|
What is the one big change you would make to SC2 if you have the chance to do it?
For me personally, I'd revert the economic mechanism back to HotS, i.e. 6 workers to start and uniform amount of minerals at each patch. I just feel the economic tempo of HotS and WoL was more comfortable to me.
The other option I'm thinking of is to reduce the degree of unit clunking-up, making them more spread out during them game. This would kind of make AOEs less effective and game-ending and make fights look more grand. (But the balance probably would have to be completely redone though.)
|
Remove smart casting. If you have spell casters of the same type all hotkeyed in one group and you cast a spell, all of those spell casters will fire. This way fights can be centered around engagements and harasses instead of one spell wins it all. We can nerf/buff the spell casters accordingly to compensate for the lack of smart casting.
|
Remove creep and and rebalance Zerg around that. Or warpgate for Protoss.
You said big.
|
Re balance the damage so (some) fights lasted about 10-15% longer
So many games decided in about 8 ingame seconds when big armies clash (less happens less often these days)
|
Add a 4th race Maybe Hybrid or Xelnaga or from outside the corprulu sector entirely
|
Remove/Fix risk free harassment options like BC teleport, Nydus, Prism Warp-ins & Recall. The ability to instant move an army across the map has no place in the game.
|
Usually people in this type of posts just want the game to be more like broodwar, and it seems this post is no exception.
|
Remove Warp Gate, reduce Gateway cooldowns to their Warp Gate counterparts.
|
I would balance out the supply so that late game air/caster deathballs would not be possible.
All capital ships = 8 supply Liberator/Void Ray = 4 supply. All casters = 4 supply.
The game is interesting as long as most units are ground units. Mass air should not be possible. No terrain= no strategy.
|
Increase max supply by 50-100. That sounds pretty big and would be interesting to see
|
United Kingdom20154 Posts
Slow down economy so that there is a greater emphasis on strategy/tactics, especially below the top 1% level of play. It's kinda ridiculous that people just autopilot third bases in the early game because it's so strong - even if they're playing in Code S and they've never had a scout on the opponents tech or worker count.
|
Record cooler voice lines. Hydralisk in particular says some reprehensible shit, and none of the brood lord's jokes really land for me.
|
remove storm from the game. And have every protoss player personally apologize to me for ever using it
|
Canada8759 Posts
Make bane take 2 supply and remove reapers from the game. Also give ghost stim.
|
On May 14 2020 14:57 Cyro wrote: Slow down economy so that there is a greater emphasis on strategy/tactics, especially below the top 1% level of play. It's kinda ridiculous that people just autopilot third bases in the early game because it's so strong - even if they're playing in Code S and they've never had a scout on the opponents tech or worker count. We allready has a shitton of Build Order Wins allready this GSL. Would become even worse I think. The reason it works years ago, was that the game wasn t as figured out as it was now and Players made more mistakes, so it was rasiert to come back
|
Remove the medivac speedboost ability and maybe even medivac heal. I really don't like how all terran matchups revolve around it. I want to be able to play straigt up versus any race. But as long medivacs are so strong its impossible to balance terran this way, or Terran harras would be unbeatable. I also despise doomtrops, they especially made TvT worse by a lot (ofc still the best mirror by a wide margin).
|
Reduce the effectiveness of AOE and splash dmg, and shift+delete mules
|
Lower damage and or buff health to allow fights to last longer and allow more micro/comeback potential. Sc2 is far too unforgiving at times. Should also be more entertaining to watch a longer fight too.
|
|
some ui changes
- configurable colors for both enemy teams in 2v2 (.. and up to 4v4 maybe) there is only one enemy color now, there could be red+purp to differentiate the two same race opponent. - some more hotkeys: - all production buildings (rax+fact+port / gw+robo+stargate / hatches) - all raxes/gateways, - all factories/robos, - all starports/stargates, - all tech buildings (evos, spires, armories, forges, flee bacons, etc) - all queens, - remember location hotkeys across games for maps - configurable building and unit prio/ordering in selections - all upgrades / ongoing builds with one icon each on the left side, like the production tab icons on the observer interface, but placed vertically on the left side of the screen. upgrades would be easier to track, build orders would be easier to follow finished upgrades would stay, could be removed by clicking on icon. configurable to be unclickable otherwise or click to cycle through buildings providing that upgrade, hotkeyed buildings first (evos vs viper feed evos).
|
Remove Warpgate and rebalance the gateway build timers
|
Make the game font little bigger like .2. Remove the skins for units for laddering. Make the size of the chat symbols bigger.
|
Remove the macro mechanics, and give an "AFK Clan" alert to the game / UI so it would delete inactive clan tags for others to potentially use lol
|
I would change that starting locations stay the same (2 geysirs) and all other expansions have just ONE high yield gas geysir.
|
Revert to 6 worker start.
|
Remove rapid fire or make a in game setting for adjusting it for every ability. It is important aspect of the current game, but we have to do the editing with notepad... Also it is very hard to use with grid hotkeys.
|
I would implement highground advantage again, like doing less damage shooting units on higher ground.
|
On May 14 2020 21:04 gTank wrote: I would implement highground advantage again, like doing less damage shooting units on higher ground. I did not know that SC2 ever had high ground advantage. Was the advantage the same as in BW or was it something else?
|
Czech Republic12115 Posts
On May 14 2020 21:35 Drfilip wrote:Show nested quote +On May 14 2020 21:04 gTank wrote: I would implement highground advantage again, like doing less damage shooting units on higher ground. I did not know that SC2 ever had high ground advantage. Was the advantage the same as in BW or was it something else? SC2 highground advantage is that you cannot see the unit on the highground and that's it. Never had it like in BW, IMO because people don't like RNG based mechanisms(IIRC it's 40 % chance of miss if you shoot a unit on higher ground in BW)
|
No mineral reduce patch in LotV and delete viper liberator disruptor (these unit are absolutely all or nothing design)
|
Remove macro mechanics Nerf WarpGates Remove +speed on creep Change Queens Add some BW units eg Scourges
|
I) I'd like to see slowing down economy growth and make maxing out harder. It is ridiculous when in a few minutes Zerg can just have 200/200 -- not in terms of balance, but in terms of watching and playing. Part of fun of BW is that there is a long mid-game and different army compositions. Only rarely we get a game like that in SC2, e.g. Dark vs Taeja this season.
It is just too quick and easy to get into the late game, which makes the games look all alike. I liked how maxing out in BW was bit of an achievement.
___
II) I'd remove bunch of units, e.g. Swarm Hosts, Thors, and Adepts. I still think Adept was a mistake - the degree in which it is good is overlapping with other Gateway units and anything special to it sucks. When they were introduced it was met with a huge criticism, and I still think it was valid back then. I fear that if people defend them today, it is just giving in. It seems to me quite clear that introducing them did not improve the game.
Fewer units is ok, but if there's a good one introduced for replacement that's always gucci
___
III) Change the way walling is done. It is too easy to have a hole in a wall adding too much of volatility and randomness
|
Move Warp Prism to stargate, It's an air unit. Imagine having a Medivac come out a factory.
|
Reduce every units speed mobility while increasing hit points and reduce firerate (with scaling down the hit box). Like that, SC2 could pretend have macro management unit (macro means generally " technology and construction management")
I think instant damage spell as EMP is too "all or nothing" (punishement).
|
I'd bring back Scrap Station as a ladder map.
|
Revert the economy changes. It was so much more fun and better in HoTS had way more fun in that game in 2015 than I've ever had in LOTV
|
Something big? How about making the game balanced?
|
Increase maximum supply to 250 or perhaps 300. Unit supply inflation is real in SC2, so armies look pretty puny, especially with pathfinding tending toward a ball.
|
Add more hotkey niceties like Quick Cast.
|
Increase health across the board to make fights longer
|
I would tone down the hard counters. Especially the immortal is soo dumb.
|
Popularity.
Or tankivac/PvP change.
|
On May 14 2020 13:56 pvsnp wrote: Remove creep and and rebalance Zerg around that. Or warpgate for Protoss.
You said big.
I like the idea of removing the warpgate. It makes space valuable again in the game, which potentially makes a better RTS.
|
On May 14 2020 14:16 spookey1 wrote: Re balance the damage so (some) fights lasted about 10-15% longer
So many games decided in about 8 ingame seconds when big armies clash (less happens less often these days)
Definitely agree. I would even want them to be twice as long if possible. My idea of removing unit clumping is along the same line
|
On May 14 2020 14:17 dbRic1203 wrote: Add a 4th race Maybe Hybrid or Xelnaga or from outside the corprulu sector entirely
LOL, sounds exciting. Post your proposal (like the rough ideas) please
|
On May 14 2020 14:32 yht9657 wrote: Usually people in this type of posts just want the game to be more like broodwar, and it seems this post is no exception.
But BW was indeed better than SC2 on those aspects, like a more valuable role of space and big, long-lasting fights. No one is saying they want 12-unit control groups or single building selection back.
At this point, both games have thrived for long enough that changing a critical component of the gameplay becomes a suicide. But if we go back to the beginning, some kind of a combination of the two games indeed sound like a more ideal game, at least to me.
Plus, I think we did see some interesting proposals here, like adding a 4th race/increasing the supply cap etc.
|
On May 14 2020 15:30 Atlan___ wrote: Remove the medivac speedboost ability and maybe even medivac heal. I really don't like how all terran matchups revolve around it. I want to be able to play straigt up versus any race. But as long medivacs are so strong its impossible to balance terran this way, or Terran harras would be unbeatable. I also despise doomtrops, they especially made TvT worse by a lot (ofc still the best mirror by a wide margin).
Then we probably also need to remove/remake the warp mechanism/nydus. Massive, rapid movement of armies has become such a core aspect of SC2 now
|
Add expensive DLC to the game. If you pay an extra $50, your workers will get the fast mining upgrade which increases their mining rate by 10%.
|
On May 14 2020 16:10 bela.mervado wrote: some ui changes
- configurable colors for both enemy teams in 2v2 (.. and up to 4v4 maybe) there is only one enemy color now, there could be red+purp to differentiate the two same race opponent. - some more hotkeys: - all production buildings (rax+fact+port / gw+robo+stargate / hatches) - all raxes/gateways, - all factories/robos, - all starports/stargates, - all tech buildings (evos, spires, armories, forges, flee bacons, etc) - all queens, - remember location hotkeys across games for maps - configurable building and unit prio/ordering in selections - all upgrades / ongoing builds with one icon each on the left side, like the production tab icons on the observer interface, but placed vertically on the left side of the screen. upgrades would be easier to track, build orders would be easier to follow finished upgrades would stay, could be removed by clicking on icon. configurable to be unclickable otherwise or click to cycle through buildings providing that upgrade, hotkeyed buildings first (evos vs viper feed evos).
The hotkey part is essentially what people do with control groups now. It'd be nice if it's automated, but I just wonder if we have enough keys for that (if we retain all control groups/screen locations)
|
On May 14 2020 16:25 derkopf wrote: Make the game font little bigger like .2. Remove the skins for units for laddering. Make the size of the chat symbols bigger.
I'd rather love to see more skins. I don't love skins myself but removing them means SC2 is dead. Blizzard has to survive.
|
On May 14 2020 18:55 HerrPfotig wrote: I would change that starting locations stay the same (2 geysirs) and all other expansions have just ONE high yield gas geysir.
Why this change?
|
On May 14 2020 22:40 deacon.frost wrote:Show nested quote +On May 14 2020 21:35 Drfilip wrote:On May 14 2020 21:04 gTank wrote: I would implement highground advantage again, like doing less damage shooting units on higher ground. I did not know that SC2 ever had high ground advantage. Was the advantage the same as in BW or was it something else? SC2 highground advantage is that you cannot see the unit on the highground and that's it. Never had it like in BW, IMO because people don't like RNG based mechanisms(IIRC it's 40 % chance of miss if you shoot a unit on higher ground in BW)
We could easily make it deterministic, like missing every other shot (within certain time frame) or just dealing reduced damage
|
On May 14 2020 23:58 RealityTheGreat wrote: No mineral reduce patch in LotV and delete viper liberator disruptor (these unit are absolutely all or nothing design)
I honestly don't like libs, despite I use it every terran game. Because to make other races do okay against libs, they've become so much stronger against everything else I have.
|
On May 15 2020 01:10 MachineHeadx wrote: Move Warp Prism to stargate, It's an air unit. Imagine having a Medivac come out a factory.
What about the Observer?
|
On May 15 2020 01:45 ThunderJunk wrote: I'd bring back Scrap Station as a ladder map.
LOL. Or just some more weird maps. I actually don't get it when people complain about weird maps. I always look forward to them cuz the core fun I have playing SC2 is to think through a completely unforeseen situation.
But, to some extent, Purity and Industry is kinda Scrap Station Relived?
|
On May 15 2020 02:53 NinjaNight wrote: Revert the economy changes. It was so much more fun and better in HoTS had way more fun in that game in 2015 than I've ever had in LOTV
Yeah, I kind of spent years tuning myself to the new economic tempo of LotV. And even if I finally get used to it, I still prefer the HotS/WoL tempo.
|
On May 15 2020 03:00 c4rn wrote: Something big? How about making the game balanced?
I said big, not astronomical bro lol
|
On May 15 2020 08:45 DieuCure wrote:Popularity. Or tankivac/PvP change.
Well, that's something we probably can't fix lol, sadly.
And Tankivac was my worst nightmare. Not looking at my army for 1 sec and it disappeared...
|
Remove all mechanics to bend locations i.e. warpgate, warp prism and teleport mechanics then rebalance accordingly.
eg let a warpprism carry 8 zealots but can't warp. increase the strength of core toss units so they can actually fight 1v1 since they don't have instant reinforcements.
WTF is the point of a BC that can't beat anything because you have to balance the fact it can teleport ontop of you.
|
On May 15 2020 03:47 purakushi wrote: Increase maximum supply to 250 or perhaps 300. Unit supply inflation is real in SC2, so armies look pretty puny, especially with pathfinding tending toward a ball. Like this change!
|
In no particular order:
More minerals per base Increase the supply cap Bigger maps like Alterzim back in the pool Give each side a new unit to play with Make mothership OP again or just bring back arbiters
|
I would nerf the bejesus out of queens and rebalance zerg according. Having the queen be this catch-all defence unit that can defend against pretty much all types of pressure really sucks. The queen changes that have been done over the years make sense in context to having one queen per base plus a queen for spreading creep. I don't think they anticipated zerg building 10+ queens off 3 bases early in the game and then suddenly being able to comfortably defend a ton of different pressures and all-ins, some of which are big gas investments for the other side. As it is right now, doing air harassment as the other races against zerg is essentially worthless, and a bunch of pressure builds aren't really viable anymore
Heck, even making it so queens can't transfuse other queens would make a huge difference. It's downright silly to see a group of queens with energy basically not die to sustained attacks. 5 queens should not be able to absorb twice the amount or more of queens worth damage.
|
When watching WoL vods on twitch, I noticed you get a lot more small amounts of units skirmishing. So finding a way to bring that back.
|
There are few changes I'd like to make. But the one I'd like the most (as a player) would be:
decreasing the DPS of everything by 1/2.
Longer fights, more micro, more time to defend, buildings don't die in 2 seconds, etc.
As a PTR-like test, I think, or custom map, would like to see how it pans out.
|
Fix team matchmaking, it's not even close to fair. Games are complete stomp most of the time (winning or losing).
On May 15 2020 11:36 Azzur wrote:Show nested quote +On May 15 2020 03:47 purakushi wrote: Increase maximum supply to 250 or perhaps 300. Unit supply inflation is real in SC2, so armies look pretty puny, especially with pathfinding tending toward a ball. Like this change!
There will be performance issues unless Blizzard optimises the game.
|
I would make it so that units cannot shoot over the head of another unit that is the same height or taller than them.
|
Add replay & spectator modes that are from the unit's POV.
|
I would add a watch tab that would let you tune into any on-going ladder or custom games that aren't set to private.
|
remove warpgate and buff gateway units
|
feel like buildings die a bit too fast in SC2 but I am mainly a Broodwar player so I am biased.
|
|
Many wish list changes are concerning SC2 speed overall (6 workers, army movement, dps firerate, teleportation protoss)
That s not a surprised, it doesn t looks like a FPS
PS : I always liked Protoss warp units, i think the problem is directly connected to the actual intensity of the game speed.
|
Nerf capital ships (increase their supply cost) make guerilla style small pack harass units more efficient (increase their speed) Adding more hp (maybe 20% more to everything). I know this sounds a bit like broodwar, but I never played it much tbh. I think a more relevant example would be how Dota 1 was played, and then Heroes of Newerth (HoN) came, and it had this much much faster pace of the game which was more or less bs, (everything was getting 1 shooted).
and my best suggestion would be: Consider combining units and/or USE USE USE time gated abilities.
e.g. (I play only protoss so this comes to mind first) remove adepts BUT give zealots the teleport ability from adepts for the first 6 minutes of the game, or in general, consider giving units abilities for a limited period of time, from minute 10 to minute 15 for example. Imagine all the timing possibilities would this open up. It would complelty revamp the game just by adding 2 abilities / race only available from minute 0 to 6 or from minute 6 to 10 or something like that.
|
Stop units from clumping. Smart cast avoids having to micro manage units, why isn't this true for anti-clumping, instead of needing 500apm to split units :/
|
On May 17 2020 19:39 loppy2345 wrote: Stop units from clumping. Smart cast avoids having to micro manage units, why isn't this true for anti-clumping, instead of needing 500apm to split units :/
Actually from what i know, it s difficult to improve the pathfinding in relation with latency. Blizzard already reached to create the best RTS engine.
What actually is not clear is dependency between units (and their role)
You could eventually add skirmisher as a new role, three visible units which represents only one with a reduction on every splash damage - each unit inside the main one lose the same amount of hit point and they die together (who cares if this isn t so real as long as the engine is working well)
|
Have units walk around like in brood war. so they don't clump up. I think that would change so much.
|
On May 17 2020 06:34 atuor wrote: Add replay & spectator modes that are from the unit's POV.
This would be so super cool!
As for my suggestions:
P: remove forcefields, give sentry a new support spell that buffs gateway units in area for x seconds. Either more damage or take less damage while under the new spell.
Helps gateway armies vs bio or roach Ling bane ravager and removes forcefields that just anti micro spell for T and Z.
T: not sure, Terran is in a really good place using basically all units on a regular basis.
Maybe try something like medivacs are now dropships only, new unit medic but as fusion core upgrade get medivacs again.
Z: buff aggressive harass options of Zerg. For example:
- dropperlords also gain some extra base speed after morph - burrow move roaches get 2 extra armor while burrowed - let SHs be 4 supply so massing them sucks but buff in another way like being faster or give them burrow move - remove neural on infestor and give it a harass ability. Maybe even ITs back but make them be only 10hp or so and do more ground than air dmg so that they suck in army fights but are good vs workers
|
Remove Warpgate buff gateway units
|
Russian Federation1607 Posts
Reduce starting amount of workers to make early game 1-2 minutes longer to add that feeling of the flow to the game.
|
On May 14 2020 15:03 catplanetcatplanet wrote: Record cooler voice lines. Hydralisk in particular says some reprehensible shit, and none of the brood lord's jokes really land for me.
Lol
|
This would be to crazy to ever implement but.
Workers cost less supply (.5), rebalance all races accordingly. This would make zerg op and Terran underpowered probably so things would have to be adjusted. But it’s silly that past 4 bases you don’t really get an economic edge from having more until the first 4 dry up. Imagine if a worker was .5 supply. You could have 140 workers mining 8 base which would really help to spread things out earlier and provide less incentive to deathball. Obviously zerg benefits the most from this change while Terran no longer gets the very significant hidden supply advantage of the mule. But if things could be rebalanced to fix the problems it would be really fun to play.
|
Completely overhaul the replay system. It makes no sense that it takes as much time to jump to a point in a replay as it would to just watch the whole replay, while Dota 2 has been able to jump to a point in a replay in seconds for years. It's also insane that trying to load any replay from a different patch causes me to log out of SC2.
|
As far as game design goes, I would remove all teleportation systems : Tactical jump, nydus, recall. Nowadays the mobility of all the races allow them not to have to use them to make games entertaining.
For the gameplay, I would introduce an Easy mode on the ladder, with all units' HP multiplied by 2, to have longer lasting fights.
For mental sanity, yes changing the way the replays work would be better
And to end balance whining, strongly minimize the frequencey of the interventions of the balance team. I firmly believe a strong reason why people whine so much is because they think they will be heard, while the game is not in an horrible place today. There should not be more than one balance change a year in my opinion. Today there is so much resentment inside of the community I sometimes feel like it is exactly the same kind of hatred than racism consists in (calling the 3 species "races", may have been a mistake in the first place ).
|
Definitely remove creep and balance accordingly.
|
On May 14 2020 14:32 yht9657 wrote: Usually people in this type of posts just want the game to be more like broodwar, and it seems this post is no exception. Nothing wrong with that
|
Czech Republic12115 Posts
1- More UI customization options for players. 2- Training mode - you enter the BO and its benchmarks and then you fight the clock.
|
I'm glad that I see that many have identified that the supply is indeed a problem in SC2. Starcraft loses like half it's strategic depth as soon as you max out and only a few new tactics are added in it's stead. I think Max Supply or Upkeep fits fine for Warcraft 3, but for Starcraft doing stuff like saccing SCV's for more army is just not what this game is about. Many units have been nerfed in Supply cost over the years and so we just don't get to see a mass massacre of units as much as I'd like. Unit clumping and powerful AoE isn't a problem if it's possible to replenish the armies lost.
The 0.5 supply worker could be a great change, though I'd change it so all other unit supplies are increased instead and now 400 max supply. It hasn't really been tested though, so there could be some side effects from this change.
I think simply increasing the Supply by 100 could be the best thing for SC2 right now. It fixes the only issue about the economy that the LotV change didn't fix and we could even increase the value of the high value mineral patches further, so it's more forgiving when you lose expansions. AoE could get slightly better and that would increase the likelihood for strategic come backs. Turtle units could be buffed way stronger, we could even have the absolute killer Seeker Missile and it wouldn't be a problem, because the other player could take 8 bases, have 110+ workers on them and just send wave after wave of unit, depleting the energy on them and killing the turtling player. Sc2 would be a lot cooler if there was more turtle vs mass expand dynamics, LotV have streamlined the game so that everyone needs expanding, which is really cool, but the bad thing about it is that everyone have to keep up or they die, so every race plays essentially the same strategy.
|
let bane have friendly fire, XD
|
Remove warpgate, chronoboost, and mothership and re-balance protoss units around that. Remove colossus cuz its boring.
Remove the queen, move hydra den to hatch tech, and re-balance zerg units around that. Remove swarm hosts.
Remove the MULE, supply call-down, medivac speed boost, and hellbat ability to be healed by medivacs and re-balance terran units around that. Remove cyclones cuz they're boring too.
Also yeah, make unit pathfinding such that AoE is weaker and units clump less, and reduce damage or boost HP of everything in the game.
|
remove swarm host, or at least change it so it launches a single giant spore kind of like a siege tank. Locusts are the most OP/ brain-dead tactic in the game.
|
Not something I'd change to the actual game but i'd love to see a mod where the core macro mechanics of each races are swapped. For example : Terran gets Protoss macro mechanics => Supply depots generate a "landing zone" around them and terran units can be "warped" on said landing zones after researching the terran equivalent of the warp gate. Terran buildings can only be built on those landing zones ; Mules replaced by chronoboosts. Zerg gets Terran macro mechanics => Queen's injections replaced by an infested mule. Zerg buildings work like Terran buildings and can be upgraded to work the same way as either the reactor or the tech lab (Ex : Pools are either upgraded to produce lings 4 by 4 or or upgraded to become a banelings nest and produce banelings or zerglings) Protoss gets Zerg macro mechanics => The Nexus generates a warp field around it that works like the zerg creep, the chronoboost is replaced by protoss injections and protoss warp nodes (akin to creep turmors) ; All the units are produced from the nexus, protoss buildings only help unlock the protoss tech tree ; protoss units are faster when walking on the warp fields. Sounds like fun
|
On May 19 2020 05:33 algue wrote:Not something I'd change to the actual game but i'd love to see a mod where the core macro mechanics of each races are swapped. For example : Terran gets Protoss macro mechanics => Supply depots generate a "landing zone" around them and terran units can be "warped" on said landing zones after researching the terran equivalent of the warp gate. Terran buildings can only be built on those landing zones ; Mules replaced by chronoboosts. Zerg gets Terran macro mechanics => Queen's injections replaced by an infested mule. Zerg buildings work like Terran buildings and can be upgraded to work the same way as either the reactor or the tech lab (Ex : Pools are either upgraded to produce lings 4 by 4 or or upgraded to become a banelings nest and produce banelings or zerglings) Protoss gets Zerg macro mechanics => The Nexus generates a warp field around it that works like the zerg creep, the chronoboost is replaced by protoss injections and protoss warp nodes (akin to creep turmors) ; All the units are produced from the nexus, protoss buildings only help unlock the protoss tech tree ; protoss units are faster when walking on the warp fields. Sounds like fun
I can envision the immortals made 15 at a time late game tech switch that would be scary as hell.
|
8 worker start and multi-thread support. With computers now having at least 2 cores, SC2 being bound by a single core is ridiculous.
|
Revert to 6 worker count! The game just isn't the same anymore ever since LotV. Regarding the mining efficiency. I remember back then there was many different ideas to solve this issue, some of which actually sounded quite good.
Bring back highground advantage.
I believe in WoL, because of how bad the maps were, a lot of units were nerfed. I think balancing should be done from scratch.
-Remove Adept (There are already Zealots) -Remove Tempest (There are already carriers) -Warp Prism pickup range back to normal. -Medivac speed boost removed.
|
On May 14 2020 14:17 dbRic1203 wrote: Add a 4th race Maybe Hybrid or Xelnaga or from outside the corprulu sector entirely A completely mechanical one in contrast to the completely biological Zerg.
|
Unit radius. Make it bigger.
Less clumping, bigger armies, less concentrated DPS.
Fights will be bigger, longer and more complicated.
|
4 player maps in the ladder pool
|
Go back in Time and Prevent BroodLord/Infestor from ever happening so MVP can win his G5L Trophy
|
Remove all macro mechanics.
|
Multithreading and 400 Supply.
|
Really Simple, make all spellcasters less effective.
|
On July 06 2020 01:42 jeputera wrote: Really Simple, make all spellcasters less effective.
I really disagree with this. Spellcasters aren’t particularly good until super late game attrition kicks in. They are pretty balanced before that. Except High Templars lol
|
Distinct supply counts per race. 160 for Terran, 220 for protoss and 280 for zerg. To make zerg feel even more swarmy.
As a trade off, Terran gets more upgrades, like up to 5/5.
|
The entire campaign should be co-op with the use of a CPU ally if you don't have a friend with whom you can play. In the story line I'd have Kerrigan turn down Raynor flat just like she did in SC1. Raynor remains bald.
Blizzard should've written a big cheque and just let one of the great Korean live event promoters run their entire SC2 esports operation. Whoever the "Don King"//"Dana White"//"Vince Mcmahon" of esports was... just pay him the huge money guys like Don King/Dana White expect and let him run it.
Dana White, Vince Mcmahon, and Don King might seem like overpaid, loud-mouth, toital prick assholes. That's fine.. maybe they are. They also bring in the money. Every great salesman I've ever met has a huge ego and is a big loud talker.
|
Made zerg upgrades which require hive tech more easier to access. A little nerf of cracklings. Made ultras viable in pvz. Nerf for lurkers base damage. Swarm host should fire 1 locust or reduce damafe. Infestor should have infested terrans back and removal of shroud. Banelings should cost 1 additional supply. Queen range 8again with previous transfuse way.
Charge to get back to prevous state and reduced damage of zealots. Carrier removal or huge nerf. Buff voidrays. Reduced damage for storm. Collosi buff, immortal and archon less tanky.
Cc build time faster, stronger base defence (adding something like canons). Tankivac back but in limited mode (like they can move just for an inch or 2). More easier control of units, maybe adding some spells which are aoe for fight against banelings.
|
Australia1001 Posts
On May 14 2020 14:32 yht9657 wrote: Usually people in this type of posts just want the game to be more like broodwar, and it seems this post is no exception. That's because in some ways Broodwar is the superior game.
Who wouldn't want the best of Broodwar (which is awesome) and the best of SC2 (which is awesome) together in one game?
Hey Bliz, SC3 pls?
For me, if I could only make one change, it would be to have Broodwar-esque scaling of the economy. IMO that total accident is one of the reasons BW is better to watch (I watch and play both games, but I prefer watching Broodwar).
If I could have two changes, I'd globally reduce DPS and buff building HP.
|
Make maps smaller and make maps have broader design variations. Next to no 1v1 maps in the last few years has had a jungle/volcanic tile and most maps nowadays are just reskins of older ones (Purity and industry copying scrapstation, Eternal Empire copying Cloud Kingdom etc)
|
BRING INFESTED TERRENS BACK! NEW! EZ
OR LMAO REMOVE ALL THE SHIT UNITS AND GO BACK TO WINGS LEVEL. LMAO. MVP LMAO EZ
|
not letting david kim touch the game even once
|
Literally just give BW sc2 graphics and unlimited control groups. Problem solved.
|
remove larva injection, remove mule, remove chrono boost reduce all dmg across all units - want fights that last at least 3+ seconds.
|
On July 06 2020 14:56 CrymeaTerran wrote: not letting david kim touch the game even once but rocks
|
On July 06 2020 04:03 JimmyJRaynor wrote: In the story line I'd have Kerrigan turn down Raynor flat just like she did in SC1. Raynor remains bald.
I know right?! Where's the romance thing even coming from. Kerrigan should've been the big bad in Sc2, replaying the old campaign feels pretty jarring knowing what's coming next.
- keep kerrigan evil
- keep xel'naga mysterious
- no hybrids
- no duran
- instead of raynor having a nice battlecruiser and crew, let him start out in some dominion prison and have zeratul bust him out in the protoss campaign, or just be small-time raynors raiders from the start.
- kerrigan kills zeratul /and/or raynor
- the tassadar ghost presented to zeratul should've been a ruse from the overmind
|
On July 06 2020 16:58 BlueStar wrote:Show nested quote +On July 06 2020 14:56 CrymeaTerran wrote: not letting david kim touch the game even once but rocks
Rocks are the invention of Dustin "Terrible Damage" Browder I think
|
As a protoss
- remove disruptor - remove adepts - robo can only be built adjacent to a gate (in the same pylon radius) - make charge deal damage again, but this time scalable with upgrades.
Make basic units great again, and f...proxy robos
|
|
|
|