Dustin Browder WCS TL Interview - Page 10
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Satiinifi
Finland192 Posts
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Detri
United Kingdom683 Posts
On November 20 2012 16:01 herMan wrote: Thanks monk for all the work you did in China! Good to see that blizzard is clearing up its image about balancing stuff. This^^ Hope you had some time to actually enjoy yourself over the weekend! Thanks for all the content <3 | ||
kinsky
Germany368 Posts
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Ragoo
Germany2773 Posts
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xarcatos
Germany41 Posts
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thezanursic
5478 Posts
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thezanursic
5478 Posts
On November 20 2012 19:33 Ragoo wrote: Excellent question about the problem of limited map variety because of the necessity to make easy thirds for Protoss. This in my opinion as a mapmaker is one of the two biggest limiting factors for maps (other is lack of highground advantage). I agree | ||
happyness
United States2400 Posts
But DB saying changing fungal to slow wouldn't do anything? It wouldn't do much, but it would definitely help with air harass at the very least and we only want to make small changes, right? On another note, everyone talks about fungal so much but I feel that infested terrans are the real problem for late late game. | ||
Meggiroth
239 Posts
On November 20 2012 17:35 Fluid wrote: Except Dustin and his balance team are all gold/plat except dakim who is diamond. When you are at that level you can't judge a pro's play correctly and point out "what he could have done better". Idk about Dustin but I remember a recruitment post of jobs on the sc2 balance/design team. The primary requirement was: Diamond or Master RANDOM. And I do believe you need to be gm skilled to play all 3 races at master lvl | ||
aTnClouD
Italy2428 Posts
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Cheeseling
Ukraine132 Posts
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happyness
United States2400 Posts
On November 20 2012 19:37 thezanursic wrote: Believes Immortal/Sentry All-in can be solved by Zerg players without Blizzard intervention /facepalm x several times Why don't you think it can be solved? The 1/1/1 in PvT was super strong for a while and protoss eventually figured out how to deal with it. | ||
Akatsuki1012
Philippines41 Posts
Changing fungal to a slow would allow marines and tanks to still load medivacs and allow medivacs to still run away against a ling bling festor army. Zergs would have to chase flying units down with fungals and would no longer be able to use infested terrans to shoot flying units down. Projectile animations is sounds fine with me, but including it along with all these other nerfs just makes using infestors too difficult and "not worth it" anymore. The psionic unit buff against the fungal sounds fine until you consider warp prisms, ghosts, and dark templars. They should still allow warp prisms to be caught, and it would be fine if ghosts and DT's wouldnt get stuck/slowed but they should still be revealed. Neural parasite is hard enough to use as it is, and there are only so few units that zerg could use it against. It's one of the only ways we can combat a mass thor/battlecruiser/carrier etc build. Without it, other races would be able to spam tier 3 units with little fear of being countered. I really wish Browder would reconsider some of these changes. Hopefully they notice how weak it would make zerg during their testing phase. | ||
Vindicare605
United States15718 Posts
On November 20 2012 19:38 happyness wrote: I'm happy with how vocal and involved DB and DK have been lately. And I feel they are passionate about the game. But DB saying changing fungal to slow wouldn't do anything? It wouldn't do much, but it would definitely help with air harass at the very least and we only want to make small changes, right? On another note, everyone talks about fungal so much but I feel that infested terrans are the real problem for late late game. I think his reasoning was spot on regarding this. In general the change to a slow from a root doesn't really change all that much except in a few rare situations like in the cases of air harassment and dropping. That said, I think improving those situations is worth changing the spell to a slow where DB says it isn't. | ||
Vindicare605
United States15718 Posts
On November 20 2012 19:43 Akatsuki1012 wrote: Oh wow infestor nerfs are horrifying! I mean yes while I do agree that infestors are a bit powerful at the moment, changing fungal to a slow, giving it a projectile animation, allowing psionic units to be immune to it, and removing neural would totally crush zerg. And now they're gonna buff medivacs, one of the hardest things to deal with as a zerg and one of the main reasons why we NEED fungal to stop units in place. Changing fungal to a slow would allow marines and tanks to still load medivacs and allow medivacs to still run away against a ling bling festor army. Zergs would have to chase flying units down with fungals and would no longer be able to use infested terrans to shoot flying units down. Projectile animations is sounds fine with me, but including it along with all these other nerfs just makes using infestors too difficult and "not worth it" anymore. The psionic unit buff against the fungal sounds fine until you consider warp prisms, ghosts, and dark templars. They should still allow warp prisms to be caught, and it would be fine if ghosts and DT's wouldnt get stuck/slowed but they should still be revealed. Neural parasite is hard enough to use as it is, and there are only so few units that zerg could use it against. It's one of the only ways we can combat a mass thor/battlecruiser/carrier etc build. Without it, other races would be able to spam tier 3 units with little fear of being countered. I really wish Browder would reconsider some of these changes. Hopefully they notice how weak it would make zerg during their testing phase. Chill out for a sec you need to take a second to actually listen to the chronology of the changes he was talking about. The projectile change isn't even going on the WoL testing realms, it's going on the beta realms. He's talking about MAYBE buffing Medivacs for HOTS there's no such plans on the table for WoL. The only changes that are on the table for the near future (read the next few months) are the psionic immune fungal change and the removing of the research requirement for Ravens. Blizzard isn't going to hit Zerg with like 4 major nerfs all at once, you don't need to worry about that. | ||
eviltomahawk
United States11132 Posts
On November 20 2012 19:41 Meggiroth wrote: Idk about Dustin but I remember a recruitment post of jobs on the sc2 balance/design team. The primary requirement was: Diamond or Master RANDOM. And I do believe you need to be gm skilled to play all 3 races at master lvl I wouldn't say that the PRIMARY requirement was a high league rating. There were a lot of other requirements like previous game balance/design experience and knowledge with the map editor, and all this was for an assistant position. Honestly, expecting game developers to be good at their own game seems to be a bit too high of an expectation and may be the exception rather than the rule. | ||
-Archangel-
Croatia7457 Posts
Also why is he ignoring Nony's proposed Carrier changes which sounded awesome?! | ||
ES.Genie
Germany1370 Posts
Oh and "Doesn’t feel changing Fungal to a slow will change much to the game" It would atleast make it way more exciting to watch... | ||
Diminisherqc
Canada220 Posts
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kinglemon
Germany199 Posts
what ? being able to spread mutas or viking after a hit. being able to put zealots and archons at the front after a hit being able to move you dropship/waprprism once u get hit it could change a lot and add to the game. why not try it out man ? | ||
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