• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:58
CEST 04:58
KST 11:58
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
RSL goes to London! 2026 Offline Finals Nov 21-226Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64PIG STY FESTIVAL 8.0! (13 - 23 August)14
StarCraft 2
General
Protoss AoE skill expression Balance hotfix patch 5.0.16b (July 16) Serral wins HomeStory Cup 29 StarCraft 2 at SC4ALL II Invite #4/8 - Percival 5.0.16 patch for SC2 goes live (8 worker start)
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Are you ready for ASL 22? NEW HYPE VIDEO How FlaSh Nearly Forfeited MSL Finals being late BW General Discussion ASL22 General Discussion
Tourneys
2v2v2v2 Tournament KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Any training maps people recommend? Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Diablo 2 thread ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
BCA KCP Kramat Jaya 📞Telp|wa:0821-8171-891 US Politics Mega-thread Russo-Ukrainian War Thread Iain M Banks Says He Has Cancer And Months To Live European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
NBA General Discussion Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5613 users

LotV Design Changes announced - Page 44

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 42 43 44 45 46 Next All
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-08-21 21:47:15
August 21 2016 20:58 GMT
#861
On August 22 2016 05:43 The_Red_Viper wrote:
It's not about not liking it, it's about not liking everything about the game for reasons we discuss here.
You will never like 100% about a game or any work of art really. Discussing the design behind it, trying to understand why you don't like it and how it would be possible to change that, etc is incredibly fun and rewarding.

A lot of people would never ever play bw because it's as mechanically hard as it is. That doesn't mean that these people wouldn't enjoy the general pace, the units, the economy, the pathing (or rather what it does), etc.

In the end blizzard obviously has the last word, but that doesn't stop people from arguing about the topic, and that is a good thing imo.
Are these discussions gonna change sc2? Maybe not, but it will change your understanding of the topic if there are enough people willing to make (good) points.


You can certainly discuss parts of the game you like/dislike, and I enjoy these discussions.

Will there be changes through our discussions? Maybe, maybe not. Hell I didn't think Avilo would get the mech buffs he's been lobbying for since forever, but eventually Blizz listened and he might get what he wants. I think he should change his name to Trumpvilo.

But asking for Blizzard to change the pace of the game is, in my opinion, a "drastic change", and they already stated that isn't going to happen.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 21 2016 21:14 GMT
#862
Yeah that probably would be a "drastic change". It's really hard to tell though what "drastic" really means though.
I mean in some cases it's obvious. Sc2 will never be more like wc3 with heroes and stuff, that is quite obviously "drastic".
Would a high ground change already be drastic? Probably, it changes a fundamental aspect of how the game works. I am not 100% sure about it though.

I still hoped for blizzard to be open minded about a different pathing, obviously that would be a drastic change as well though.
So yeah, i don't expect it. I will still argue for it though, just because i think the current pathing is one of the biggest "problems" in sc2. It creates deathballs (one thing blizzard always said they wanna address), it makes bio so strong that every other race is balanced around it, etc

It will never change, but i still think it's worth discussing, trying to understand if it's a problem, possible solutions, etc

PS: it's funny that you give avilo that much credit here
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 |
TheTargaryenDragon
Profile Joined August 2016
1 Post
August 21 2016 21:31 GMT
#863
Why they didn't buffed the unsieged attack of the tank? Shouldn't it be stronger too? Additionally I think, the unsieged tank should be stronger against the ultralisk than the sieged mode and it would make more sense in my opinion... :D
Lexender
Profile Joined September 2013
Mexico2661 Posts
August 21 2016 21:33 GMT
#864
On August 22 2016 06:14 The_Red_Viper wrote:
PS: it's funny that you give avilo that much credit here


Its a very common argument here, whenever something they don't like is being changed in terran they just call "AVILO, AVILO!!" like if he actually holds that much power.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-08-21 21:46:47
August 21 2016 21:46 GMT
#865
On the Avilo, I just use him because he has been incredibly vocal about mech buffs. I know he isn't the only one though.

About pathing, I'm not sure what can be done about it. The current pathing is an improvement from BW, but I kind of liked the stupid herp derp pathing in BW. It was a technological limitation that players overcame, and that showed in gameplay.

I don't think SC2 should have an artificial pathing difficulty just for the sake of difficulty.

I think pathing is in the realm of mapmaking than balance or design.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17735 Posts
Last Edited: 2016-08-21 21:50:08
August 21 2016 21:48 GMT
#866
On August 22 2016 06:14 The_Red_Viper wrote:
Yeah that probably would be a "drastic change". It's really hard to tell though what "drastic" really means though.
I mean in some cases it's obvious. Sc2 will never be more like wc3 with heroes and stuff, that is quite obviously "drastic".
Would a high ground change already be drastic? Probably, it changes a fundamental aspect of how the game works. I am not 100% sure about it though.

I still hoped for blizzard to be open minded about a different pathing, obviously that would be a drastic change as well though.
So yeah, i don't expect it. I will still argue for it though, just because i think the current pathing is one of the biggest "problems" in sc2. It creates deathballs (one thing blizzard always said they wanna address), it makes bio so strong that every other race is balanced around it, etc

It will never change, but i still think it's worth discussing, trying to understand if it's a problem, possible solutions, etc

PS: it's funny that you give avilo that much credit here


early in WoL development DB had sort of a "stare down" with the community about the high ground issue. and in a nice but firm way said he would never revisit the issue. DB did the same thing with pathing .. stating in a very arrogant way ( and DB is very diplomatic so i was surprised by his message delivery) stated... "we're not making the pathing worse.... if this is how tthe game turns out.. that is how it will be.."

so i suspect a pathing change and a high/low ground damage percentage won't happen
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
VHbb
Profile Joined October 2014
692 Posts
August 21 2016 22:15 GMT
#867
My personal opinion is:

- it's true that pathing and unit selections (to name just two) probably contributed in a strong way to made BW what it is, and to balance the game
- I wouldn't like to have "outdated" pathing or unit selection just because it has been shown (in a *different* game) to balance the game

SC2 feels much better to control than BW, the units respond better and more accurately to my commands, and it's sooo much more easy and simple to be able to select my whole army without the 12-units limit. Both changes go in the direction of making the game easier to control and more natural to play. Blizzard can act on other handles to balance it, without going back to a more unnatural (*in my opinion and for my feeling*) way to control the units.

I understand their statement that they don't want to revisit the pathing drastically, I think that any new players that would buy the game and start to play it, finding a BW-like pathing (with stalkers wandering around like dragoons) would be negatively surprised and maybe this would be a big "no" for new players (at least when I bought SC2 - knowing nothing about the competitive scene etc. - I was *expecting* a much more modern game wrt BW, which I played when I was younger).
My life for Aiur !
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2016-08-21 22:21:31
August 21 2016 22:20 GMT
#868
About pathing: i don't think the pathing has to be like bw to be better than it is now though. The "problem" i see is that the army stays incredibly close together while (a) moving. This nerfs defensive positions and it also makes deathball armies possible.
One thing most people never mention is how it looks. Big armies fighting in sc2 looks (imo) not very good, something which is also very important to have an enjoyable experience. Not only the balance is important, i would even argue that aestethics are more important for the enjoyment (if we are in a somewhat reasonable balance position, completely broken stuff obviously changes this)
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 |
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-08-21 22:37:18
August 21 2016 22:35 GMT
#869
On August 22 2016 07:20 The_Red_Viper wrote:
About pathing: i don't think the pathing has to be like bw to be better than it is now though. The "problem" i see is that the army stays incredibly close together while (a) moving. This nerfs defensive positions and it also makes deathball armies possible.
One thing most people never mention is how it looks. Big armies fighting in sc2 looks (imo) not very good, something which is also very important to have an enjoyable experience. Not only the balance is important, i would even argue that aestethics are more important for the enjoyment (if we are in a somewhat reasonable balance position, completely broken stuff obviously changes this)

So you want units to have a larger collision radius so they spread out more? I can't predict what kind effect that change would have, but it would create problems around narrow pathways, and would be an indirect nerf to any unit that has an aoe or splash radius though
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 21 2016 22:51 GMT
#870
I want units to spread out more while moving, yes. That would buff defenders advantage (which is imo good) and nerf deathballs because you cannot have your insane dps on a small area anymore while attacking.

Not sure what you mean with "problems" around narrow pathways tbh, imo it would actually make these meaningful.
AOE as it is now would be nerfed, but at the same time you could actually have strong aoe again which kills stuff because it wouldn't be easy to hit that "great storm" or "beautiful fungal"

Do i want units to be as derpy as they were in bw? Not necessarily, but i want some of that pathing effect in sc2 because i think it would make the game better in some regards.

If that includes that people have to micro manage their units a bit more (as in unit placement during fights, not pressing ability buttons) that's also a plus for me personally. Again, 'more like' bw, not exactly as bw.
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 |
Kit_Rochester
Profile Joined August 2016
3 Posts
Last Edited: 2016-08-21 23:59:24
August 21 2016 23:57 GMT
#871
On August 22 2016 06:46 Jett.Jack.Alvir wrote:
About pathing, I'm not sure what can be done about it. The current pathing is an improvement from BW, but I kind of liked the stupid herp derp pathing in BW. It was a technological limitation that players overcame, and that showed in gameplay.

I don't think SC2 should have an artificial pathing difficulty just for the sake of difficulty.

I think pathing is in the realm of mapmaking than balance or design.



Nothing should be done about it but I really wish people didn't always frame this topic this way. How units move in an RTS is as central to its gameplay as, say, how cars move in a racing game. How well the cars handle around corners, how fast they accelerate and so forth. If everyone thought that racing games with unwieldy cars were inherently worse it would really stifle the genre creatively... which is exactly where the RTS genre is right now. Imagine how interesting it would be to play an RTS with both units that move like SC2 zerglings and units that move like SC dragoons. It could be something to experiment but instead most of the genre's fans will write off anything outside of a narrow comfort zone as outdated, artificial difficulty, etc.

But that's way outside the scope of this discussion. SC2's swarm pathing was a core design choice that's shaped everything that came after. It would make more sense to question assumptions from SC1 that didn't necessarily carry over (for example, whether circular-AoE abilities should be as ubiquitous as they are) than it would be to change unit pathing to be more like SC1.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
August 23 2016 06:27 GMT
#872
I agree nothing should be done about pathing, but Red Viper's concerns wasn't so much about pathing, but unit size and collision. He doesn't like how easily units clump together, thus encouraging deathballs that many players dislike. And he certainly doesn't want BW pathing implemented.
NukeD
Profile Joined October 2010
Croatia1612 Posts
August 23 2016 06:57 GMT
#873
Pathing is like the number 1 thing they should have fixed about SC2. Without fixing pathing everything else is just a bandaid.
sorry for dem one liners
egrimm
Profile Joined September 2011
Poland1201 Posts
August 23 2016 08:17 GMT
#874
On August 22 2016 07:20 The_Red_Viper wrote:
About pathing: i don't think the pathing has to be like bw to be better than it is now though. The "problem" i see is that the army stays incredibly close together while (a) moving. This nerfs defensive positions and it also makes deathball armies possible.
One thing most people never mention is how it looks. Big armies fighting in sc2 looks (imo) not very good, something which is also very important to have an enjoyable experience. Not only the balance is important, i would even argue that aestethics are more important for the enjoyment (if we are in a somewhat reasonable balance position, completely broken stuff obviously changes this)

Very well said.
I think that most people mentioning pathing as an issue in sc2 means that units tend to clump too much instead of "reintroducing dumb AI from BW".
sOs TY PartinG
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
August 23 2016 09:07 GMT
#875
but can't you always clump them up by clicking the center of the army instead of outside? or there will always be holes present eg. allowing lings to pass through?
Age of Mythology forever!
egrimm
Profile Joined September 2011
Poland1201 Posts
August 23 2016 09:24 GMT
#876
On August 23 2016 18:07 mantequilla wrote:
but can't you always clump them up by clicking the center of the army instead of outside? or there will always be holes present eg. allowing lings to pass through?

Yes you can, but only if you want to.
There is a really old video showing a change in map editor and how it affects the unit movement and their formation: youtu.be
sOs TY PartinG
ejozl
Profile Joined October 2010
Denmark3531 Posts
August 23 2016 09:31 GMT
#877
David Kim once said that he thinks split micro is cooler than bunch up micro. I agree with that statement, if you want less death ball I really just think AoE's should be stronger, or zoning tools like Liberators. LotV has been great with the amount of positional abilities it's introduced and will only be a lot better with proper 70 damage Tanks.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
egrimm
Profile Joined September 2011
Poland1201 Posts
Last Edited: 2016-08-23 11:00:11
August 23 2016 09:56 GMT
#878
On August 23 2016 18:31 ejozl wrote:
David Kim once said that he thinks split micro is cooler than bunch up micro. I agree with that statement, if you want less death ball I really just think AoE's should be stronger, or zoning tools like Liberators. LotV has been great with the amount of positional abilities it's introduced and will only be a lot better with proper 70 damage Tanks.

one thing is the split micro vs bunch up micro where it is debatable which is cooler and I can understand points for both sides.
However the other thing is keeping formation.
In current sc2 version units won't keep their formation and will clump up very fast which makes big armies look bad (what The_Red_Viper said) and also makes You have no choice but to "reformat" them again and again after every amove whereas with change like in the video you have a choice to keep your army in any formation you want, including both clumped formation and split formation which makes the difference.
sOs TY PartinG
seemsgood
Profile Joined January 2016
5527 Posts
August 23 2016 10:43 GMT
#879
On August 23 2016 18:31 ejozl wrote:
David Kim once said that he thinks split micro is cooler than bunch up micro. I agree with that statement, if you want less death ball I really just think AoE's should be stronger, or zoning tools like Liberators. LotV has been great with the amount of positional abilities it's introduced and will only be a lot better with proper 70 damage Tanks.

Or moar harrassment.
NukeD
Profile Joined October 2010
Croatia1612 Posts
August 23 2016 12:30 GMT
#880
On August 23 2016 18:31 ejozl wrote:
David Kim once said that he thinks split micro is cooler than bunch up micro. I agree with that statement, if you want less death ball I really just think AoE's should be stronger, or zoning tools like Liberators. LotV has been great with the amount of positional abilities it's introduced and will only be a lot better with proper 70 damage Tanks.

You and David Kim should never design video games.
sorry for dem one liners
Prev 1 42 43 44 45 46 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft439
RuFF_SC2 243
StarCraft: Brood War
Rain 3579
GuemChi 2750
Dota 2
NeuroSwarm178
LuMiX0
League of Legends
JimRising 639
Counter-Strike
summit1g8597
taco 342
Heroes of the Storm
Khaldor94
Other Games
Liquid`RaSZi1460
Organizations
Other Games
gamesdonequick998
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush548
• Stunt205
Upcoming Events
WardiTV Weekly
8h 2m
The Patches Monday
13h 2m
Sparkling Tuna Cup
1d 7h
PiG Sty Festival
1d 9h
PiGosaur Cup
1d 21h
Replay Cast
2 days
Kung Fu Cup
2 days
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
[ Show More ]
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-08
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 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.