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David Kim / Tim Morten Interview @ BlizzCon: Changes for S…

Forum Index > SC2 General
52 CommentsPost a Reply
Prev 1 2 3 All
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
November 15 2016 17:28 GMT
#41
On November 16 2016 02:00 Clbull wrote:
I'd like to congratulate Blizzard on making the most infuriating version of StarCraft II yet. I've actually uninstalled the game on at least three occasions during this expansion because of how rage inducing ladder has become to play. Games are meant to be fun, and when former Brood War KeSPA pros complain that Legacy of the Void is 'too difficult', that's the point where Blizzard should step back and admit that they screwed up hard.

Ever since Heart of the Swarm, I've personally disliked the direction Blizzard took with the game by buffing harassment options for all three races. At one point, certain harassment options were so overpowered that if you didn't build specifically to counter that option, you'd lose the game outright.

In this expansion however, not only did they cut minerals per base to make players mine out quicker and force aggressive expansions, but they also buffed harassment options even more. Adepts, Overlords, Ravagers Siegeivacs and Warp Prisms are some of these buffs that have just made the game so bad.

The Siege Tank buff is a welcome change, but that's about it, really. The rest of the changes have been dubious at best. Besides, if the complete lack of playerbase on the test ladder is any indication, 2017 will be the final nail in the coffin for SC2.


Feels like you have some problems if you rage that much in the game. You can make a blog on TL and talk about ur problems dude its okay ^^
twitch.tv/pharaphobia
straycat
Profile Blog Joined May 2011
230 Posts
November 15 2016 17:36 GMT
#42
Hmm. Infestor "Gained collision radius while burrowed. Radius is smaller than when unborrowed.". Does this mean that burrowed infestors can block a path?
JackONeill
Profile Joined September 2013
861 Posts
November 15 2016 20:12 GMT
#43
Every single change except the siege tank rework is horrible.
No one plays the test map because it's shit to play. Meanwhile, DK is increasing the PR to try to build up the hype, but that won't work no one plays the game anymore.

And it really wasn't difficult. Rework the adept to make it a defensive unit, cut pylon overcharge, rework the tank, rework the SH, rework the cyclone, rework the tempest and the oracle would have done it.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
November 15 2016 22:24 GMT
#44
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).
Parcelleus
Profile Joined January 2011
Australia1662 Posts
Last Edited: 2016-11-17 04:46:20
November 17 2016 04:45 GMT
#45
But it's been the same ever since WoL, they think the core game is good and wont change it , hence why they add bandaids since then (PO, locusts etc). The design team talk about design changes , but they are just bandaids on something that needs work (the core unit interactions).

It doesnt need to be cool, it needs to be robust core unit interaction foundation to build upon. Been saying it since WoL, and watched DK just ignore this aspect of design of SC2.

*burp*
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2016-11-20 13:01:42
November 20 2016 11:13 GMT
#46
I wanted to ask about maps; you teased that next year, you’ll allow map makers to play around with different map features like mineral patches / gas geysers for the first time. Can you tell us about your thought process for this, as in the past you’ve always been very strict about sticking to the default setup.
I think up until now, we’ve thought that we have to be strict and not go too crazy with map ideas, because there aren’t a lot of good tools for new players coming to the game; we don’t want them to be too overwhelmed. But now, it feels like we’re not 100% there yet, but places like TeamLiquid, like Reddit, there are posts that come up trying to help new players whenever they ask questions. Plus we have the co-op mode, where we have broken a lot of these rules, and we’ve noticed that new players coming in aren’t too affected or confused by that. All these factors added up I think, and now we want to make a push for greater map diversity that we haven’t seen before. I think the next step is what the community has been requesting for a long time.

This part got me excited the most. Finally some diversity!
Random is hard work dude...
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 12:27 GMT
#47
On November 16 2016 07:24 Hider wrote:
Show nested quote +
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 20 2016 12:53 GMT
#48
On November 20 2016 21:27 Tyrhanius wrote:
Show nested quote +
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason
maru lover forever
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 16:26 GMT
#49
On November 20 2016 21:53 Incognoto wrote:
Show nested quote +
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?
Phaenoman
Profile Joined February 2013
568 Posts
November 20 2016 16:46 GMT
#50
On November 21 2016 01:26 Tyrhanius wrote:
Show nested quote +
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.
Random is hard work dude...
Tyrhanius
Profile Joined April 2011
France947 Posts
November 20 2016 18:35 GMT
#51
On November 21 2016 01:46 Phaenoman wrote:
Show nested quote +
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 20 2016 20:39 GMT
#52
On November 21 2016 03:35 Tyrhanius wrote:
Show nested quote +
On November 21 2016 01:46 Phaenoman wrote:
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.


tanks can't move though

they're one of the best designed units in the game
maru lover forever
Tyrhanius
Profile Joined April 2011
France947 Posts
November 21 2016 07:10 GMT
#53
On November 21 2016 05:39 Incognoto wrote:
Show nested quote +
On November 21 2016 03:35 Tyrhanius wrote:
On November 21 2016 01:46 Phaenoman wrote:
On November 21 2016 01:26 Tyrhanius wrote:
On November 20 2016 21:53 Incognoto wrote:
On November 20 2016 21:27 Tyrhanius wrote:
On November 16 2016 07:24 Hider wrote:
Yes, Tempests were too supply efficient, but their range wasn't the issue


Uhhh yes it was. Long free units creates the same effect as free units does. (lack of actual engagements).

Yeah that's exactly what siege tanks do with their 13 range : boring mech cause you can't engage a tank line without getting yoiurself long range unit/vipers.


it's called positional play and it's very fun for a reason

When the unit is yours = fun and "positionnal play", when it's not "gimmick and bad for the game ?

What does "gimmick" have to do with positional play? If you don't like it then it's ok, but don't try to make up "counter arguments", just for the sake of having some.

Positionnal play is just a stupid expression to say "outranging the other and get a position where the other can't attack you while you can shots him".

At this point, tempest is positionnal play, broodlords, old SH too just like tank play.

But your guys are like : "the Tempest is so bad, it's like free units", "The tank is so good it's positionnal play, so fun and entertaining"

Just double standard.


tanks can't move though

they're one of the best designed units in the game

They can move, you can unsieged half of your tanks while the other protect them, and advance that way.

Also need no real tech. The only things that don't make them OP is the current map pool that allow the other to get some tech before tanks come at their door.

But with the next map pool + broken 70dmg +HP buff, and short maps with chokes, well the new tanks will be OP.
Prev 1 2 3 All
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