Tease for an upcoming major patch - Page 6
Forum Index > Closed |
Patch Notes are out see this thread; http://www.teamliquid.net/forum/starcraft-2/525866-starcraft-ii-multiplayer-major-design-changes | ||
Psychobabas
2531 Posts
| ||
Spyridon
United States997 Posts
On August 17 2017 03:33 ruypture wrote: the issue is that blizzard used the bandaid method again. I talked about this during lotv beta along with everyone else. TL came up with plenty of viable economy overhauls that would support mineral patch changes, because the problem lies in the design of sc2's economy, not in the amount of minerals per base. restricting strategies by making a fast expand 100% required in every matchup and then forcing people to expand faster because their bases dry up so quickly doesn't make for a fun experience imo. In some ways its helped keep the game exciting to watch but I just haven't really enjoyed playing lotv ever. Thing is, the force of fast expand and bases dying up so quickly... that was never even intended. They simply were forced in to that once they pushed the release date up. Keep in mind that the entire testing & 12 worker start was moving towards the assumption that macro mechanics were going to be removed. During the testing (until the last month when they suddenly reverted & threw away all the testing research), 12 worker start made up for the loss of speed of economic growth. Typically a few mins in to the game, you would have to start skirmishing with only a handful of units, and you STILL had those intense T1>T1.5>T2 progression battles. Once they decided to revert the macro mechanics back to HotS, to even it out they would need to remove the 12 worker start as well. They didn't. The result? An economy that starts stronger than ever, combined with the exponential economy growth you get from macro mechanics = the problem we've been having all through LotV. After those major changes, it would take an extended amount of time if they truly wanted to balance everything out. There was only a couple weeks of testing prior to release! What they released was untested, and most obviously not even their intention. LotV had an original release date of March on the Blizzard Store page. The developers promised us a "much longer beta" than any of their RTS games ever had. They told us they spoke to all the Korean pros and were satisfied with the direction they went and were moving forward with it. Then suddenly, they claim they "are not sure of the direction", release got pushed up to November at Blizzcon, they did not have sufficient time to test any of major changes. The beta was EXACTLY as long as hots beta. Blizzard store page changed from March - Nov. The majority of everything we tested in beta was reverted to hots status. It's quite obvious this was never the intent. Seems to be a business decision, they had to make up for the loss of something at Blizzcon (most likely Overwatch), they had to minimize damage, and lotv was the casualty. | ||
blunderfulguy
United States1412 Posts
- Battlecruiser Tactical Jump Removed - Medivac Energy changed to 75 - Medivac Ignite Afterburners costs 25 Energy - Cyclone I would guess is semi-reverted, Lock On changed, damage type changed; could be anything. - Ravens. There are a hundred ways the unit can be tweaked. Again, anything could happen. I'd like to see Irradiate return for anti-biological damage and Siege Tanks used for more anti-Armored/Mechanical. - Mothership Core Removed - Photon Overcharge ability added to Nexus, Energy? who knows, Has to be cast on a Photon Cannon (Pylon? Nah. Nexus itself? Nah!) within range - Planet Cracker added? Vortex returns? Idk, but I think there's a fair chance. - High Templar movement speed increased, cast range decreased - Force Field removed; Replaced by AoE slow ability (something that is effectively similar, but not as extreme) I wondered a while back if Stasis Wards would see a change to allow manual activating, but it might be a little much without requiring Stasis Trap to be researched first. - Added Zerg Melee Air Unit (Ultra X Corruptor) - Infestors can no longer cast Fungal Growth while Burrowed - Infested Terran DPS and Health incresed slightly - Infest Command Center ability added to Changeling; Requires Infestation Pit (Too crazy? Well, Queens can't fly in SC2 so I figured Changelings were the next best thing... but maybe instead...) - Queen can morph into Broodmother; They can fly and have Infest Command Center which automatically spawn Scourge; Obviously requires Hive I imagine the Viper could be changed to need upgrades to cast more efficiently, or Consume or to need to be researched. Some are obviously a bit silly, but I wouldn't be surprised if anyone on the team has considered them at some point. I do hope they don't go too far with this one. There are very few things right now that feel problematic overall, and I don't believe the majority of people actually playing the game need huge changes to stay interested. I also have my fingers crossed that they'll push out an "exaggerated" version on the PTR with matchmaking and keep it there for a good while. But, who knows, maybe someone there wants to slam it down and blow up the live ladder. Lastly, since a lot of people are on the naval unit idea lately, thinking about War2 and older RTS, I would not be surprised if we see some support within the editor or a Co-op Mission added that deals with naval units and water mechanics. But, it's space after all, it doesn't fit that well within StarCraft. Maybe Heroes of the Storm will see something like that explored in the near future, or perhaps SC2 will get it first and they'll put out a beefier editor for both SC2 and Heroes that has further naval support (wink wink nudge nudge Blizz)? | ||
MockHamill
Sweden1793 Posts
Some of them makes no sense but there is not a single change that is not consistent with how Blizzard operates. | ||
pvsnp
7676 Posts
On August 17 2017 04:57 Psychobabas wrote: What sucks is that these changes will come most likely xmas time (100% after Blizzcon in November). Presumably just like 3.8 but I think screwing over all the pros right before Blizzcon is a decent reason to delay these changes. Also everyone needs a good amount of time to play/test the changes and give feedback. | ||
jpg06051992
United States580 Posts
On August 17 2017 03:50 youngjiddle wrote: they aren't going to remove warpgate, they just aren't. and gateway units aren't getting much stronger. I highly doubt blizzard will want to remove warpgate and completely redesign every protoss unit's strength. instead we are just going to see mothership core nerfs because people complained about being proxy pylon'd, or boo hoo hero units. and thus protoss becomes an even more volatile race to place and amount of people playing it drops even more. even with defensive abilities on the nexus instead of a momma core, people will complain about it being "cheap". I know they won't but they need to, it wouldn't make them have to redesign all of Protoss unit strengths, only Gateway units would receive said sweeping changes but would the changes really be so sweeping? Stalkers could receive a large damage buff very easily if you lacked the ability to warp 12 of them in at once, but since you can do that, it would be broken. I guess what I wish they would do with the whole thing is... 1. Remove Warp Gate 2. Increase Zealot base movement speed to allow them to be positioned and micro managed for base defense 3. Increase Stalkers damage by 2 and it's damage vs light + 4, they attack pitifully slow so at the very least they should (and would be able) to hit hard. 4. Change Sentry to combat medic form that I previously posted (this is subjected, they don't really need any changes I just wish they would) 5. Change Adepts to be anti-armored damage and give them their old hit points back. This would make them worse vs. workers but would mesh better in the new Gateway army where Stalkers aren't dead weight against Ling/Hydra or Muta or Bio.....Geez Stalkers are so bad :/ | ||
sc-darkness
856 Posts
| ||
Spyridon
United States997 Posts
On August 17 2017 06:33 sc-darkness wrote: Hopefully Blizzard has some nice changes. Last major changes were so disappointing I lost interest in SC2. As long as it's nothing but a balance patch, the issues will still persist. They call it a "design update"... but if they truly want to update the design it needs to be MORE than just a balance patch. I don't see it truly ever happening. | ||
FueledUpAndReadyToGo
Netherlands30538 Posts
| ||
seemsgood
5527 Posts
| ||
jpg06051992
United States580 Posts
On August 17 2017 06:40 seemsgood wrote: pernament clock ghost ? :O Its cheesing time!!!!! Honestly why not, the Ghost has sucked ass for a long time now, it needs more then just a buff. | ||
seemsgood
5527 Posts
Good to see they addressed alot according to the leaked patch. | ||
Ej_
47656 Posts
On August 17 2017 06:47 jpg06051992 wrote: Honestly why not, the Ghost has sucked ass for a long time now, it needs more then just a buff. what? ghosts are standard units in lategame tvp and tvz, what the fuck do you want them to do? beat siege tanks? | ||
seemsgood
5527 Posts
On August 17 2017 07:01 Ej_ wrote: what? ghosts are standard units in lategame tvp and tvz, what the fuck do you want them to do? beat siege tanks? Obviously they want this unit has more use in early game than just a late game unit.Should give dark templar same treatment because they failed so hard to increase it's usage. | ||
Psychobabas
2531 Posts
On August 17 2017 07:01 Ej_ wrote: what? ghosts are standard units in lategame tvp and tvz, what the fuck do you want them to do? beat siege tanks? for their cost? sure why not in brood war they had lockdown... | ||
Psychobabas
2531 Posts
On August 17 2017 07:11 seemsgood wrote: Obviously they want this unit has more use in early game than just a late game unit.Should give dark templar same treatment because they failed so hard to increase it's usage. Well dark templars are amazing units in ZvP... unless they get massacred by baneling splash which all zergs do now because of the baneling hp buff ... just piss poor design decisions from Blizzard | ||
InfCereal
Canada1740 Posts
On August 17 2017 07:16 Psychobabas wrote: Well dark templars are amazing units in ZvP... unless they get massacred by baneling splash which all zergs do now because of the baneling hp buff ... just piss poor design decisions from Blizzard You're right, that +5 hp is entirely why we're going banes. lmao | ||
207aicila
1236 Posts
On August 17 2017 07:13 Psychobabas wrote: for their cost? sure why not in brood war they had lockdown... You realize that Ghosts in BW were far rarer than they've ever been in SC2 right? EMP & Snipe >>> Lockdown. Well that and being a tier 3 unit, requiring science facility *and* covert ops. | ||
JackONeill
861 Posts
| ||
Psychobabas
2531 Posts
On August 17 2017 07:20 InfCereal wrote: You're right, that +5 hp is entirely why we're going banes. lmao Because they werent doing that before. Fact. lmao | ||
| ||