There was no attempt to balance T without mule (and the fact that they removed it without adding any sort of adjustment was beyond shortsighted - can you imagine if they removed injects without even considering some additional balance change?)!
Inject gives well over half of zerg production (it's about 57.5%). As powerful and abusive as mules can be, they don't make THAT much impact on the game. I think though, inject or more of a healthy mechanic (aside from always being mandatory to cast immediately as it pops, even during a battle instead of microing) while mules are not so healthy. They shine in edgy abuse cases. Terran pulls most of their workers? MULES! Terran took a bunch of harass damage? MULES! Sack all scv's aside from 20 on gas, MULES! In most games they provide relatively passive power - power that could be assigned to other units or a less abusable form of economy instead. That's what i'd like to see.
On September 18 2015 07:20 flipstar wrote: So, I downloaded Wc3 instead.
It is Act of Aggression for me.
If LotV really sucks too hard (which is EXTREMELY unlikely to be honest, even if disappointing patches like that one can be rather unnerving) I'll just stay on HotS which is fairly good.
For people that like HotS, these last changes to LotV are normal. HotS lovers have no reason to not play LotV. It is people like me that wanted basic design bullshit from WoL and HotS to be finally fixed in LotV that are giving up now.
I think I will teach my daughter to play BW instead. At least with hard macro it had fun units and abilities.
It's sad tbh, even with its undeniable flaws SC2 is infinitely superior to any current strategy game in terms of depth and longetivity.
It has more money put into it, that is all. The polish level of sc2 is 3x more than any competition. I don't consider it superior in basic design.
Why do you want to make the game harder by adding chrono boost rather than making it harder in other ways?
You need better mechanics to play Legacy without macro boosters than you ever needed to play WOL and it seems to me like there are more interesting ways to increase that difficulty yet further.
I agree with you, go make the game harder - but chrono boost and mules doesn't seem to be the way to accomplish that.
In fact, when we didn't have chrono or mules the midgame lasted a lot longer than it does now and games turned into multitasking based clusterfucks more often, almost never becoming a 200/200 stalemate
Chronoboost per se doesn't really do much, but injects are very important. They are the macro-cycle for zergs.
Although if you ask me, having to manually make units from each barracks/factory/gateway/hatchery would have been the best, in order to make it harder.
People speak about making "positioning" and such the 'hard part' of the game. What people don't realize is that the HARD part about the game should be doing all the macro stuff while STILL microing and having good positioning.
Hydra said it best;
Hydra doesn't see less viewership, less tournaments and less prizemoney.. there are enough other things to be a pro..
Brood War had infinitely less players than SC2, yet is still a better game. Have you ever thought that perhaps the decline in viewership and so on is because of other things than that the game is too hard for MOBA-people? I mean, the only way to separate professional players is if the skill ceiling is super high. That's the ONLY way to make difference between avarage and top-of-the-top pros. Micro and strategy will never be enough for that, as on the highest level, the micro is already great and all profs knows how to counter X with Y. Simply put: the game needs to get harder so that the really good players can actually shine.
Really happy to see macro mechanics back in the game, though I was never against the idea to slow down the pace of the game by a overall nerf of the macro mechanics, just against the automatisation of said mechanics.
Cyclone on the other hands... Urg. Really dislike the idea to give it AA by default, I never really liked the unit to begin with but now it's a bit stupid.
It's already 5 years of my adventure with SC2 and I have very good mechanics (including spawn larva).
When I first saw changes with removing macro mechanics I was opposite because I remember BW times (I played for many years) and it was crucial aspect of the game. Right now I don't see it matters because all units produce on one hotkey. If You want to bring back good mechanics You should start from removing multiple selection instead of auto-cast.
What about auto-cast? Like I said before first of all I was opposite. But when I played more games I realize it's great and gives much more fun. Finally I can completely focus on strategy aspect of the game not only macro mechanics. I don't know if my skill at auto-spawn larva decreased, like suggested before, but certainly I have more fun with the game itself. I don't have to spend much time in my base, and I can concentrate on strategy, which in RTS game should be a priority. If I want to play the game based on precision I would choose Guitar Hero or TrackMania.
In conclusion I regret that auto-cast has been removed from the game.
Really disappointed... Creep change might be cool and I have absolutely no idea in which state the cyclone is now but why the hell would they bring mule hammer back??
Also rip auto inject or any creative alternative to a pure apm sink as zerg macro.
It's dreadful to follow this saga of David Kim where no promise if ever fulfilled and we are in a constant state of stagnation. This is what happens when there's no idea or no will to follow through on changes towards an endgoal and base your changes around a democratic discourse.
On September 18 2015 17:41 Dingodile wrote: Hydra said on twitter: No.. there always needs a thing that makes a gap among the pros.
I wish the "thing" is Micro or strategy or whatever else and not on economy boost like MM (what Hydra apparently want).
It already is, top Koreans already have almost flawless mechanics. They separate themselves from others with multitasking/micro and strategies. If you take away macro mechanics like inject, there will just simply not enough tasks for top Koreans to do, it will close the gap between top foreigners/bad koreans and the good ones. That's not something we should want.
Broodwar was so glorious because even the top players couldn't achieve flawless macro while also micro'ing and multitasking their army. There was just so much to improve for everyone so the best players could actually seperate themselves from the rest and were being able to dominate for longer periods.
On September 18 2015 17:41 Dingodile wrote: Hydra said on twitter: No.. there always needs a thing that makes a gap among the pros.
I wish the "thing" is Micro or strategy or whatever else and not on economy boost like MM (what Hydra apparently want).
It already is, top Koreans already have almost flawless mechanics. They separate themselves from others with multitasking/micro and strategies. If you take away macro mechanics like inject, there will just simply not enough tasks for top Koreans to do, it will close the gap between top foreigners/bad koreans and the good ones. That's not something we should want.
Broodwar was so glorious because even the top players couldn't achieve flawless macro while also micro'ing and multitasking their army. There was just so much to improve for everyone so the best players could actually seperate themselves from the rest and were being able to dominate for longer periods.