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Due to BlizzCon this week, we only have a short update to follow up with last week's.
First, we want to clear something up regarding the major patch. We’re still aiming to release it to the live game shortly after BlizzCon. We haven’t received as much testing as we had hoped with the balance testing queue, but thankfully we do have the offseason to continue tuning and polishing these major changes on the live game before the ladder seasons begin next year.
Regarding maps, we’ve changed up the list thanks to your feedback. If you have any additional thoughts, please let us know.
Daybreak Echo Habitation Station Overgrowth Newkirk Precinct TE Whirlwind Vaani Research station
Regarding community maps, we clearly agree that they’re valuable and will continue using more community maps in Season 1 of 2017.
Some other important things to note: the offseason is a very short timeframe compared to a regular season, major changes going into the game really need a full live pass before they’re polished, and we have to spend the little time that we have remaining this year on the upcoming changes rather than learning new maps.
See you guys at Blizzcon!
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glad to see they replaced the 2 worst maps from the previous post (dusk towers and ulrena). this is actually an extremely solid map pool, maybe a little too standard for my liking - i get why they're doing it, it's for balance testing, but i still wish they were more adventurous and willing to try out some new maps.
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It is far from the ideal I agree with you Neg, and yeah, what they are doing has value, yet this time around I can't avoid thinking why are they adding Vaani, I really don't know what thing of value does that map add to the pool. I specifically mentioned it on my little blog to avoid said map even when it might be tempting to add. But idk, maybe I'm trying too hard to micromanage this business, and DevTeam might be thinking the same way?
Anyhow, I'm looking forward to Whirwind, that will be a very fun lategame MechVZ map to play on and test the viability of exposed bases vs "pocket" expansions ala BW
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I liked Vaani so I'm happy.
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I would have liked to see Coda instead of Overgrowth or Vaani tbh. Overgrowth had its year on ladder (felt like a decade), any more is just torture. Vaani is another turtly map.
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I think that Vaani and Whirlwind could be a nice addition. Fingers crossed.
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Id like to groan about overgrowth but i can live with it. It's a good map all things considered. I appreciate the quick changes in response to the feedback. Well done team.
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if they're testing the strength of buffed tanks, i can see why they might want to have both the extremes of constricted maps (echo) and open maps (vaani)
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Sad about Daybreak and habitation, the other maps are great tho. Overgrowth hype
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Did they ever put the Siege ability as a research again?
Only reason I ask is because on maps like Vaani and Overgrowth (which was already a notorious mech split map) the new tanks feel like they will be totally unstoppable unless Zerg just plays very defensive until Hive.
I'm cool with tanks and mech being better, I'm not currently cool with how Terran is able to build 1 or 2 tanks mere minutes into the game that halts all aggression in it's tracks.
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when will they let Overgrowth die? It's been 2 and a half years now.
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Seeker
Where dat snitch at?36919 Posts
On November 03 2016 05:31 Noonius wrote: when will they let Overgrowth die? It's been 2 and a half years now. Really? And how old is Daybreak?
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fuck yes they're bringing back habitation station
would prefer foxtrot labs instead of one of overgrowth/daybreak but this seems like a very fun mappool
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Where's Cloud Kingdom?!?!?!?
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On November 03 2016 05:31 Beelzebub1 wrote: Did they ever put the Siege ability as a research again?
Only reason I ask is because on maps like Vaani and Overgrowth (which was already a notorious mech split map) the new tanks feel like they will be totally unstoppable unless Zerg just plays very defensive until Hive.
I'm cool with tanks and mech being better, I'm not currently cool with how Terran is able to build 1 or 2 tanks mere minutes into the game that halts all aggression in it's tracks.
My experience that it's other way around due to hydra strength that crushes siege line not behind a good turret wall off
Tank do and hold off aggression behind wall but not on open field I find. The concave from 7 range is pretty huge
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On November 03 2016 05:44 Seeker wrote:Show nested quote +On November 03 2016 05:31 Noonius wrote: when will they let Overgrowth die? It's been 2 and a half years now. Really? And how old is Daybreak? At least (the 1 month dreampool period aside) Daybreak got left behind competitively and on ladder in 2013. Overgrowth got introduced in 2014. It was still on ladder early 2015. It was still used in tournament play until Rain won GSL. And it was brought back not even a year later for Proleague.
A year without Overgrowth would be progress. Especially considering all the good community maps out there waiting to replace the old maps on ladder.
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Not enough vetos for this
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On November 03 2016 06:00 jinjin5000 wrote:Show nested quote +On November 03 2016 05:31 Beelzebub1 wrote: Did they ever put the Siege ability as a research again?
Only reason I ask is because on maps like Vaani and Overgrowth (which was already a notorious mech split map) the new tanks feel like they will be totally unstoppable unless Zerg just plays very defensive until Hive.
I'm cool with tanks and mech being better, I'm not currently cool with how Terran is able to build 1 or 2 tanks mere minutes into the game that halts all aggression in it's tracks. My experience that it's other way around due to hydra strength that crushes siege line not behind a good turret wall off Tank do and hold off aggression behind wall but not on open field I find. The concave from 7 range is pretty huge
This could be the case, I'm a high diamond player but it's more then feasible that my macro is too weak to fully exploit Hydralisks vs Terran, they seem absurdly powerful vs. Protoss but even in their current format they feel not exactly worth the money vs. Terran because stimmed bio still murders them and the new tanks extra murder them and of course they are immobile compared to zerglings and Mutalisks so drop play is still the go to answer.
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We haven’t received as much testing as we had hoped with the balance testing queue, but thankfully we do have the offseason to continue tuning and polishing these major changes on the live game before the ladder seasons begin next year.
an interesting red flag from DK. people have 2 choices... the current released version of the game or the more experimental version of the game. i guess people like the current version better.
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