David Kim parle de l'équilibrage et des retours de la communauté coréenne

Arkentass | 22/10/2016 à 14h04 - 0

David Kim revient comme chaque semaine sur différents points de Legacy of the Void. Ceux abordés cette fois-ci concernent les modifications d'équilibrage évoquées plus tôt ce matin, l'Usine des Terrans et les retours de la communauté coréenne au sujet de StarCraft II. Ces derniers mettent en effet en avant leur souhait de voir le jeu se simplifier et le harcèlement s’atténuer afin que le rythme général en devienne plus lent. N'hésitez pas à partager vos avis à ce sujet. 


This week’s balance update

Today, we'll be adding most of the changes we’ve been discussing to balance testing. Please check out the changes and let’s get more discussions going where needed.

We would also like to thank everyone for the great discussions regarding what to do with the Cyclone. This was one of those few times where there wasn’t a clear consensus to whether we should keep the Cyclone or revert it, but we agreed with the slight majority of players in that the current version is probably the more helpful option towards pushing Mech play. 

Factory AA

One other thing we wanted to discuss regarding the Cyclone AA feedback was Mech AA. As some of you have also pointed out, the Thor is much more of a core option against air in testing. Not only did the Thor receive a buff vs. light air units, but also the armored air units that used to outrange the Thor now have equal or lower range as the Thor. 

The main reason why we would like to push the Thor more so than the Cyclone as the core AA option is very simple: We believe the core Mech end game composition should consist of very powerful but less mobile units such as the Thor, Siege Tanks, BCs, etc. This is because the high mobility gameplay option is already provided well through Bio. For example, when being harassed by Mutalisks, I can stim pack and quickly chase them off. Using fast-moving cyclones to deal with them would feel very similar. In contrast, Thors battle Mutalisks in a different way: they need to be in position to really get strong damage against Mutalisks trying to fly in, which is more fitting for the Mech fantasy.

But that doesn’t mean we can’t increase the current effectiveness of the new Cyclone’s AA capabilities as long as it isn’t the main AA option throughout the whole game. We feel that there could be room here to increase its effectiveness, and we’ll start testing out some numbers as per your suggestion. 
Next balance changes
Aside from the potential Cyclone AA damage changes, we would like to take a pass at Ultralisk armor and really focus on tuning of the new Tempest ability. With Ultralisk armor, we can try the popular suggestion of increasing the base armor by 1 point and reducing the armor the upgrade provides by 2 points for a slight buff to the base unit + a nerf to the overall unit after upgrades.

For the Tempest, we would like to ask you guys to help us out on testing this ability against heavy Siege Tank based compositions and Hydra/Lurker based armies. 

KR feedback regarding SC2’s main goal


We’ve been seeing a lot of discussion from the KR community on two points: making the game easier, and toning down harassment so that the general pace of the game is slower.

We agree heavily with many players in our global community that SC2 is one of very few games where you are solely responsible for whether you win, or lose, and that these results are tied to the time, dedication, and skill which players put into mastering the game. The feeling of practicing and mastering a part of the game, and directly seeing my personal increase in skill, is truly unlike any other game in the world.

Our main goal for StarCraft 2 is to create the best game of its type that it can ever be, and not necessarily selling more copies of the game or increasing the playerbase. Those are also great secondary goals, but we don’t feel that we should be in a place where we start to hurt the main, most important goal of StarCraft 2.

In regards to harassment, we agree that some cases feel like it’s too much right now. We feel that we’ve taken a pass at the units that seem to have pushed this too much, such as: Adepts, Warp Prisms, and Tankivacs. Also, we’ve taken measures to strengthen defensive units such as Hydralisks (fending off early game harassment attacks) or the defensive based Mech play in general. We’re not saying we’ll hit this feedback perfectly from the start, and that’s why we would really love to encourage you guys to talk about specific changes that are needed rather than talking too much in general. For example, if the Adept specifically needs to be nerfed more in a specific way, of course now is the best time to try out that specific nerf. 

Please remember that this is a group effort, and we’re all trying to make the game better by working together. Thanks as always and let’s continue working at it even though we know this isn’t easy!
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