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Source
Hey everyone, we’ve received feedback on the new maps and wanted to take the opportunity to discuss some of the changes in detail below.
Darkness Sanctuary LE We received reports that air units positioned over the patch of high ground near the natural expansion location could be sometimes seen by low ground units. After investigating, we found that the reason this happens is due to how high ground vision works when air units are placed near cliff edges. This behavior has existed since Wings of Liberty, so it’s not a new issue. For this map, we’re reducing this high ground space near the natural expansions from being 2x4 size to 2x2, which will make it much easier for players to place their air units so that they can’t be seen by ground units.
Based on feedback, the lighting on this map is also being adjusted to be less dark. This will make units appear a bit brighter and their team colors will be more apparent.
Lost and Found LE There is an area on the map that can cause Reapers to move around in circles, so we’ve adjusted this area to prevent this behavior. Also, the unbuildable plates near the main ramps were repositioned to prevent players from walling off their opponent’s ramps.
Redshift LE We received feedback that Probes and Queens can place Pylons or Creep Tumors to bypass the gold mineral lines on Redshift LE. The map was not designed with this kind of behavior in mind, but we’re nonetheless going to keep it in the game for now to see how things play out, especially since this is only the second time we’ve seen a map that uses mineral walls in competitive play. Probe mineral jumping is likely the more useful of the two tricks, but also the most timing intensive, requiring practice to get just right. If these tricks prove to be detrimental to balance, we’ll modify the map to prevent such tactics.
Our current plan is to release this update on Tuesday, 5/29, so players will have these changes by WCS Austin. Note that this publish date is subject to change, though. As always, thank you for your feedback, and let us know what you think!
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No balance changes this time, just some map fixes. Redshift is not going to be patched, at least not yet.
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Disappointing, I hoped they'd replace one of the maps with Daybreak...
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I would like to know how many Terran players have vetoed that sperm map lol
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Redshift LE We received feedback that Probes and Queens can place Pylons or Creep Tumors to bypass the gold mineral lines on Redshift LE. The map was not designed with this kind of behavior in mind, but we’re nonetheless going to keep it in the game for now to see how things play out
called it also, the correct move
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The building lurker den meme remains.
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I think it's correct to leave the mineral line bug in. It's one map, if you decide this map is unplayable due to this you can veto it. Blizzard will get a lot of data moving forward on how viable these types of mineral lines can be in future mapmaking. The only small issue I have with it is it's exclusive to one race (realistically). I don't think it creates too much of an advantage though. If being able to scout your opponent early is the thing that throws win rates out of whack, then theres something else thats problematic.
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reading terran units on Darkness Sanctuary with the Dominion Special Ops skins was difficult. i'm glad they are adding more lighting to the map.
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I'm glad they're keeping the Redshift mineral line tricks in.
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Rotti is partying hard right now at the Sancuary brightness change!
I love Rotti more than anyone, but let's get on board the Terran winning everything train! Happened in BW so why shouldn't it happen in SC2?
EDIT: Partying hard doesn't have anything to do with balance.
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Replace redshift/dreamcatcher/16-bit/Ds (they are horrible) with some decent map (there are tons of them). For gods sake. Or at least make DS cross spawns only.
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How could they change the map to prevent the mineral jumping? I don't see how thats possible.
Well actually if you put all the minerals straight in a row I guess.
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If these tricks prove to be detrimental to balance, we’ll modify the map to prevent such tactics. Too much information. If players take this into account they might be discouraged to build strategies around it, since if said strategies outperform conventional ones they will get patched out and if they don't outperform them, you might aswell stick with the original strategies in the first place.
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Since the removal of the Tankivac, terran do not have a unit like ravager or disruptor which is a mobile seige. But that's ok. It's always been the case that Terran's weakness is that its heavy damage dealers have to be microed crazily in and out of static positions. But sometimes it's ridiculous.
So I have this idea about the widow mine. I've had it for aeons but ppl were going to be mad about the marauder revert and I figured I'd keep a low profile for a while.
Since widow mine is nowadays already visible after firing, and since units can attack it while it fires without special vision, why not have it be unburrowed automatically or auto-start-unburrow immediately after firing? That would be commonsense.
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On July 10 2018 07:11 KR_4EVR wrote: Since the removal of the Tankivac, terran do not have a unit like ravager or disruptor which is a mobile seige. But that's ok. It's always been the case that Terran's weakness is that its heavy damage dealers have to be microed crazily in and out of static positions. But sometimes it's ridiculous.
So I have this idea about the widow mine. I've had it for aeons but ppl were going to be mad about the marauder revert and I figured I'd keep a low profile for a while.
Since widow mine is nowadays already visible after firing, and since units can attack it while it fires without special vision, why not have it be unburrowed automatically or auto-start-unburrow immediately after firing? That would be commonsense.
I disagree. It's not like banelings these days have 10 more hp than they used to or that Zealot charge costs the same as Combat Shields alone.
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On July 10 2018 07:13 KR_4EVR wrote:Show nested quote +On July 10 2018 07:11 KR_4EVR wrote: Since the removal of the Tankivac, terran do not have a unit like ravager or disruptor which is a mobile seige. But that's ok. It's always been the case that Terran's weakness is that its heavy damage dealers have to be microed crazily in and out of static positions. But sometimes it's ridiculous.
So I have this idea about the widow mine. I've had it for aeons but ppl were going to be mad about the marauder revert and I figured I'd keep a low profile for a while.
Since widow mine is nowadays already visible after firing, and since units can attack it while it fires without special vision, why not have it be unburrowed automatically or auto-start-unburrow immediately after firing? That would be commonsense. I disagree. It's not like banelings these days have 10 more hp than they used
You're right, they don't.
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On July 10 2018 07:13 KR_4EVR wrote:Show nested quote +On July 10 2018 07:11 KR_4EVR wrote: Since the removal of the Tankivac, terran do not have a unit like ravager or disruptor which is a mobile seige. But that's ok. It's always been the case that Terran's weakness is that its heavy damage dealers have to be microed crazily in and out of static positions. But sometimes it's ridiculous.
So I have this idea about the widow mine. I've had it for aeons but ppl were going to be mad about the marauder revert and I figured I'd keep a low profile for a while.
Since widow mine is nowadays already visible after firing, and since units can attack it while it fires without special vision, why not have it be unburrowed automatically or auto-start-unburrow immediately after firing? That would be commonsense. I disagree. It's not like banelings these days have 10 more hp than they used to or that Zealot charge costs the same as Combat Shields alone.
Did you forget to log in to your alt account or something?
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On May 25 2018 06:06 LHK wrote: I think it's correct to leave the mineral line bug in. It's one map, if you decide this map is unplayable due to this you can veto it. Blizzard will get a lot of data moving forward on how viable these types of mineral lines can be in future mapmaking. The only small issue I have with it is it's exclusive to one race (realistically). I don't think it creates too much of an advantage though. If being able to scout your opponent early is the thing that throws win rates out of whack, then theres something else thats problematic. The map is already unplayable for Z vs T due to the position where T can easily drops marine/tanks and assault your main.
Watch Innovation vs Solar at HSC if you want to see it (with progamers that commentate and say it should be a must-banned map for all zergs).
I don't know if it's played on TvP (i don't remember to see it on tournaments), but the biggest problem of this map isn't the mineral trick bug, but this whole location.
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i'm no expert here.. but from a strictly entertainment standpoint all 3 mirror matches are as good as they've ever been.
good work by the Blizzard design/balance team.
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