To begin, a retrospective at what I thought about this season's maps:
Originally Posted by goofyballer
Overgrowth: looks like it's an easy third for Protoss (wall off the outside path with gateways + cannon, lol at Zerg) so terrible map, also gonna be super easy for Protoss to feint towards Z natural then just put up a wall of forcefields kill the third and recall home
Merry Go Round: somehow doesn't look terrible despite being 3 players, though your 3rd appears a bit exposed if other player spawns counterclockwise
Waystation: total joke map with the bottom left/upper right spawns if Terran is playing, float a quick CC over for a free base, are you ****ing kidding? Other than that looks alright
Overgrowth: I think I was wrong, this map wasn't terribly imbalanced (except in favor of mech TvZ), and while Protoss did have some strong simcity-based attacks on third bases with force fields that we all saw way too often, the map allowing for pretty open engagement probably helped out Zerg just as much.
MGR: Pretty good map
Waystation: I was also wrong here, although I think the problem isn't so much with my predictions as it is with Terran players. Seriously, in close spawns, why would you ever not go fast 3CC and take a free base behind your main? I'm not getting a lot of mutas over there very quickly - with good TvZ play, you're making me stay at home and pressuring my 3rd (which is kinda distant!) and all that jazz, I can't just make 20 mutas and fly over there.
Anyway, removed are:
I kinda like Waystation long spawns but I'm gonna guess the reason they took it out after just 1 season is because not enough people pick it in tournaments, or something, and you know what? **** that, that's a ****ty reason to take a map out, you shouldn't be catering to tournament players who are deathly afraid of a map that you can't just plan out an exact build for since it changes based on spawns. It gave us some crazy good games too.
No vertical spawns I think. Looks like a great swarm host map, shoot me. Also looks like horizontal spawns kinda sucks for ZvT - looking at bottom spawns, if you're on the right, Terran has a great angle to drop you from any direction. On the left, Terran can probably do some insanely annoying pushes with like 2 siege tanks parking below the natural, totally protected while you dance around marines. Verdict: don't like it.
Looks almost Zerus Prime-like in your ability to take lots of bases really really fast, unless it's horizontal spawns in which case I guess you need to kill some rocks first. Center area fairly open, I'll go with slightly Zerg-favored even though T/P will have no problem going up to 3 bases very quickly.
Three player maps are just all the rage these days. With more bases around the edge of the map than Merry Go Round (which has the ones closer to the center watchtower), I feel like this looks like it favors the player who gets to expand clockwise away from their opponent over the player who has to take their clockwise natural but then go counterclockwise away towards a 4th base that's screaming "please dual-pronged attack me".
Like, which ground area would you rather be responsible for defending to keep your 4 bases intact?
It may also be weird doing it over Starcraft, I run the game windowed fullscreen, maybe it won't work if you aren't? Or graphics drivers or something etc etc. You can PM me the replay and what time to make a gif of if you want.
Medivac harass has been getting weaker since the beginning of HotS due to players improving at defending against them.
I can't even believe this. Players are good at defending against something, so we need to make it even better?
What the **** is their goal with balance changes, exactly? Is it their mission statement that no matter how fast medivacs are, or how well Terrans can use them, if players can defend medivac harass, medivac harass isn't strong enough? Players adapt over time, so we need to make them adapt more?
There's no logic here at all. This is mind-numbingly stupid. First response says it all, SayYesToStim with the medic avatar ****ing loves these changes.
I think the opposite. Faster or longer boost isn't terribly game-breaking, but faster unload means
a.) mutas may not be able to cost effectively kill medivacs if the Terran can just unload all the marines inside quickly
b.) Terrans would no longer have to give any ****s about dropping marines on top of zerglings as long as they have decent simcity protection behind mineral lines/buildings or w/e