Macro mechanics are something we’ve absolutely seen the community discuss in the past. With Legacy of the Void becoming more difficult to play due to our main goals - more action, micro on both sides during engagements, less downtime, etc. - we have been exploring areas that we can make easier. For these, we’re trying to locate areas that are difficult to manage but aren’t really easily noticeable. For example, as a player doing larva inject, it’s somewhat difficult for me to tell how well I’m doing in a given game. Further, my opponent really has no idea how well I’m doing it either. In esports matches, this is also something that viewers can’t tell either. Because macro mechanics are an area that’s difficult to do, and not many people can really tell how well someone is doing it, we’ve been exploring potentially cutting them or making them less important.
Currently, we’re looking at two options here.
Option 1:
Spawn larva is autocast by default, but spawn only 3 larva.
Mule efficiency is nerfed by 20% or so.
Chrono boost cost increased to 50, and efficiency not quite doubled.
The thought here is that because efficiency is nerfed overall, it’s not as big of a deal to not do these mechanics spot on all the time.
Option 2:
Cut chrono
Cut mule
Spawn larva is autocast by default, but spawn only 2 larva
The thought here is just do away with these added clicks, we do lose a little bit of strategy and decision making but we wonder if that’s ok, and have a clean version where players don’t need to do the extra clicks.
With that said, keep in mind neither of these versions are final, they’re just one of two potential directions we can go in this area.