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I dont get why they dont adjust maximum energy, and energy regeneration on certain units.
Sentries, with 75 energy max. But three times the regeneration, would allow for only 3 FF per sentry. (adjust hallucination manacost accordingly). This would have stopped the huge forcefield banks - while giving the sentry a more active role
A similar probem now exists with the MSc. You can just bank 8 photon overcharges and absolutely devastate any aggression. If its more limited - this banking wouldnt be so much a problem
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On November 21 2015 13:00 ETisME wrote: I am happy they are continuing community update, this is awesome.
You are right me too
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On November 23 2015 03:12 weikor wrote: I dont get why they dont adjust maximum energy, and energy regeneration on certain units.
Sentries, with 75 energy max. But three times the regeneration, would allow for only 3 FF per sentry. (adjust hallucination manacost accordingly). This would have stopped the huge forcefield banks - while giving the sentry a more active role
A similar probem now exists with the MSc. You can just bank 8 photon overcharges and absolutely devastate any aggression. If its more limited - this banking wouldnt be so much a problem
The whole concept of energy is archaic and completely antithetical to Blizzard's goals. If Blizzard ever creates a new RTS game expect it to virtually disappear and be replaced by a system more resembling any of their current iterations in D3, HotS, WoW etc. All the new systems do not allow you to run out of energy for more than a second (which players might find frustrating and unintuitive) and rely heavily on cooldowns to limit ability usage.
Blizzard wants to control your user experience and they might not appreciate the strategic implications of the energy concept since it encourages players to be extreme in their handling of caster units (cast nothing to preserve energy, cast everything to win a fight) and building in safeguards into their game is too difficult. Personally I like the idea that energy is a resource and that casters should therefore be nurtured and guarded and that your opponent should try to force you to use your energy in order to keep your reserves low. That naturally creates a lot of strategy and interactions, but gives you freedom to abuse it if your opponent doesn't check you.
RE: sentries, caster units in the early game are fundamentally wrong because you can just wall off and save up energy for a timing. It was always obvious that allowing sentries to scale in power with numbers would only leave timing windows open, because they create a state of being untouchable defensively and gaining in power until you max out on energy. Lowering the maximum energy is an obvious solution, but it breaks the 200 energy standard for every other spell caster, though it should have been considered by Blizzard.
Imagine if snipe was still at its old strength and ghosts were at the same tech level as marauders, you would have so many timings where you would build up energy on 4-5 ghosts and crush your opponent. In the case of protoss and sentries this is of course exacerbated by warpgate, though at least that was more or less fixed.
In defense of Blizzard, I do think that there was no obvious reason to even consider differentiating in maximum energy levels during early development since if energy reserves would ever be problematic they could always consider finetuning the global energy regeneration (which is a hidden value anyway), or, for specific cases, adjust unit and spell costs. Or even replace a spell by an ability with a cooldown. This method starts to fail with early game units, since that doesn't lead itself very well to generic RTS dynamics since there are all these specific timings, and in the case of the mothership core it's weird for being a unique unit.
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On November 23 2015 02:28 ZAiNs wrote: Take away 'barcodes' and everyone will just use an identical name. The only solution is to force unique Bnet IDs which won't happen. What's wrong with people using identical names?
The problem with barcodes is that they are gibberish. Identical names, like "Anonymous", that are non-gibberish are fine.
If they want people to use their real names, tie ladder into WCS (but only after they fix the ladder).
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On November 21 2015 04:26 Dayvie wrote:[*]Photon Overcharge being too spammable - We would like to nerf this eventually, but right now doesn’t seem to be a good timing due to the fact that Protoss doesn’t need nerfs, especially in PvZ.
- Once we’re in a better place with Protoss, we can take a look at nerfing this ability so that offensive tactics against Protoss are more effective versus players who are lacking any defenses.
Am I the only one confused here? Does this not seem entirely backwards to anyone else?
So their plan is to wait until they figure out a way to make Protoss more powerful... so they can then make sweeping changes (nerfs) to Protoss early game defense... which will obviously necessitate a whole host of follow up changes (buffs)?
First of all, it's Zerg that's too strong and not Protoss that's too weak. I mean, Protoss might be too weak, but that's so secondary it might even be tertiary. But that's beside the point. Best case scenario with this plan, the problem is now dragged out over months because they want to do things one at a time instead of just peeling the band-aid off and fixing all the problems in one go.
Worst case scenario, though, is a complete clusterfuck.
They're going to buff Protoss's midgame based on Protoss having a certain kind of early game, and then they're going to nerf Protoss's early game. They're buffing Protoss in one meta, and then completely changing the meta. What if those buffs are completely invalidated, because going for (for example) buffed Immortals is simply not an option without PO spam, because too much cash has to be invested into early Gateways, Pylons, and defense units, and setting up Robo infrastructure is too slow? What then? Best case, they revert the Immortal buff so it doesn't unintentionally fuck up any other parts of the game, and start the buffs from scratch, dragging this out further. Worst case, they keep the now-redundant buffs in the game as they have so often done throughout WoL/HotS and buff other shit on top of that.
Never mind the fact that the other two races' balance also hinges on PO. How can Blizzard make any adjustments to Z/T early game that are not prejudiced by the existence of PO in its current state? Or are they not going to touch the other races until Protoss is sorted out?
Is there an upside to dragging this out that I'm missing? All I see is innumerous ways this decision can very subtly fuck with the balancing of LotV in the coming months.
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I think its because the PO is a core in the marketing design of the game to make it easy for low players to defend, so the game is being forced into a meta where you can defend with PO + very little in early game for everyone. I don't trust DK justifications, I think they may just be lies. Like, who is "we" and what are you actually trying to do with this game in general ? Just lines of words about little details, uncertainty.. No plan. Or hidden marketing plans and pretending, seems more likely to me. Mixture of both.
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No big changes until you fix the damn map pool.
So bad for Protoss right now I picked the wrong moment to switch races
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Splitting out Burrow and unburrow abilities to 2 different slots/hotkeys
5 years... 5 fucking years....
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SERIOUSLY BLIZZARD. u'r saying right things but u miss the most important one.... stated that lurker's are quite broken, toss is weak ecc., maybe you should take a look on ULTRALISKS which are seriously broken right now... nerf them and nerf a little bit the lurkers and the game will be fine.
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On November 23 2015 14:15 ProMeTheus112 wrote: I don't trust DK justifications, I think they may just be lies. Like, who is "we" and what are you actually trying to do with this game in general ? Just lines of words about little details, uncertainty.. No plan. Or hidden marketing plans and pretending, seems more likely to me. Mixture of both. I've been saying this for ages. Everytime he gives an explanation or justification it seems so pulled out of the ass. "Their" concepts and ideas of new units/abilities and overall game balance and design are beyond comprehension, and is not consistant. All i see is "them" trying to both make this game more appealing to casuals and at the same time be more micro orientated. Not only these things are mostly mutually exclusive, but first one is simply in vein due to its impossibility, while second is VERY arguable.
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The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history.
Apart from that, i'm still waiting to see that elusive "mech" in TvP and TvZ. Right now i hate playing Terran.
EDIT: the only positive thing i have to say about Terran is the new Reaper bombs.
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On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history.
Apart from that, i'm still waiting to see that elusive "mech" in TvP and TvZ. Right now i hate playing Terran.
EDIT: the only positive thing i have to say about Terran is the new Reaper bombs. Mech has not been viable ever in TvP and terrible when played against Z so you´r time with SC2 must have been terrible
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On November 24 2015 02:41 RaFox17 wrote:Show nested quote +On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history.
Apart from that, i'm still waiting to see that elusive "mech" in TvP and TvZ. Right now i hate playing Terran.
EDIT: the only positive thing i have to say about Terran is the new Reaper bombs. Mech has not been viable ever in TvP and terrible when played against Z so you´r time with SC2 must have been terrible It worked at my level so i had some fun. At pro level, TvT was awesome and TvZ marine tank vs ling bling muta was very good to. Hate deathball Protoss and ZvZ.
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On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history.
Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series?
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On November 24 2015 03:56 pure.Wasted wrote:Show nested quote +On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history. Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series? If it's the Sandisk ShoutCraft Invitational II, I did just today actually. The series was fun i think, because of some interesting comebacks.The MU looses a lot of tactical and positioning decisions with Tank pick up IMO. If you take the games by themself instead of as a series, i think they are much worse then HOTS TvT, more chaotic and random. At least that's how i feel right now.
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On November 24 2015 04:50 Sapphire.lux wrote:Show nested quote +On November 24 2015 03:56 pure.Wasted wrote:On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history. Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series? If it's the Sandisk ShoutCraft Invitational II, I did just today actually. The series was fun i think, because of some interesting comebacks.The MU looses a lot of tactical and positioning decisions with Tank pick up IMO. If you take the games by themself instead of as a series, i think they are much worse then HOTS TvT, more chaotic and random. At least that's how i feel right now.
I'm against siege pickups in principle, but in practice that series has gone a long way to convincing me that the world isn't ending. There might have been chaotic and random shit in those games, but I don't think that can be directly attributed to siege pickups in any way. Defender still has a huge advantage now that the attack cooldown has been introduced. And with Cyclones stabilizing the early game, I think TvT might actually even improve in the long run.
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On November 24 2015 05:03 pure.Wasted wrote:Show nested quote +On November 24 2015 04:50 Sapphire.lux wrote:On November 24 2015 03:56 pure.Wasted wrote:On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history. Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series? If it's the Sandisk ShoutCraft Invitational II, I did just today actually. The series was fun i think, because of some interesting comebacks.The MU looses a lot of tactical and positioning decisions with Tank pick up IMO. If you take the games by themself instead of as a series, i think they are much worse then HOTS TvT, more chaotic and random. At least that's how i feel right now. I'm against siege pickups in principle, but in practice that series has gone a long way to convincing me that the world isn't ending. There might have been chaotic and random shit in those games, but I don't think that can be directly attributed to siege pickups in any way. Defender still has a huge advantage now that the attack cooldown has been introduced. And with Cyclones stabilizing the early game, I think TvT might actually even improve in the long run. I hope you are right for the future, but right now i see the disadvantages being far bigger then the advantages. TvT was a very strategical MU with lines of tanks and marines or hellions looking to exploit space and position, and now i feel it devolves in to yolo balls of marines and tanks in medivacs.
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On November 24 2015 05:15 Sapphire.lux wrote:Show nested quote +On November 24 2015 05:03 pure.Wasted wrote:On November 24 2015 04:50 Sapphire.lux wrote:On November 24 2015 03:56 pure.Wasted wrote:On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history. Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series? If it's the Sandisk ShoutCraft Invitational II, I did just today actually. The series was fun i think, because of some interesting comebacks.The MU looses a lot of tactical and positioning decisions with Tank pick up IMO. If you take the games by themself instead of as a series, i think they are much worse then HOTS TvT, more chaotic and random. At least that's how i feel right now. I'm against siege pickups in principle, but in practice that series has gone a long way to convincing me that the world isn't ending. There might have been chaotic and random shit in those games, but I don't think that can be directly attributed to siege pickups in any way. Defender still has a huge advantage now that the attack cooldown has been introduced. And with Cyclones stabilizing the early game, I think TvT might actually even improve in the long run. I hope you are right for the future, but right now i see the disadvantages being far bigger then the advantages. TvT was a very strategical MU with lines of tanks and marines or hellions looking to exploit space and position, and now i feel it devolves in to yolo balls of marines and tanks in medivacs.
TvT was my second fav MU in HotS so I hope I'm right too. :/
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On November 24 2015 05:16 pure.Wasted wrote:Show nested quote +On November 24 2015 05:15 Sapphire.lux wrote:On November 24 2015 05:03 pure.Wasted wrote:On November 24 2015 04:50 Sapphire.lux wrote:On November 24 2015 03:56 pure.Wasted wrote:On November 24 2015 01:32 Sapphire.lux wrote: The Tank siege pick up has really ruined TvT for me as both a player and a spectator. It's just derp speed medivacs around with much less tactics and positioning thinking. The occasional tank harass is not worth the trade of the best mirror in SC2 history. Out of curiosity, did you watch ByuN vs TY? Did you think that siege pickup ruined that series? If it's the Sandisk ShoutCraft Invitational II, I did just today actually. The series was fun i think, because of some interesting comebacks.The MU looses a lot of tactical and positioning decisions with Tank pick up IMO. If you take the games by themself instead of as a series, i think they are much worse then HOTS TvT, more chaotic and random. At least that's how i feel right now. I'm against siege pickups in principle, but in practice that series has gone a long way to convincing me that the world isn't ending. There might have been chaotic and random shit in those games, but I don't think that can be directly attributed to siege pickups in any way. Defender still has a huge advantage now that the attack cooldown has been introduced. And with Cyclones stabilizing the early game, I think TvT might actually even improve in the long run. I hope you are right for the future, but right now i see the disadvantages being far bigger then the advantages. TvT was a very strategical MU with lines of tanks and marines or hellions looking to exploit space and position, and now i feel it devolves in to yolo balls of marines and tanks in medivacs. TvT was my second fav MU in HotS so I hope I'm right too. :/ The early game Reaper stuff and the one or two Cyclones for defense or pressure were awesome no question about it.
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I am enjoying their more straight up talk about whats going on with the game these days.
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