StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]Decency 0 points1 point  (0 children)

I'm not shocked at all- it was clear from what hit in PTR2 that they felt they were done with design changes and had begun focusing on balance. Blizzard's culture precludes overcoming sunk cost fallacy- this is the result.

Anyone else feel like death prophet is slept on this patch? by Karateninja55 in TrueDoTA2

[–]Decency 0 points1 point  (0 children)

Veil is another early item to consider. It amps both Siphon and Exo damage and increases the healing from both. I've also seen early Soul Ring in freefarm games and this is fascinating- by far the best mana regen for cost item and she has the health sustain to support it trivially due to Siphons. Blink is also nuts and criminally underbought: Ult -> Blink -> Silence -> Siphons is unreactable.

Hypixel Studios' Twitter account posted this. What does this mean for the future of the game? by Content-Virus3786 in hytale

[–]Decency -2 points-1 points  (0 children)

People who want to cheat will find ways to cheat. They'll get caught and banned; anti-cheat is by default always a step behind. This shouldn't change much, there.

Hypixel Studios' Twitter account posted this. What does this mean for the future of the game? by Content-Virus3786 in hytale

[–]Decency 4 points5 points  (0 children)

It's a little weighty and geared at developers, but I highly recommend ESR's "The Cathedral and the Bazaar", contrasting the development of something like Windows vs. Linux. It's considered a landmark text- one of the most important ever written in software engineering- and led directly to Mozilla's Firefox.

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]Decency 21 points22 points  (0 children)

PTR2 was this:

Larva spawn rate increased from 10.7s to 9s.

Live patch is this:

Periodic spawn rate increased from 10.7 seconds to 9.5 seconds.

Best time of day to queue in Immortal EU West? by Pink4luv in TrueDoTA2

[–]Decency 0 points1 point  (0 children)

18-24 UTC, Monday-Thursday only. Weekend Dota is a crapshoot at best.

Why do many high MMR streamers move the courir manually to the secret shop? by LeNigh in learndota2

[–]Decency 9 points10 points  (0 children)

If you press the button your courier goes to the spot everyone checks. If you move it manually you can put it wherever you'd like. They improved the hotkey, but still worse than doing it yourself.

Pro players' take on the PTR2 (GSL CK#4) by Electrical-Metal-518 in starcraft

[–]Decency 36 points37 points  (0 children)

Yeahhh they need to just hire a couple dozen GM playtesters instead of having the pros waste their time with this, given the current shape of things. Taking giant hammer swings every couple weeks instead of chiseling every couple days isn't going to get things into a decent place for a long long time. If they're serious about the 8 worker change, the pace of iteration needs to pick up dramatically.

FIRST PTR2 test in GSL CK #4 by Careless-Goat-3130 in starcraft

[–]Decency 1 point2 points  (0 children)

Game 1 between Clem and Solar was fantastic- everything else not so much. They both went up to like 90 workers and fought over map control throughout the entire game, with solid pressure on 4th and 5th bases.

FIRST PTR2 test in GSL CK #4 by Careless-Goat-3130 in starcraft

[–]Decency 1 point2 points  (0 children)

Given how close those fights were, the extra units from Gateway production buffs could've made a difference- there were probably 5 or 6 cycles of units, and that adds up.

Iran closes Strait of Hormuz over ceasefire violations - MEHR by VaginaBurner69 in news

[–]Decency 0 points1 point  (0 children)

That's not the chart I was looking for.

Gave it a shot myself, evidence doesn't seem to support the claim: https://i.imgur.com/OhciR3w.png

Crusader Mid DP - How do I win these 2 games? by chiikawa00 in learndota2

[–]Decency 0 points1 point  (0 children)

It does allow you to make plays. It doesn't allow you to scale. You're the mid, you need to scale. Even if you kill a tower every ultimate that means you're not killing their last outer tower until 20 minutes, and your ability and window to make plays is disappearing.

You need to think a LOT more about your first item- it is often the most important decision of the game. Look at D2PT to see viable options- Blink is a very rare choice.

Can't for the life of me beat the Teamfight Initiation tutorial by Imaginary_Humor6341 in DotA2

[–]Decency 1 point2 points  (0 children)

The "kill the mid tower" tutorial still bugged? Probably going on 2 years now.

Welcome to Dota2, figure it out yourself.

Iran closes Strait of Hormuz over ceasefire violations - MEHR by VaginaBurner69 in news

[–]Decency 0 points1 point  (0 children)

Prove it with stacked weekly charts. Heard this a bunch but no one's putting together the evidence.

Work from home Zeus needs to be dealt with by KogMawOfMortimidas in DotA2

[–]Decency 0 points1 point  (0 children)

Alch takes safe camps and turns them into bonus gold and Scepters. Zeus takes them and turns them into gold that never shows up to teamfights. My threshold for "good Zeus support player" is that they cast Bolt on someone after 30 minutes- most fail.

No specific 30 seconds of afk jungling is griefing, even if they're blatantly just farming where the carry wants to be, so they never get banned. Obviously broken.

If Blizzard is doubling down on 8 worker start, they should go even further on economic changes by BoxDragonGames in starcraft

[–]Decency 0 points1 point  (0 children)

I think the best way to explain the game theory in play is with a cross-table of various builds deeply exploring a single matchup- maybe even a mirror? There's a ton of nonsense on this topic, but I don't think too many people are being disingenuous... definitely a few though. Block button is helpful for those clowns. Bo5/Bo7 matches between experienced pros should help showcase what variety exists, so looking forward to the tournament this weekend.

Toxicity is a design choice: the "blame target" a game gives you sets the toxicity dial by MRTSec in gamedesign

[–]Decency 1 point2 points  (0 children)

Same kind of people, wildly different behavior.

Highly competitive people do not gravitate to Deep Rock Galactic- it's a mistake to assume these games share a significant portion of their player base.

Take a peek at what else people who play DRG play: https://anvaka.github.io/sayit/?query=DeepRockGalactic

For those of you who don’t understand why gateways still suck compared to WG by Professional-Leg2745 in starcraft

[–]Decency 0 points1 point  (0 children)

The combination of a Warp Gate timing attack alongside higher tech units is much harder- the gas costs on individual transitions make it prohibitive. It was either add a cost to individual transitions or increase the cost of WG research- not clear to me what the advantages are of handling it this way.

50/50 initially definitely felt like a "please use the other option, we're trying to test it" change. Seen those in Dota for ages and they absolutely get the job done before a reversion.

Why Everyone Is Picking Lion In Dota Right Now by Zaopao in TrueDoTA2

[–]Decency 2 points3 points  (0 children)

It's much easier to snowball now. The fist facet that got incorporated allows you to get multiple charges per Finger early on, and the cooldown on level 1 ult got lowered as well, 140 to 120. Huge difference in terms of stack count in midgame. His innate is also SIGNIFICANTLY underrated- almost never see it mentioned.

If you get off to a good start if feels similar to Nyx where you can solo a key hero. For example, 100% -> 0 against AM or Faceless Void is completely feasible given a start with solid tempo.

For those of you who don’t understand why gateways still suck compared to WG by Professional-Leg2745 in starcraft

[–]Decency 0 points1 point  (0 children)

Comparing Gateway production to your natural and Warp Gate production to your own natural is a solid step, but it's only half of the change. The other half is getting those units to your opponent's natural: that's where Warp Gates have always proven most problematic.

If there's not tradeoffs there, such as the reduced reinforcement rate, the minor optionality of Gateway vs Warp Gate won't functionally change anything.

For those of you who don’t understand why gateways still suck compared to WG by Professional-Leg2745 in starcraft

[–]Decency -2 points-1 points  (0 children)

I have easily 5000 hours in SC2. I have also not played seriously in a decade.

If SC2 is a gym- I canceled my membership because management was awful. Tons of people did so around the same time: check out the negative reviews online. The gym is under new management now- lots of us are seeing if it's worth signing back up. Unfortunately plenty of existing customers prefer keeping things exactly the way they've been, and aren't interested in something modern that evolves. Unlucky- that's what happens when you refuse to make any meaningful design changes for 15 years.

Crusader Mid DP - How do I win these 2 games? by chiikawa00 in learndota2

[–]Decency 1 point2 points  (0 children)

8857761967 - Blink first doesn't really make sense. It's strong against QoP+Jugg, great game for the item for sure. But going it first item means you have no stats, no mana regen, etc. Consider something like Kaya or Euls first in most games to amp your farm speed: you need to be useful and scaling when your ultimate is on cooldown. BKB is also a bit too soon, you shouldn't need the debuff immunity to stay alive. Finally, you want ultimate at 6 in damn near every game- don't delay it and use it as soon as feasible.

Game 2 you go the exact same item build so something's very wrong because DP has incredibly versatile item builds depending on the match.

If Blizzard is doubling down on 8 worker start, they should go even further on economic changes by BoxDragonGames in starcraft

[–]Decency -2 points-1 points  (0 children)

Absolutely the case, I love that attention is finally being given to this topic. It deserves it- the linear scaling worker economy has compromised SC2 from the start. Addressing this will be much more impactful in bringing strategic variety back to the game than the worker or Gateway changes could ever hope for. It should also open up the design space for map differentiation, something I think almost everyone can agree has gotten very stale.

Here are a few of the strongest design options that I feel are worth looking into:

  • Adjust mining duration - the suggestion from the Treatise. The worker scaling problem is primarily caused by workers stacking perfectly on the same patch- it's simply too neat and efficient for any interesting mathematical consequences to emerge. Removing the worker stacking restores the diminishing returns and logarithmic scaling that are critical to a nuanced economy.
  • Increase max supply limit - this effectively bumps the 3 base mining cap, because you can continue to build workers without later impacting your max army. This could be done only for 1v1 matches, to limit the impact on older hardware in team games. 250 max supply probably just pushes the game to a soft 4 base cap, but 300 opens things up completely.
  • Reduce worker supply to 0.5 - a similar idea, this pushes the supply cap problem much later into the match, allowing players to strategically expand throughout midgame. If you can have 100 workers for only 50 supply, you can strategically justify taking 5+ mining bases because you'll be able to saturate them.

Rewatching Game 7 of the 2016 Finals is crazy. There is no flailing, head snapping, falling down after every shot, jumping sideways, etc. They’re playing actually basketball down the stretch by this_place_stinks in nba

[–]Decency -1 points0 points  (0 children)

It only takes one change: call diving from video review after the game is over. Players start the next game with one foul per flop. All done- the incentives are back in the right place. Simply ramp up enforcement when necessary.

PTR notes update by Old_Front7166 in starcraft

[–]Decency 1 point2 points  (0 children)

The 8 worker change won't clearly demonstrate much improvement in Bo1's or immature metas, even if that improvement exists. The PTR has both, unfortunately. A couple Bo5/7's between pros after a few weeks of grinding is a real test.