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StarCraft II Multiplayer - Major Design Changes - Page 6

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 4 5 6 7 8 42 Next All
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
August 17 2017 19:09 GMT
#101
On August 18 2017 03:39 Musicus wrote:
Is this observer/overseer anti F2 button a joke? F2 should have a downside, don't meake it easier to use.

The rest looks pretty cool, apart from zerg anti air in the late game without fungal. That will be a problem. But if it leads to lots of other anti air buffs for zerg, okay.

Edit: Please look at the oracle, especially now with removing fungal against air and Photon Overcharge.

the observer change is straight out of co op
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
MyLovelyLurker
Profile Joined April 2007
France756 Posts
August 17 2017 19:10 GMT
#102
Not sure them reverting a full race (Protoss) to HotS is good thinking. Starcraft is more than the sum of its parts ; it's a system where if you move one thing you need to adjust another one in response. Drastic changes will beget more imbalance and more patching. That's a huge cost. It also doesn't do anything for the credibility of the game, or its ability to bring new players to the front.

Between MSC removal and splash redesign they are admitting that they are still clueless about Protoss both early and lategame. You can say better late than never, or six years on, you can shake your head in disbelief.
"I just say, it doesn't matter win or lose, I just love Starcraft 2, I love this game, I love this stage, just play like in practice" - TIME/Oliveira
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
August 17 2017 19:11 GMT
#103
Nice to see that Blizzard is willing to make big change to SC2.

As a terran player who don't play mech and who hate playing against it I can't say I am super happy with all the changes done to Terran even if some of them look interesting, the ravens changes for example are pretty cool. But playing bio vs mech will probably be super hard, especially against turtle mech, since the meching player will now have a good 15 suply more since mule can mine gas, and a lot of the new upgrade look super strong.
I do fear a bit for tvz since Terran playing mech and zerg staying on creep seems like a bad mix, the lurker change do seem nice.

As for protoss, MSC removal is a big move but it could work, the new recal could lead to some interesting strategy.

Only change I truly oppose is giving high templar an attack, storm is already a super deadly spell (probably the strongest in the game), it should come with certain difficulty to use. If HT get an attack storm range should be reduce at least.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
August 17 2017 19:11 GMT
#104
On August 18 2017 04:07 Fango wrote:
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)


Give it time =)
Moderator
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
August 17 2017 19:15 GMT
#105
I'm glad they've removed late game mech tvz from the game by making it even less viable (at least on paper)
WriterDefeating a sandwich only makes it tastier. @imjustziggy
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 17 2017 19:16 GMT
#106
These changes don't look particularly balanced (in particular I think Protosses will have a lot of trouble in the early game without photon overcharge), but design-wise they're pretty cool.
ihatevideogames
Profile Joined August 2015
570 Posts
August 17 2017 19:17 GMT
#107
Good changes, good direction, some understandigly questionable numbers.
Cautiously optimistic, I might come back to the game.
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-08-17 19:22:42
August 17 2017 19:20 GMT
#108
LOL what im gonna do with Protoss:

-go 3 Base, make Mothership, stay at home with my army and be safe

-fly mothership to opponents main around the corner of the map, teleport whole army into his main, wreck his main while mothership flies over to his third

-teleport everything out of his main into his third when he comes to defend his main, wreck his third

- when he comes to defend third, i just teleport everything out again and lose basically nothing while killing 2 bases. right!?
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
pzlama333
Profile Joined April 2013
United States277 Posts
August 17 2017 19:25 GMT
#109
Well, when I first saw the leaked change on the Chinese website Baidu tieba, I never take them seriously. Though that guy was proven to be correct before when he posted same thing about commander Fenix before official release, it is hardly to believe these change are true because some of them look wired and nonsense (such as MSC and fungal).
I translated them here is only for sharing more information, and I did not expect they are indeed true and correct. This is really a surprise. However after reading the official blog, I have to agree at least they seem reasonable. We shall see what would happen in testing. A lot of them may be revert and never live long enough to the official patch.
JyB
Profile Joined January 2012
France466 Posts
Last Edited: 2017-08-17 19:28:45
August 17 2017 19:28 GMT
#110
I love almost all the changes.

It's really cool that they still want to change protoss big time.

Even if I agree with their assessments of the Disruptor (too 'all or nothing'), I'm not sure about the changes.
Prism play should be encouraged, the added cooldown is weird.
We'll have to see but the auto detonate 'feature' feels like it could be abused way to easily by the opposing player, especially if it detonates 'immediately'.
ruypture
Profile Joined May 2014
United States367 Posts
Last Edited: 2017-08-17 19:35:40
August 17 2017 19:34 GMT
#111
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?

changes this drastic havent been made since tankivac removal, which was almost a year ago

edit: it just depends on your definition of what makes "drastic changes" "often". league makes drastic changes every 2 to 4 weeks (i fucking hate patches every 2 weeks), whereas dota makes changes maybe once every 6-8 months, and even then the changes are usually relatively minor in dota.
어윤수|이신형|이재동|이승형
AbouSV
Profile Joined October 2014
Germany1278 Posts
August 17 2017 19:34 GMT
#112
So Zerg can't engage air out of creep? Not cool, and worrisome I'd say.

But interesting changes, curious to see what the final version will look like.
Sajaki
Profile Joined June 2011
Canada1135 Posts
August 17 2017 19:36 GMT
#113
An early raven is going to be so good against protoss if/when these changes go through. 50 energy to disable a colossus' attack for 6 seconds? Gonna make some insane timings.
Inno pls...
Myrddrael
Profile Joined November 2012
United Kingdom291 Posts
August 17 2017 19:37 GMT
#114
On August 18 2017 04:07 Zaros wrote:
Show nested quote +
On August 18 2017 04:06 Myrddrael wrote:
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.


This shield thing will be able to be on autocast. So Protoss just sits there and has probes that are tougher to kill, whereas Zerg has to research a lair upgrade and Terrans have to react fast and micro to get the same effect? How is this good in anyway?

It would fit with Protoss though. Getting more and more handheld than it already is
caznitch
Profile Joined July 2012
Canada645 Posts
August 17 2017 19:43 GMT
#115
Love, love, love the idea of major changes every year! I like the greater separation between sc2 and sc remastered, both of which I love.
why?
Meepman
Profile Joined December 2009
Canada610 Posts
August 17 2017 19:44 GMT
#116
a little disappointing that they're trying to make the game easier (almost all the protoss changes and the f2 thing) but overall it looks pretty good and very exciting
Vutalisk
Profile Joined August 2016
United States680 Posts
August 17 2017 19:47 GMT
#117
Some changes are quite interesting. But personally default cloaked ability for Ghost is a big No-No and just No. I already foresee the pain of Ghost rush as I experienced this build myself recently as a Z. I barely scouted it as he ran the Ghost in overlord vision so I built some spores immediately. If the cloaked ability is default, he probably had a bunch of cloaked ghosts showed up at my base and I just died.

Frankly, I feel this "potential" patch is another buff to Terran and only make TvZ is even more abusive. I don't play Protoss so not sure how they feel. I guess the "Terran rules" meme on DK's email is true after all.
bObA
Profile Joined May 2012
France300 Posts
August 17 2017 19:48 GMT
#118
On August 18 2017 03:07 Noonius wrote:
widow mines are gonna be absolute garbage now


true
ShadowTrois
Profile Joined August 2017
3 Posts
Last Edited: 2017-08-17 19:53:25
August 17 2017 19:49 GMT
#119
On August 18 2017 02:11 eviltomahawk wrote:
Interesting how the Chinese leak turned out to be completely correct on these.


Here was the leaking webpage in a famous Chinese StarCraft II community.
[image loading]

prnt.sc
The original webpage url was tieba.baidu.com.
Whose topic is translated as Multiplayers are coming to StarCraft II Multiplayers!
This leaking occurs on 14:29 on Aug.14th CST a.k.a. 6:29 on Aug.14th GMT.
It seems that the leaking topic has already been deleted up till now.

Here comes the contents.
[image loading]

prnt.sc
#2: Firstly vespene geyser value increased and large mineral nodes at bases are increased
#3: Terran
#4: MULEs can now harvest vespene gas

[image loading]

prnt.sc
#7: widow mines are now revealed while sentinel missile is on cooldown

[image loading]

prnt.sc
#10: Raven removed all existing abilities
First ability: target mechanical unit's weapons and abilities are disabled for a short time
Second ability: deploys a timed life repair drone. The drone can target and repair mechanical units that enter the area
Third ability: deploys a missile which activates after a short delay and pursues the target unit, dealing 30 damage on impact and reducing armor by 3 for a short duration


[image loading]

prnt.sc
#14: Liberators no longer gains bonus vision when using defender mode
Now gains vision of its target location in defender mode

#15: Cyclones' first four shots of lock on fire more rapidly, missile deals extra damage when upgraded

[image loading]

prnt.sc
#17: cloak is now available by default on ghosts
Less energy start
Starting energy can be upgraded with certain research

#18: New upgrade: hellion, hellbat, thor and viking transformation times are reduced heavily, which can be researched on the factory techlab

[image loading]

prnt.sc
#25: Protoss huge change: RE! MOVE! MO! THER! SHIP! CORE!
Concentrating defensive power in the nexus itself, nexus gains energy bar and casters
Redesign and add abilities: Chrono Boost, Mass Recall, Shield Restore
Chrono Boost costs energy
Mass Recall can recall units to the casting nexus instead of the main
Shield Restore can be cast on units or structures


[image loading]

prnt.sc
#28: Motherships now built directly from the nexus, no longer can cast photon overcharge, mass recall now works like the nexus version above

[image loading]

prnt.sc
#30: Stalkers damage increased, weapon speed decreased, every weapon upgrade increase more damage
#31: High templars are added an auto attack, which will keep the high templar further back during fights and avoid its charging heedlessly into danger
Muxtar
Profile Joined November 2014
Ukraine64 Posts
Last Edited: 2017-08-17 19:52:03
August 17 2017 19:51 GMT
#120
Zerg changes are kinda lame. Infestor is no longer AA caster (infested terrans are slow and not an option), viper's PB will do nothing to massive skytoss/skyterran army, so zerg won't have effective AA except fragile hydra-based and slow and clunky corruptor-based compositions. Also we will have to spend more time creepspreading, but larvae is left untoched unlike mules/boost for terran/toss. Also no reaper changes that they were announcing previously.
And SH nerf makes it from somewhat effective harass-tool to complete trash-unit again.
GG.
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