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StarCraft II Multiplayer - Major Design Changes - Page 35

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 33 34 35 36 37 42 Next All
Syn Harvest
Profile Joined July 2012
United States191 Posts
September 02 2017 09:58 GMT
#681
Any news on when the new patch will be live?
Open your heart and embrace the darkness
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
September 02 2017 10:09 GMT
#682
On September 02 2017 18:58 Syn Harvest wrote:
Any news on when the new patch will be live?


they just released a new version of the test map a few days ago, wont b live for a while i think
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Quineotio
Profile Joined February 2011
Australia128 Posts
September 02 2017 10:57 GMT
#683
On September 02 2017 18:58 Syn Harvest wrote:
Any news on when the new patch will be live?


After Blizzcon?
Jesus is risen
Zephyp
Profile Joined April 2013
238 Posts
September 02 2017 11:35 GMT
#684
Not until after Blizzcon.

The changes in this blog are live on the Testing section of StarCraft II Multiplayer, and we would like to release the final changes after this year’s tournament season concludes in November.
Ransomstarcraft
Profile Joined September 2016
75 Posts
September 02 2017 16:07 GMT
#685
This thread is all over the place. Would the mods make 3 new discussion threads?

"Protoss multiplayer major design changes"

"Terran multiplayer major design changes"

"Zerg multiplayer major design changes"
opisska
Profile Blog Joined February 2011
Poland8852 Posts
September 02 2017 19:26 GMT
#686
Wow, big things were happening while I was away. Is it known what is Blizzard's motivation here? Pure passion or is there a wayfor them to make money off this?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
InfCereal
Profile Joined December 2011
Canada1759 Posts
September 02 2017 19:27 GMT
#687
On September 03 2017 04:26 opisska wrote:
Wow, big things were happening while I was away. Is it known what is Blizzard's motivation here? Pure passion or is there a wayfor them to make money off this?


Making changes = people checking them out.

More people in the client = more people to buy announcers/skins/whatever
Cereal
opisska
Profile Blog Joined February 2011
Poland8852 Posts
September 02 2017 19:47 GMT
#688
On September 03 2017 04:27 InfCereal wrote:
Show nested quote +
On September 03 2017 04:26 opisska wrote:
Wow, big things were happening while I was away. Is it known what is Blizzard's motivation here? Pure passion or is there a wayfor them to make money off this?


Making changes = people checking them out.

More people in the client = more people to buy announcers/skins/whatever


Fair enough, even though I still don't understand why people are willing to pay actual money for that stuff. In amy case I like fresh things in the game!
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Ulargg
Profile Joined December 2010
Netherlands33 Posts
September 03 2017 00:29 GMT
#689
Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short.

In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following.

- Infestors move to the front to cast their spell; they get sniped by the carriers / HT.
- Infestors get stuck behind your army. They cant cast the spell.

Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die.

I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius.








seemsgood
Profile Joined January 2016
5527 Posts
September 03 2017 01:00 GMT
#690
On September 03 2017 09:29 Ulargg wrote:
Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short.

In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following.

- Infestors move to the front to cast their spell; they get sniped by the carriers / HT.
- Infestors get stuck behind your army. They cant cast the spell.

Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die.

I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius.









Yup.Just like my opinion.

Also unlike srambled egg missle you can't run once your units get hit.This ability has no counterplay.
Saggymidgetbooty6969
Profile Joined September 2015
112 Posts
September 03 2017 01:18 GMT
#691
On September 03 2017 09:29 Ulargg wrote:
Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short.

In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following.

- Infestors move to the front to cast their spell; they get sniped by the carriers / HT.
- Infestors get stuck behind your army. They cant cast the spell.

Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die.

I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius.










dude you literally just need to burrow your infestors and all those issues you mentioned cease to exist
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
September 03 2017 03:12 GMT
#692
i'm still looking for people to play with... if u are masters 2+

u can add me:

Kyo#1323
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
ETisME
Profile Blog Joined April 2011
12897 Posts
September 03 2017 03:59 GMT
#693
the changes look very interesting, cant wait to see what the pros will make of it.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Ulargg
Profile Joined December 2010
Netherlands33 Posts
September 03 2017 06:56 GMT
#694
On September 03 2017 10:18 Saggymidgetbooty6969 wrote:
Show nested quote +
On September 03 2017 09:29 Ulargg wrote:
Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short.

In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following.

- Infestors move to the front to cast their spell; they get sniped by the carriers / HT.
- Infestors get stuck behind your army. They cant cast the spell.

Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die.

I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius.










dude you literally just need to burrow your infestors and all those issues you mentioned cease to exist



I wish you were right, but burrowed infestors have a collision radius, unlike burrowed roaches. This was changed a while ago when they allowed fungal to be used whole the infestor is burrowed.

See here:

http://us.battle.net/sc2/en/blog/20372512/

the_last_terran1
Profile Joined September 2017
48 Posts
September 03 2017 13:12 GMT
#695
I ll never forget you old sweet Build Order...
xTJx
Profile Joined May 2014
Brazil419 Posts
September 03 2017 16:43 GMT
#696
Just remove Parasitic Bomb, rework the corruptor or put scourge in the game. 7 years of bandaid anti-air for zerg is enough.
No prejudices, i hate everyone equally.
InfCereal
Profile Joined December 2011
Canada1759 Posts
September 03 2017 17:15 GMT
#697
On September 04 2017 01:43 xTJx wrote:
Just remove Parasitic Bomb, rework the corruptor or put scourge in the game. 7 years of bandaid anti-air for zerg is enough.


How is losing all your shit to PB any different from losing all your shit to scourge?
Cereal
MrWayne
Profile Joined December 2016
219 Posts
September 03 2017 18:00 GMT
#698
On September 04 2017 02:15 InfCereal wrote:
Show nested quote +
On September 04 2017 01:43 xTJx wrote:
Just remove Parasitic Bomb, rework the corruptor or put scourge in the game. 7 years of bandaid anti-air for zerg is enough.


How is losing all your shit to PB any different from losing all your shit to scourge?


No, let him at least his dreams
MrWayne
Profile Joined December 2016
219 Posts
September 03 2017 18:13 GMT
#699
I like most of the new Testmap changes.
The old cyclon upgrade was simly garbage, the new one make the cyclon a fairly good AA unit and as much I love the "Smart Servos" upgrade it was probably to good for Hellions/Hellbats.
Mules mining gas is still strange ( the animation is really bad imo.)
LTCM
Profile Joined May 2017
174 Posts
September 03 2017 19:59 GMT
#700
I quite playing the test map. Not because of the changes themselves but because it's hard to even know whats going on. Now I'll just wait until the changes are finalized before I spend anymore energy figuring things out.

I don't even think the meta from 3.8 was completely settled 9 momths after it came out. And yet they want to evaluate this patch every week?

Disruptor changes will never work. Novas which explode on contact will eliminate them from main combat. I said that 20 pages ago and it's still true. The disruptor nerf is just as large as the mine nerf yet no one seems to care.
Byun is a convicted match-fixer.
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