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Community Update - September 12

Forum Index > SC2 General
73 CommentsPost a Reply
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Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
September 14 2017 07:38 GMT
#1
[image loading]


Thanks everyone for trying out the changes and providing valuable feedback. We appreciate your thoughts and input!

Protoss
We like the early game strength of Restoration Field, but think that it might be too strong in the middle and late game. We want to identify an ability that is strong in the early game but becomes less effective as the game progressed. Additionally, there were some gameplay concerns regarding Restoration Field. The range on Restoration Field required Pylons to be placed at a certain distance from the Nexus. This felt a bit restrictive and we think it limited the choices or options for defensive positioning. We want to put Restoration Field on the shelf for now, and introduce the Shield Battery structure. Shield Batteries can be built by Probes and will regenerate shields of nearby friendly units. This should allow Protoss players more options for defensive gameplay. You can find more details about this structure on our blog post linked below. Lastly, the Mothership’s Mass Recall was changed to Forward Recall. Forward Recall will not have a cooldown and can be used in combination with the Nexus Mass Recall. The Mothership is a powerful, expensive late game unit and this change should open up more opportunities for the unit.

Zerg
There are some concerns with the Entangle ability. We like the gameplay of using Entangle to allow ground forces to engage enemy air units, but Entangle may be a bit too strong versus massive air units. Even with possible cost or duration changes, we are worried that a targeted stun in this manner doesn’t provide the kind of counterplay that we are looking for. Changing Entangle to be unable to target massive air units is an option, but that may make the anti-air option not viable enough for Zerg players. For the next test, we’d like to try removing Entangle and replacing it with the previously tested Infested Terran spell. The Infested Terrans will continue to spawn faster on creep and they will have their new anti-air weapon Acid Spores. Additionally, Fungal will now affect both ground and air targets and will slow the target’s movement speed by 75% instead of immobilizing them. In order to simplify this version of Fungal Growth, the previous interaction of creep causing immobility is being removed from the spell, but its radius will still be slightly increased compared to the live version. The reduced movement speed at 75% should provide the defending players more opportunities for counter play.

Please visit our blog (Click Here) to see the newly-updated list of changes we are running on the testing matchmaker, and feel free to provide any feedback or suggestions on these changes. Thank you!


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ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2017-09-14 07:46:48
September 14 2017 07:44 GMT
#2
Pretty sure Fungal growth slow isn't gonna feel as good as you think it is. A 75% slow effect feels roughly as bad as being unmoveable and instead you just have more units being heavily slowed (due to radius buff).

It's the type of change that sounds good on paper but when you actually test it (as I have) you realize this isn't a good fix.

A better fix would be to make Fungal Growth set a maximum movement speed of enemy units at 2*1.38. In that case unit movemnet still feel okay'ish, but they can no longer kite zerg units too efficiently. And the ability won't be useful against units that already are slow.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2017-09-14 08:14:02
September 14 2017 08:01 GMT
#3
I like it when they say that necessity of placing pylons close to nexus feels restrictive, but completely ignored that fact when they "introduced" new warp-in and PO system in lotv. These guys definetely know what they are talking about and their argumentation is always on point.

p.s. OP, pls add this as well:

Shield Battery

Warped in via Probes.
Requires Gateway.
75 mineral cost.
18 second warp in duration.
200 Shields / 200 Health / 200 Energy.
Starts with 50 energy.
Restores shields of a single friendly unit within 4 range.
Autocast will target units and Photon Cannons. Manual cast can be used on buildings.
Recharges 3 shields per 1 energy.
Rate of shield recharge is 51 shields per 1 second.

Mothership

Mothership Mass recall changed to Forward Recall.
Forward Recall does not have a cooldown and does not share a global cooldown with Nexus Mass Recall.
Forward Recall has same effects as Mass Recall.

Infestor

Remove Entangle.
Add Infested Terran.

Fungal Growth
Can now hit both air and ground units.
Radius remains changed from 2.0 to 2.5 (Fungal Growth radius is 2.0 on live).
Slows the target’s movement speed by 75%.
Less is more.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
September 14 2017 08:54 GMT
#4
Is there any way to play the test map as custom...? I can't find games lol
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Elentos
Profile Blog Joined February 2015
55593 Posts
Last Edited: 2017-09-14 09:01:52
September 14 2017 08:59 GMT
#5
On September 14 2017 17:54 Wolf wrote:
Is there any way to play the test map as custom...? I can't find games lol

Yeah, select a map and "Create with Mod", then find the Balance Test mod in the menu.
Every 60 seconds in Africa, a minute passes.
DieuCure
Profile Joined January 2017
France3713 Posts
September 14 2017 09:01 GMT
#6
So, terran is perfect ?
TL+ Member
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
September 14 2017 09:36 GMT
#7
Think they just focusing on those two first it seems haha!
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
September 14 2017 09:38 GMT
#8
Glad that Entangle is gone...
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
September 14 2017 09:45 GMT
#9
On September 14 2017 18:38 Jenia6109 wrote:
Glad that Entangle is gone...


It was an attempt to introduce Warcraft 3 type abilities to a game so fundamentally different from Warcraft 3. Damn right it's good to have it gone.
aka: KTVindicare the Geeky Bartender
seemsgood
Profile Joined January 2016
5527 Posts
September 14 2017 09:57 GMT
#10
On September 14 2017 18:01 DieuCure wrote:
So, terran is perfect ?

Focusing on 1-2 things is much easiler to refine than make many change.That only creats more chaos.
JWD[9]
Profile Blog Joined November 2015
364 Posts
September 14 2017 10:00 GMT
#11
Thank god that pylon field is gone. I quit after 1 game, while I played more of the nexus iteration before that than ladder this season. This is such a rollercoaster ride, you really get the impression a monkey on a typewriter comes up with these changes.
AkashSky
Profile Joined May 2014
United States257 Posts
September 14 2017 10:25 GMT
#12
I dont really think the shield battery is that useful in holding multi prong aggression early game because of its low area coverage. That being said, I've found that a combination of stalker + photon cannon deals with a lot of early game aggression.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17749 Posts
Last Edited: 2017-09-14 12:15:43
September 14 2017 12:05 GMT
#13
i'm glad to see Blizzard is willing to experiment with the Shield Battery. There are so many ways to adjust the strength and durability of the Shield Battery i'm confident they can tweak its stats to make it a balanced part of the game.
On September 14 2017 18:45 Vindicare605 wrote:
Show nested quote +
On September 14 2017 18:38 Jenia6109 wrote:
Glad that Entangle is gone...

It was an attempt to introduce Warcraft 3 type abilities to a game so fundamentally different from Warcraft 3. Damn right it's good to have it gone.

yep, entangle didn't work.
it is also good to give Blizzard the creative freedom to experiment and fail on certain initiatives. you can't make an ambitious game with amazing stuff and have zero failures along the way. the only way to never fail is to take zero risks.. and that's boring.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
halomonian
Profile Joined January 2012
Brazil255 Posts
Last Edited: 2017-09-14 12:09:49
September 14 2017 12:09 GMT
#14
forward recall is the arbiter recall? as in, i recall units towards the mothership?
thoughts in chaos | enjOy[dream]
Ranari
Profile Joined January 2014
19 Posts
September 14 2017 12:11 GMT
#15
Could always make the Infested Terran Acid Spores do more damage against units that have Fungal Growth on them too to add a little flavor.

(Not trying to get crazy, just creative.)
Morbidius
Profile Joined November 2010
Brazil3449 Posts
September 14 2017 12:13 GMT
#16
This shield battery gimmick won't ever work, for the same reason lurkers are useless in ZvT: Terran can ferry their entire army over all terrain, playing a positional/static defense based game is suicide.
Has foreign StarCraft hit rock bottom?
xTJx
Profile Joined May 2014
Brazil419 Posts
September 14 2017 12:27 GMT
#17
Maybe move overcharge to nexus again?

Also i'd like to know if the new infested terrans counter mass carriers or we'll still have that point where nothing does.
No prejudices, i hate everyone equally.
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
September 14 2017 12:30 GMT
#18
I was hoping to see them change the Shield Regen ability on the Nexus to something you cast onto a unit to buff their shields/regen for a short time at a small energy cost, or anything reactive. I don't like the idea of more static, automatic defense stuff or more small structures to place all around. It feels a bit too much of something that I don't feel the game needs, and not enough of anything I feel would be fun, interactive, and feel positive for either player.

Static automatic things aren't fun for a lot of players to use or to play against, and it's why I always imagined Shield Batteries didn't make it into SC2 from the beginning or in LotV. Very curious how Protoss players feel about it on offense (running into it while attacking) and defense, and how T and Z feel about it compared to running into Mamacores and whatnot.

Something I also wanted to see that was a more... interesting... idea: keep Infested Terran the same but add an upgrade somewhere that makes them more grotesque and fearsome (think Infested Tychus's, or them exploding into mini-ground-Fungals when they die, so on). Just changing them the way they are feels strange and unimpressive to me, but I suppose that could change a lot if I force myself to start using the new ones?

I do like that they aren't swinging their changes all over the place for this one. It isn't a very tiny update, but it looks focused on a couple of very specific parts of the game, I really like these kinds of updates.
Blunder Man doing everything thing a blunder can.
hiroshOne
Profile Joined October 2015
Poland425 Posts
September 14 2017 14:19 GMT
#19
As a Zerg player- Everything is better than shooting pylons. And somehow shield battery suits Protoss better than some gimicky solutioms they tried. Think about it as Medivack healing Marines, or Queens transfusing. Protoss had nothing of that sort till now. I'm not a Protoss fan obiously, but i think shield battery will allow agressive play vs Protoss again, and will demand from that race decision making- leave something at my base to defend? Or put more force into attack, and so on. As i said- still better solution than free defence from supply buildings...
Ultima Ratio Regum
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
September 14 2017 14:37 GMT
#20
On September 14 2017 16:44 Hider wrote:
Pretty sure Fungal growth slow isn't gonna feel as good as you think it is. A 75% slow effect feels roughly as bad as being unmoveable and instead you just have more units being heavily slowed (due to radius buff).

It's the type of change that sounds good on paper but when you actually test it (as I have) you realize this isn't a good fix.

A better fix would be to make Fungal Growth set a maximum movement speed of enemy units at 2*1.38. In that case unit movemnet still feel okay'ish, but they can no longer kite zerg units too efficiently. And the ability won't be useful against units that already are slow.

While i basically agree with what you said i still think the biggest mistake in sc2 is how spellcasters and their usage are handled on a fundamental level. We had so many spells nerfed because people started massing spellcasters and the usage is extremely easy to pull off. One can say that the spells itself weren't well designed (like instantly hitting fungal), but at the same time i also think that spells should be really strong because it's fun to use when it's strong.
The problem arises when everybody can just build 10 spellcasters and spam the spell whenever he likes. That has to change one way or another, not the fact that certain spells might be a bit strong on their own. That's actually something which is good i think. I would much rather have that instead of goign the ravager route where the spell itself is incredibl bad but you build lots of ravagers and the cd is really low. That interaction is imo actually one of the worst interactions in the game from a fun perspective.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
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