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StarCraft II Multiplayer - Major Design Changes - Page 5

Forum Index > SC2 General
832 CommentsPost a Reply
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jaeboss
Profile Blog Joined April 2017
68 Posts
August 17 2017 18:39 GMT
#81
i don't play SC2 so I don't have a dog in the fight but I am amazed at how often drastic changes seem to be implemented in the game. completely removing units? what about all the people who enjoy the game in its current form? or is game play in such a poor state that it needs an overhaul this large? is it annoying having to re-learn the game so often?
vik7
Profile Joined May 2009
United States227 Posts
August 17 2017 18:40 GMT
#82
remove indestructible nydus plz =D
NA player, go KT Flash, ST Life( ;( ) , IMMvp, EGJD, CMStorm Polt, SKT Rain, KT Zest, Bisu, RootherO, Stats and teamliqiud
LTCM
Profile Joined May 2017
174 Posts
August 17 2017 18:40 GMT
#83
Early game lib harass will be the norm against toss. The problem with the shield recharge mechanic is it has zero benefit against units which one shot workers.
Byun is a convicted match-fixer.
Creager
Profile Joined February 2011
Germany1920 Posts
August 17 2017 18:43 GMT
#84
On August 18 2017 03:23 mizenhauer wrote:
I love all this "the sky is falling" talk when no one has even seen these changes in a single game...


I love how this kind of post always follows up. Perfectly fine to voice concerns for ideas you don't like when they throw out random "not-finalized" changes.
... einmal mit Profis spielen!
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
August 17 2017 18:43 GMT
#85
I was thinking the same, jaeboss. I remember that pro players often said that the game was difficult partly because patches were so frequent (though back in those days, they were definitely more frequent than once a year) and they had to spend a long time acclimating before they could innovate and refine strategies. A lot of these changes are very jarring and completely upend the status quo. On one hand, I understand that a lot of ground-level changes needed to happen, but on the other hand, I'd like some reassurance that this isn't patching for patching's sake and won't be the start of a pattern (similar to how MOBA patches work, where updates are designed to just shake up the meta).
Moderator
Solar424
Profile Blog Joined June 2013
United States4001 Posts
August 17 2017 18:45 GMT
#86
On August 18 2017 03:29 Ansibled wrote:
Show nested quote +
On August 18 2017 03:28 Solar424 wrote:
Shield Battery Nexus isn't going to be enough to stop early game aggression vs Toss.
Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die.
Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop.
WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it.
The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling.
Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game.

Imagine dying to things when you don't have detection, what a horrible experience that would be.

The game already has enough "Gotcha, you lose" things in it, why add another one?
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 17 2017 18:51 GMT
#87
I don't really like the protoss changes surviving the first 5 minutes is going to be a struggle with no overcharge, nerfed chronoboost. TBH if they are getting rid of the mothership core they should completely redesign protoss early game maybe make warpgates a later game upgrade (twilight council?) and buff all the early gateway units.

Mine change only helps players who get completely blindsided by having no detection the mine still does massive damage nerfs the proxy mine drops a bit I guess. high templar/obs/overseer changes why are we helping people who press F2 and A move?

The mule mining gas seems very risky, im sure someone will come up with some insane rush with the amount of extra gas they can get.

I like the lurker changes hopefully we see more of them, infestor doesn't seem that strong and this is a nerf not sure what to think about the viper change.
Elentos
Profile Blog Joined February 2015
55561 Posts
Last Edited: 2017-08-17 18:53:36
August 17 2017 18:51 GMT
#88
On August 18 2017 03:45 Solar424 wrote:
Show nested quote +
On August 18 2017 03:29 Ansibled wrote:
On August 18 2017 03:28 Solar424 wrote:
Shield Battery Nexus isn't going to be enough to stop early game aggression vs Toss.
Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die.
Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop.
WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it.
The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling.
Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game.

Imagine dying to things when you don't have detection, what a horrible experience that would be.

The game already has enough "Gotcha, you lose" things in it, why add another one?

Ghost rushes already exist and in their current form they're probably stronger against no detection than they'll be after the patch since ghosts start with more energy to cloak.
Every 60 seconds in Africa, a minute passes.
Creager
Profile Joined February 2011
Germany1920 Posts
August 17 2017 18:51 GMT
#89
On August 18 2017 03:43 Excalibur_Z wrote:
I was thinking the same, jaeboss. I remember that pro players often said that the game was difficult partly because patches were so frequent (though back in those days, they were definitely more frequent than once a year) and they had to spend a long time acclimating before they could innovate and refine strategies. A lot of these changes are very jarring and completely upend the status quo. On one hand, I understand that a lot of ground-level changes needed to happen, but on the other hand, I'd like some reassurance that this isn't patching for patching's sake and won't be the start of a pattern (similar to how MOBA patches work, where updates are designed to just shake up the meta).


Exactly that's the problem I fear, as well, frequent patching destroys the steep learning curve, I also heavily dislike the introduction of even more MOBA'esque spells and mechanics like silence or armor reduction, when I want to hit up Heroes of the Storm, I go do that.
... einmal mit Profis spielen!
JimmyJRaynor
Profile Blog Joined April 2010
Canada17148 Posts
Last Edited: 2017-08-17 18:52:46
August 17 2017 18:52 GMT
#90
On August 18 2017 03:39 jaeboss wrote:
i don't play SC2 so I don't have a dog in the fight but I am amazed at how often drastic changes seem to be implemented in the game. completely removing units? what about all the people who enjoy the game in its current form? or is game play in such a poor state that it needs an overhaul this large? is it annoying having to re-learn the game so often?

SC2 doesn't make much cash so prolly bonus money for the guys at the top of the team is low. as a result, we've had 4 guys making the final decisions on multiplayer...
Pardo, Browder, Kim, and now, an unnamed mystery man.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Charoisaur
Profile Joined August 2014
Germany16021 Posts
August 17 2017 18:53 GMT
#91
On August 18 2017 03:23 mizenhauer wrote:
I love all this "the sky is falling" talk when no one has even seen these changes in a single game...

the changes might not be that bad but I'd just like it MUCH more if they would do no changes/only small changes to fix clear issues and instead just let players figure things out like in BW. BW didn't have a balance patch since 2001 and it's still popular. Seems like they just see LoL having success with their patching approach and want to copy them.
Many of the coolest moments in sc2 happen due to worker harassment
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
August 17 2017 18:54 GMT
#92
Yay, spamming chronoboosts are back!

On a more serious note though, I do like the changes for protoss. Even the new observer ability. Kicking the MSC is not a bad thing. After all, flying around with a meatball to ignite pylons never felt like a very cool design solution to me (although you can used to a lot).

Now, I'm wondering how much the disruptor shots can backfire if you send a kamikaze tanky unit into the deathball...
Earth, Water, Air and Protoss!
Solar424
Profile Blog Joined June 2013
United States4001 Posts
August 17 2017 18:58 GMT
#93
On August 18 2017 03:51 Elentos wrote:
Show nested quote +
On August 18 2017 03:45 Solar424 wrote:
On August 18 2017 03:29 Ansibled wrote:
On August 18 2017 03:28 Solar424 wrote:
Shield Battery Nexus isn't going to be enough to stop early game aggression vs Toss.
Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die.
Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop.
WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it.
The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling.
Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game.

Imagine dying to things when you don't have detection, what a horrible experience that would be.

The game already has enough "Gotcha, you lose" things in it, why add another one?

Ghost rushes already exist and in their current form they're probably stronger against no detection than they'll be after the patch since ghosts start with more energy to cloak.

With build-in cloak Ghosts can get in base invisible 86 seconds faster, which leaves 86 less seconds to get an Overseer/Observer out.
Charoisaur
Profile Joined August 2014
Germany16021 Posts
Last Edited: 2017-08-17 19:01:22
August 17 2017 19:00 GMT
#94
On August 18 2017 03:58 Solar424 wrote:
Show nested quote +
On August 18 2017 03:51 Elentos wrote:
On August 18 2017 03:45 Solar424 wrote:
On August 18 2017 03:29 Ansibled wrote:
On August 18 2017 03:28 Solar424 wrote:
Shield Battery Nexus isn't going to be enough to stop early game aggression vs Toss.
Ghost rush is going to be a problem. 2 Ghosts can one-shot a worker, and if you don't have detection you'll just die.
Mass Oracle will continue to be problematic in PvZ, and with the only real counter (Fungal) removed it will be even harder to stop.
WoL recall returning could open up some serious shenanigans. The Mothership could recall the army to it, snipe off a base, and get recalled to a Nexus with no way to stop it.
The change to Fungal will just reinforce Zerg's "Strong on creep, weak off creep" design philosophy, which will just make the unit useless unless Zerg is turtling.
Some of the changes are good, like Infested Terrans getting upgrades and Disruptors no longer erasing half your army because you looked away for a second, but some just allow for F2+A-Move to be even more effective. Will be interesting to see how these play out, but I'm optimistic with David Kim gone that some of these changes don't make it into the game.

Imagine dying to things when you don't have detection, what a horrible experience that would be.

The game already has enough "Gotcha, you lose" things in it, why add another one?

Ghost rushes already exist and in their current form they're probably stronger against no detection than they'll be after the patch since ghosts start with more energy to cloak.

With build-in cloak Ghosts can get in base invisible 86 seconds faster, which leaves 86 less seconds to get an Overseer/Observer out.

You forgot about ghost build time + time the ghost is walking to the base
Many of the coolest moments in sc2 happen due to worker harassment
franzji
Profile Joined September 2013
United States583 Posts
August 17 2017 19:02 GMT
#95
Really, instead of acting like the world is ending, some of these changes are in the right direction. Like mothership core being removed is the right idea, but other things in the game need to be changed to make it work for protoss.

I think blizzard finally has an idea of what we want, but there is trouble getting there, some stuff is gonna be broken. It is way, way better than the last "big patch". It's also obvious that a lot of things won't make it into the game, like that ghost cloak change.

Also I just want to say all the people who say, "uhh templar get an attack F2 so easy!!!" that's very hypocritical if all you do on ladder is ling/bane/hydra a-move yourself. And to Terran players, no, setting up liberators isn't hard and doesn't require insane micro, neither is stutter stepping with marauders. If you complain about F2 not moving "surveillance mode" observers from where they are set up, I should be able to complain that tanks and liberators don't move with F2 selection also.
Charoisaur
Profile Joined August 2014
Germany16021 Posts
August 17 2017 19:04 GMT
#96
On August 18 2017 04:02 youngjiddle wrote:
Really, instead of acting like the world is ending, some of these changes are in the right direction. Like mothership core being removed is the right idea, but other things in the game need to be changed to make it work for protoss.

I think blizzard finally has an idea of what we want, but there is trouble getting there, some stuff is gonna be broken. It is way, way better than the last "big patch". It's also obvious that a lot of things won't make it into the game, like that ghost cloak change.

Also I just want to say all the people who say, "uhh templar get an attack F2 so easy!!!" that's very hypocritical if all you do on ladder is ling/bane/hydra a-move yourself. And to Terran players, no, setting up liberators isn't hard and doesn't require insane micro, neither is stutter stepping with marauders. If you complain about F2 not moving "surveillance mode" observers from where they are set up, I should be able to complain that tanks and liberators don't move with F2 selection also.

if you amove ling bane hydra you will lose very quickly
Many of the coolest moments in sc2 happen due to worker harassment
Myrddrael
Profile Joined November 2012
United Kingdom291 Posts
August 17 2017 19:06 GMT
#97
On August 18 2017 03:35 -NegativeZero- wrote:
Show nested quote +
On August 18 2017 03:29 Myrddrael wrote:
On August 18 2017 03:22 -NegativeZero- wrote:
i wonder how effective the nexus shield battery will be at stalling against mineral line harass? it's going to be auto recharging the probes' shields as they are getting killed. (this is a good thing imo)


Very good point. Did they overlook that? We'll have to see what happens on the test servers I suppose.

It's not a good thing, by the way.

i support anything that makes workers die slower (without simply buffing their hp and making them cost efficient meat shields).


My point is that if this was to happen, Protoss workers would have a huge advantage over Terrans and Zergs workers
Fango
Profile Joined July 2016
United Kingdom8987 Posts
Last Edited: 2017-08-17 19:08:29
August 17 2017 19:07 GMT
#98
On August 18 2017 03:53 Charoisaur wrote:
Show nested quote +
On August 18 2017 03:23 mizenhauer wrote:
I love all this "the sky is falling" talk when no one has even seen these changes in a single game...

the changes might not be that bad but I'd just like it MUCH more if they would do no changes/only small changes to fix clear issues and instead just let players figure things out like in BW. BW didn't have a balance patch since 2001 and it's still popular. Seems like they just see LoL having success with their patching approach and want to copy them.


That's because BW doesn't have a ridiculous amount of the fanbase complaining about balance/game design 24/7 like SC2 does. (i dont think anyway)

tbh I knew that everyone on here would be mad about the changes because yall always get mad about changes. But this is a very good direction for the game to go in. Ofc some units will have to be tweeked and some ideas added/removed. But I really like where they're going. specifically:

Raven redesign - nice
Mules mining gas - nice
widow mine design nerf - nice
ghost viability buff - nice
mech viability buff - nice

moma core gone - very very nice
mass recall change - nice
disurptor changes - nice
obs buff - nice to F2 users

infestor change - hmmm idk
viper change - could work
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 17 2017 19:07 GMT
#99
On August 18 2017 04:06 Myrddrael wrote:
Show nested quote +
On August 18 2017 03:35 -NegativeZero- wrote:
On August 18 2017 03:29 Myrddrael wrote:
On August 18 2017 03:22 -NegativeZero- wrote:
i wonder how effective the nexus shield battery will be at stalling against mineral line harass? it's going to be auto recharging the probes' shields as they are getting killed. (this is a good thing imo)


Very good point. Did they overlook that? We'll have to see what happens on the test servers I suppose.

It's not a good thing, by the way.

i support anything that makes workers die slower (without simply buffing their hp and making them cost efficient meat shields).


My point is that if this was to happen, Protoss workers would have a huge advantage over Terrans and Zergs workers


Well SCVs can repair each other and have higher health, drones can burrow too.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17148 Posts
August 17 2017 19:08 GMT
#100
i'm very glad to see the over-all spirit of the economy changes made with LotV was retained and that Blizzard is just tweaking the economy. Tanks and Thors are nice and strong now and i'm glad to see Blizzard left them alone.

i don't know enough about the other races to comment.. but for this Terran scrub.. this is really nice stuff.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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