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Below are the latest balance changes for the StarCraft II Legacy of the Void Beta. Let us know what you think once you've gotten a chance to test them out.
- Protoss
- Chrono boost cooldown increased from 1 to 4 seconds.
- Chrono boost rate increased from 20% to 22.5%
- Disruptor cost changed from 100/200 to 150/150.
- Photon Overcharge duration decreased from 21 to 11 seconds.
- Terran
- Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the Swarm.
- Cyclone
- Auto-attack now also hits air units.
- Increased Lock On Anti-Air damage to 240.
- Mag-Field Accelerator upgrade changed:
- 400 +200 armored versus ground.
- 360 +240 armored versus air.
- Liberator's Defender Mode requires research again.
- Cost is 150/150.
- Research time is 79 seconds.
- Researched at Starport with Tech Lab
- Zerg
- Creep now recedes twice as fast.
- Overlord transport upgrade now only requires an Evolution Chamber.
- Roach burrow move speed decreased from 3.85 to 3.14.
- Spawn Larva
- No longer can be autocast.
- Multiple casts can now be queued on a single base.
Source: http://us.battle.net/sc2/en/blog/19897909/legacy-of-the-void-beta-balance-update-september-17-2015-9-17-2015
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I had these changes literally between games XD was so confused that i had to build supply depots again.
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I hate spawn larva so much, that I don't even want to play
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Blizzard's devilish plan to alter the macro mechanics and then slowly revert them back to how they were, all in order to burn the remaining time of beta without having to do any hard design changes, is close to coming full circle.
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Same thing happened to me Alpha haha.
I still want to see no macro-boosters, but we'll see.
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Inject reversal is so dumb.
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Thank you Blizzard exactly what everyone wanted...
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So, I downloaded Wc3 instead.
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On September 18 2015 07:12 Hider wrote: Inject reversal is so dumb. They specifically stated in their last community post that they intend to test this out for a week and then either move on to the next idea for the following week, or make a decision of one of the 3 (possibly four by the end of September) larva management models, going forward into fine-tuning. I'm disappointed with this patch too, but as this is a horrible mechanic, I'm quite confident it will not make it into the final game.
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Yeah, now we are very close to Hots with some new units. Thats disappointing. I truly enjoyed zerg with no injects, giving me a hard time to continue playing.
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And just minutes ago I was reading an interview with Chris Sigaty gushing about how bold and courageous the design team has been with their changes
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Great patch, the chrono boost cooldown thing is still not a good solution to the current chrono boost issues though.
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I am gonna test grey goo this week. This "new" inject plays just like hots, unless you want to give up queen energy you might need for transfuses.
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Wtf, why did they change MULEs back? Now we're just gonna get spammable MULEhammers again. They finally made a good change and they fucked it up again.
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yep just as predicted, regardless of what blizz does with the macro mechanics, the majority of the responses will always be bitching and complaining.
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Offensive pylon overcharge needed a nerf. That was dumb to begin with and remains dumb. They have to get rid of that before release. You can't make offensive pylon overcharge, but also have defensive pylon overcharge be useful. The balance for those two goals doesn't exist where both are equal.
Liberator nerf was expected. 1 base liberator builds were super strong. Terran is going to lose some power versus Protoss because now Terrans have to actually build starports that have techlabs on them. Bio-rator with 2 reactor starports was a super beefy comp.
Cyclone ... what ... is it good now? Should I make cyclones? Without mules they weren't affordable ... but now ... what is the verdict? Are they a thing?
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Well I hope the macro crowd are happy now.
I don't think I'll play random for this patch...probably race pick Terran and Protoss 50/50.
I hope that they revert to no macro boosters, the game was so much more enjoyable and fun to play vs. the 50% patch and the HotS model.
Edit: Zerg was actually quite nice to play microing stuff for a change vs split/A-move/Inject/back to army.
On September 18 2015 07:46 -NegativeZero- wrote: yep just as predicted, regardless of what blizz does with the macro mechanics, the majority of the responses will always be bitching and complaining.
And yes ^ totally agree. Damned if they do, damned if they don't.
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Canada8157 Posts
I am definitely OK with no more spawn larva autocast And the creep receding
It was kind of ridiculous how long it took creep to recede from a single overlord pooping creep onto a base
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On September 18 2015 07:49 CometNine wrote: Well I hope the macro crowd are happy now.
I don't think I'll play random for this patch...probably race pick Terran and Protoss 50/50. I hope that they revert to no macro boosters, the game was so much more enjoyable and fun to play vs. the 50% patch and the HotS model.
Yep I play Terran, and I had the best time of my SC2 life playing with no macro booster =^.^=
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!!! Great step back in the right direction. Keeping these mechanics simply expands gameplay possibilities. As always, if you enjoy focusing on micro, please consider playing styles and building units that let you do so.
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