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Maybe I'm naive, but many people complain about worker harass and how it's too easy to destroy economies by killing many workers 'suddenly', but then I read a lot of complaints about mothership core and queens, which are the main units used to defend vs worker harass.. why is that? Do you have a different kind of 'defence' vs worker harass in mind?
I tried the blink DTs in the test map but honestly I don't find them very strong, the time to get them out is super long (shrine + research) and the blink cooldown is quite long. It adds something to the unit, but I don't see how it could be broken.
In general, I really like the direction they took with these changes 
I wouldn't mind (I play protoss) a small adept nerf, but in this case they would need to buff something else (P doesn't seem so dominating right now)
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On August 19 2016 21:32 Tuczniak wrote:Show nested quote +On August 19 2016 14:11 Thaniri wrote: The reason I decided to post that is to whine about queens more than anything. I don't think infestor broodlord for TvZ would be all that bad if zerg was vulnerable in the first 12 minutes of the game. This is classical "don't let they get there" which is terrible game design. The game should be winnable at all points. The queen patch was necessary. It was necessary for zerg to be able compete in midgame. Whether the game continued in fun way or turtling is completely unrelated to the patch. If zerg didn't have unbeatable lategame and had strong midgame, the queen patch would called good. It's funny that some people still consider queen the cause. Btw good points TT1 and Destruction.
Well, a thing most people like to forget is that Zerg players didn't manage their creep very well back then and thus couldn't see an attack coming as early as they could later on when 4-6 Queen play was promoted due to the patch.
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I dont play lotv , just a few games here and there when Im very tired. Game just feels so away from a traditional RTS that it doesnt interest me.
I been saying since hots expansion that adding new units and abilities was not needed. They should of made the established units have improved interesting interactions. Blizzard design/balance team have no vision, just the vision of making money and trying to appear that adding units is a 'good thing', when it just makes the game more of a mess.
The proposed changes are like shifting a few chairs around, thegame will still be a mess and have too many units that overlap and most abilties are just auto-cast which again takes away from skill-based play.
Hope others enjoy lotv, Im not interested in it.
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On August 19 2016 20:37 Destructicon wrote:Show nested quote +On August 19 2016 11:57 Jett.Jack.Alvir wrote:On August 19 2016 11:44 TT1 wrote: SC2 failed because theres too much shit going on in the game, theres way too many units and way too many abilities. WoL was the most successful version of the game because it was simple, there were fewer units, fewer activatable abilities etc. These future changes follow the same balance philosophy, don't expect anything to change.
If they really wanted to fix the game they'd have to do something about warpprism warpins (maybe even warpins in general), speedvacs etc. The pace of the game needs to be slowed down, theres alot of different ways that could be achieved. Here is my interpretation: I want SC2 with less stuff going on, less units to manage, and less abilities. I think WoL was successful because it was not complicated. I want it to be easier. Its too fast to play. I can't adapt to change. I'm not being rude, and I respect your opinion, but when I read your comment it feels like you want the game to be easier. I have to totally disagree with you. SC2 should be harder. There should be units with great impact to the game. There should be abilities that are meaningful and fun to use. It should stretch your ability to manage and pay attention to everything on the map. Reaching the skill ceiling should be incredibly difficult, nay near impossible. I feel this will result in exciting battles with awesome comebacks. Of course this is coming from a spectator. I would imagine from a pro player this is not something to look forward to. Akin to if NFL decided the field should be 200 yards long. Except its the wrong kind of hard and it spews into volatility. When you have so much freely available damage the game stops becoming a game about who can consistently control his units best and more about who doesn't have a 1 second lapse in concentration that leads to the loss of his game. Its not normal for entire economies or armies to be vaporized in seconds, it makes the game too volatile. Slowing down the game by reducing damage numbers in some way will actually benefit the game because: 1st The better player will lose less in those small intervals where their concentration falters. 2nd The better player will have less of those moments of inattention. 3rd The better player, will have more time to recover in the long run. Adding more abilities to all units is also not a very interesting way to make the game harder, it just promotes more spamming on the units itself instead of more interesting micro like pulling back weakened units, splitting, stutter-stepping, dodging etc. I agree that the game should be hard, but this isn't the right way to do it. Edit: And don't tell me the pros don't have lapses in concentration and moments where they make mistakes, that's not a valid argument since they are still humans, they make mistakes, everyone makes mistakes. And as proof when a mistake happens at the pro level and its expertly punished we get those sort of games that end anticlimactically after one major battle or successful harass. There is no such thing as the 'wrong kind of hard'. Hard is just a relative position on a spectrum that starts from easy and ends in near impossible.
This '1 second lapse' pushes SC2 into the boundaries of very hard. However, your opponent is also within the same boundaries. You also have the same opportunity to vaporize his army or economy. Slowing the game down only serves to place the game within the easier spectrum.
I agree that if a game is placed on the harder end of the spectrum, things can get a little more volatile, but its this volatility that will separate the better player from the best of the best. All that 1st, 2nd, and 3rd means that the better player will be harder to discern. If we slow down the game or reduce the damage output, all we are doing is making the game easier. If its easier, player skill level will normalize.
Yes pros make mistakes and they are punished, but there are pros that recover from the mistakes and end up winning the battle. These games are the greatest to watch, and I want SC2 to create more of those players and games. Sure many games end up anticlimactic due to a small mistake that snowballed.
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Interesting, several of these changes were ones I envisioned, like the cyclone being an anti-armor counterpart to the hellion. Some of them, like the siege tank and zealot changes, pretty much everyone wanted. Yet despite this long list of changes, the game still has a lot of problems. The HOTS units are still pretty bad. The mothership is still an empty shell.
I could make a similarly long list of suggestions but I'm going to limit to just this one. With the siege tank changes, I imagine zerg will have a hard time breaking tank pushes. Why did protoss get compensation in the tempest"disruption sphere," but zerg got nerfs to ravagers and brood lords?
Meanwhile the swarm host is still pretty useless. I propose changing the swarm host to be focused on breaking turtles and tank lines. Change them so that locusts cannot be controlled by the player, and buff as needed. They'll just a-move to the target area and clear it out. The opponent can run away but the locusts cannot be commanded to chase. So when locusts are sighted you'll need to make a quick decision on whether to run or fight.
Personally I'd like to see swarm hosts spawn larger waves of weaker units to make them more swarmy, maybe make them an energy-based caster like with infested terrans, but it doesn't matter as long as zerg has some way to deal with the new and improved tank lines.
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I remember in broodwar there were a lot of games where I managed to come back after taking pretty bad damage to my economy early on just because I was quite a bit better than my opponent, in SC2 it's just not a thing
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On August 19 2016 22:38 Creager wrote:Show nested quote +On August 19 2016 21:32 Tuczniak wrote:On August 19 2016 14:11 Thaniri wrote: The reason I decided to post that is to whine about queens more than anything. I don't think infestor broodlord for TvZ would be all that bad if zerg was vulnerable in the first 12 minutes of the game. This is classical "don't let they get there" which is terrible game design. The game should be winnable at all points. The queen patch was necessary. It was necessary for zerg to be able compete in midgame. Whether the game continued in fun way or turtling is completely unrelated to the patch. If zerg didn't have unbeatable lategame and had strong midgame, the queen patch would called good. It's funny that some people still consider queen the cause. Btw good points TT1 and Destruction. Well, a thing most people like to forget is that Zerg players didn't manage their creep very well back then and thus couldn't see an attack coming as early as they could later on when 4-6 Queen play was promoted due to the patch. creep spread was buffed man.... at the end of hots or during lotv beta I'm not sure
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I think the opposite is true and Starcraft 2 is too easy. Think about it this way: Macro is quite easy in Sc2 and at the top level, everyone has quite similar level of macro and skill ceiling is also almost reached, there isn't much that you can improve on. But people always make mistakes at some point. So when you play and your macro is 95% perfect, any big mistake or negligence of macro will put you much further behind if your opponent plays at 90% perfect macro but didn't make a mistake at the crucial moment. If macro is easy and everyone plays at similar level, then micro becomes more important factor and any micro mistakes will also punish you more, because you cannot put yourself ahead by having better macro. Playing better has less value then not making mistakes, so game is being decided by mistakes more often and this is the reason why the game feels volatile.
Imagine 2 guitar hero players of 2 different skill levels playing on normal mode. Let's say that the better player is 20% better. But on normal mode, they can both hit most notes and get 4x multiplier. You can't get any better then that, so the thing that is more important to winning is not making a mistake, which would force you to build up the multiplier from 1 and lose you a lot of points. But if they play on hard mode, the worse player will suddenly hit a lot less notes then the better player, and game stops being decided by mistakes, and starts being decided by better play.
Imo, Starcraft 2 should have harder macro. This way you could recover from micro mistakes through better play much more often, and game would be less volatile.
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On August 19 2016 23:36 ROOTFayth wrote:Show nested quote +On August 19 2016 22:38 Creager wrote:On August 19 2016 21:32 Tuczniak wrote:On August 19 2016 14:11 Thaniri wrote: The reason I decided to post that is to whine about queens more than anything. I don't think infestor broodlord for TvZ would be all that bad if zerg was vulnerable in the first 12 minutes of the game. This is classical "don't let they get there" which is terrible game design. The game should be winnable at all points. The queen patch was necessary. It was necessary for zerg to be able compete in midgame. Whether the game continued in fun way or turtling is completely unrelated to the patch. If zerg didn't have unbeatable lategame and had strong midgame, the queen patch would called good. It's funny that some people still consider queen the cause. Btw good points TT1 and Destruction. Well, a thing most people like to forget is that Zerg players didn't manage their creep very well back then and thus couldn't see an attack coming as early as they could later on when 4-6 Queen play was promoted due to the patch. creep spread was buffed man.... at the end of hots or during lotv beta I'm not sure
Creep buff has nothing to do with the fact that before the Queen patch hit in WoL players tended to have less Queens which directly resulted in worse creep spread compared to post-Queen patch. Of course, over time players improved their mechanics also resulting in better creep spread.
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On August 19 2016 23:32 ROOTFayth wrote: I remember in broodwar there were a lot of games where I managed to come back after taking pretty bad damage to my economy early on just because I was quite a bit better than my opponent, in SC2 it's just not a thing Comebacks are a thing in SC2, its just a lot harder due to volatility. I've seen Polt, Zest, and a number of great players make amazing comebacks through crisp execution and great decision making.
We are expecting SC2 from different POV.
You are viewing it from the player's perspective, and want to play the game in a certain fashion.
I am viewing it from the spectator's perspective, and want to watch games played out in a different fashion.
By referencing BW, I feel you want SC2 to be similar to BW. I'm sorry but that train left a long time ago. These two games are similar only in lore.
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volatility is ok to a degree but it's far too high in SC2, I mean there's already poker if people want to gamble, they can make SC2 more skill based
also what you want as a spectator won't fly if players don't want the same thing, they will just quit and you will have nothing to watch
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On August 19 2016 22:14 VHbb wrote: Maybe I'm naive, but many people complain about worker harass and how it's too easy to destroy economies by killing many workers 'suddenly', but then I read a lot of complaints about mothership core and queens, which are the main units used to defend vs worker harass.. why is that? Do you have a different kind of 'defence' vs worker harass in mind? Yeah, regular units and ... static defense. But as of now there are just ridiculously many options to harass (and they're adding even more it seems). For me personally, this creates one of the main points in why the game is too difficult.
Also gotta agree with what TT1 said on the last few pages.
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On August 20 2016 00:10 ROOTFayth wrote: volatility is ok to a degree but it's far too high in SC2, I mean there's already poker if people want to gamble, they can make SC2 more skill based
also what you want as a spectator won't fly if players don't want the same thing, they will just quit and you will have nothing to watch I don't see Neeb quitting or Scarlett or Nerchio. I don't see lesser players like Winter, Neuro, or Lowko quitting.
You assume players will quit, and perhaps some will, but the ones that truly deserve my attention are those that strive to be better. Also, I don't care about the quitters. I care about the ones that want to be better, regardless of the volatility, despite the challenges of SC2. These are the ones that I want to watch play.
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good job on mentionning the very few players who did not quit haha, want me to list those who quit? it feels like you're being a bit delusional at this point, we all want starcraft 2 to be better, for more people to play it.... you clearly stated you don't give a crap if players don't enjoy the game, what you care about is enjoying watching those games
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On August 20 2016 00:24 ROOTFayth wrote: good job on mentionning the very few players who did not quit haha, want me to list those who quit? it feels like you're being a bit delusional at this point, we all want starcraft 2 to be better, for more people to play it.... you clearly stated you don't give a crap if players don't enjoy the game, what you care about is enjoying watching those games
No because as I mentioned before, I don't care about them.
edit: In what way am I delusional? And I never said I don't care if players don't enjoy the game. I just don't think your idea that players will quit in droves will happen. If I am wrong, and these changes Blizzard implements will be the downfall of SC2 due to no one playing, than you can hold it over me until forever.
But until then, try to keep an open mind to these changes. Don't dismiss them because SC2 is too volatile; isn't BW; doesn't focus on macro; or whatever personal reason you have. And if you truly want to have an effect on it's development, play the test map. Give Blizzard feedback and let them know how you feel about the changes. Just don't try to lobby for changes that will never happen (e.g. back to BW)
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About BroodWar, we always talk about come back, but I'd be surprised if you called it come back if BW had the same observing tools as SC2. Now with SC2 we see them less often because we always now how far ahead/behind the players are, we know which tech has just been unlocked and so on.
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On August 20 2016 00:07 Jett.Jack.Alvir wrote:Show nested quote +On August 19 2016 23:32 ROOTFayth wrote: I remember in broodwar there were a lot of games where I managed to come back after taking pretty bad damage to my economy early on just because I was quite a bit better than my opponent, in SC2 it's just not a thing Comebacks are a thing in SC2, its just a lot harder due to volatility. I've seen Polt, Zest, and a number of great players make amazing comebacks through crisp execution and great decision making. We are expecting SC2 from different POV. You are viewing it from the player's perspective, and want to play the game in a certain fashion. I am viewing it from the spectator's perspective, and want to watch games played out in a different fashion. By referencing BW, I feel you want SC2 to be similar to BW. I'm sorry but that train left a long time ago. These two games are similar only in lore.
I don't want to turn this into an "SC2 vs BW" nightmare, both games have their strong points, but BW's strong point is definitely from the spectator's perspective. I still have a blast watching BW, but playing is challenging to say the least. SC2 is more fun to play, but abysmal to watch. So I'm not sure how your reasoning plays out.
I do want to say that I love that Blizzard is making bold and interesting changes. I particularly love the siege tank change. I hope they continue to shake things up whenever they see stagnation.
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I am so excited that they actually are aiming for such big changes.
I mean, not sure how it will all balance out, and blink Dark Templar scare the fuck out of me, but it shows Blizz still wants to invest in the game in a big way.
ALSO HOLY FUCK 70 DAMAGE TANKS :D Might switch to terran, the powerful siege tank from SC1 was one of my favourite things.
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On August 20 2016 00:41 Meta wrote:Show nested quote +On August 20 2016 00:07 Jett.Jack.Alvir wrote:On August 19 2016 23:32 ROOTFayth wrote: I remember in broodwar there were a lot of games where I managed to come back after taking pretty bad damage to my economy early on just because I was quite a bit better than my opponent, in SC2 it's just not a thing Comebacks are a thing in SC2, its just a lot harder due to volatility. I've seen Polt, Zest, and a number of great players make amazing comebacks through crisp execution and great decision making. We are expecting SC2 from different POV. You are viewing it from the player's perspective, and want to play the game in a certain fashion. I am viewing it from the spectator's perspective, and want to watch games played out in a different fashion. By referencing BW, I feel you want SC2 to be similar to BW. I'm sorry but that train left a long time ago. These two games are similar only in lore. I don't want to turn this into an "SC2 vs BW" nightmare, both games have their strong points, but BW's strong point is definitely from the spectator's perspective. I still have a blast watching BW, but playing is challenging to say the least. SC2 is more fun to play, but abysmal to watch. So I'm not sure how your reasoning plays out. I do want to say that I love that Blizzard is making bold and interesting changes. I particularly love the siege tank change. I hope they continue to shake things up whenever they see stagnation. I'm trying to avoid that discussion as well.
Regarding 'abysmal to watch' I think there are some games that fall into that category, but there have been so many games played that you can't dismiss the ones that were 'pure joy to watch'.
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