Blizzard parle joueurs professionnels et équilibrages des races

Arkentass | 01/10/2016 à 16h17 - 6

Comme chaque semaine, David Kim revient sur différents points de Legacy of the Void. Sont cette fois-ci abordés le compteur d'ouvriers, une rencontre avec les joueurs professionnels coréens, les Cyclones, les Chancres, la tourelle des Corbeaux, les Tempêtes et les Protoss en général.

Worker Counter

We discussed this a few weeks ago and got a lot of great feedback. Regarding worker/army supply matching the supply count, almost everyone agreed that the change regarding working/army supply matching the supply count was good, so we’ll try implementing it sometime soon.

At the same time, we received mixed feedback on displaying the counter all the time versus displaying it only when you move your mouse cursor over, as it is currently. Right now we feel that it’ll be best to leave this as-is. We don’t want extra clutter on-screen, and since it isn’t primary information that’s needed on the screen at all times, it just doesn’t stack well with team games.


KR Pro/Coaches Meeting

Last week, we had a chance to meet up with majority of the coaches in Korea as well as some of the pro players. Their main complaint was that StarCraft II is way too difficult to master even for the highest level pros. Initially, we responded that StarCraft II is meant to be the peak challenge of all games, and therefore it is supposed to be nearly impossible to master—even for the best gamers in the world. After we dug into the specifics, however, we found two main topics that we want to bring up with the StarCraft II community.

First, the Korean coaches and players felt that zerg requires many more actions than the other two races to be able to compete. To address this, they suggested that we bring back the automated larva injects that we tested in the beta. That’s a possibility, but bear in mind the buffs to other zerg units we’re exploring in the major redesign patch and zerg’s respectable performance in recent tournaments.

Secondly, they felt that some of the harassment options in Legacy of the Void are either too mobile or too strong. We mostly discussed Adepts, Tankivacs, and Warp Prisms as the key units on this front, however, and we already intend to address all three of these in the major redesign. We don’t have any action items resulting from this feedback, but we feel more confident than ever that we’re on the right track with the changes we currently have planned for the major redesign patch.


Adjustments to Balance Testing

We want to move pretty quickly with our next pass of changes since we didn’t get to discuss any community feedback last week. Let’s get the ball rolling on discussing upcoming changes so we can put them out as soon as possible—assuming everyone’s in agreement, of course.


Cyclone

There’s been an issue with the Cyclone’s weapon where its actual damage output was lower than its tooltip indicated. However, this lower damage output has been the value we have been intending to test against. We are adjusting the Cyclone weapon’s attack period and attack delays so that its damage output and tooltip line up with its intended values.


Baneling

We’re seeing feedback regarding Baneling health being too high (especially in the early game in ZvZ). If this is the case, we could simply move the health boost to come with Centrifugal Hooks instead of at tier 1. Please let us know if you agree with this direction.


Raven Auto Turret

We agree with your feedback that the Auto Turret’s damage after the upgrade appears to be too high right now, so we’d like to leave their damage as is, and change the upgrade so that it only further increases the effectiveness of Seeker Missiles. Therefore, the change we’re thinking of here is to remove the damage bonus to Auto Turrets from this upgrade, keep the damage bonus to Seeker Missiles, and also add a longer tracking time to Seeker Missiles through this upgrade. This way, Seeker Missiles will follow their target further before expiring.


Fast Teching to Tempest

We’re seeing a lot of feedback on the Tempest ability being too strong when players rush their tech directly to Tempests. To combat this, we could potentially add a research for this ability to help slow down the timing in which Disruption Sphere comes into play.


Protoss in General

We agree with a lot of your feedback saying the Void Ray change could potentially be a different option for Protoss to tech to, but some people also seem to feel that the Protoss need more tools at their disposal. We would love to hear some specific suggestions on this side, so that we can explore potential new strategic routes that we can test out.

Some of the ideas here that we’re currently discussing are: Finding ways to potentially buff Disruptors vs. Terran and/or Zerg, or Stalker base damage increased vs. light while keeping the total damage vs. armored the same.

We’re looking forward to reviewing your feedback, so please let us know your thoughts!


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