My opinion about "new macro mechanics" in LotV Beta

So, after playing about 50, or more games with new macro mechanics, i think it feels REALLY terrible for terran players.



Yeah, alot of players complain that its very hard to play vs mass adept/new zealot(30dmgcharge), or that its impossible to stay on similar army with zerg past mid-game, or that cyclone got nerfed so that its not really as useful as it was last patch anymore, but its not the main point



Main point is - the idea of Blizzard was to remove macro mechanics, so the game would feel easier, mostly for more "casual" players. Im ALL HANDS for the macro mechanics removal/casualisation , as , i always thought my micro was my strong part, but hey, Blizzard havent thought about that the game was basically made from scratch being in complete dependance on those.



Like, even with auto-injects, zerg is beyond stronger than terran/protoss mid-late game, but now it feels it became weaker in early game, so any sort of early allins should be working very well vs zerg.



Protoss without chrono cant allin as they used to, however, with current balance (adepts, invisible (compared to burrowed mine) stasis trap, 30dmgchargezealot etc) they are doing fine early-mid game.



Terrans, on the other hand, lost way more than 2 other races combined. Right now it feels completely useless to go for orbital unless u expect an invisible-unit to be scanned, or, want to make one orbital just to scan what your opponent is up to, just for a single scan, i mean.



You basically cant play bio (agressive, or defensive, doesnt matter), as, terran was designed so, lets say, in TvZ, terran trying to push zerg agressively being on 3 bases, versus zerg 4 bases, being unable to set his 4th base early enough to be on par with zerg economy. So, mule comes to the rescue, terran can exchange its armies, and have an ability to rebuild, being on 3 bases, compared to 4.



In other words, terran was designed (at least thats what it seems like for me) that it has weaker units resource wise(!) (compared to protoss/zerg), but due to mules, can keep on with production, and do constant pressure. Right now, if you do pressure, and your one attack fails, it is a game over. Not just because you cant rebuild, but you cant transition into anything, you have no money even for one thing - rebuilding army, or making another expand.



This is especially easy to see in any TvP. Protoss can always safely expand to 3rd base, and almost never be punished. But hey, whatever, lets say i ignore it and expand myself (thought i will always be "feeling scared" of any "possible" incoming allin that i wont be able to defend) - then i will realise, by the time i set up my 3rd, protoss started to set up his 4th base, and i wont be able to do anything again, considering, my army is not just weaker, we are on fair supply, so technically, i just know in-before that i will lose any engagement. Someone would say : "do drops" - they dont really work with new patch, unfortunately, as the warpins around nexus/gateways is 2 seconds - yo see a drop, u warpin adepts, drop ends, bleh.



Yeah, Liberators are quite imbalanced aswell, if i will be able to live up untill i can start making them from 2 starports vs protoss somehow, i will have big chances of winning, but, what will happend when it will get nerfed? Hell, even if adepts/zealots/warpins will get nerfed, terran will still be behind, because terran was designed to have bigger supply vs protoss, because protoss units are way stronger than terrans. And how am i supposed to make bigger supply, considering i will be behind on economy with whatever opening i choose? ^^



Mech looks quite pointless to me, personally. Mech vs protoss in hots wasnt quite viable because of 1. prism harassment (stronger in lotv) 2. not having any real tanky unit for the mech composition (cyclone got nerfed badly). Not only to mention quite bad anti air (cyclones, again, liberators arent working as good as i expected them to vs carriers).



Mech vs zerg is worse because you cant really play mass air anymore because of parasitic bomb, so, why would you ever consider going mech? Liberators with mech are quite expensive, and if you make them, then you wont have thors > you wont have meatshield on ground, and liberators ground attack vs zerg wont really work unless you're sieging up zerg in some timing attack when he cant just "run past sieged liberators" to destroy any ground forces". Cyclones were looking REALLY good, but they got nerfed, beside their "lock-on" they're weaker than tank, and more expensive.



To sum it all up - once again, i am all hands for macro-removal/casualisation, i like to micro, not to macro. But Blizzard never paid an attention to the fact that the game is purely based on those "macro mechanics".



Terran cannot play without mules, because, look on injects - they give you production, an ability to make more units/drones. Those costs money. Chronoboost allows u to make units/grades faster - those costs money too. Nothing of it affects economy directly (because, injecting/chronoing for workers would cost you money to make those workers in the end), meanwhile, mules give terran direct economy advantage, and terrans, as a race, completely relying on that.



Basically, if Blizzard wants to remove macro mechanics, they would need to create completely new game, from scratch. Balancing wont help there, because, wont you expect to see 100 hp-supercostefficient marines? Or medivac with multi-healing-10hp/sec? Thats not gonna happen, and i dont see a way Blizzard can change it from "running beta".



Honeslty i dont feel like playing beta in its current state, regardless if i win or lose, games looking pointless and, considering changes (you lose your army/alot of workers > youre way behind and cant recover ANYHOW) very one-sided and boring. So i think changes will be reverted, question is - how soon?





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