• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:31
CET 11:31
KST 19:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
SC2 INu's Battles#22 SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles
Brood War
General
Rollback Netcode in Brood War List of top players active on ShieldBattery Sagi.gg Launcher Released BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Stratus: Battle for the sky now on steam Early acc
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Playlenda
Playlendapro
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11894 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
Mexico2665 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
Canada18041 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
Poland1202 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
Poland1202 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
Denmark3561 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
Poland1202 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
Next event in 1h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 211
StarCraft: Brood War
Britney 26837
Rain 3024
BeSt 414
Larva 349
ZerO 345
Leta 316
actioN 222
firebathero 178
Jaedong 145
ProTech143
[ Show more ]
Light 131
Rush 126
Stork 116
EffOrt 104
Pusan 95
Mini 82
Barracks 70
Shine 64
Yoon 63
910 47
Shinee 43
Bale 35
Free 34
ggaemo 27
Sharp 26
Aegong 18
sSak 14
HiyA 14
soO 14
ZergMaN 13
yabsab 12
Dota 2
monkeys_forever136
League of Legends
JimRising 383
Counter-Strike
olofmeister1116
Other Games
summit1g12659
ceh9589
XaKoH 301
Lowko227
Fuzer 170
dupreeh139
B2W.Neo124
KnowMe104
Sick67
NeuroSwarm65
Railgan21
ZerO(Twitch)13
Organizations
Counter-Strike
PGL108
[ Show 10 non-featured ]
StarCraft 2
• LUISG 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt433
Upcoming Events
Ultimate Battle
1h 29m
Soma vs Royal
Replay Cast
12h 29m
Sparkling Tuna Cup
23h 29m
WardiTV Invitational
1d 1h
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
OSC
1d 12h
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
1d 14h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Invitational
3 days
CranKy Ducklings
4 days
[ Show More ]
IPSL
5 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
5 days
IPSL
6 days
Art_Of_Turtle vs KameZerg
Radley vs George
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-06
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.