Community Feedback Update - August 21

General Discussion
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#1 remove mothership core from the game. Now that protoss has a unit as hilariously powerful as the adept, it can easily defend different types of all ins that protoss used to have trouble with (early zerg busts and such). Even with the cost nerf, protoss should be able to afford a few adepts for early aggression defense before said all in occurs

#2 revert or at least tone down the zealot charge that deals 30 damage (WTF 30?!?!?). The MAIN REASON why people weren't building the zealot was because the adept was so hilariously powerful and cheap that skipping an adept for a zealot made no sense. In other words, the zealot wasn't an underpowered unit, the adept was an overpowered unit. But now that the adept is getting its much needed nerf (in the form of a cost nerf), the zealot may see some more use especially early game as a defensive/offensive unit

#3 revert the cyclone change, opening as mech in lotv right now is near impossible

#4 revert macro mechanics change, self explanatory and many have already stated this

#5 keep the adept "blink" the way it is but make it so that the shadows can be attacked and have half the durability of the adept itself. With this change, the adept still has the ability to pull off interesting and cool maneuvers, but can no longer just have their shadows walk everywhere forever which is insanely frustrating and makes static defense 100% useless

#6 make the liberator a more dedicated anti air (for light units, we don't need a second viking of course) unit and nerf/remove it's anti ground ability

The reason many prefer the liberator over the siege tank is because of the maneuverability of the liberator as a siege unit (like a colossus, another siege unit with relatively great maneuverability, or the broodlord or carrier). The siege tank has extremely poor maneuverability, and this also contributes to siege tank play devolving into severe turtling before sluggishly moving across the map once the terran is maxed (which no one likes). The medivac idea was nice but most terrans would prefer just having liberators over having tanks with medivacs which costs a lot more supply (and the medivacs don't heal anything so they aren't really being optimally used).

#7 New unit, tank escort. supply cost = 1, HP = 75, speed = 2.75, cost = 50/50, armor = 1, classification = light + mechanical. This unit is a dedicated air transport for the siege tank that takes up only one supply in contrast to the larger supply cost of the medivac. It can only lift up siege tanks. This should encourage siege tank play (including aggressive siege tank play, so that tanks aren't just a LOL-TURTLE unit). However, the ship has low HP so you can't just fly everywhere with siege tanks without a single care, and this unit, unlike the medivac, has no boost.

#8 do not change the ravager and make it a hard counter...

#9 Revert marauder change, it was uncalled for

#10 Make all units that have splash deal friendly fire splash damage equal to 1/2 the damage an enemy would take (encourages micro rather than a move). Banelings, given their design, only deal 5 damage friendly fire splash at any given time (don't want them to be useless)

#11 Assuming that the tank escort was put in, remove the siege carrying ability of the medivac

That's what I could think of so far, as a person more familiar with terran, most of these changes are geared towards terran as one can see.
Where is the real Dayvie? I can't believe it! Very good work! I like this feedback a lot! A lot a lot! A lot a lot a lot! Now Dayvie is a jedi knight.
and make every unit slower and lower their damage output.. will make game more fun
you're welcome
08/21/2015 04:28 PMPosted by ShangguL
and make every unit slower and lower their damage output.. will make game more fun
you're welcome


That'd be a balancing nightmare
08/21/2015 04:27 PMPosted by Luftwaffe
#5 keep the adept "blink" the way it is but make it so that the shadows can be attacked and have half the durability of the adept itself. With this change, the adept still has the ability to pull off interesting and cool maneuvers, but can no longer just have their shadows walk everywhere forever which is insanely frustrating and makes static defense 100% useless
I like the concept behind this idea. I think it would be really cool to attack the shadow of the adepts. Increase the possibility space for decision on both sides. But I'm not sure how much damage they should get.
08/21/2015 04:31 PMPosted by Red
But I'm not sure how much damage they should get.


???? the shadows can't attack and do damage, think of them like a hallucination except they're the adept shadows

Also, the fact that DK doesn't respond to ANY of these posts is extremely infuriating.

It feels like there is close to zero communication between the community and the devs and the fact that the devs make one post and leave without responding to ANY thoughtful posts contributes to that
We ask the same from you.How about you add the reaver that the community is asking for,ignoring the community seems really close minded to me.
There are reasons why the Reaver don't come back. You just don't know this reasons. That's all.

08/21/2015 04:33 PMPosted by Luftwaffe
It feels like there is close to zero communication between the community and the devs and the fact that the devs make one post and leave without responding to ANY thoughtful posts contributes to that
We have get a lot Blizzard posts in the last months and in comparison with the last 5 years the communication is excellent!!!!!!! Don't muddle between get feedback and get feedback you like. We get feedback, but you don't like the content. That's all.
08/21/2015 04:37 PMPosted by Red
We have get a lot Blizzard posts in the last months and in comparison with the last 5 years the communication is excellent!!!!!!! Don't muddle between get feedback and get feedback you like. We get feedback, but you don't like the content. That's all.


True or false?

When you click the little blizzard icon which makes you jump to the first blizzard post on this thread, you get moved to the OP on the first page in this 5 page thread (soon to be 6)
I like Caustic. I think he is a very competent guy.

08/21/2015 04:42 PMPosted by Luftwaffe
True or false?

When you click the little blizzard icon which makes you jump to the first blizzard post on this thread, you get moved to the OP on the first page in this 5 page thread (soon to be 6)

The devs have a lot of work. They can't chill in the forum the whole day.
08/21/2015 10:27 AMPosted by Dayvie
Mothership Core Photon Overcharge
We’ve been exploring a change to how this ability works based on your suggestions. Our current change is for the ability costs less, to only be cast on Pylons, and to no longer have siege range. We’re seeing a lot more interaction with this ability use due to this change, because now there are lots of decisions to be made on both sides. For example:

How many Pylons need to be overcharged?
How many and what type of Pylon building placement is optimal in case Overcharge needs to be used?
Do you avoid their firing radius, kill the Pylon, or run away?

We haven’t been too focused on this change recently, but we will continue testing and hopefully make a call before the next balance update.


Remove mother ship core add shield battery it will give toss more Unite gameplay less click based gimmicky gameplay... To promote more unite play less ability based play..

You again trough this change promote other way of ability play and no unite play i think shield battery would be solution for protoss defensive problems...

This is my post about that : http://us.battle.net/sc2/en/forum/topic/18300095133?page=1
08/21/2015 05:09 PMPosted by Red
The devs have a lot of work. They can't chill in the forum the whole day.


Because they can't take 3 minutes to respond in their own threads... You do understand that the balance devs do nothing other than change numbers on stats? With the right tools, that takes about an hour.
08/21/2015 10:27 AMPosted by Dayvie
Reducing the number of workers per base so that army sizes become bigger


I probably have a more flexible solution for the resource system.

Probable solution
The solution consist of 2 steps.

First step
Optimize the mineral patch occupation time so that exact 2 workers can work with a 100 % efficiency and a third worker would not increase the income. All this under optimal circumstances. For example, the shortest distance between HQ and mineral patch.

Second step
2 or even 3 workers can simultaneously gather on one mineral patch, but if for example 2 workers simultaneously gather on one mineral patch then the occupation time is increased by x %. For example 25 % for 2 workers and 60 % for 3 workers. The numbers can be adjusted. It's about the rough idea. If you want you can leave gather only 2 workers at the same time.

With such a system you can adjust the resource problem with more flexibility.


Heart of the Swarm Mech/Swarm Host Balance Test Map
We’ve seen your feedback regarding TvZ mech play, and we agree that certain mech games are dragging on too long. We’ve seen a lot of potential in this area as well, as some mech games have been packed with action. These have cultivated in unique max vs. max battles with heavy tech switches on the Zerg side.

With that said, we’re testing these Swarm Host

So your solution to prevent games from dragging on, is buffing a unit that drags games on? Got it! Also, no one ever said the swarm host was fun to play against, ever.

And the whole oracle comment, jeeze man, you are out of touch if you don't think this unit is not an issue/gimmicky. Even Naniwa keeps saying in his stream, "this unit is so stupid, why is it so fast?"
For the love of god, don't buff colossi back to its current state in HotS. The unit is !@#$ing terrible design-wise and protoss doesn't need 3 damn AoE units. Who give you guys the idea that we should bring Colossi back into play?

Also Siege Tank doesn't need another damn counter. The concept that a unit from zerg that will outrange tanks is ridiculous. The whole point of Siege Tank is that its outrange everything. There are ways to outmaneuver Siege Tanks already. You just don't need a unit to brainlessly counter Siege Tank.

Pls Dayvie, don't %^-* up. I love this game so much and am emotionally involved in it.
08/21/2015 05:21 PMPosted by Luftwaffe
Because they can't take 3 minutes to respond in their own threads... You do understand that the balance devs do nothing other than change numbers on stats? With the right tools, that takes about an hour.
They do a lot more. You have no idea about the job of a game designer. They talk with each department. Programmers, graphic designers, publicity department, game analysts, community managers and so on. They have different conferences with different people like pro gamers, art director, lead programmer. They have to read and have to answer a lot of e-mails from different departments. Google the answer!

08/21/2015 05:24 PMPosted by DoomDash
"this unit is so stupid, why is it so fast?"
or do so much damage?
Hey so... you realize the autobuild suggestions were sarcastic jabs at the auto cast larva right? Did you guys actually internally test this? What in the actual hell are you thinking?

We want the mothership core removed, not buffed.

The siege tank absolutely does not need more counters. 13 range ravager is a terrible idea.

Another autocast ability for a unit?

I've never been so frightened for the future of this game.
Next several Issues worth the time and money.

1, More balance required for the removal of Macro, such as Blink research/Carrier build time for example.

2, Mothership. 1 easy way is to give it Offensive recall, which is a 'crowd pleaser'. Or 'planet cracker'.

3, Raven, should take up some repair responsibility? that will see massive new use of the unit.

4, Adept might be more balancable with the shields upfront, and upgrade is attack upgrade to the values now instead. (btw that upgrades comes in, the Adept OP period is just about over.)

5, Nydus, invulnerable is bad idea. Why not just 10 armor while emerging?

6, Immortal autocast is good. though hardenshield nerfed slightly might do that too.
When I read something like this:
08/21/2015 02:52 PMPosted by ForceDrain
Really? Why Swarm Hosts... *again*? Seriously, what's stopping devs from trying to tweak few units to address ZvMech problems?
I just smiled. It's not like that I don't like it or like it. It's just funny. =) Keep going on!
While I still am not fully happy with the direction of one thing or another, I am happy with the communication - especially this specific update. You have started talking about stuff you tried internally, and told us why it was bad in your opinion. This is great. Keep up sharing what you are doing like this.

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