is about building stuff and securing/expanding your territory, lots of people complained about games being too long and boring to watch (ok, 2h turtle mech vs SH was hard to endure, but it didn't happen THAT often), when in fact those games had strategical beauty from a player perspective.

LotV economy changes killed that methodical approach, it's all about mobility and while that may be exciting for the average viewer, I'd really like some diversity here as a player.
... einmal mit Profis spielen!
this might work
Profile Joined July 2016
3 Posts
July 23 2016 08:32 GMT
#92
Revert back to HOTS delete all LOTV units except for Liberator
Elentos
Profile Blog Joined February 2015
55568 Posts
July 23 2016 08:34 GMT
#93
On July 23 2016 17:32 this might work wrote:
Revert back to HOTS delete all LOTV units except for Liberator

That won't work.
Every 60 seconds in Africa, a minute passes.
this might work
Profile Joined July 2016
3 Posts
July 23 2016 08:38 GMT
#94
why? just make custom map in HOTS and lets see
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 23 2016 08:53 GMT
#95
On July 23 2016 17:34 Elentos wrote:
Show nested quote +
On July 23 2016 17:32 this might work wrote:
Revert back to HOTS delete all LOTV units except for Liberator

That won't work.

It'll work wonders for terran.
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
July 23 2016 10:08 GMT
#96
On July 23 2016 17:53 Cascade wrote:
Show nested quote +
On July 23 2016 17:34 Elentos wrote:
On July 23 2016 17:32 this might work wrote:
Revert back to HOTS delete all LOTV units except for Liberator

That won't work.

It'll work wonders for terran.


indeed. they will finally get the siegetank they deserve. only its flying
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
this might work
Profile Joined July 2016
3 Posts
July 23 2016 11:12 GMT
#97
no u retard atleast we get something against the mutalisk and voidray oracle phoenix early game in HOTS u fuckin shit the ground is just bonus

User was temp banned for this post.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
July 23 2016 11:24 GMT
#98
^ Well that escalated quickly
Revolutionist fan
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-07-23 12:36:16
July 23 2016 12:33 GMT
#99
On July 23 2016 16:56 Creager wrote:
Show nested quote +
On July 23 2016 06:51 JackONeill wrote:
On July 23 2016 03:42 Charoisaur wrote:
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Positionnal units are very important I feel in every matchup. Wether both opponent have some, or one of the opponent has some and you have to screw him with a mobile comp.
TvT mech vs bio gave us the most glorious pieces of starcraft i've ever seen. Beautiful mechanic play and brilliant strategy from both sides.

However, blizzard took away the main drawbacks of positionnal units in LOTV, and that's why they're not really positionnal units. I liked the liberator concept : an insanely strong AG on a very tiny zone. However, it flies. It kinda defeats the "positionning" aspect of the unit because it doesn't really accounts for terrain, and it's so so so easy to place into abusive positions, effectively killing the beauty of the play. Who ever said "wow, these liberator positionnements are so skillfull?"
Another illustration of this problem lies with the tankivac. Tanks used to be very carefully set up in a position to exploit their range and slash at best. Now it's just "boost in and throw them wherever, it's more important to be poorly positionned fast than to be well positionned slowly". Where the tankivac gained in how microable it is, it lost in how strategic it was.

With their main weakness being their cooldown, disruptors are also not really about positioning, they're about micro. Even though we've seen some pretty awesome moves from PvP in Korea, with blink baits followed by well placed disruptors, in the EU pro scene we see them more used as a micro skillshot.

The main exception would be the lurkers, which are mobile and cloacked, but are still very position-dependant because of their "short" range and their linear AoE

Finally, the colossi, while naysayers said it's a terrible unit that promotes deathballs (which is true sometimes, and no one like that), promoted interesting positionnal play in TvP. Vikings/bio vs stalker/colossi was a constant dance between armies where the bio had to be concaving on stalkers while vikings shot colossi. And increasing how the colossus needs to be positionned well to dish out as much damage as possible for the longest time during the fight should have been the goal of its buff, not a stupid "MOAR ATTAK SPEED LOL".

I think that having a clear weakness for a positionnal unit isn't enough for it to be fun. Colossi being targetable by AA isn't enough if in most cases you can Amove it like an idiot. Tankivacs aren't about position, they're about micro and speed. Disruptors aren't about the positionning of the unit, they're a 14 range skillshot. Liberators aren't that much about positioning since the fact they fly make them more usefull to abuse shift-clic-siege-onto-mineral-lines than to occupy strategic chokes or pathways.

In LOTV, most of the "positionnal units" are simply micro intensive units that don't really require strategy, but speed of execution.


Yup, couldn't agree more. All to make the game more "exciting" for viewers, no one gave two shits about the players. RTS imo is about building stuff and securing/expanding your territory, lots of people complained about games being too long and boring to watch (ok, 2h turtle mech vs SH was hard to endure, but it didn't happen THAT often), when in fact those games had strategical beauty from a player perspective.

LotV economy changes killed that methodical approach, it's all about mobility and while that may be exciting for the average viewer, I'd really like some diversity here as a player.


I'm a very fervant supporter of bringing back strategy in LOTV, and mainly through positional units, but SH were just cancer. Just like late HOTS mech play was cancer too. Why ? Because it was never worth it to attack. Which is something that happen whenever one race has a garanteed win late game. Innovation mech style, which was the best mech style was about never attacking and splitting the map in two, because the mech army was always more cost effective than the zerg army.

Turtly comps are okay if they :
1) are able to perform strong timing pushes
2) are eventually weaker than a late game air comp
3) aren't able to transition to an air comp too easily

For instance : right now mech play in TvZ is kinda weak but very fun. You are :
1) able to do very strong timing pushes : tanks/hellbats/liberators go through roach/hydra like butter, and hellbats/mines/thors/liberators go through LBM
2) your mech army will be eventually terrible against BL/corru/viper, so while you're not playing under a timer you can't split the map like an idiot
3) because bases are depleated very quickly, you don't have the money to transition into mass libs/vikings/raven/ghosts (for instance) quickly, and you can't go straight to this composition because it's too expansive and you're gonna die for sure on the way there.

I play mech at high masters/low GM level, and it's tons of fun. Because you're able to have a mid game comp that moves on the map while you're building your "frontal push" army. With hellion/cyclones you can go out on the map and snipe workers, or even bases with the lock, while getting some liberators, tanks and thors at home.

That's why i'd very much like for the cyclone to be brought down to 3 pop and have a little HP increase. If they had 150 hps, they'd still be very fragile and 3 pop would still make them unmassable and cost inefficient. And because they allow a mech style that can move around the map, that's tons of fun.
Creager
Profile Joined February 2011
Germany1923 Posts
July 23 2016 13:11 GMT
#100
On July 23 2016 21:33 JackONeill wrote:
Show nested quote +
On July 23 2016 16:56 Creager wrote:
On July 23 2016 06:51 JackONeill wrote:
On July 23 2016 03:42 Charoisaur wrote:
On July 23 2016 01:04 The_Red_Viper wrote:
On July 23 2016 00:53 Sapphire.lux wrote:
On July 22 2016 22:42 geokilla wrote:
Again Blizzard doesn't know how to fix their game. The problem is the pickup range for Warp Prism, not their health!

Well, the high health makes it very forgiving to do WP shit. With lower HP, lower level Ps should loose them more often.

Removing the +light damage of Liberators would take away the only interesting aspect of the unit for me: an alternative to the Thor as anti Muta. The main problem i think is the huge anti ground dmg, and that it's in direct conflict with the siege tank as a role; true that the tank is crap right now. So buff the Tank and nerf the anti ground of the Lib.


There should never have been an anti ground attack for the liberator to begin with. I would go as far as to say that every single new unit they added in lotv was a design failure.

Couldn't disagree more. I think the new positional units (liberators, lurkers and disruptors) are the best things that happened to the game in a long time because they added a ton of depth to the game.
Also adepts are very cool imo and have made toss very multitasking-depending.
Ravagers suck though.


Positionnal units are very important I feel in every matchup. Wether both opponent have some, or one of the opponent has some and you have to screw him with a mobile comp.
TvT mech vs bio gave us the most glorious pieces of starcraft i've ever seen. Beautiful mechanic play and brilliant strategy from both sides.

However, blizzard took away the main drawbacks of positionnal units in LOTV, and that's why they're not really positionnal units. I liked the liberator concept : an insanely strong AG on a very tiny zone. However, it flies. It kinda defeats the "positionning" aspect of the unit because it doesn't really accounts for terrain, and it's so so so easy to place into abusive positions, effectively killing the beauty of the play. Who ever said "wow, these liberator positionnements are so skillfull?"
Another illustration of this problem lies with the tankivac. Tanks used to be very carefully set up in a position to exploit their range and slash at best. Now it's just "boost in and throw them wherever, it's more important to be poorly positionned fast than to be well positionned slowly". Where the tankivac gained in how microable it is, it lost in how strategic it was.

With their main weakness being their cooldown, disruptors are also not really about positioning, they're about micro. Even though we've seen some pretty awesome moves from PvP in Korea, with blink baits followed by well placed disruptors, in the EU pro scene we see them more used as a micro skillshot.

The main exception would be the lurkers, which are mobile and cloacked, but are still very position-dependant because of their "short" range and their linear AoE

Finally, the colossi, while naysayers said it's a terrible unit that promotes deathballs (which is true sometimes, and no one like that), promoted interesting positionnal play in TvP. Vikings/bio vs stalker/colossi was a constant dance between armies where the bio had to be concaving on stalkers while vikings shot colossi. And increasing how the colossus needs to be positionned well to dish out as much damage as possible for the longest time during the fight should have been the goal of its buff, not a stupid "MOAR ATTAK SPEED LOL".

I think that having a clear weakness for a positionnal unit isn't enough for it to be fun. Colossi being targetable by AA isn't enough if in most cases you can Amove it like an idiot. Tankivacs aren't about position, they're about micro and speed. Disruptors aren't about the positionning of the unit, they're a 14 range skillshot. Liberators aren't that much about positioning since the fact they fly make them more usefull to abuse shift-clic-siege-onto-mineral-lines than to occupy strategic chokes or pathways.

In LOTV, most of the "positionnal units" are simply micro intensive units that don't really require strategy, but speed of execution.


Yup, couldn't agree more. All to make the game more "exciting" for viewers, no one gave two shits about the players. RTS imo is about building stuff and securing/expanding your territory, lots of people complained about games being too long and boring to watch (ok, 2h turtle mech vs SH was hard to endure, but it didn't happen THAT often), when in fact those games had strategical beauty from a player perspective.

LotV economy changes killed that methodical approach, it's all about mobility and while that may be exciting for the average viewer, I'd really like some diversity here as a player.


I'm a very fervant supporter of bringing back strategy in LOTV, and mainly through positional units, but SH were just cancer. Just like late HOTS mech play was cancer too. Why ? Because it was never worth it to attack. Which is something that happen whenever one race has a garanteed win late game. Innovation mech style, which was the best mech style was about never attacking and splitting the map in two, because the mech army was always more cost effective than the zerg army.

Turtly comps are okay if they :
1) are able to perform strong timing pushes
2) are eventually weaker than a late game air comp
3) aren't able to transition to an air comp too easily

For instance : right now mech play in TvZ is kinda weak but very fun. You are :
1) able to do very strong timing pushes : tanks/hellbats/liberators go through roach/hydra like butter, and hellbats/mines/thors/liberators go through LBM
2) your mech army will be eventually terrible against BL/corru/viper, so while you're not playing under a timer you can't split the map like an idiot
3) because bases are depleated very quickly, you don't have the money to transition into mass libs/vikings/raven/ghosts (for instance) quickly, and you can't go straight to this composition because it's too expansive and you're gonna die for sure on the way there.

I play mech at high masters/low GM level, and it's tons of fun. Because you're able to have a mid game comp that moves on the map while you're building your "frontal push" army. With hellion/cyclones you can go out on the map and snipe workers, or even bases with the lock, while getting some liberators, tanks and thors at home.

That's why i'd very much like for the cyclone to be brought down to 3 pop and have a little HP increase. If they had 150 hps, they'd still be very fragile and 3 pop would still make them unmassable and cost inefficient. And because they allow a mech style that can move around the map, that's tons of fun.


I didn't want to advocate for HotS Swarm Hosts in any way

But I don't see that much of a problem with not having to attack, if it gives me the highest win chance, why not go for it. It's actually VERY hard to do correctly as a single mistake could easily cost you the game, so there's room to exploit for the opponent. I agree that transitioning into air shouldn't be THAT easy, but current comps kinda always have to include a fair amount of Liberators so your argument seems kinda contradicting (at least when looking at current balance).

Apparently we have slightly different views of what defines "mech" play, as I don't want it do be just "another mobile composition" coming out of the factory, but actually being able to put pressure on your opponent by entrechning certain positions on the map (siege tank lines around watch towers), thus having a different strategical approach from the get-go as opposed to MMM.
... einmal mit Profis spielen!
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#75
PiGStarcraft467
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft467
RuFF_SC2 219
Nina 151
StarCraft: Brood War
GuemChi 6056
Horang2 2121
PianO 747
Noble 19
Icarus 7
Tasteless 1
Dota 2
monkeys_forever751
Counter-Strike
Coldzera 1529
m0e_tv408
Other Games
summit1g9450
WinterStarcraft344
C9.Mang0292
Maynarde105
Organizations
Other Games
gamesdonequick852
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• practicex 48
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo944
• Rush528
Other Games
• Scarra918
Upcoming Events
Replay Cast
4h 26m
Afreeca Starleague
5h 26m
BeSt vs Leta
Queen vs Jaedong
Kung Fu Cup
6h 26m
Replay Cast
19h 26m
The PondCast
1d 5h
OSC
1d 19h
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
3 days
Maru vs MaxPax
BSL
3 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
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.