StarCraft II Multiplayer - Major Design Changes - Page 5
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jaeboss
68 Posts
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vik7
United States227 Posts
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LTCM
174 Posts
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Creager
Germany1884 Posts
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. | ||
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Excalibur_Z
United States12224 Posts
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Solar424
United States4001 Posts
On August 18 2017 03:29 Ansibled wrote: 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
United Kingdom3692 Posts
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
55456 Posts
On August 18 2017 03:45 Solar424 wrote: 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. | ||
Creager
Germany1884 Posts
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. | ||
JimmyJRaynor
Canada16373 Posts
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. | ||
Charoisaur
Germany15866 Posts
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. | ||
BaneRiders
Sweden3630 Posts
![]() 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... ![]() | ||
Solar424
United States4001 Posts
On August 18 2017 03:51 Elentos wrote: 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
Germany15866 Posts
On August 18 2017 03:58 Solar424 wrote: 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 | ||
franzji
United States581 Posts
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
Germany15866 Posts
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 | ||
Myrddrael
United Kingdom291 Posts
On August 18 2017 03:35 -NegativeZero- wrote: 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
United Kingdom8987 Posts
On August 18 2017 03:53 Charoisaur wrote: 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 | ||
Zaros
United Kingdom3692 Posts
On August 18 2017 04:06 Myrddrael wrote: 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
Canada16373 Posts
i don't know enough about the other races to comment.. but for this Terran scrub.. this is really nice stuff. | ||
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