News LOTV: Closed Beta startet am 31sten März 2015!

Erster LOTV Patch im Anflug


Map Diversity
First, let’s review maps in Legacy of the Void. We’d like to have even greater map diversity, especially in terms of rush maps vs. uber macro maps, as our current beta maps show. Our idea here is to create more strategic variety and if a race is found lacking in a particular area, we can make changes to that race during the beta to address it. An example of why we think this will be a good approach can be seen in ZvZ. On normal maps or rush maps, Roaches are probably the best option in the early and mid-game. However, imagine a really big macro map such as the one we’re currently testing in the beta. Mobile units such as Zerglings or Mutalisks can be more viable than they are in HotS even without any changes to the unit stats. One example of something we may need to work on is a Protoss player’s ability to take fifth, sixth, or further expansions on these really huge maps.

Assessing Unit/Ability Strength
We’d also like to share our thoughts regarding players labeling units or abilities as overpowered. We don’t want to be too quick to nerf everything that people initially consider overpowered. As we know from past experience, it can take quite some time for players to adapt to fighting against new, powerful units. We’d really like to preserve the strong units as much as we can, and mostly focus on buffing other areas rather than nerfing the new units. For example, ZvP is probably leaning in Zerg’s favor right now, especially on bigger maps. Some of this is due to Ravager strength, and some of it is due to Protoss having a more difficult time spreading out over the map compared to Zerg. Instead of nerfing Ravagers right away, or Zerg’s ability to expand, we’d like to first explore buffs/changes on the Protoss side that allow Protoss to function better in these larger maps.

With that said, let’s get into the specific changes we’re thinking about for the first balance update. Unlike the live game, we’ll be applying balance updates directly to the beta client without trying them out on a balance test map first. The main reason for this approach is to get quicker turnaround on testing new things.

Adept

  • Health changed from 80/60 to 90/90.
  • Adept upgrade changed to a health upgrade instead of the bounce damage: adds 50 Shields to Adepts.
  • Adept can cancel the Shade ability at any time. When you cancel, the Shade disappears and you don’t teleport.


Our goal for this unit remains unchanged. We want a unit that’s good in early game harassment, which can also serve as a core army unit in the mid/late-game. The health change is because the Adept is much weaker than we expected out of the box. We want smaller numbers of Adepts to be viable in the early-game depending on how the opponent opens the game. We also hope that with this change, Protoss can take expansions a bit quicker and keep up with the other two races in terms of economy.

The change to the Adept upgrade is because the bounce attack wasn’t getting the micro interactions we were looking for. What we really want out of this upgrade is for Adepts to function well as a core part of the army. The current ability is too pointed towards low health units, but we wanted a more general combat buff. Therefore, we would like to try out something more straightforward.

The final change is to provide more decision making and power to the player using the Adept’s Shade ability without making it similar to Blink. The most common feedback we hear in this area is that players want to be able to control when the teleport happens, but we’d like to avoid that as that would make this ability more like Blink.

Immortal Barrier ability absorbs 200 (up from 100).
Our goal for the Immortal is for it to be more committed to in-combat situations depending on what the opponent is building. For example, if the Zerg player is going heavy Roach/Ravagers, Protoss can potentially opt to use multiple Robotics Facilities and use the Immortal as the core unit. We also would like to encourage more Immortal drop play in combination with the Warp Prism. Therefore, we decided to buff the Barrier ability to reward Protoss players who are able to utilize this ability properly, as well as reward the opposing player who is able to get around the shields during their short duration by focusing on units in combat.

Cyclone after lock-on range down from 15 to 12, but after the range upgrade, lock-on range goes back up to 15.
This change is really aimed towards getting more early-game Cyclone shot-dodging micro. Before things like unit speed upgrades and Blink come into play, the 15 range feels like it’s just a snipe ability. We’d like to try out this change in hopes of seeing more micro on both sides with early Cyclone usage.

Lurker starts off with 9 range, and upgrade is removed. Lurker attack is also more responsive after burrowing.
The Lurker feels buried at the moment, especially in ZvZ vs. Roaches where we’d really love to see more Lurker play. Against other races the steps needed to start using Lurkers also feels like too much. Hydralisk Den has to be upgraded to the Lurker Den, which also competes with the Hydralisk upgrade, Lurkers then need to be morphed and also research the upgrade before Lurkers are useful. We’d like to try out this change in order to see what happens when Lurker timing is sped up.

Tempest disintegration ability damage increased to 550, and units under the effect of disintegration can’t regenerate, heal, or repair health.
We’re seeing a lot of cool things with many of the end-game units, but the Tempest just doesn’t seem to have a clear role right now, especially vs. Terran as they can just repair through the damage. We really want to see how our initial direction with the new Tempest turns out and this change helps us further evaluate that. Once your units are tagged with Disintegration, you really have to decide if you’ll cut that loss and gain advantages elsewhere, engage in combat, or just decide to go for skirmish attacks during the 80 seconds you have.

What’s next?

In addition to reviewing your feedback after this update, we’re also looking into these areas:
  • Protoss ability to take later bases in larger maps
  • We’re considering having specific units that warp-in faster. Maybe the Adept.
  • Overall, we like the change to warp-in being dependent on position, but maybe we could have specific units that are more resilient to getting picked off quickly.
  • Splitting mech upgrades
  • Internally, we’ve been playing with splitting these upgrades again, and we believe the commitment in upgrades makes for much more interesting pure mech games or bio supported by mech games.
  • Our concern is that we don’t yet know how strong or weak mech is currently. We’d like to first make mech more viable before making this change.
  • Transition late-game units
  • While we feel like we’re doing well in this area, we’d like to evaluate all three races again to confirm.
  • Examples of strong late-game transition units we’re seeing now are: Carriers, Battlecruisers, Banshees with speed, Ultralisks, etc.


We want to be as detailed as possible with sharing our thoughts so that you are all in the loop and can contribute more meaningfully to the testing process. Thank you for playing, watching, and giving feedback during the beta. Your help continues to be a vital part of making Legacy of the Void awesome!


Via: http://us.battle.net/sc2/en/blog/18753758/legacy-of-the-void-beta-balance-update-preview-4-14-2015
 

To aid us in testing this model, the next wave of beta invites will include roughly top 20% of players from Season 1. We look forward to seeing more games and hearing more feedback.


vllt seid ihr ja da dabei ^^
 
Ich frag mich ob 1-0 Stats in diamond league genügend sind :D Laut der Statistik seite war ich trotzdem unter den top 9% weltweit.
Wenn das so ist hab ich aufjedenfall nen Key :D Hätten die net die Season davor nehmen können da war ich weltweit 0.96% aber naja hoffe ich mal drauf.
 
Ich frag mich ob 1-0 Stats in diamond league genügend sind :D Laut der Statistik seite war ich trotzdem unter den top 9% weltweit.
Wenn das so ist hab ich aufjedenfall nen Key :D Hätten die net die Season davor nehmen können da war ich weltweit 0.96% aber naja hoffe ich mal drauf.

Du hättest einfach nur streamen müssen und dich beschweren sollen, dass du kein Key bekommen hast. :kek
 
Balance Update:


New Terran Unit
Before we get into the changes for existing units, we’d like to first discuss the status of the new Terran unit. We’ve been experimenting with various ideas, from a new base defense structure, to an add-on that allows production facilities to change their type. At this time however, it seems we may move forward with a unit from the Starport. There are various ways we’ve been experimenting with this unit:

High damage, low rate of fire
Low damage, high rate of fire
Variable attack “modes” – High damage w/ low range & Low damage w/ high range.
Small radius area attack w/ high damage
And more…

In general, we believe that armies made from the Factory or Starport will be more capable as independent compositions in Legacy of the Void. Players will be able to commit to a tech-path specifically, and so we are also interested in splitting out the mech and air upgrades again. We believe that bringing back this choice is a potential improvement for the game.

We would also like to take a closer look at Terran bio play in Legacy of the Void. With the changes to bio and the many buffs to mech, it is possible that the advantage might be tilting too heavily towards mech armies right now. Ideally, we’d like to have a good mix of options by the time we ship the game.

Now let’s move on to the changes we’re planning for the next balance patch.

Gameplay Changes

New Reaper grenade ability
This activated-ability will allow Reapers to launch a grenade that deals damage and knocks units in that area back. What we’re hoping for on this front is not necessarily to make Reapers a must have in every combat situation, but something that would allow micro with and against the Reaper to be more interesting early on, as well as something that could be a combat bonus in some situations.

Mineral amounts changed from 100%/50% to 100%/60%
We discussed this a bit earlier this week and we feel that the pressure to expand might be too great in its current state. Our goal for Legacy of the Void is still to encourage more aggressive expansions, but we’d like to tune this a little bit in hopes of finding to the correct place.

Protoss: Warp-in duration reverted to Heart of the Swarm.
Our goals on this front were to weaken Protoss Warpgate all-ins and increase strategic decision making for where to use each warp in. The resource changes look to already be getting us into a good spot for the all-in case. Focusing on strategic use however, it currently feels too punishing for the Protoss. We’re finding that you’ll always want to pick the safer warp-in spot for your units. In changing this, we’ll create more interesting decisions for the other player on whether or not to go for the vulnerable units that are warping in, or to continue battling the units already on the field. Therefore, we’d like to see how this works out with just the increased damage and the warp-in time reverted back to its original value.

Adept

Adept’s weapon’s damage point changed from .4 to default (0.167)

We heard your feedback in that the Adept feels clunky to use, so we made some tweaks in this area.

Cyclone

Can no longer target air.
New upgrade: allows Cyclones to target air (fusion core requirement, researched from factory tech lab). 100/100 cost.

The Cyclone is currently too good at stopping early game harassment. This is the opposite of what we want in Legacy of the Void, as we want to see more harassment play happening on both sides. The idea here is to still have Cyclones as an option early on, but not so all-around to the point that most harassment openings can be prevented just by opening Cyclones. In the late game, when the upgrade is researched, we believe players’ bases would be spread out so much that even though the Cyclones themselves become well-rounded options, opponents fighting against them will have numerous harassment options and can more readily find vulnerable positions.

Ravager

Weapon period changed from 0.8 to 1.6
Weapon range reduced from 6 to 4

There looks to be some Ravager early game all-ins that are very difficult to stop. While we don’t know with 100% certainty that this is actually a problem, we decided to tone down the Ravager anyway so that we can see more units being used on the Zerg side. We have many more strategies and units that need to be tested and hope this change brings these into play. We chose these specific changes to create a clear distinction between Ravagers and Roaches. In short, Roaches will be better units for cost efficiency, whereas Ravagers are meant to be built in strategic numbers when their ability can prove useful.

Swarm Host

Cost changed to 200/100/3
No longer requires to upgrade for flying locusts (flying locusts are enabled from the start)
Locust health down from 65 to 50
Swarm hosts can burrow move at 2 speed

We also talked about Swarm Host changes earlier this week. With the Swarm Host, we’d like to explore getting to a good place sooner than with most unit changes in Void. The main reason is that HotS could potentially use a different design of the Swarm Host. We’d like to use the beta as a rough testing ground to see how the unit can turn out in both games potentially. Our goal here was to do the cost/supply cost changes to make Swarm Hosts more accessible. Locust health has also been reduced so that the mass Swarm Host case isn’t so good, and the Swarm Host burrow move change should help them be more effective at harassment.
 
Beta ist nun raus!
Schaut alle im eurem Client nach - es gab keine E-Mail!

Ihr müsst die Beta explizit auswählen!
pSWCsrC.png
 
gratulationj - ich hab nix bekommen ... war auch klar - und ab 19then mai ists mir dann auch ziemlich wurst, dann kommt der witcher raus!
 
Kein Wunder, David Kong führt lieber mehr total unbalanced und broken Point&Click BS ein, anstatt mal daraus vernünftige Core Units zu machen.
 
Nächste Patchaussicht


In-Game Clock

First, we’d like to inquire once more on the in-game clock changing to real time. This change is looking positive so far, so we’d like to start thinking about committing to making this change for Legacy of the Void. On our end, we see the advantages and disadvantages of going either way, and we’d really love to rely on you all to make a call in this area that you feel is best. The only thing we must avoid is having an option to go back and forth between the HotS clock and a real-time clock. We are sure that this will be confusing, especially when viewing various events that use different clocks.

Automated Tournament Game-Length

The second thing we want to address also relates to time. As you likely know, the StarCraft II development team is currently working on an automated tournament feature. Just as it was in Warcraft 3 automated tournaments, we can’t have two people that play for hours drag out a result for everyone else in the same automated tournament. The solution that we are currently testing for this dilemma is to end every automated tournament game at the 30 min mark (~42 min or so in HoTS time), at which point the winner is determined by whichever player earned more XP in that game. This number itself isn’t final, and we’ll be looking at how the actual tournament games turn out. We can easily tune this as needed when we start testing automated tournaments.

Stalemate Limits

When exploring this specific concept for automated tournaments, we also wondered if every melee game in SC2 should also have a rule like this to prevent long, boring, dragged out games in the future. We believe with the Swarm Host fix, as well as how so many changes in LoTV cater heavily towards aggressive play, the chances of 2-3+ hour games happening in the future is quite low. However, we also know that some dragged out games have happened due to players trolling, or other player behaviors that can’t be controlled. To avoid this, we are considering putting a time limit on standard melee games around the 1.5 hour mark or so since this seems to be beyond the longest a legitimate game could go. We are only beginning to consider this idea, and we wanted to hear your thoughts on this subject in order to make a better decision.

Now, let move on and discuss the specific changes we’re thinking about for the next balance update.

_______________________________________________

Balance Changes

Mothership Core & Mothership


Mass Recall cost reduced from 100 energy to 50 energy

With the resource changes in LotV, we agree that Protoss seems to be struggling the most when it comes to defending bases at various locations. We believe that decreasing the cost of Mass Recall is a good change, in that it will both help Protoss players defend multiple bases easier, and also allow them to play more aggressive throughout the early/mid stages of the game.

Mothership


Movement speed increased from 1.41 to 1.88 to match the Mothership Core
Same abilities as Mothership Core + Cloaking Field

Previously, we were exploring a lot of new abilities and ideas on this front. For now however, we have decided to make the Mothership simply a much improved version of the Mothership Core. Mothership Core abilities are critical throughout the course of the game, but towards the end of the game, the Mothership Core becomes an extremely fragile unit. Therefore, we’d like to try having the Mothership be just a better version of the Mothership Core that no longer has trade-offs for its increased stats.

Oracle Stasis: Forced Auto-cast

We’re seeing certain strategies with the Oracle’s Stasis ability where players are stacking the ability several times, and then manually detonating them over time to indefinitely leave units in Stasis. With our focus on constant combat, this is obviously something that we have no desire for and this change should effectively end this behavior.

Brood Lord


Range increased to 11
No longer has the frenzied passive

We’ve been exploring potential changes to the Brood Lord, and we’ve recently settled on a range increase to differentiate the unit further from other tech options Zerg has at that tier. Additionally, we’re removing the passive ability of Frenzy now since it is not needed. For context, this ability was added back when ZvZ defensive Swarm Host + mass Spore Crawler was an issue, but now that the issue is gone, we no longer see the need for this ability to protect Brood Lords from the Viper’s abduct.

Upgraded Zealot speed increased from 2.75 to 2.953

With the addition of the Adept, the Zealots role has been reduced in the later stages game. To adjust for this, we decided to make a mid/late game buff to Zealots that makes the Zealots be a more ideal choice in certain situations compared to the Adept. Alternatively, we could have toned down the effectiveness of the Adept, but overall we agree with the community opinion that Protoss isn’t as powerful as the other two races currently, so we felt this change was best.

Lurker damage changed from 30 damage to 20 +10 vs. armored

We feel that the counter to mass Lurkers is too heavily leaning towards mass air. We’d like to try out this change in order to see if we can get more ground based interactions against the Lurker. With the unique way that Lurker’s deal damage, it would be great to see more micro against players using Lurkers.

Disruptor gains unit type: Armored


The Disruptor survives for a bit too long even when caught off guard, and we didn’t want to do a big nerf to the unit yet, so we picked something small in adding that +armored damage units will deal more damage against them. It’s also convenient that the unit looks armored, so this felt like a good change to test out.
Closing

As a final update, we wanted to let you know more about the areas we’re testing internally.


We’re exploring ways to give more power to Terran bio play.
We’re trying new ability ideas for the Raven’s PDD and Ghost’s Snipe.
We’re developing the new Terran unit
We’re getting comfortable with the air unit we’ve been exploring. Here’s how it currently operates:
Two attack modes:
Fast movement with splash-damage vs air
Can enter a stationary-mode where it changes to attack vs ground. This attack targets an area where any units within that area receive high single-target damage.

We’re doing our best to get this unit out to you all as soon as possible. In addition to this new unit, we will be once again splitting apart mech and air upgrades at the Armory. We believe the Starport is more all-around in its capabilities now, and we’re seeing a lot of cool things in internal playtests. With the mech upgrades being split out again, Terran players will need to more fully choose which tech paths they would like to commit to.

As always, please remember that none of this is final since we’re still in the early stages of the beta, and your feedback is always welcome. Please let us know your thoughts on any of the topics discussed above so that together, we can make the decisions that are best for the game. Thank you!


Via: http://us.battle.net/sc2/en/blog/19...-beta-balance-update-preview-may-11-5-11-2015
 
Sieht erstmal ziemlich langweilig aus.

Ich warte immernoch auf drastische Änderungen die das gesamte Spiel umwerfen...
 
Zeit wurds, aber ob der was gegen die Ultras mit 8 Armor reißt weiß ich auch nicht - die kriegst ja gar nicht mehr tot die Viecher...
 
Balance Update:


Big Changes on the Way

First, there’s a common misconception that after all the changes we’re implementing as we transition from Heart of the Swarm to Legacy of the Void, we’re planning to make the game completely different with each patch after release.

Archon Mode

When you select units and use the Alt + (number) command, those units are added to that number’s corresponding control group, and removed from other control groups.

Minimap Improvements

Third, we’d like to address potential improvements to the Minimap. We haven’t begun testing anything in this area, but we’d like to share our perspective so that we can gather initial player feedback.

New Ghost Ability

Ghosts would gain a new ability that spawns a flying drone on an enemy target. That drone would channel a beam at the enemy unit, reducing its Armor by 3. The drone would have a fixed duration and can be attacked and killed. The main purpose of this ability is to help Terran bio armies better deal with a current weakness—high armor targets.

Ghost Movement Speed Increase

We’d like to try this one out to see if Ghosts can be better combined with other bio units.

Individual Overlord Transport Upgrades

After testing out this popular suggestion, we decided to give it a go during the beta. We feel that with the Nydus Worm changes in Legacy of the Void, doom drops have been buffed with the Nydus Worm, so we wonder if Overlords can be served for the small drops.

New Upgrade Reducing Medivac Unload Delay

We were exploring various upgrade replacements for the Medivac, and tried upgrades ranging from providing straight-up power in combat to various utility upgrade ideas that change up their gameplay. We decided to try reducing the unload delay because we feel that Medivacs don’t need to be buffed in strength in main engagements, but we wanted them loading and unloading in various locations throughout combat or during harassment.

Disruptor

Damage Increased from 145 to 145 +55 Shields
Disruptors aren’t very effective in the PvP mirror matchup, so we wanted a targeted change that only affects that matchup.

Ravager

No Longer Has the Armored Flag
Ravager is looking too fragile now, so we wanted to buff its survivability.

Viper

Parasitic Bomb Ability Cost Increased from 100 to 125
In larger fights against many air units, the micro we wanted to see wasn’t happening if too many Parasitic Bombs were used at once. So we wanted to reduce the number of Parasitic Bombs being used per combat situation so that we can see the micro and counter-micro a lot more in engagements involving this ability.

Armory

Ship Upgrade Costs Reduced to Match Vehicle Upgrade Costs
With the upgrades being split out again, we felt the choice of committing into the specific tech routes is cool, but we wanted to make each path similar in terms of investment needed.

Spore Crawler

Damage Decreased from 15 +30 Bio to 15 +15 Bio
While the Lurker add is working well in ZvZ in terms of transitioning out of Roaches, we’re seeing that fights are generally trending to be ground-based only. We’d like to have the option to go Mutalisks in some ZvZ games, so we’re reducing the +bio damage of Spore Crawlers. We’re looking for Spore Crawlers to still counter Mutalisks well, but at the same time, we don’t want Mutalisks to almost never be used in the matchup. We think this is a good starting point to get the damage value of Spore Crawlers to the right place, but we can continue tuning it as needed throughout the beta.

Worker

Counter Change Displays 2 Per Mineral Patch Instead of 3 Per Patch
While 3 workers per mineral patch is the max efficiency, 2 per is optimal in multiplayer games of SC2, so we decided to try out this change in the beta.

Liberator

AG Search Radius Indicator Is a Dotted Circle Similar to Siege Tank in Siege Mode, but the Ability’s Startup Still Displays the Animation
This change is due to performance issues caused by potentially having so many splats in a given spot.


Klingt echt mal nach was neuem - ich hoffe sie setzen es auch durch!
 
Spiele das Spiel leider viel zu selten, um etwas bewerten zu können.
Das liegt aber vermutlich am fehlenden EU Server.
 
woooohooooo

hab grad zugang bekommen


das heißt heut nacht wird gestreamt


hitbox.tv/nuttobotter
 
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