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Community Feedback Update: No auto-cast larva - Page 2

Forum Index > SC2 General
91 CommentsPost a Reply
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pzlama333
Profile Joined April 2013
United States281 Posts
October 07 2016 02:46 GMT
#21
What is the stalker change? I think I missed it.

Also, battlecruiser also attacks slower than it displayed. It shows 0.23 in game (hots speed), 0.2250 in editor, but based on my testing, its actual attack speed is only about 0.2875, a 27% difference.
ThunderJunk
Profile Joined December 2015
United States711 Posts
October 07 2016 04:09 GMT
#22
Make an upgrade at the cybernetics core that has zealots that come out of normal gateways have an additional .5 movement speed.

Or make a shield capacity upgrade for zealots (maybe at the Twilight Council)

Or make an upgrade at the cybernetics core that changes zealots from light units into armored units.

Or make zealots slightly larger so that splash doesn't kill them as easily.

I really wish the gateway was somehow useful in the late-game.
I am free because I know that I alone am morally responsible for everything I do.
PEPE!!
Profile Joined August 2004
44 Posts
October 07 2016 04:29 GMT
#23
On October 07 2016 08:04 Victory1 wrote:
I don't know why so many people are against auto casting larva. As a zerg player, the most fun I have had playing sc2 was when larva was auto-injected. There is so much more time to focus on macro, micro and tasks that generally provide impact to the game, not a mundane click on a hatchery that is required or the race cannot be played.

Zerg already has the most difficult macro in the game due to having more bases than the other races, and constantly having to deal with harass on an expanded front. If really necessary, there are also many other ways to make zerg's macro feel a little more difficult.

1.increase base larva spawn on the hatchery, and give queen an ability with a large cooldown to further increase the spawn rate. Or just simply increase the time between each cycle so that zerg's have more time in between to focus on other tasks.
-this will keep the larva mechanic in play, but not force zerg to inject as many cycles per game.
2.Use the auto-cast larva mechanic, but change creep tumors so that they spread much less creep, and have a slightly shorter cooldown.
-this will require the zerg to focus much more attention to spreading creep, which will generally feel more impactful then spawning larva.

These are just two ideas that I came up with that will generally add more fun to the zerg race, and all of its matchups. I have played starcraft and visited this website for over 8 years and I have just now created this account in order to make this post, that is how strongly I feel about this issue. I don't think I am the only one who feels this way, but if the majority of zergs like spawning larva aimlessly every game, then the ability should obviously not be removed. However, I cannot take those arguing that they have spend years "mastering" this mechanic seriously because this mechanic is very simple, it can be mastered in a very short amount of time, and on top of all, we have had to adapt to much larger changes since SC2's inception.

Cheers.


I personally agree that removing the inject mechanic were the funnest time to play zerg. It is required that you build a queen every time. Don't think any other caster is forced like that. Also, if queens weren't required, we could probably see some cool early tech builds that could pressure outside of roach / bane busts. Increase larva spawn rate and remove inject GO!.
StorM_Sweden
Profile Joined July 2014
Sweden45 Posts
October 07 2016 07:40 GMT
#24
We’ve tested the Stalker change, and feel that it does make Protoss compositions a bit more all-around and Stalker-based. While this might not necessarily be bad, but we’d like to hold off on this change unless it’s absolutely needed We don’t want to lose focus on the goal of seeing a strong diversity of gateway units being used, and we would like to get more feedback around the Zealot changes before pursuing other directions.

what have i missed, please fill me in guys?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 07 2016 07:47 GMT
#25
They considered increasing Stalker damage vs light while keeping their total damage vs armored the same.
ㅇㅅㅌㅅ
KOtical
Profile Joined January 2011
Germany451 Posts
October 07 2016 07:48 GMT
#26
if auto injects are coming and no queens are required for this, then they should revert back the aa range buff for the queens imo...
Dungeontay
Profile Joined December 2015
126 Posts
October 07 2016 08:48 GMT
#27
I love how they state that there's "any alarming issues brought up" while tempest cheeses are horribly game breaking in TvP.

Also TvT is a campfest because there is no ground mech AA. Air domination is only based on raven/vikings, which means that liberators in turn give ground domination. So everyone camps into an air deathball the moment they have a third, and there is nothing the opponent can do about it but mass an air deathball himself.
Good AA on the cyclone (possible an upgrade) would solve that.

Also about protoss, why is the overcharge still in the game? If we're going for design changes, seems like PO is the very first fucking thing to look at.


I 100% agree with this, TvT is going to be even MORE stalemate, while adepttoss still doesnt get redesigned where it should be. also you could easily fix the tempest, by making it 5 or 6 supply instead of just 4. i mean wtf????
Zzz
Turb0Sw4g
Profile Joined August 2015
74 Posts
Last Edited: 2016-10-07 10:17:25
October 07 2016 10:14 GMT
#28
On October 07 2016 07:59 Shuffleblade wrote:
Show nested quote +
On October 07 2016 07:26 Turb0Sw4g wrote:
In my opinion, there are a lot of problems with Protoss design
  • Stalkers and Zealots are too weak, Adepts are too strong
  • Phoenix more or less mandatory in PvZ (to guard against heavy Muta play)
  • Oracle harassment is too strong
  • Mothership Core exists and is actually necessary for early game defense (and enables offensive pylon rushes)
  • Void Ray only has a niche role
  • Overlapping splash (Colossus, Disruptor, Psi Storm)
  • Too many spells and abilities

So, just to name the change with the most potential for a positive impact: please try changing the Stalkers damage to flat 14 damage and in turn increase its cost. For example

Stalker

Minerals: 150
Gas: 75
Damage: 14

This makes Stalkers trade much better with massable units like Marines, Zerglings, Zealots, Mutaliks. Stalkers would also kill probes and drones (3 hits instead of 4) and SCVs faster (4 hits instead of 5). The idea is to make Stalkers the all-round, clear-cut but ressource intensive damage dealer of the Protoss Army so that Adepts and Zealots can fill more specialized roles (harass/high vs. light damage/scouting for Adepts, and tanking/ drops for Zealots).

The change previously suggested was to give Stalkers a damage modifier against light armor:
Some of the ideas here that we’re currently discussing are: Finding ways to potentially buff Disruptors vs. Terran and/or Zerg, or Stalker base damage increased vs. light while keeping the total damage vs. armored the same.

In my opinion, this is the right direction but—as I said—the change should be more drastic and clean.

Regarding the proposed staler change I feel it makes the stalker too powerful for being so readily available. Seems what you propose is stalkers become the protoss hydralisk which should mean that you would need to tech to get it, and with tech I don't mean just a ccore but for example a twilight. This would make protoss extremely weak to air pressure if they can't get anything but sentry and overcharge that shoots up until twilight is done. Seems hard to balance out.


Did you notice that I increased the Stalker's mineral and gas cost? Also, I don't really agree that flat 14 damage would make Stalkers too powerful: (1) this change would not alter the interaction with armored units and buildings (still 14 dmg before armor reduction); (2) the early game units it would be stronger against are massable—such as marines, lings and hellions — and will therefore be able to simply counter early pushes by outnumbering the low Stalker count (with this change the mineral cost of one Stalker equals 3 Marines and 6 Lings).
So, I don't think that Stalkers need to be put behind a Twilight Council pay-wall if they get buffed like that. The only thing required is a slight cost increase.

What I do think is that all Gateway units currently have a niche role and to have a good all-round choice—even if it has comparatively high cost—would really help a lot in balancing out the rest of the Protoss army. Dragoons essentially filled that spot in BW: every PvX matchup afaik—I'm no expert —was build around Dragoons + Support (Dragoons + Zealot/Arbiter in PvT, Dragoons + Zealot/Reaver in PvZ and PvP). If Blizzard wants to ever end up with a good design for Protoss, I believe they will have to emulate this with the SC2 Protoss units: design a stable core army composition and then start fixing the rest.

On October 07 2016 16:40 StorM_Sweden wrote:
We’ve tested the Stalker change, and feel that it does make Protoss compositions a bit more all-around and Stalker-based. While this might not necessarily be bad, but we’d like to hold off on this change unless it’s absolutely needed We don’t want to lose focus on the goal of seeing a strong diversity of gateway units being used, and we would like to get more feedback around the Zealot changes before pursuing other directions.

what have i missed, please fill me in guys?

It's in the paragraph with title "Protoss in General" in the last Community Feedback Update (<- it's a link). Had me confused at first too. :p
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 07 2016 10:20 GMT
#29
we still believe that slightly toning up the Disruptor (without buffing it much in PvP) could be a strong direction.


Storm, tempest-storm, colossus, disruptor, so buff disruptor? The thing that already makes a quarter of my army disappear if I mis micro once?

Shit Blizzard you sure know how to make a strategy game.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2016-10-07 11:28:16
October 07 2016 11:27 GMT
#30
On October 07 2016 13:29 PEPE!! wrote:
Show nested quote +
On October 07 2016 08:04 Victory1 wrote:
I don't know why so many people are against auto casting larva. As a zerg player, the most fun I have had playing sc2 was when larva was auto-injected. There is so much more time to focus on macro, micro and tasks that generally provide impact to the game, not a mundane click on a hatchery that is required or the race cannot be played.

Zerg already has the most difficult macro in the game due to having more bases than the other races, and constantly having to deal with harass on an expanded front. If really necessary, there are also many other ways to make zerg's macro feel a little more difficult.

1.increase base larva spawn on the hatchery, and give queen an ability with a large cooldown to further increase the spawn rate. Or just simply increase the time between each cycle so that zerg's have more time in between to focus on other tasks.
-this will keep the larva mechanic in play, but not force zerg to inject as many cycles per game.
2.Use the auto-cast larva mechanic, but change creep tumors so that they spread much less creep, and have a slightly shorter cooldown.
-this will require the zerg to focus much more attention to spreading creep, which will generally feel more impactful then spawning larva.

These are just two ideas that I came up with that will generally add more fun to the zerg race, and all of its matchups. I have played starcraft and visited this website for over 8 years and I have just now created this account in order to make this post, that is how strongly I feel about this issue. I don't think I am the only one who feels this way, but if the majority of zergs like spawning larva aimlessly every game, then the ability should obviously not be removed. However, I cannot take those arguing that they have spend years "mastering" this mechanic seriously because this mechanic is very simple, it can be mastered in a very short amount of time, and on top of all, we have had to adapt to much larger changes since SC2's inception.

Cheers.


I personally agree that removing the inject mechanic were the funnest time to play zerg. It is required that you build a queen every time. Don't think any other caster is forced like that. Also, if queens weren't required, we could probably see some cool early tech builds that could pressure outside of roach / bane busts. Increase larva spawn rate and remove inject GO!.


You'll probably want queens anyway for early game defense, I mean : you only need 3 queens to inject, so if people makes 8 to 9 it must mean inject is not the only thing they do, doesn't it?


Back on the subject, yes auto inject might have been more fun for you but only because your mechanics are not good enough to inject creap spread and micro units at the same time, which is the case of 99% of the population, but it's fine because the whole point is to make the game mechanically demanding so separate normal players from true skilled players.

I don't think anybody wants random low tier players to be able to beat the top tier players, each time it happened, we used "patch zerg" or "patch protoss" or "patch terran" to describe these people, and most importantly when game got fixed these players disappeared while the true kings remained.

Autoinject would make average player closer in skill from the top players, and they'll like it at first, but I do not think it would be god for the game in the long run.
Dear INno and all the former STX boys.
Shiba
Profile Joined August 2016
4 Posts
October 07 2016 12:36 GMT
#31
AUTO CAST larva xD
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 07 2016 13:08 GMT
#32
I wish they would try something else instead of SM. A AOE dmg spell on a flying caster just begs for massing it. It might not happen often, but mass casters should not be something to aim for as they make for bad gameplay IMO.
Head Coach Park: "They should buff tanks!"
hexhaven
Profile Joined July 2014
Finland941 Posts
October 07 2016 13:18 GMT
#33
The Nexus no longer has a kill counter.


No need to fix what ain't broken.
WriterI shoot events. | http://www.jussi.co/esports
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
October 07 2016 15:26 GMT
#34
fix fucking immortal nydus already which with 8 armor ultra synergy makes late tvz an autolose
RaFox17
Profile Joined May 2013
Finland4581 Posts
October 07 2016 16:00 GMT
#35
On October 08 2016 00:26 SCHWARZENEGGER wrote:
fix fucking immortal nydus already which with 8 armor ultra synergy makes late tvz an autolose

I would not expect talk like that from a name like that.
Anvil666
Profile Joined October 2007
Germany122 Posts
October 07 2016 16:56 GMT
#36
On October 07 2016 20:27 Gwavajuice wrote:
Show nested quote +
On October 07 2016 13:29 PEPE!! wrote:
On October 07 2016 08:04 Victory1 wrote:
I don't know why so many people are against auto casting larva. As a zerg player, the most fun I have had playing sc2 was when larva was auto-injected. There is so much more time to focus on macro, micro and tasks that generally provide impact to the game, not a mundane click on a hatchery that is required or the race cannot be played.

Zerg already has the most difficult macro in the game due to having more bases than the other races, and constantly having to deal with harass on an expanded front. If really necessary, there are also many other ways to make zerg's macro feel a little more difficult.

1.increase base larva spawn on the hatchery, and give queen an ability with a large cooldown to further increase the spawn rate. Or just simply increase the time between each cycle so that zerg's have more time in between to focus on other tasks.
-this will keep the larva mechanic in play, but not force zerg to inject as many cycles per game.
2.Use the auto-cast larva mechanic, but change creep tumors so that they spread much less creep, and have a slightly shorter cooldown.
-this will require the zerg to focus much more attention to spreading creep, which will generally feel more impactful then spawning larva.

These are just two ideas that I came up with that will generally add more fun to the zerg race, and all of its matchups. I have played starcraft and visited this website for over 8 years and I have just now created this account in order to make this post, that is how strongly I feel about this issue. I don't think I am the only one who feels this way, but if the majority of zergs like spawning larva aimlessly every game, then the ability should obviously not be removed. However, I cannot take those arguing that they have spend years "mastering" this mechanic seriously because this mechanic is very simple, it can be mastered in a very short amount of time, and on top of all, we have had to adapt to much larger changes since SC2's inception.

Cheers.


I personally agree that removing the inject mechanic were the funnest time to play zerg. It is required that you build a queen every time. Don't think any other caster is forced like that. Also, if queens weren't required, we could probably see some cool early tech builds that could pressure outside of roach / bane busts. Increase larva spawn rate and remove inject GO!.


You'll probably want queens anyway for early game defense, I mean : you only need 3 queens to inject, so if people makes 8 to 9 it must mean inject is not the only thing they do, doesn't it?


Back on the subject, yes auto inject might have been more fun for you but only because your mechanics are not good enough to inject creap spread and micro units at the same time, which is the case of 99% of the population, but it's fine because the whole point is to make the game mechanically demanding so separate normal players from true skilled players.

I don't think anybody wants random low tier players to be able to beat the top tier players, each time it happened, we used "patch zerg" or "patch protoss" or "patch terran" to describe these people, and most importantly when game got fixed these players disappeared while the true kings remained.

Autoinject would make average player closer in skill from the top players, and they'll like it at first, but I do not think it would be god for the game in the long run.


So youre saying that we should keep a mechanic in the game that is broing and repetitive for 99% of the people just to keep the game hard enough for the "true kings", about 200 players max? That is just mindless TL-elitism in its purest form haha! If its boring, it needs to go, end of discussion.
I'm also in favor of adding autocast or removing the whole thing outright. Obviously there needs to be some form of compensation for it, like the proposed nerf to creep spread. Just keeping it in because people got used to it is stupid.
FoxDog
Profile Joined October 2007
170 Posts
Last Edited: 2016-10-07 18:49:33
October 07 2016 17:56 GMT
#37
at no point was buffing protoss or zerg the idea, mech is FAR too weak to be played at even low masters level against zergs and protosses that know how to counter it

do not buff any z or p units, it will only obfuscate the issues!


first fix mech anti air by giving terran a proper anti air feature on any terran unit, then take that units anti ground attack away so we can go tanks + x with hellbats and win games.

then give it a healthy 2 month test period so you KNOW if there are any balance issues and by god, do NOT assume protoss and zerg players will be honest about their understanding of mech.

Someone told you "mech is op on the testmap" yet people like x5Pig will dominate every mech players as he is currently, i am not joking hes at 100% winrate vs mech and he can tell you why, its the viper!

and the protoss players will win 100% of the time using mass carrier tempest!

You cant make bcs because they get kited by tempest, vikings melt, liberator does no dmg, and now sentryturret gets nerfed from 32 to 24 dmg...

and still there is no mention of cyclones new anti air attack being horribly low dmg for insane amount of focus required, it should be automaticly locking on!

Remember without fear, there is no courage!
xTJx
Profile Joined May 2014
Brazil419 Posts
October 07 2016 18:00 GMT
#38
Buffing the disruptor will make zerg useless until late game tech, haven't you learned anything with lotv ZvT?
No prejudices, i hate everyone equally.
Couguar
Profile Joined April 2010
Russian Federation54 Posts
Last Edited: 2016-10-07 18:18:34
October 07 2016 18:08 GMT
#39
On October 08 2016 03:00 xTJx wrote:
Buffing the disruptor will make zerg useless until late game tech, haven't you learned anything with lotv ZvT?

there is no way to buff unit that dies to ling surround, with protoss lack of antimuta, to be that good
PEPE!!
Profile Joined August 2004
44 Posts
October 07 2016 18:43 GMT
#40
On October 08 2016 01:56 Anvil666 wrote:
Show nested quote +
On October 07 2016 20:27 Gwavajuice wrote:
On October 07 2016 13:29 PEPE!! wrote:
On October 07 2016 08:04 Victory1 wrote:
I don't know why so many people are against auto casting larva. As a zerg player, the most fun I have had playing sc2 was when larva was auto-injected. There is so much more time to focus on macro, micro and tasks that generally provide impact to the game, not a mundane click on a hatchery that is required or the race cannot be played.

Zerg already has the most difficult macro in the game due to having more bases than the other races, and constantly having to deal with harass on an expanded front. If really necessary, there are also many other ways to make zerg's macro feel a little more difficult.

1.increase base larva spawn on the hatchery, and give queen an ability with a large cooldown to further increase the spawn rate. Or just simply increase the time between each cycle so that zerg's have more time in between to focus on other tasks.
-this will keep the larva mechanic in play, but not force zerg to inject as many cycles per game.
2.Use the auto-cast larva mechanic, but change creep tumors so that they spread much less creep, and have a slightly shorter cooldown.
-this will require the zerg to focus much more attention to spreading creep, which will generally feel more impactful then spawning larva.

These are just two ideas that I came up with that will generally add more fun to the zerg race, and all of its matchups. I have played starcraft and visited this website for over 8 years and I have just now created this account in order to make this post, that is how strongly I feel about this issue. I don't think I am the only one who feels this way, but if the majority of zergs like spawning larva aimlessly every game, then the ability should obviously not be removed. However, I cannot take those arguing that they have spend years "mastering" this mechanic seriously because this mechanic is very simple, it can be mastered in a very short amount of time, and on top of all, we have had to adapt to much larger changes since SC2's inception.

Cheers.


I personally agree that removing the inject mechanic were the funnest time to play zerg. It is required that you build a queen every time. Don't think any other caster is forced like that. Also, if queens weren't required, we could probably see some cool early tech builds that could pressure outside of roach / bane busts. Increase larva spawn rate and remove inject GO!.


You'll probably want queens anyway for early game defense, I mean : you only need 3 queens to inject, so if people makes 8 to 9 it must mean inject is not the only thing they do, doesn't it?


Back on the subject, yes auto inject might have been more fun for you but only because your mechanics are not good enough to inject creap spread and micro units at the same time, which is the case of 99% of the population, but it's fine because the whole point is to make the game mechanically demanding so separate normal players from true skilled players.

I don't think anybody wants random low tier players to be able to beat the top tier players, each time it happened, we used "patch zerg" or "patch protoss" or "patch terran" to describe these people, and most importantly when game got fixed these players disappeared while the true kings remained.

Autoinject would make average player closer in skill from the top players, and they'll like it at first, but I do not think it would be god for the game in the long run.


So youre saying that we should keep a mechanic in the game that is broing and repetitive for 99% of the people just to keep the game hard enough for the "true kings", about 200 players max? That is just mindless TL-elitism in its purest form haha! If its boring, it needs to go, end of discussion.
I'm also in favor of adding autocast or removing the whole thing outright. Obviously there needs to be some form of compensation for it, like the proposed nerf to creep spread. Just keeping it in because people got used to it is stupid.

You're making alot of assumptions about my skill level. I played broodwar since 98 and played it at a reasonable level which is arguably the most mechanically demanding game ever. It has nothing to do with how good my mechanics for larva inject are (which are pretty good). I just find it mindless and limits early game zerg since it delays fun tech builds. One base lurker was a fun and aggressive build in broodwar but would never be possible if I had to build a queen.
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