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LotV Design Changes announced - Page 16

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 14 15 16 17 18 46 Next All
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-08-15 01:54:55
August 15 2016 01:51 GMT
#301
Still waiting for the marine buff blizzard. I wish I can do this someday in ladder:
[url]http://i.imgur.com/lw2yN.jpg[/url]
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
August 15 2016 01:54 GMT
#302
On August 15 2016 10:28 Fran_ wrote:
Wow a new game. I can't wait to defend baneling busts over baneling busts over baneling busts. Looks like we'll be able to go cyclone against Ultras?



They'll only do 1 damage to fully upgraded Ultras won't they?
Beelzebub1
Profile Joined May 2015
1004 Posts
August 15 2016 02:00 GMT
#303
I think general consensus would seem that we should immediately scrap the shitty DT Zeratul wanna be ability and perhaps buff Stalkers? With Stalkers already sucking vs. Terran and now Hydralisks will be far more potent I would much rather see the Carrier left alone and the attention be on the Stalker, it having an upgrade that gives it + light damage at the least or something idk, maybe faster rate of fire? Longer range?

Blink is powerful but if it wasn't in the game Stalkers would never be built ever.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
August 15 2016 02:07 GMT
#304
On August 15 2016 09:03 Teoita wrote:
As protoss i feel like we're losing a lot of our midgame power (particularly blink stalkers seem to suck ass vs terran and will be considerably worse vs hydra/bane), but gaining some lategame power between blink dts and carriers, so meh. Not enthusastic because i feel encouraged to turtle more and i personally prefer the more gateway-heavy styles.

The tempest change mostly means we will make a handful of them for sieging and to snipe liberators/broods, then go carriers i think.

Show nested quote +
On August 15 2016 09:01 Mozdk wrote:
Okay. I haven't really paid attention to this game much for the last 6 months but:

This is likely too many changes at once, and it will be very unbalanced. It will bring ppl back, but it will take 6-12 months to get reasonable balance. Many pros will leave the weakest race. Casual players will leave the weakest race.

This is being in a hole and digging futher. Even though these changes can be good in the long run, it is way too much at this time. You cannot do this where the game is now.

I am not saying this is 100% sure to happen, but I find it far more likely than any other scenario.


This is very similar to an expansion release, but with fewer changes. It won't be nearly as dramatic as you think, but yes, there will certainly be some imbalances at first and that's fine


Basicly I am just scared this is a final blow to finish SC2 off. LoTV was not a new HOTS. It did not give nearly the same boost in percieved gameplay and viewercount. I do not believe the state of the game is ready for a long periode of messy imbalance.

That being said, I don't think SC2 will be an E-sports in 5 years either way, so DK and team has to do something, if they want it to be. And I guess they think that big changes are the answer. But I think the game is too complicated for a big audience. It's for elitist nerds, and we are too few to keep it alive for 20 years.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 15 2016 02:40 GMT
#305
On August 15 2016 09:01 Mozdk wrote:
Okay. I haven't really paid attention to this game much for the last 6 months but:

This is likely too many changes at once, and it will be very unbalanced. It will bring ppl back, but it will take 6-12 months to get reasonable balance. Many pros will leave the weakest race. Casual players will leave the weakest race.

This is being in a hole and digging futher. Even though these changes can be good in the long run, it is way too much at this time. You cannot do this where the game is now.

I am not saying this is 100% sure to happen, but I find it far more likely than any other scenario.

I don't like this reasoning, ever, at all. The reason it's taken this long to even get these changes is because the SC2 team has been too focused on balance, ignoring all the good design they trampled on to get to their 50/50 winrates - see Protoss as a race. The attitude that things like the Mothership Core are fine because the winrates are okay is what's driven me more mad than anything else about this game. We need more breaking down and rebuilding, if this game is to have any future.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
Last Edited: 2016-08-15 03:00:17
August 15 2016 02:57 GMT
#306
On August 15 2016 11:40 NewSunshine wrote:
Show nested quote +
On August 15 2016 09:01 Mozdk wrote:
Okay. I haven't really paid attention to this game much for the last 6 months but:

This is likely too many changes at once, and it will be very unbalanced. It will bring ppl back, but it will take 6-12 months to get reasonable balance. Many pros will leave the weakest race. Casual players will leave the weakest race.

This is being in a hole and digging futher. Even though these changes can be good in the long run, it is way too much at this time. You cannot do this where the game is now.

I am not saying this is 100% sure to happen, but I find it far more likely than any other scenario.

I don't like this reasoning, ever, at all. The reason it's taken this long to even get these changes is because the SC2 team has been too focused on balance, ignoring all the good design they trampled on to get to their 50/50 winrates - see Protoss as a race. The attitude that things like the Mothership Core are fine because the winrates are okay is what's driven me more mad than anything else about this game. We need more breaking down and rebuilding, if this game is to have any future.


I couldn't agree more with this sentiment. Balance has never been the issue for me and its been frustrating to watch the focus on that 50/50 concept when I see glaring design issues that I feel should be addressed. Not that I have any real answers, but that's just been my experience of watching SC2 development over the past 5 years.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
FLuE
Profile Joined September 2010
United States1012 Posts
August 15 2016 02:59 GMT
#307
Make the game fun. Should be their focus. This is a great start.

This is essentially a giant list of changes the community has been suggesting since forever?
seemsgood
Profile Joined January 2016
5527 Posts
August 15 2016 03:20 GMT
#308
My farovrite change is reduce =strength of air units and buff ground units to let players chose another option beside massing air.
ZerglingSoup
Profile Joined June 2009
United States346 Posts
August 15 2016 03:53 GMT
#309
hm, I think swarm host supply cost should be reduced if they are trying to make it more common. You have to sacrifice like a quarter of your regular army if you want to do any damage with Swarm Host.

I'm not convinced that we need more common swarm hosts anyway. I'd be more in favor of somehow making an individual SH a little more effective at harassing, so that players can try to gain an econ advantage with 1 or 2 of them. Maybe locusts could fire something like reaper grenades that would scatter workers and eventually kill them if they aren't dealt with.
Stream plz
vexon837
Profile Joined August 2016
1 Post
August 15 2016 03:56 GMT
#310
Hahahahahahhaahahahahahahahahaha

And here I was thinking about switching to zerg.
#zeratullives
bulya
Profile Joined February 2016
Israel386 Posts
August 15 2016 03:59 GMT
#311
As a zerg player I can address only 3 match-ups of the 6, and only testing will reveal what these changes will actually do.
Meanwhile, in ZvT it seems like the tank change and the ravager nerf will make the roach ravager combo used for defensive purposes only (tanks can't be brought that early in the game to the zerg territory, so it can be used defensively, but a zerg cannot engage with it into these tanks), and with the bane buff and the lib nerf muta ling bane will be seen more often then the roach ravager composition.
May be the hydra buff will make hydras used more often in this match-up, as even though hydras can't do much vs marines, they do very well vs mech play, which seem to be something terrans will go for in this matchup (it will prepare them much better for the Ultralisk end game). Having hydras in the match-up, can make the way for lurkers there as well, which will be a nice turnover to the current meta - terran go mech and the zerg's answer is going for ling hydra lurker viper, with a BL transition in mind. From the terran point of view, the current option of the bio play may seem less viable without the tankivacs, so may be early bio pressure into mech will be the way to go. But only time will tell...

ZvP - I guess the hydra and the bane buffs will force prottoss players either tech faster, or be more aggressive in the early to mid game, as hydra bane ling combo (or simply ling bane into hive) may turn being more viable if the zerg will be allowed to be as greedy as it is in the current meta. Creep spreading will be much more useful with the hydra upgrade (I spread creep like a mad man in ZvT, but don't care that much about it in ZvP). Although the lurker transition may turn being harder with the new tempests, which will counter both transitions, lurkers and BLs but I guess the toss wouldn't be able to mass them as vipers will be able abducting them into hydras.
Unlike most of the thread here, I like the DT change, even though I'm a zerg player. I get to see DTs either at the mid game (harass or 2 base all-in), or when the toss is lost. This DT upgrade can make the DT as a late game unit, which can be fun, less archons but being forced into a more a mobile army and some detection rather then engaging the protoss without taking too much damage from its deathball.

ZvZ - is the matchup I don't really like to play, and since the ling bane opener determines a lot regarding how will it proceed (at least at the diamond level where I play), I guess the bane buff will make ling bane pushes harder to deal with (queens and spines will have a harder time blowing up the coming banes), but as the other matchups, time will tell.

Regarding the infestor, I guess we'll see it more often, and while casting spells while burrowed is something which may turn being overpowered, the deep tunnel ability will probably pass the test. Unlike what many said here, I don't see it as an offensive ability, as getting infestors and waiting for them having enough energy to get to the other side of the map, cast some spells (be it fungal or infeted terrans) and hoping they come back, is a huge risk as all this waiting time will probably be a time when the zerg is very vulnerable mid game aggression, and these infestors will probably be lost at the enemy territory (going back and forth with these infestors meaning 200 energy must be saved, its very late into the game, while only a single fungal per infestor or 4 infested terrans per infestor can be cast). On the other hand, having the ability to save up the infestors after trading some army by getting them back to the base using this ability can make the infestor as a unit one should go for.

There are some changes to units which I rarely see, and I don't know how will these changes affect them. We'll see the dynamic in the coming months.
scoo2r
Profile Joined December 2015
Canada91 Posts
August 15 2016 04:04 GMT
#312
Great changes suggested, only disappointment was no roach-hydra sitting on top ability.
Another day, another depot.
WidowMineHero
Profile Joined September 2014
New Zealand143 Posts
August 15 2016 04:05 GMT
#313
I assume the majorities of the changes are not happening, otherwise this is just crazy.
"Time won't change anything, I will."
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
August 15 2016 04:10 GMT
#314
While reading the comments... it almost feels like 80% of ppl who bash on those changes never heard about balance maps and did not bother to tune in into dreamhack balance session...

It's their idea how to make SC2 fresh every year while dodge drastic changes in the middle of WCS Season.... which is FINE since we cant just ban race or unit like in MOBA....

Also they even bring ladder to balance test map in the few weeks... so if you gonna play it... blizzard will have more data to work with....

At last... some of those will not make it to the game for sure.. so PLEASE....
twitch.tv/pharaphobia
JimmyJRaynor
Profile Blog Joined April 2010
Canada17682 Posts
August 15 2016 04:12 GMT
#315
On August 15 2016 12:20 seemsgood wrote:
My farovrite change is reduce =strength of air units and buff ground units to let players chose another option beside massing air.

Blizzard has been chipping away at air, improving ground,improving ground-to-air attacks over the past 6 months.. and i'm glad they've been doing that. its tough for them to do more than just "chip away" in the middle of a competitive season.

i'm glad to see Blizzard experiment with big changes during the "off season".
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
TheWinks
Profile Joined July 2011
United States572 Posts
August 15 2016 04:18 GMT
#316
Ultra armor still needs to be nerfed. If they're unwilling to do it on live servers, this is the perfect time to touch the ultra.
seemsgood
Profile Joined January 2016
5527 Posts
August 15 2016 04:38 GMT
#317
On August 15 2016 13:18 TheWinks wrote:
Ultra armor still needs to be nerfed. If they're unwilling to do it on live servers, this is the perfect time to touch the ultra.

They will address Adept,ultralisk,liberator,warp prism in next feedback.
Parcelleus
Profile Joined January 2011
Australia1662 Posts
August 15 2016 04:46 GMT
#318
So only terran whiners will be left playing lotv. haha
*burp*
FoxShine
Profile Joined January 2012
United States156 Posts
August 15 2016 04:57 GMT
#319
Full on mech from HotS, except now they have liberators for cover and cyclones to mix with hellbats. PvT is going to be untenable against mech.
We do what we must, because we can
ShamanElemental1
Profile Joined April 2016
56 Posts
Last Edited: 2016-08-15 05:24:49
August 15 2016 05:16 GMT
#320
Terran.

All changes are good with the exception of the banshee, we know this from beta, banshee that are faster then mutas and phoenix is a really horrible idea.
Zerg.

The faster pace of LotV makes a unit that attacks once 60 sec horrible, SH need a redesign, lowering the price won't help.

Hydralisk are units that are to costly with very little HP. While the buffs makes the unit better... you won't see it as a core unit ever, it needs to go back to the old BW former. Cheap, effective and 1 supply

Ravages change is horrible, it's the only unit that prevents mass stalkers in ZvP because stalkers are very bad vs them. Also the unit needso to COUNTER MECH otherwise Zerg will have to turtle until Vipers. REMEMBER there will be no ground unit that counters Tanks from Zerg.

All other changes are very good or okay on the Zerg side.

Protoss.

The Tempest ability needs to be changed, it can be done by making deal damage to mechanical units to prevent dumb harassment.

Blink DT is a horrible idea and no it doesn't need explanation

The other changes are solid for Protoss
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