Legacy of the Void: Multiplayer Development Update - Page 11
Forum Index > SC2 General |
SuperYo1000
United States880 Posts
| ||
deth
Australia1757 Posts
On December 18 2014 08:03 SatedSC2 wrote: Then don't participate in this thread. The rest of what you wrote isn't worth responding to if you truly believe that people shouldn't be forming opinions based on what Blizzard release. If Blizzard don't want us to comment then they can stop releasing updates and just make us wait for the finished product. Whilst they continue announcing terrible changes I will continue to call them terrible. Putting your pants on your head, throwing hands up in the air and screaming how terrible something that you haven't played, haven't seen played by people that are actually good at the game, is not conducive to relevant or meaningful discussion. | ||
Superbanana
2369 Posts
Its deffinetly an improvement compared to what it was before. They are clearly listening to community feedback, nobody should expect blizz to agree specifically with your own opinion. They are willing to change the game and make it fresh. So even if its not perfect i think LotV is going to be an improvement if they keep going on that direction. I think there is more good than bad with recent updates and with the concept itself. | ||
MarlieChurphy
United States2063 Posts
On December 04 2014 15:24 MarlieChurphy wrote: Guys, great idea here. Regardless what blizzard does, what if we made our own maps and did something like this: Since gold minerals mine faster and workers gather more per trip, and therefor for the same econ we need less workers and more bases. What if as a standard we mixed gold and blue minerals in a set % so that we need less workers to saturate? And to compensate for the fact that they mine faster, what if we gave them all X% more per crystal so that they would mine out the same speed as the blue minerals? And to compensate for the extra minerals per base, what if we reduced the overall crystal chunks or overall reduced the percentage of the entire (8) cluster to even out to the normal 1500 or 1000 minerals count aka 9000 or 6000 total? Would something like this be feasible? This extra income early game, would also address the other issue of boring early game where everyone is just making workers. So we wouldn't need to start with 12 workers anymore, the game would start moving along faster, and rush strats would be less effected by the changes. | ||
SatedSC2
England3012 Posts
| ||
[PkF] Wire
France24187 Posts
Could it ever occur to you ranged pick up is retarded ? | ||
Big J
Austria16289 Posts
On December 18 2014 08:32 [PkF] Wire wrote: "The Barrier ability combined with the new ranged pick up from Warp Prisms has been too difficult to defend against without having air units" Could it ever occur to you ranged pick up is retarded ? I think it is a lot of fun from watching it. The numbers might need a tweaking (6range is a ton... marines and hydras should never touch that thing, you are probably going to be forced into vikings/mutas one way or another) | ||
Nebuchad
Switzerland11366 Posts
On December 18 2014 08:32 [PkF] Wire wrote: "The Barrier ability combined with the new ranged pick up from Warp Prisms has been too difficult to defend against without having air units" Could it ever occur to you ranged pick up is retarded ? Based on what? | ||
deth
Australia1757 Posts
On December 18 2014 08:26 SatedSC2 wrote: Telling people not to discuss something isn't conductive to any discussion. Nor is acting as if people aren't capable of putting the pieces together based on what Blizzard say they're doing and what we already know about the game. If Blizzard post what they're testing then people are going to form opinions. It's a simple concept. If you don't want to participate then don't read this thread and stop posting in it. I'm not saying to not discuss anything. I'm saying noone is qualified to call anything fun or exciting, nor terribly designed. Your reading comprehension seems about as solid as your critical thinking and reasoning skills. See, unlike you, I'm not arrogant enough to consider myself omniscient when it comes to how dozens of changes and brand new maps and units are going to play out. I'm fine with people speculating - but that's all it is - mere speculation. It's going to change. Just wait until we can play it though, before claiming the sky is falling and the game is terrible. That helps absolutely noone at all. | ||
[PkF] Wire
France24187 Posts
On December 18 2014 06:53 TheDwf wrote: Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice. I agree. There is already a lot of units to work on here, and introducing a lot of new ones (AND changing the core gameplay hugely) is going to create so many balance problems... I fear we're still a long way playing LotV. | ||
[PkF] Wire
France24187 Posts
Based on the fact that making every Protoss unit able to blink is downright stupid. The numbers need heavy tweaking if they really want to go through with it, I don't care how fun it looks if it's broken -and I play toss. Overall it feels like a very poor idea. | ||
shid0x
Korea (South)5014 Posts
veryyyy boring. Give us fun please, its a GAME. | ||
Big J
Austria16289 Posts
On December 18 2014 08:37 deth wrote: I'm not saying to not discuss anything. I'm saying noone is qualified to call anything fun or exciting, nor terribly designed. Your reading comprehension seems about as solid as your critical thinking and reasoning skills. See, unlike you, I'm not arrogant enough to consider myself omniscient when it comes to how dozens of changes and brand new maps and units are going to play out. I'm fine with people speculating - but that's all it is - mere speculation. It's going to change. Just wait until we can play it though, before claiming the sky is falling and the game is terrible. That helps absolutely noone at all. Well, but if you like the game as it is at the core, I understand where he is coming from. No reason to change certain fundamentals in experimental ways when you consider those fundamentals good right now. | ||
Tresher
Germany404 Posts
Why? This just leads to useless theory crafting and balance whine BEFORE the game is even out. And I don´t like that they want the help from the community to make a new unit and give them a few possibilities to choose from. Its ok that they ask for feedback I like that. But saying: "Hey we want to give Protoss a new Unit and it should have Invulnerability or something else we suggest." This is just not good Design and will lead to horrible ideas made by noobs. A company like Blizzard (Hell even all companies) should always know what to do with their game on their own. Some ideas seem good like having Late game Units no upgrades to research so they are useful once they are out. But why are they only thinking about the new Units and barely about exisitng ones? What about the Thor? It needs to be smaller, more mobile and adjusted in general. I just can hope the know what they are doing and that I get a Beta key this time to test this out myself. So far only the Campaign is interesting for me but I don´t want to spend money only for the Campaign. | ||
SatedSC2
England3012 Posts
| ||
SatedSC2
England3012 Posts
| ||
Nebuchad
Switzerland11366 Posts
On December 18 2014 08:39 [PkF] Wire wrote: Based on the fact that making every Protoss unit able to blink is downright stupid. The numbers need heavy tweaking if they really want to go through with it, I don't care how fun it looks if it's broken -and I play toss. Overall it feels like a very poor idea. Okay but I thought we were discussing design here, I can balance this unit to be completely worthless if I want to, and they can as well. Design wise it looks like they're trying to find another mechanism for a speedivac type of modification. Seems pretty good to me. | ||
huller20
United States112 Posts
| ||
purakushi
United States3300 Posts
Economy: + half gold (returns 7), half blue (returns 5) -- numbers can be tweaked + gold = 750, blue = 1500 (or vice versa for more sustain) + starting 6-8 workers + start will not be instantaneous as current 12 workers but will be quick yet smoother to scale up, i.e. still have an early game but less downtime + expansions have immediate boost to economy due to half gold + maynarding matters more + APM to pair up workers on gold at start and on new expansions | ||
MarlieChurphy
United States2063 Posts
Agree with the lurker upgrade change, although I don't really like the fact that you have to morph the building to create lurkers from hydras in the first place. Once the thing dies, you can't make hydras or lurkers, then you have to make another hydra den, and morph it again before you can make lurkers again. This takes way too long, and feels like you are upgrading a tech all over again. Imagine if in BW you had to pay 200/200 to research lurker at the hydra den? You would just lose and people would drop your hydra den every time. They need to either make it a separate building, make lurkers a separate unit, or just do it how BW did it. It's not the same as late game with the spire/greater spire which are T2> T3.5 as it is assumed you have much more economy and army to protect and rebuild if need be. And Broodlords/Guardians are a more specific seige unit, where lurkers would be a core army unit in T2>T2.5(T2.75 really) Infestor ability removal + add? Aggressive Mutation was only really effective when combined with Zerglings, due to the fact that ability provides a flat damage buff. At the same time, we also didn’t want to make a general upgrade that just generally buffs all Zerg ground units. If we feel that the buff its providing Zergling damage is needed and is good for the late game, we can just buff their Tier 3 attack speed upgrade. Therefore, we’re looking for other areas where the Infestor can be utilized. Ok so what exactly is the goal of this infestor upgrade in the first place then? Are they just playing around with random shit because they took a spell out and want to put another? Imho, zerg is very weak to mass air. Even when fungal, ravager spam is around, you still have shit like set and forget interceptors which only really hydras, queens, and spores are equipped to deal with. And fungaling interceptors is not consistent nor fun/efficient to do. Afaik, the +5 damage buff was to help hydras with this sort of thing. So if they are removing it, what will they get then? Maybe an ability on the infestor much more like darkswarm, but not as powerful. Perhaps Infestor activates a AOE around his body for X time which reduces ranged damage or adds armor to units around him for 15 seconds or something? This might make him too easy of a target though, so perhaps allow him to burrow to do it as well? http://www.teamliquid.net/forum/starcraft-2/471982-lotv-custom-unofficial-fan-alpha?page=32#630 On December 17 2014 02:38 MarlieChurphy wrote: What if disruptors instead did a sort of DoT attack. Where it sort of delayed their current ability, or segmented it. Same exact cooldown , speed, invuln, and damage, just instead of activate and gets 3 second of speed and invuln before 1 big explode. It would do 1 sec of speed and invuln, explode for 1/3 damage, .5 second normal, 1 sec of speed and invuln, explode for 1/3 damage, .5 second normal, 1 sec of speed and invuln, explode for 1/3 damage. So it sort of stutter steps and explodes as it does it. This is a soft nerf to the burst damage so that units can be microed a bit more safely/reliably. Not sure exactly how much the total damage is, but obviously it could be reworked so that it can kill certain units with the first hit, etc. Such as workers. Mothership Core’s Photon Overcharge ability now hits both ground and air again. Because of the resource changes we’re currently testing, Protoss is most impacted as they’re the ones that struggle the most with taking additional bases. We felt this nerf was no longer needed because to this. This is sort of sloppy writing, and a typo. I had to reread it 3 times to understand. The upgrades for the hardened shield at the very least will make people aware of using it. The ranged drop/lift did seem a little strong. Strange to see nothing about the most imbalanced units though: Ravager, Corruptor, and Tempest. All of which need a ton of tweaks. | ||
| ||