Drone looks good with the retargeting
LotV Beta Balance Update - June 17 - Page 7
Forum Index > Legacy of the Void |
owlman
France58 Posts
Drone looks good with the retargeting | ||
JCoto
Spain574 Posts
On June 20 2015 00:01 Foxxan wrote: Really like the overlord change. As long as every race has good firepower in the early game so its not about high tech etc i think it could work out great. What i absolutely like about it is the potential for zerg to be agressive from the early game and not in an all-in or cheese way That is the problem, only 2/3 races have enough firepower eary game. Protoss will have serious problems as the current design of Adepts is very poor and subject to change, even if it is working quite acceptably at least early game, reaching the bordelrine of problematic. We still have Photon Overcharge into the game and no efficient production till Warpgate | ||
Daralii
United States16991 Posts
On June 20 2015 00:31 JCoto wrote: That is the problem, only 2/3 races have enough firepower eary game. Protoss will have serious problems as the current design of Adepts is very poor and subject to change, even if it is working quite acceptably at least early game, reaching the bordelrine of problematic. We still have Photon Overcharge into the game and no efficient production till Warpgate Such is the cost of warp gate. | ||
Cazimirbzh
334 Posts
Spore Crawler damage decreased from 15 +30 bio to 15 +15 bio still troubled with marines not doing everything for terran? Overlord Transport upgrade is now an upgrade available on Overlords individual. Nice job, really, this idea is wrong for so many reasons but, i'll give you the most obvious, maps | ||
Sogetsu
514 Posts
On June 20 2015 00:45 Cazimirbzh wrote: New upgrade: reduces unit unload delay from 1 sec to 0.5 sec Spore Crawler damage decreased from 15 +30 bio to 15 +15 bio still troubled with marines not doing everything for terran? Overlord Transport upgrade is now an upgrade available on Overlords individual. Nice job, really, this idea is wrong for so many reasons but, i'll give you the most obvious, maps How can you be so biased and have so little knowledge about the game? Uh? The Spore Crawler is for Mutas, because they said there are almost no Muta play on ZvZ... or what did you think? Spores attacking dropping marines? Seriously? The Medivac upgrade is kinda costly, and take time to research it, also requires TechLab, most of Terran things are Researchs, you can't get ALL, you need lot of time, resources and structures to get upgrades for almost anything, Cyclone, Liberator, Banshee, Medivac, Raven, Hellion, Widow Mine. And also Mech Upgrades separated again... it is kinda lame to think you can get all as Terran, you need to focus con few specific things on the MU you are playing to get them. Also the Overlord upgrade is nice, it take just few seconds to make a drop for 25 / 25, so if you can drop as Zerg you don't need to wait for a 200 / 200 upgrade that take a life to research, you just grab few Ovis, and upgrade 3 of them or so, and start Dropping (you need the speed upgrade still tho) | ||
Elentos
55456 Posts
On June 20 2015 00:45 Cazimirbzh wrote: Spore Crawler damage decreased from 15 +30 bio to 15 +15 bio still troubled with marines not doing everything for terran? Spore crawlers have literally nothing to do with marines. | ||
Clonester
Germany2808 Posts
The easiest solution, make the cool skill snipe from a cloaking ninja unit with a sniper rifle in a way stronger that it does not melt T3 units with a click-orgie, for example 45 dmg against all targets but only 25 dmg against massive. Or make a new upgrade in the ghost academy: Anti-Armor Shell. 100, 100, 90 secs research time. Reduces the armor of targets hit by snipe about X (mostly 1) points per snipe hit for X secounds | ||
JCoto
Spain574 Posts
And it makes no sense. Protoss has been always "blessed" with the free macrobooster upgrade, while other races have to pay 150minerals, but with some design perks to balance it. I think that it is a design flaw. Free cost macrobooster since minute 0 implies that you can't have gateways building zealots fast because of proxy gates (that is wrote on the patch history of WoL beta) and you can't have a very strong macrobooster because it will create a very high economic advantage early game for free (WoL beta CB nerf) leading to empowered rushes and all-ins. It also means that you can't use CB on cannons because that will overpower Cannon rushes. You've lost two good potential functionalities for 1 change, leaving you quite vulnerable So because of that basically you are tied to play safe, turtle until warpgate is done, and go. Warpgate has to be made almost for free since it is acting as a time delay, not really as an economical delay or a true optional upgrade; it's a core need to balance the productive strength in different game phases combined with a true tactical upgrade (Warping) that has a very strong functionality. Alpha Protoss was slightly different, having standarized macro. And I think Starbow has reproduced that state and solved it quite nicely. IMAO Protoss should have to choose when to upgrade a Gateway to a Warpgate (transitory or definitive) and not be tied to an autopilot mode that make Gateways without upgrade weak and vulnerable to early game pressure. | ||
Lexender
Mexico2622 Posts
On June 20 2015 00:31 JCoto wrote: That is the problem, only 2/3 races have enough firepower eary game. Protoss will have serious problems as the current design of Adepts is very poor and subject to change, even if it is working quite acceptably at least early game, reaching the bordelrine of problematic. We still have Photon Overcharge into the game and no efficient production till Warpgate You can have good Gateway units. You can have warp gate. But you can't have both. | ||
JCoto
Spain574 Posts
On June 20 2015 01:05 Lexender wrote: You can have good Gateway units. You can have warp gate. But you can't have both. I think that is very innacurate. You can remove Warpgate right now, give the same productive strength to Gateways, and you will find the problem of ChronoBoost + rush. Warpgate is not gonna change the efficiency of your 200/200 armies that are very powerful because of the heavy damage sources. Warpgate efficiency, cost and tech delays can be adjusted and tuned at will. There is a point of the game where runbies, warps and drops work quite similar, because other units and armies have natural mobility compared to Protoss. Maybe they should focus on discussing at which point we could have a Warpgate upgrade like the one we have now, or very similar. Obviously, in-battle drops or warp-prism warp-ins in base can get out of control sometimes. Maybe we should look at that. The actual x2 damage nerf discourages in-battle warp-ins enormously. That is an example of adjusting Warpgate IMAO We have acceptable Gateway units with questionable design deicisions, not really that weak and not tied directly to Warpgate. We have recieved some nerfs because of the timing potential of Warpgate, mainly DTs and HTs and Blink research time, but timings are timings. Delay them and increase the cost and that is gone. Zealot stats are very similar to BW Zealot with a small health nerf. However Zealot mobility is not good and that's their big weakness because they are meele units. It is easily kited by bio and units on creep, and many units can just run away from them. Is it related to WarpGate? Probably Concussive shells and the need of Charge have more to do with it, and their interaction between Zerglings (we don't have to forget that in very early SC2 proxy Zealot was problematic because of maps being really small and shorter build times so that could have also been the case in developement) Adepts have absurd stats and poor design, but however they are strong early-midgame but weak lategame and there is also Warpgate. Point is not valid here. Sentries are defenisve units, and have a very questionable design perk, which is 50 energy (FF) after being warped. They never nerfed an abusable relationship between the Sentry and Warpgate. In fact, they never nerfed sentries, even when FF can become really abusive. Dark Templars are the same they were in BW, the only nerf they have recieved it's increased build time for Dark Shrine to prevent timing hits. HT's recieved a nerf when the energy upgrade was removed. The only point which I can agree with is with Stalkers feeling kinda weak compared to Dragoons, but you have to consider that damage system is different, there is ForceFields and Stalkers can Blink, which can empower Stalkers a lot. Blink research time was nerfed. When does Warpgate force gateway units to be weak? Might them feel weak because there are a ton of aspects balanced around timings and warpgate is very timing/all-in friendly and Warpgate seems guilty for this? Then why can't we delay/nerf Warpgate and experiment around to see if it's really the case? (I'm sure we will find the Gateway/CB problem here and not Warpgate that much) Personally, I think that FF have much more impact on balancing Protoss units than Warpgate.In my opinion, the problematic of Warpgate is how it acts as a balancer for productive strength of Protoss and dictates timings, but not directly over Protoss units, which have their own problems. | ||
QTIP.
United States2113 Posts
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swag_bro
Japan782 Posts
Overlord Transport upgrade is now an upgrade available on Overlords individual. (Cost 25/25 per overlord, available from start of game) Global transport upgrade removed. All I read from this is that Terran and Zerg can expand to island bases super early and relatively safely while Protoss would have to invest into so many resources just to have that ability. Good job Blizzard. Now all the map makers need to do is never make island bases ever again. | ||
Charoisaur
Germany15827 Posts
On June 20 2015 01:42 JCoto wrote: I think that is very innacurate. You can remove Warpgate right now, give the same productive strength to Gateways, and you will find the problem of ChronoBoost + rush. Warpgate is not gonna change the efficiency of your 200/200 armies that are very powerful because of the heavy damage sources. Warpgate efficiency, cost and tech delays can be adjusted and tuned at will. There is a point of the game where runbies, warps and drops work quite similar, because other units and armies have natural mobility compared to Protoss. Maybe they should focus on discussing at which point we could have a Warpgate upgrade like the one we have now, or very similar. Obviously, in-battle drops or warp-prism warp-ins in base can get out of control sometimes. Maybe we should look at that. The actual x2 damage nerf discourages in-battle warp-ins enormously. That is an example of adjusting Warpgate IMAO We have acceptable Gateway units with questionable design deicisions, not really that weak and not tied directly to Warpgate. We have recieved some nerfs because of the timing potential of Warpgate, mainly DTs and HTs and Blink research time, but timings are timings. Delay them and increase the cost and that is gone. Zealot stats are very similar to BW Zealot with a small health nerf. However Zealot mobility is not good and that's their big weakness because they are meele units. It is easily kited by bio and units on creep, and many units can just run away from them. Is it related to WarpGate? Probably Concussive shells and the need of Charge have more to do with it, and their interaction between Zerglings (we don't have to forget that in very early SC2 proxy Zealot was problematic because of maps being really small and shorter build times so that could have also been the case in developement) Adepts have absurd stats and poor design, but however they are strong early-midgame but weak lategame and there is also Warpgate. Point is not valid here. Sentries are defenisve units, and have a very questionable design perk, which is 50 energy (FF) after being warped. They never nerfed an abusable relationship between the Sentry and Warpgate. In fact, they never nerfed sentries, even when FF can become really abusive. Dark Templars are the same they were in BW, the only nerf they have recieved it's increased build time for Dark Shrine to prevent timing hits. HT's recieved a nerf when the energy upgrade was removed. The only point which I can agree with is with Stalkers feeling kinda weak compared to Dragoons, but you have to consider that damage system is different, there is ForceFields and Stalkers can Blink, which can empower Stalkers a lot. Blink research time was nerfed. When does Warpgate force gateway units to be weak? Might them feel weak because there are a ton of aspects balanced around timings and warpgate is very timing/all-in friendly and Warpgate seems guilty for this? Then why can't we delay/nerf Warpgate and experiment around to see if it's really the case? (I'm sure we will find the Gateway/CB problem here and not Warpgate that much) Personally, I think that FF have much more impact on balancing Protoss units than Warpgate.In my opinion, the problematic of Warpgate is how it acts as a balancer for productive strength of Protoss, but not directly over Protoss units, which have their own problems. i think it's ridicolous people still complain that gateway units are weak although in the last few months protoss played with only gateway units in 90% of pvzs. In some cases i'm glad blizzard doesn't listen to the community when they show such a lack of game knowledge and complain just for the sake of complaining. | ||
ZergLingShepherd1
404 Posts
On June 20 2015 01:54 swag_bro wrote: All I read from this is that Terran and Zerg can expand to island bases super early and relatively safely while Protoss would have to invest into so many resources just to have that ability. Good job Blizzard. Now all the map makers need to do is never make island bases ever again. Its not only good for map islands. I just tried Lurker drops, and failed with them cuz they dont do enough damage but then i got this amazing ideea. HYDRAS and SPEEDLINGS. - When i rush to drop with hydras the damage is amazing, it kills workers and even bases so fast. Its really good against protoss but also decent vs terran, to keep them at home. - Slow Overloord with speedlings its even more powerfull, skipp the walls and just harass like a boss, no longer walls will be a BS strategy against Zerg. This droop tactic is super good to kill workers and even keep the terran hellions at home while you macro. Against Protoss he will have to micro his adepts and wont go a greedy forge fax expand. THANK YOU BLIZZARD ! | ||
TheWinks
United States572 Posts
On June 20 2015 00:20 owlman wrote: Snipe is not mandatory vs HT, EMP is enough. The ghost vs high templar setup already favored the protoss. Requiring 2 75 energy abilities just to prevent a Templar from storming, which can then merge into an archon requiring more 75 energy abilities to fight is a massive change. | ||
JCoto
Spain574 Posts
On June 20 2015 02:12 TheWinks wrote: The ghost vs high templar setup already favored the protoss. Requiring 2 75 energy abilities just to prevent a Templar from storming, which can then merge into an archon requiring more 75 energy abilities to fight is a massive change. First, Snipe costs 25 energy. You only need 2 snipes to kill an HT (50 energy). If you kill HT, you prevent it from storming. No use of double ability as you said. I wouldn't call "favored" since a good EMP can drain 50% the energy from 7-8 templars (It happened today in 2 matches if I'm not wrong) and Ghosts can be cloaked, spread and used in ambushes, they only need 4 shots to kill a templar with basic attacks.... 2 EMPS (1 Ghost) can counter 5-8 HTs. 6 Snipes + Cloack (1 Ghost) can easily kill 3 HTs. 8 snipes = 4 HTS 4 feedbacks (1 HT) can kill 4 ghosts if landed optimally. So pretty similar. In fact, EMP drains 100 shields instantly from every Protoss unit affected, while a perfect storm will deal 80 HP over 4s in the best case. Then which side is favored, according to numbers? On raw data, EMP > Storm, since it's the same energy cost, and does instant damage, plus Bio can be healed. Forget about raw data. The Ghost - HT battle is a pure micro war, where splits, control, lateral tactics and ambushes rule over data. | ||
Sapphire.lux
Romania2620 Posts
On June 20 2015 00:06 Foxxan wrote: They should go away from the ghost vs hightemplar fight 100%. When the armee all relie on those few spellcasters it becomes quite boring to watch and play. I'm not saying i disagree, but Storm and EMP are just as strong, so the fight between the two is just as important. In any case, as far as TvP goes, the micro battle of Ghost-Templar is/was one of the few interesting points for me; seeing how the alternative was "does he have enough Vikings to kill the Colossus" and "can he hold the all in". Hopefully LOTV improves on this MU | ||
Lexender
Mexico2622 Posts
On June 20 2015 01:42 JCoto wrote: I think that is very innacurate. You can remove Warpgate right now, give the same productive strength to Gateways, and you will find the problem of ChronoBoost + rush. Warpgate is not gonna change the efficiency of your 200/200 armies that are very powerful because of the heavy damage sources. Warpgate efficiency, cost and tech delays can be adjusted and tuned at will. There is a point of the game where runbies, warps and drops work quite similar, because other units and armies have natural mobility compared to Protoss. Maybe they should focus on discussing at which point we could have a Warpgate upgrade like the one we have now, or very similar. Obviously, in-battle drops or warp-prism warp-ins in base can get out of control sometimes. Maybe we should look at that. The actual x2 damage nerf discourages in-battle warp-ins enormously. That is an example of adjusting Warpgate IMAO We have acceptable Gateway units with questionable design deicisions, not really that weak and not tied directly to Warpgate. We have recieved some nerfs because of the timing potential of Warpgate, mainly DTs and HTs and Blink research time, but timings are timings. Delay them and increase the cost and that is gone. Zealot stats are very similar to BW Zealot with a small health nerf. However Zealot mobility is not good and that's their big weakness because they are meele units. It is easily kited by bio and units on creep, and many units can just run away from them. Is it related to WarpGate? Probably Concussive shells and the need of Charge have more to do with it, and their interaction between Zerglings (we don't have to forget that in very early SC2 proxy Zealot was problematic because of maps being really small and shorter build times so that could have also been the case in developement) Adepts have absurd stats and poor design, but however they are strong early-midgame but weak lategame and there is also Warpgate. Point is not valid here. Sentries are defenisve units, and have a very questionable design perk, which is 50 energy (FF) after being warped. They never nerfed an abusable relationship between the Sentry and Warpgate. In fact, they never nerfed sentries, even when FF can become really abusive. Dark Templars are the same they were in BW, the only nerf they have recieved it's increased build time for Dark Shrine to prevent timing hits. HT's recieved a nerf when the energy upgrade was removed. The only point which I can agree with is with Stalkers feeling kinda weak compared to Dragoons, but you have to consider that damage system is different, there is ForceFields and Stalkers can Blink, which can empower Stalkers a lot. Blink research time was nerfed. When does Warpgate force gateway units to be weak? Might them feel weak because there are a ton of aspects balanced around timings and warpgate is very timing/all-in friendly and Warpgate seems guilty for this? Then why can't we delay/nerf Warpgate and experiment around to see if it's really the case? (I'm sure we will find the Gateway/CB problem here and not Warpgate that much) Personally, I think that FF have much more impact on balancing Protoss units than Warpgate.In my opinion, the problematic of Warpgate is how it acts as a balancer for productive strength of Protoss and dictates timings, but not directly over Protoss units, which have their own problems. I think you don't really understand the problematic WG causes, WG units are not weak per se, but they have big weaknesses when compared to armies that should be similar, now while one could argue about asimetrycal design there are 2 big problems that protoss has had that show a lot in current LotV. The big dependency on death ball units (high cost high AoE). The inability to expand and defense expansión as fast. As you can see with Blizzard they are trying this with cheaper recall and adepts. But you can see what the problema is your self Adepts have absurd stats and poor design, but however they are strong early-midgame but weak lategame and there is also Warpgate. Point is not valid here. Thats exactly the point, adepts are strong early but fall off as the game goes on, just like stalkers (not completely ofc) because warpgate limits their potential strenght. You can already see it now, where every PvX match is so adept centric early game, they are very strong there, because you can have a lot since they don't have to travel throught the map (negating defender advantage) and even giving you the ability to chose either stalkers or zealots if the enemy tries to counter. WG IS a big limitant, they get rid of map advantages, defenders advantage and thus become too dependant on timings. So as Day9 pointed out in his SBow special, the game stops becoming about control and more about timings and counter. You either get the correct counter in the correct time, or you die. Now while this not necessarily creates imbalance (Inb4 l3rn t0 5c0ut trolls comment) it creates awful game play (I remember the video where marauders and adepts tickle each other) it creates too much of a binary gameplay. Its not like is the only thing that creates this type of gameplay its a big part of the vicious cycle. Also if you don't think FF is tied to the way WG Works you are mostly wrong, FF is needed exactly because of the limitations WG creates. Now I'm not saying WG is bad or should go away, is a nice interesting and fun mechanic, but right now is too binary. And the strenght of protoss is to tied there, so the weaker/less mandatory WG becomes the stronger/more viable the other stuff get in Exchange. | ||
ZergLingShepherd1
404 Posts
http://us.battle.net/sc2/en/forum/topic/18183849206 As we mentioned before, we’d like to provide our thoughts on areas that we’ve looked into this week based on community suggestions. Before we get into the details, we’d like to point out while we try our best to hit majority of the big topics, it’ll be impossible to cover every single topic every time. The goal here is to discuss big issues with you guys, and continue doing so over time. With this first post, we’re covering a few more topics than we might typically cover in a normal update. However, we think this is a good way to kick off these updates. We’d like to also make it as clear as possible that game design is not about implementing every idea that the majority thinks is correct, it’s about finding the key ideas that will be best for the game. So we’ll do our best to keep an open mind on topics and even if we’re currently thinking that we won’t try something out, we’ll keep it as part of our regular discussions if those issues keep being brought up by the community. Please also try your best to do this as well, and remember it’s not about how many people say something, and it’s not about bandwagoning onto the loudest idea. It’s about trying to look at issues from every angle possible to make sure it is in fact what’s best for our game. Just as an example, internally in design meetings we try our best to detach ourselves from every idea. Even if I’ve suggested something, I try my best to analyze how it might be bad. This way, I can focus on the specific idea and if it’s the correct move for the game, rather than pushing for the idea just because I thought of something I think is awesome. Here are our thoughts on many of the bigger community discussions this past week: Flying unit separation radius We agree that when you are controlling larger numbers of air units, it’s difficult to do the moving shot micro. This requires a code fix, and we’re currently exploring and testing something that we can add to the beta soon. Making all damage points to zero for air units One of the reasons we don’t have a default damage point of zero is so that the timing of micro has to be mastered by players. Just making it zero will mean microing is just much easier, which is probably not the direction we want to go. We generally don’t make extreme changes that alter so many things at once, due to the side effects these changes can cause. Changing every single air unit’s damage point is not something we’d like to explore, but we’d be open to specific air unit damage point changes if the change makes sense. With a damage point of zero, a unit that is facing its target can immediately move away after being issued the attack order. With the default damage point, the player must instead time their movement to happen after the attack is performed. An example of where this is pushed even further is the Hellion, which has a higher than normal damage point. The unique timing required for this unit requires additional mastery, which makes it more impressive when pros are able to be so effective with them. Since the suggested goal of the change is to have more interesting micro, in this specific case, we wonder if what we currently have is more interesting micro than the proposed changes. Siege Tank /Immortal turret tracking This sounds like a very minor change that probably won’t have a huge impact. However, because many players believe this will be of great help, so we’ll test it fairly quickly internally, then put the change in also in the beta. So you can expect this change to go into the beta soon. Community resourcing model suggestion We also watched show matches, tried games ourselves, and we agree with the majority of you guys that it’s too similar to Heart of the Swarm. But we wanted to comment again on this because it’s still a topic discussed by some. Just to reiterate once more, we’re not looking to make minor tweaks in this area. We’re looking for a big change that will make sure that players will spread out their expansions at a much faster rate than they do in Heart of the Swarm. Currently, the resourcing model that we’re testing in the beta is doing a very good job of this. Ranked play in the beta We hear your feedback and agree that it’ll be good to enable ranked play. We may not be able to do this right away as we’ll need to introduce this with a client patch and can’t use the same method we use for the balance update which is done through publishing. Due to the feedback we’ve seen on this topic, we’ve currently scheduled to enable ranked play in the beta with the next client patch. Disruptor being too all-or-nothing We agree with you guys here. The optimal case looks too strong, and when you miss with a hit it seems like the Disruptor is killed too easily at such a high cost investment. We’ve been trying various things in this area for a while now, but this is where we’re at right now: Much lower radius (this is the biggest change + Disruptors look too underpowered right now in our testing) Lower cost Faster speed when activated Less delay before firing Overall, it looks like we have a decent solve for the case of a single hit ending games often. We believe the next step in this area is to test out changes that would allow players to more easily save and reuse the Disruptors. This way, we can solve the issue where a miss creates a high chance of the game being over. We’d also like to comment on some topics that we found interesting this week. Again, please keep in mind just because we don’t mention something here, it doesn’t mean we haven’t read it. While it’s impossible to read every single post that comes up every day, we do try our best and can tell you that we read a big majority of the things you guys bring up. Adept micro tips video was very cool. It was a very good example of relaying more info on something new, so that players in the beta can better test new units. It would definitely be more cool to see more tips on new units videos, because we believe faster we have the majority of beta testers ramped up with new units, the more high quality beta testing we will have going forward. There was a post asking if players want battles to last much longer. Our thoughts are that the current pace feels really good, and we were happy to see that most players didn’t want battles to last longer in StarCraft II. | ||
TheWinks
United States572 Posts
On June 20 2015 02:29 JCoto wrote: First, Snipe costs 25 energy. You only need 2 snipes to kill an HT (50 energy). If you kill HT, you prevent it from storming. No use of double ability as you said. I wouldn't call "favored" since a good EMP can drain 50% the energy from 7-8 templars (It happened today in 2 matches if I'm not wrong) and Ghosts can be cloaked, spread and used in ambushes, they only need 4 shots to kill a templar with basic attacks.... Where did I say snipe? EMP is 75 energy. You require 2 EMPs to prevent storms. You then require more EMPs to deal with the resulting archons. You use EMP against clumped high templars (which is a failure on the part of the protoss) and you use snipe on individuals where EMP doesn't make any sense. And if you're going to claim that hots late game TvP isn't protoss favored, well, I'm not going to have that argument with you. | ||
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