LotV Patch 2.5.3 + Update Preview - July 13 - Page 10
Forum Index > Legacy of the Void |
usopsama
6502 Posts
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[UoN]Sentinel
United States11320 Posts
On July 15 2015 10:15 ZackAttack wrote: Does anybody know why this patch is so big? Probably campaign or something being added in? My download is at 0 B/s right now | ||
[PkF] Wire
France24192 Posts
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shin_toss
Philippines2589 Posts
I like the Liberator buff! | ||
[UoN]Sentinel
United States11320 Posts
On July 15 2015 10:36 [UoN]Sentinel wrote: Probably campaign or something being added in? My download is at 0 B/s right now And now I'm downloading twice as fast as I've ever seen on this computer... | ||
vesicular
United States1310 Posts
On July 14 2015 17:04 SetGuitarsToKill wrote: Okay, after trying the ladder out for myself, I have come to the conclusion that if this is the economy model they go with, I will not be buying LotV. It is WAY TOO FAST. All it does it punish players who aren't high level, and makes the game more stressful to play. I this it does increase the skill ceiling, but it also raises the skill floor significantly to the point where a HotS Plat player like me can barely keep up with LotV at all. I said this before in prior beta threads. The new economy will kill Gold league and below, for the reasons you've stated. Low level players will not want to play this quickly. Since the majority of players are at the bottom, I'm worried the game will become too niche (ie, hardcore). | ||
shin_toss
Philippines2589 Posts
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TelecoM
United States10620 Posts
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BisuDagger
Bisutopia19137 Posts
On July 15 2015 12:02 vesicular wrote: I said this before in prior beta threads. The new economy will kill Gold league and below, for the reasons you've stated. Low level players will not want to play this quickly. Since the majority of players are at the bottom, I'm worried the game will become too niche (ie, hardcore). Why speak for gold level players? It is all speculation. I'd like to see vanilla and low teir players get their hands on the beta and truly see how they respond. It's kind of hard to say this will punish low level players when their opponent is also low level and has the same disadvantages. We have no data to make the assumptions in either direction. | ||
neptunusfisk
2286 Posts
On July 14 2015 05:30 Elentos wrote: I feel like Concussive Shells is a bandaid gone wrong anyway. In the early game it helps you survive, especially against gateway all-ins, because it allows you to micro more easily even against units that are faster than your own (pre stim and medivacs), while later on it just removes micro potential for the opponents (while yours is in tact through stim and medivacs) and often allows you to kill units for free. So, like the forcefield? | ||
CometNine
New Zealand87 Posts
On July 15 2015 12:31 BisuDagger wrote: Why speak for gold level players? It is all speculation. I'd like to see vanilla and low teir players get their hands on the beta and truly see how they respond. It's kind of hard to say this will punish low level players when their opponent is also low level and has the same disadvantages. We have no data to make the assumptions in either direction. ^ This. In HotS - I'm a gold league player at the moment. My mechanics are average to bad and I play random on the Ladder so I generally have an idea of all build orders for all three matchups + mirrors. What decides who wins or loses the games I play is army composition, supply and builder orders...never the economy. The times we gold league players expand are so varied from the optimal expansion timing combined with our terrible macro, I very much doubt a sped up economy / less mineral patches will stop us from playing the game. I'll give you an example, played a ZvZ yesterday on bridgehead and it was 3 base (him) vs 5 base (me). We engaged armies at 200/200 supply with Roach/Hydra (3/2) vs Roach/Hydra/Viper (2/2) (me). Despite getting two really good binding clouds off, I lost the engagement due to a poor concave and the upgrade difference and was forced to retreat to my spines. When he counter attacked (about a min later) I was already rallying new units + my 3/3 had completed combined with the spines I easily held it off. I maxed out to 200/200 again (5 bases with lots of larvae...really quick) walked over to the otherside and killed him. Point I'm trying to make is that the lower leagues...resources isn't so much of the problem. It's making the right mix of units, positioning and knowing where to attack. If the dude went and attacked my 5th base while running lings to the backdoor rocks that he broke down earlier in the game... I'd have probably lost the game. But hey, we're gold league so we make stupid decisions lol. I hope I can get a beta invite, along with some other goldies. I'm more curious to see how 2v2s, 3v3s and 4v4s will play out with the economy changes. I suspect that's where /ragequit stuff is gonna happen for sure. | ||
CptMarvel
France236 Posts
I like the new snipe, it's a lot more Ghost-ish than the uber-retarded drone ability they tried to implement. I don't like the fact that they don't even consider changing the Liberator's model. It's almost as horrible and underwhelming as their air2air attack animation (ye, better change that too). | ||
SC2Toastie
Netherlands5725 Posts
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SC2Toastie
Netherlands5725 Posts
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TedCruz2016
Hong Kong271 Posts
On July 14 2015 05:21 [UoN]Sentinel wrote: 170 seems alrght: Kills any Terran bio unit (Marine, Marauder, Ghost, Reaper, SCV, Hellbat) and any Protoss bio unit (Zealot, HT, DT, Adept) in one shot. Assuming it has a balanced energy cost or the 3 second thing ends up being a big deal, the only real targets for those two races are the spellcasters and DT's. And 3 seconds means they can cast some spells or have a chance to interrupt the damage. So really it's a TvZ-focused spell, and would especially be useful for the new ultras (3 snipes = ded ultra). Could also deal with Lurkers or Brood Lords, not killing them outright but getting them close enough so that either a second snipe or a few auxiliary forces can deal with them easily. Think 2012 fungal vs. lings, baneling vs drones or BW storm vs lurker/muta. So I like this direction. It's gonna be scarier than you thought it would be: - Although it can be cancelled during the 3-second channelling, a ghost can snipe while cloaked. That makes it very difficult to stop it if the overseer gets sniped first. - Only 25 energy cost, which allows ghost to fire one shot after another and remain cloaked. - Based on the description, there's no escape! | ||
Hider
Denmark9333 Posts
- Only 25 energy cost, which allows ghost to fire one shot after another and remain cloaked. Eh, don't think it will maintain its energy cost. | ||
Meavis
Netherlands1298 Posts
On July 14 2015 03:08 SetGuitarsToKill wrote: Added minimap icons for destructible rocks and towers With the high rate at which maps rotate in and out of the ladder, we wanted to give some support in this area for Void. These were the two main things that were missing on the minimap, so we’ve added icons to indicate where the destructible units are on the map. that's nice, but I don't get how it is related to map rotation speed, which they again state to be high, half a year on average seems pretty slow to me. | ||
opisska
Poland8852 Posts
On July 15 2015 12:31 BisuDagger wrote: Why speak for gold level players? It is all speculation. I'd like to see vanilla and low teir players get their hands on the beta and truly see how they respond. It's kind of hard to say this will punish low level players when their opponent is also low level and has the same disadvantages. We have no data to make the assumptions in either direction. I am platinum in HotS and consider myself pretty bad, yet I enjoy LotV. At the current state I enjoy LotV even more than HoTS, because it lacks what irritates me in HotS the most - highly refined all-ins. On one hand yes, this is going to change with time as people get better at this, on the other hand the 12-worker start makes it seem a little bit harder to do. If something is really unfriendly to casual players, it is these refined attacks that require a precise response, else you are dead. Also, after getting back to HotS for a while, I noticed that a really big difference for me is the Lurker. In HotS there is not really unit "go-to" unit that I could get no matter what and have a good time with, I really need to watch the enemy vigorously and think about the right composition, everything has strong weaknesses. Not the Lurker, it just shreds everything on the ground beynd belief - that's probably a bad thing competitively, but for casual play, it really makes things so much easier to have this "if you don't know what to do, build some Lurkers". The economy is not that different, really. If you suck at macro in HotS, you suck at LotV - in both games you get equally sucky oponents, so there is not that much difference. On the other hand, in LotV there is actually a bigger room to do better in macro and expanding and thus you have more space to defeat your oponent just by macroing better and amoving the units in their general direciton, which is much easier in my opinion that vigorously microing armies to get that small edge. | ||
TedCruz2016
Hong Kong271 Posts
On July 15 2015 17:11 Hider wrote: Eh, don't think it will maintain its energy cost. What if it does? As it was mentioned, 3 second is a long time. It takes about the equal amount of time to siege or unsiege a tank, and we all know what difference can these three seconds make. So, if you want to cast it safely, cloak is a must. That being said, I think ghost should have a skill that disables a single target like Zeratul's in the WoL campaign, a lockdown against bio - including spines and spores, perhaps - instead of mech units. That would be much more effective against ultras. | ||
Sapphire.lux
Romania2620 Posts
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