lotv.spawningtool.com launched

Quick note here: in anticipation for the Legacy of the Void (LotV) closed beta, we have spun up http://lotv.spawningtool.com. Particularly because of the economy changes, it didn’t make much sense to combine the LotV data with the Heart of the Swarm (HotS) data, so it is split away into a separate database. Because I’m lazy, this means that you will need to make new user accounts: hopefully that doesn’t bother you too much.

So if you happen to get into the LotV beta or otherwise get access to replays, please upload them! Note that early on, there are definitely going to be bugs in parsing the replays, but we will do our best to rectify those as quickly as possible. Even so, the only way that we will be able to figure those out is with lots of example replays to work with. And we can always re-parse the replays to get corrected data.

I hope you enjoy the launch of the beta!

Spawning Tool has rebuilt their blog and (hopefully) has a lot to reveal

I believe I have successfully transitioned from http://starcraft.kevinleung.com to http://blog.spawningtool.com. All existing links should redirect to the new pages, so everything should still be accessible.

I also changed up the theme to be more consistent with the http://spawningtool.com color scheme. I can’t say I’m completely happy with it, but I hope it centralizes the branding.

One more thing: with the Legacy of the Void (LotV) beta coming within 2 weeks, Spawning Tool will need to go through some changes, and it would be helpful to have some people around to bounce ideas around with. Please contact me at spawningtool@gmail.com if you have any thoughts to share or at least would be willing to be a sounding board.

One more thing: I haven’t written much for this blog recently, but I might try to write more in the coming weeks. Fill out the poll if you have a moment so I can focus on writing the best content for you.

What content do you enjoy reading and would like to see more of?

  • Build orders and guides (63%, 5 Votes)
  • Spawning Tool site updates (13%, 1 Votes)
  • Graphs and statistics from Spawning Tool data (13%, 1 Votes)
  • Detailed analysis of professional games (13%, 1 Votes)
  • Critique of game of design (0%, 0 Votes)
  • Reporting lessons from my personal games (0%, 0 Votes)

Total Voters: 8

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Moving to blog.spawningtool.com

In an effort to realign content, I will be moving this blog to http://blog.spawningtool.com. It isn’t up yet, but I figured I would post forewarning in case I am not able to make a smooth transition. I will post again afterwards.

Since I’m posting, here are a few tidbits.

First, I’m excited for the upcoming launch of the Legacy of the Void (LotV) beta! There aren’t too many surprises in the announcement, but I’m glad to see it coming so soon. There will probably need to be some changes to Spawning Tool to accommodate Legacy of the Void, but I haven’t really figured out the details there. Hopefully I can get into the beta early and play the game.

Second, speaking of playing, I played a game this morning, which is more noteworthy than it should be. The game was unremarkable, and I feel bad for my opponent. I went for a Reaper expand into a (not very good) 10 minute timing attack while they opened 3 Hatch before Pool. I saw 1 Overlord early, so I took a slightly different path to their base, and in the process, I think I might have (unintentionally) perfectly skirted around the vision of 3 Overlords. I think they were probably surprised.

Third, I think I’m going to play around with more Ghost builds. I saw this reddit post lamenting the diminishing importance of the Ghost, and I figured I should give it a shot. I don’t know any Ghost builds or how to even integrate Ghosts into a composition other than late game TvP, but I’ll report back on what I find, hopefully.

See you on the other side at http://blog.spawningtool.com!

Put myself in my opponent’s seat: beating the mirror matchup

As Maxilicious from TerranCraft pointed out, I have been getting away from my roots in writing about Heroes so much recently. Good point. The posts about Heroes haven’t been brilliant: they’re just observations from playing regular games. I’m pretty sure it’s been months since I have last played a 1v1 ladder game, so I sat down and played a game. It went okay: I won a ZvZ.

http://spawningtool.com/19968/

It can be hard to read the build orders for exactly what happened in the game, but roughly, my opponent opened with a big Zergling push, then we both settled into Roach/Hydra. Eventually, I broke through with Swarm Hosts and better upgrades and won. Our macro was so-so. There weren’t really any cool micro plays. There were a few key decisions, however, that I want to touch on briefly.

First, I scouted no expansion and guys pulled out of gas. This was a pretty easy read for some sort of Speedling attack. I kept Overlords in a line and a few Zerglings sent around to scout to watch for the timing, and that came with plenty of time for me to get Roaches out to defend.

Second, I avoided the Zergling run-by by putting myself in my opponent’s seat. I knew that there were more Zerglings out on the map after I tried to expand and wasn’t fast enough to cancel the Hatchery. I figured I was ahead since I had my expansion for longer and had teched up to Roaches. I wanted to move out to push but realized that if I were him, I would go for a run-by as soon as I saw the army on the map. As such, I split my army leaving half of my Roaches uphill to defend while moving out with half. It was a good call as I crushed the run-by, got an expansion going, and went for a full attack soon.

Third, I got overconfident in an attack. I figured I was ahead and would probably overwhelm my opponent with a Roach/Hydra attack. I was wrong. Given that there wasn’t an immediate counter, I figured that it was probably close-ish, but I definitely lost my whole attacking army. Despite having slightly better upgrades, I probably wasn’t ahead in army supply, and my opponent had faster reinforcements. I should have been more careful and just leveraged my positioning into getting further ahead.

Fourth, I transitioned into Swarm Hosts and static defenses. There were more run-bys and good army movement by my opponent to pick off bases, but most of the fight was in a straight line. I knew it was a stalemate otherwise, so I went for (what seemed to me to be) an early Hive for +3/+3 and started building Swarm Hosts. My control was poor with Swarm Hosts running out to rally points and dying unburrowed, but I did get enough to slowly push in.

I think that point 2 was probably my proudest moment. I play random, so I do roughly see all matchups, and I don’t feel good about any of them. That perspective, however, is probably something I should leverage more: I should use strategies I hate against other players myself. Conversely, I should anticipate what I would do either to press my advantage or to come back in a game, and prepare against that. This might be harder for non-random players, but at least it’s something to apply in mirror matchups to break the stalemates.

And one more thing: Fantasy Proleague signups are open. I haven’t paid much attention to the last few seasons, but I made a team anyways!

Heroes Day 3: does mana even matter?

Just before playing my games of Heroes today, I played a game of Dota 2. I figured that I would be done with Dota after quitting AHGL, but we still talk about it at the office, and I had a hankering. We lost, but it was fun. It was surprisingly easy to switch back into it.

After that, I played 2 quick match games of Heroes, both with Tyrande. Just like in Dota, I like to play supports. Unlike Dota, I don’t seem to die very much. In the first game that we lost, I think I died maybe 3 times and started the game with a killing streak. In the second, game, I didn’t die at all. I think the targets in the game must be different. I’m used to (and totally fine with) being bursted down or throwing my body in the way to let one of our carries survive. I guess that happens less in Heroes since all team experience is shared and there are no prime targets. Strange.

It took me a game to figure out Tyrande. In the first game, I forgot to cast my owl out of combat, I forgot to cast my target in combat, and I was reluctant to use my Starfall. Most of those got sorted out in the second game as I was better able to use my owl to finish kills during chases. The learning curve for individual heroes seems shorter than the period for leveling them up, which is nice. I think the next thing for my Tyrande play would be doing a better job with global Starfall and using the Owl to impact the map as a whole and provide better vision even when I’m not physically in the area.

Another odd thing in the game is that mana doesn’t seem to really matter. This is not to say that I don’t get low: I really think I do a good job casting abilities off cooldown. It just seems like there’s way more mana lying around in wells and regeneration globes than I actually need, so I can cast everything on cooldown. It’s more fun to cast abilities than not (see Dota), but it also means that I never take the talents to save mana.

One thing I need to figure out is the different stages of the game. So far, the gameplay has stayed roughly the same early, middle, and late. Push down towers. Push more towers. Take camps and map objectives when you have space. I guess the boss camps aren’t really doable early. Teamfighting seems less important early than just covering lanes, but not really. I think that the emphasis on action from the beginning of the game (removing the laning phase) makes the game go much faster, but it did take away an obvious distinction for me.

Anyways, the game continues to be fun. I like to say that the differences between MOBA games are overstated and that they’re all really the same game, but I can see how Heroes and the 2nd generation of MOBAs is really trying to get away from the original DotA formula from WarCraft 3. I’ll try to put more thought into that in future posts.

Heroes Day 2: Practicing with more heroes

On my first day of Heroes, I only played 2 heroes: Raynor for the tutorials and Li Li for my 3 Quick Match games. Today, I played 4 more practice matches with Uther, E.T.C., Sonya, and Illidan. All of them seemed fine. I don’t know if people have preferences between the roles or heroes, but if they do, I figure I’ll just play the least popular one, because they all seem to require the same general level of engagement, just in different ways (healing, chasing, etc)

My main observation is that the Practice mode is pretty terrible. Maybe I missed the part where I could set the difficulty, but it was pretty easy to wail on the heroes in lane to force them out and then start accruing an experience advantage. It sounds like co-op mode is better adjusted for difficulty, but I think that they are both skippable modes.

I played Sky Temple and Blackheart’s Bay and today, I played Garden of Terror and Haunted Mines for the first time. Again, I’m pretty new to the game, but it seemed like all of the modes were quite similar despite being presented as a differentiating aspect to the game: there are objectives to collect around the map, and they feed into being able to push harder. I do like the focus on map objectives: camps, towers, and map objectives all seem to be big priorities, which cuts out the work of farming.

Of course, playing practice games didn’t seem to enlighten me much on strategy. Naively, it seems like the basic flow of the game is to look for a kill, then try to take camps or other map objectives while the other team can’t team fight. These objectives then allow you to push down towers more quickly. I haven’t tested this theory yet, and I don’t understand the subtleties past that.

I get the 4 different roles on the team at a high level. Past that, I don’t really understand team composition yet, though it seems very important. Given how Quick Match works, however, that aspect seems to be downplayed.

I’m looking forward to playing a bit more against real people to see what else is going on in play against people.

Heroes of the Storm: Day 1

Yes, I know that this is a StarCraft blog. I do feel a little dirty about writing about another game, but this is my best venue to write about Heroes of the Storm, and having just gotten access this morning, I figured I would document my journey.

(Note: I’ll be abbreviating Heroes of the Storm to “Heroes”, not “hots” because of the conflict with Heart of the Swarm. I think it’s less common, but contextually, it’s more confusing)

Before the Beta

Like many things, it started well before yesterday. I have of course played StarCraft 2 from beta and some Brood War before that, though not seriously. Over the past year or so, I have gotten into Dota 2 by playing with my coworkers, which culminated in us joining AHGL for this season. With a trip to watch TI4 and roughly 200 hours of playing, I think I’m decently knowledgeable about the game.

For a year and a half, I have been playing StarCraft 2 weekly on Tuesday nights until we recently switched to other games, such as TF2 and Terraria, for alternating weeks. We had talked a lot about trying out a MOBA, but being a try-hard Dota player myself with many League friends, there wasn’t much common ground. As of 2 days ago, my office team forfeited AHGL, so now that I no longer feel obligated to practice Dota, I figured I would give Heroes a try.

Getting into the beta

It was surprisingly easy to get beta access. The two most obvious pathways were:

  1. Adding Heroes to beta preferences for random picking https://us.battle.net/account/management/beta-profile.html
  2. Paying for the Founders Pack https://us.battle.net/shop/en/product/heroes-of-the-storm-founders-pack

Still being a big StarCraft fan, I actually toggled the first one off because I wanted to maximize my chances of getting into the Legacy of the Void (LotV) beta. That’s probably not how it works, but I didn’t want to risk it.

As for the Founders Pack, I was open to paying for it because Blizzard really does deserve my money at this point, but I figured I would take a gander on getting a free beta key first. Fortunately, that took less than a day. There were 2 ways I pursued that:

  1. Lurking on /r/heroesofthestorm for posts about giveaways, especially on new posts
  2. Watching Heroes streams on Twitch for random giveaways between games

I stumbled across an NVIDIA giveaway this morning, which netted me an EU beta key. I then posted on a few threads and eventually made a trade with someone looking for an EU beta key in exchange for a NA beta key. And with that, I was in!

My first games of Heroes

I played through the tutorials, which were pretty straightforward and easy to get into. The most surprising part about it was all of the stuff that wasn’t discussed: items, gold, last hitting, laning, etc. For someone without a MOBA background, it probably was nothing remarkable, but I was left wondering whether they were just skipping things for simplicity or whether it really wasn’t present. It turns out that it was the latter.

After that, I ended up playing 3 Quick Match games with a friend. In all 3, I played as Li Li, which was comfortable because I generally play supports in Dota as well. We were soundly defeated in the first 2 games, then crushed our opponent in the last game with a kill count of 19-1. I don’t really think my play changed much between the games: I was using all of my abilities on cooldown, and my reaction time to get to fights was about the same. I would say that the difference was just luck, but I also have no understanding of what matters in the game, so I won’t claim there wasn’t some other very relevant factor in there as well.

Reflecting on the game

Heroes was fun and easy to get into. The controls were extremely familiar, and I had no problem figuring out how to cast abilities and even trying to stutter-step and work on little micro tricks. That I have nothing to complain about and experience low switching cost is a great testament to what Blizzard has developed.

I think the best part about the game is that the games are really fast. Whereas Dota games are typically at least 45 minutes, these games were no longer than 15-20 minutes, which makes it way easier to get in and out between matches. I was shocked when I looked at the clock in one game and saw that we were already 6 minutes in: in Dota, we would have just barely started, but I already felt like a lot had happened!

It’s definitely a far more casual game than Dota, which I think is great news for my Tuesday night gaming: I want it to be really accessible for my friends to have a fun time without stressing too much.

I will probably regret this paragraph, but I felt like there just wasn’t that much to the game. I don’t see a really high skill ceiling in mechanics: I think I’m mostly there in being able to use all of my abilities off cooldown already and moving around during team fights. My map awareness and understanding of objectives needs to develop, but I think I can learn those relatively quickly. Knowing the hero pool will take longer, but that’s just one aspect. And the art of engagements seemed lacking, compared to Dota with a lot more preparation and thought and rougher consequences for choices. Teamfights just felt very casual in Heroes.

It sounds bad, but I’ll probably appreciate this: I don’t need another competitive game to get sucked into, and I really do appreciate how accessible it is for my friends to jump into together. I definitely look forward to playing more and will update this blog with my observations as I learn more.

Spawning Tool-SALT Integration

A big goal of Spawning Tool is to make build orders more accessible. StarCraft demands a high level of multi-tasking, and having a build order ready by rote can help players focus on other decisions. Of course, making the build orders available in the browser is just the first step in transferring knowledge into a real game, and integrating with SALT helps to bridge that gap.

SALT is a StarCraft mod that allows you to Save and Load game states for practicing engagements and build orders. The most relevant part to Spawning Tool is that it allows you to compose a build order, and it will prompt you step-by-step through the build order. Instead of looking back and forth between StarCraft and a written build order, you can practice it all with in-game audio prompts.

So we integrated SALT and Spawning Tool by allowing you to import build orders from your favorite pros straight into SALT. I’ll let JaKaTaK do a much more interesting explanation of how it works:

There are a few unfortunate technical caveats to it, so be sure to read the help text as well. Otherwise, I hope you find it useful, and of course let me know if you encounter any bugs with it. Happy practicing!

Spawning Tool supports the LotV Custom unofficial fan alpha mod

Quick note here on the blog that Spawning Tool now supports the LotV Custom unofficial fan alpha mod. Their team has put together a lot of work to faithfully recreate the LotV previewed at BlizzCon, and it’s definitely gotten a lot of excitement about how StarCraft will change with Legacy of the Void (LotV).

To support that, Spawning Tool has added support to parse the new units and abilities to show build orders including Ravagers, Disruptors, Lurkers, and everything else new. You can see some of those here, and you’re welcome to upload your own. This is the wild west as we try to figure out new builds that account for both new worker/economy timings as well as the new units.

In other news, Spawning Tool also has all of the replays from WCS season 3, BlizzCon, and IEM San Jose. Check those out as well.

There are a few other changes in the works for Spawning Tool, so keep your eyes peeled!

Legacy of the Void: Stay positive!

(This is the 6th and final part in a series on the multiplayer changes announced for Legacy of the Void at BlizzCon)

Over the last 5 posts, I have covered a lot of topics around Legacy of the Void (LotV), and they ranged from excited to skeptical and analytical to fanboy-ish. What I want to end on, however, is just a simple point: let’s stay supportive and positive.

There was a lot of excitement right around the announcement, and we need to keep that energy going as much as we can through release. As we get more details about the game, we are going to digger deeper into the changes, and any change will have both pros and cons. Given how experimental things are at this point, however, I don’t want us to get overwhelmingly focused on the negative.

As Blizzard changes things, not everything will work, but it’s important that they have the mandate from the community to try things. We do joke about things like “Daed Gaem” and complain about balance, but there is some underlying feeling that things can improve, and LotV is Blizzard’s chance to fix that. If we back away when we get more details about how much damage a certain unit does or how weak a certain race looks, then the natural reaction is to drift back to the norm, which is the game that we currently have.

Furthermore, it is natural that the changes will drift towards being less radical over time. Blizzard believes strongly in slow, progressive changes towards a stable game, and the game is only get to get more “normal” over time. Ideas rarely get crazier than initial creation and brainstorming, and I would be surprised for something really big to happen now that Blizzard has already announced a feature set.

Given this natural progression, I think we should be pushing to keep changes to see how they evolve and not allow ourselves to revert back to old thinking, whether that’s HotS or Brood War. If we think this game needs a shake-up, we should be behind everything Blizzard does, and hopefully they will hit on the right things. Stay excited. Big things are ahead.