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On November 20 2012 16:16 blug wrote:Show nested quote +On November 20 2012 16:12 blade55555 wrote:On November 20 2012 16:07 blug wrote: I really get the impression from Dustin Browder that he's not passionate about the game, he's just been hired to do his job and he does a bit of research to understand a bit about the meta game.
I think Dustin is good in interviews, but I think they need to hire a few open minded professional sc2 players who can at least assist with balance, because I think Dustin might not have a complete understanding of the game.
I think Dustin has been trying harder lately though. He used to be completely ignorant... now he sounds like he's been watching a bit more of the E-Sport scene. I get the opposite impression then you. He sounds very passionate to me, but wish he would do some more drastic changes . I do like his thoughts on korean terran and foreign terrans though. Problem with the way korean terrans are and foreign terrans is if you buff terrans to help foreigners out, korean may dominant again because it's just a fact that korean terrans are so fucking good like way way better then any foreign terrans most of the time xD. I might be wrong, just from past interviews he seems to just say what people want to hear, and just puts an act on in front of the camera. I might be being a bit harsh though.
You should really watch the last minute - he's responding like a professional but how much he loves this game really comes out in there.
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1001 YEARS KESPAJAIL22271 Posts
Oh, for the medivac they should give them a 150/150 researchable ability that allows medivacs to drop all its load simultaneously. Give this ability a cool down (so that medivac micro isn't too easy) and a different hotkey so that moving drops and individual drops are still the default.
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The best thing in this interview is that they are considering to give Terran a second chance in the HOTS. I sincerely hope they can fix the higher tier Terran units that are not used at all and redesign them into something awesome.
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Canada10901 Posts
On the otherhand, it's probably for the best that the mothership gets nerfed into oblivion and everything else compensates in its place. Trying to balance the late-game around a single, super slow hero unit is going to be a head-ache no matter how they do it. Plus I'm convinced it promotes super passive play when it swings the battle so much in one direction or the other. Both sides are too scared to make a move and have it all go wrong due to Vortex on Zerg or Neural counter-Vortex.
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all the zerg whine guys you have to admin that its actually pretty boring watch only zvz in the finals of 80% of the tours, and that zerg lategame IS op, if you disagree something might be wrong on your observation. so they think about ideas HOW to make it different, they wont make EVERYTHING he said, they will do SOME and perhaps rechange some and will make it on test server and then use 20% on real game
dont get panic they just gather idees will test some and in the end YES they will nerf zerg but not with everything ... dont be silly ^^
ALSO they was some big changes on test server, which never made it to normal game because they saw "Oh on high level thats totaly broken" and if something you say IS broken, it will not make it in the game
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To TeamLiquid: Please keep the feedback coming and please play beta!
*Hint* Well it would help if one get invited to the beta *Hint*
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Ty for the interview ^_^
It will be fun to see how the balance map works out and with BWC over I'm sure we will be hearing a lot more about HOTS (balance wise) from them.
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they could just set mothership as 1 by nexus with 2 or 3 different kind of motherships and make it like 150/150 8 supply. basically turn them in some kind of wc3hero. then you can rebalance the game around that and it naturally gives you tools to leverage to fix matchups independently
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Ah, I'm happy to see that they are actually considering a direct buff to mech units.
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On November 20 2012 16:30 lichter wrote: Oh, for the medivac they should give them a 150/150 researchable ability that allows medivacs to drop all its load simultaneously. Give this ability a cool down (so that medivac micro isn't too easy) and a different hotkey so that moving drops and individual drops are still the default. That would be ridiculous.
Double medi drop late game with 3/3 marines/marauders vs Z or P. Research said ability. Insta drop a base, snipe nexus/hatch/tech/ then leave.
Repeat as needed.
Part of what allows drop defense to be possible is the delay in units coming out.
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hydras i think dustin talks about hydras ^^
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Nice to see the people who don't plan on buying Hots is going to get the shaft from blizzard.
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So, lemme get this straight. If psionic units are immune to fungal, you can keep your sentries alive forever, which means that a 3base colossus push absolutely wrecks face, since sentries are actually useful instead of dying to fungal right away. Therefore, 3-base colossus pre-hive push is way stronger if you preserve the sentry count from a robo -> fast 3base, and you can make a ridiculous push off of 3base.
So the solution to infestor/broodlord being stupid and boring and broken is to make the 3base push that current Protoss use way stronger so they can invest all their gas into sentries for the pre-hive push and turn it from a "I can delay BL until I can establish more infrastructure if I hit my timing just right" to a "if I build enough sentries they'll never die so I just have to make 4 colossi, control my stalkers to deal with corruptors, and FF properly, they just straight-up die" push.
Yeah, that totally fixes everything, because nobody has ever complained about forcefied being a shitty mechanic that completely invalidates Zerg control in the hands of a competent Protoss.
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Awesome Interview. I hope they realise how important it is to be able to FG Archons on the way into the Vortex, it is one of the only possible ways out of an Archon Toilet.
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Thanks for sharing Looks like we're going to have to wait for HotS in order to see significant changes. I'm fine with that.
I agree with Dustin about the immortal all-in. Also I agree with him about Terran in HotS.
Now hopefully when the balance test map (featuring the fungal immunity for psionic units) will be live, people won't jump to conclusions. Like all changes, it may take some time for the Zergs to adapt.
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I think all psionic units immune to fungal is over-kill.
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On November 20 2012 16:31 Falling wrote: On the otherhand, it's probably for the best that the mothership gets nerfed into oblivion and everything else compensates in its place. Trying to balance the late-game around a single, super slow hero unit is going to be a head-ache no matter how they do it. Plus I'm convinced it promotes super passive play when it swings the battle so much in one direction or the other. Both sides are too scared to make a move and have it all go wrong due to Vortex on Zerg or Neural counter-Vortex. You don't even need to neural counter Vortex these days. You did when... us Zergs had no idea how to handle the mothership like a month or two ago, but now... using ITs in front of your Broods, and making just 6-8 corruptors to corrupt then target the mothership whenever it moves near, means that more often than not, you can kill it or force a Vortex on your corruptors. Then you split your 15+ Broods, and the second Vortex, at best, can hit 2-4 Brood Lords, which isn't nearly enough.
I agree though, I'd rather the mothership be nerfed into oblivion and see Carriers buffed.
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On November 20 2012 16:33 CoR wrote:all the zerg whine guys you have to admin that its actually pretty boring watch only zvz in the finals of 80% of the tours, and that zerg lategame IS op, if you disagree something might be wrong on your observation. so they think about ideas HOW to make it different, they wont make EVERYTHING he said, they will do SOME and perhaps rechange some and will make it on test server and then use 20% on real game dont get panic they just gather idees will test some and in the end YES they will nerf zerg but not with everything ... dont be silly ^^ ALSO they was some big changes on test server, which never made it to normal game because they saw "Oh on high level thats totaly broken" and if something you say IS broken, it will not make it in the game
Huh 80% of tournaments huh?
Last 5 big tournaments Blizzard WCS - PvP finals last MLG - zvz finals last GSL - TvZ finals Last OSL - PvZ finals Lone star clash 2 - TvZ finals
Dunno doesn't look like 80% zvz in the finals to me just 1 or 20% ^_^.
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1001 YEARS KESPAJAIL22271 Posts
On November 20 2012 16:36 Flonomenalz wrote:Show nested quote +On November 20 2012 16:30 lichter wrote: Oh, for the medivac they should give them a 150/150 researchable ability that allows medivacs to drop all its load simultaneously. Give this ability a cool down (so that medivac micro isn't too easy) and a different hotkey so that moving drops and individual drops are still the default. That would be ridiculous. Double medi drop late game with 3/3 marines/marauders vs Z or P. Research said ability. Insta drop a base, snipe nexus/hatch/tech/ then leave. Repeat as needed. Part of what allows drop defense to be possible is the delay in units coming out.
Several ways to try to balance the ability: medivac unable to heal while ability is on cool down; medivac loses x amount of armor when simultaneous drop command is issued until cooldown ends; units dropped this way lose 5 health (because they fall so hard? lol).
Or maybe give medivacs an ability that increases their armor significantly, but slow their movement or drop speed.
It depends what the problem Browder thinks there is about drops: drops being too slow, or drops being too fragile.
Anyway it is just a suggestion. Drop play just isn't as prominent now that players have become so good at defending them, and making harassment like this (and in general, splitting up armies) less efficient just encourages more deathball play
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On November 20 2012 16:40 Al Bundy wrote:Thanks for sharing Looks like we're going to have to wait for HotS in order to see significant changes. I'm fine with that. I agree with Dustin about the immortal all-in. Also I agree with him about Terran in HotS. Now hopefully when the balance test map (featuring the fungal immunity for psionic units) will be live, people won't jump to conclusions. Like all changes, it may take some time for the Zergs to adapt. I don't agree with him about the immortal all-in.
He seems to think it can be solved by the players' strategies, when in actuality it is solved through map design. Any all in centering around forcefield has nothing to do with the Zerg it becomes a question of whether the Protoss hits his forcefields. This can be alleviated through better map design (*cough* no more Ohana maps please Blizzard) which allows the Zerg to bait forcefields earlier on and get a better concave/surround, since that's just about all the micro we can do against the all in.
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