Nouvelles modifications d'équilibrage à venir pour Legacy of the Void

Arkentass | 02/10/2015 à 15h30 - 0

Au cours de ces dernières heures, David Kim a publié un nouveau message concernant les modifications à venir pour l'équilibrage de la Beta de Legacy of the Void. Retour en détails sur les mécaniques de macro, les Essaimeurs, les Adeptes et les Fantômes:

Hey everyone, we’re back with a community feedback update. There are a few topics we wanted to discuss in detail this week, so let’s begin!

First, we wanted to let you know that until the release of the game, if big issues such as the Adept early/mid game issues arise, we’ll be doing some quick balance updates even if they are smaller than before. Up until this point, we’ve had a slower balance update schedule per our community’s request of having lots of changes per update. This method went well when we were making big changes to the game, but now that we’re trying to fine tune the game as much as we can before release, we’d like quicker turn-arounds on balance updates even if we don’t have so many changes lined up. With that in mind, we’re currently aiming for the next balance update to release tomorrow.

Macro mechanics

We agree with your feedback in that reducing their effectiveness might be a cool idea, so we’ll try it out in the next balance update. We’re currently thinking something like reducing larva per inject to 3, chrono boost speed buff decreased to 15% or so, and increasing the time mules need to spend while mining minerals so that it takes longer to return each trip.

At this point, we also want to let you know that it’s not of much help to give us feedback on why macro mechanics have to be removed at this point. We clearly know that there are pros and cons (that we’ve explored in great detail) to both methods. We feel that after exploring many different angles, the best is what we have now: easier for non-pros, but just as difficult for pros. We will not be exploring a macro mechanics removal for the remainder of the beta. This doesn’t mean however that we will never go back to exploring this topic again. We’re currently discussing plans about when and how to explore big changes (such as this one) after Legacy of the Void ships. We’ll try to settle on some discussion points before Blizzcon so that we can talk to you all about this at panels, interviews, or discussions. For now however, we’d like to focus on balancing the game.

Concerning macro mechanics, please focus your discussions around keeping the current ones in the beta vs. reverting back to Heart of the Swarm. This is the last thing we’re trying to decide for macro mechanics. Also, keep in mind that we can continue tuning the numbers for macro mechanics until we arrive in a good place.

Swarm Host

We hear your feedback in that Swarm Hosts aren't used as much as other units. In Void, they are much stronger compared to the HotS version, so we'd like to take our time to make sure that the unit truly needs to be buffed before making a call. Keep in mind, these types of number tweaks can be done fairly easily, so if you guys could help us test their exact state right now, it'll be extremely helpful.

Adept

Concerning Adepts, we’d like to first try reducing their health to see how that changes the early game use of Adepts. For their later game upgrade, we’ve been exploring various stat upgrades and where we landed on for now is an attack period reduction.

This is what we’re seeing with the new upgrade in comparison with the Zealot:

Adepts are much better at worker line harassment vs. Zealots are much better at structure harassment.
Defensive cases are more interesting with Zealots warping in right on top of enemy units vs. Adepts needing to warp in with positioning in mind vs. melee units.
In larger combat, Adepts will serve mostly as a source of damage vs. Zealots serving as meat-shields (as they already do).
We would see a great reduction in Adepts just teleporting on top of enemy armies, and so good positioning of the Shade ability will be more critical in engagements.

We don’t think we will get the new numbers perfect with the first pass, but we’ll keep a close eye on the new numbers for the Adept and tune accordingly as we go forward.

Ghost Steady Targetting

We want to first explore reducing the delay before the shot fires. If more buffs are needed after this, we’d like to explore increasing the damage output per Snipe, so that they can counter bigger units more easily.

We are aiming for these things, as well as the changes mentioned in last week’s community update, to be implemented in tomorrow’s balance update. Thank you.


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