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A Different Approach

Blogs > Pinnacle55
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Pinnacle55
Profile Blog Joined October 2009
Singapore173 Posts
April 16 2011 14:18 GMT
#1
I've been looking around the SC2 strategy forums for a long time...and I've seen things that people call "Imbalanced" come and go, from things in the early beta like Proton Charge, all the way to something rather recent, like the 2 Rax Rush. Some of these things have changed, while others have remained the same.

One of the common themes that I see about the fixes to the aspects of the game that we like to call imbalanced is that they are all generally very direct, and often drastic measures. These include things like changing the Roach supply from 1 to 2, or completely removing the Khaydarin Amulet from the game. I find it rather interesting that when facing a problem, people are inclined to bash straight through the obstacle rather than to take a closer look and determine the root cause, or at the very least try a different approach.

Let us take, for example, two of the major gripes about the game at this point in time. The first one, PvZ, considered imbalanced by the virtue of the Protoss Deathball, which is buoyed by the deadly, game-ending composition of Collosus and Void Rays, as well as the so-called "most imbalanced spell" in the game, Force Fields. Even the mid-game Protoss Deathball Composition of Stalker, Sentry, Collosus eats the Zerg counters alive with proper use of blink and FFs. This has led to many considering the match-up to be imbalanced in favour of the Protoss.

The second major gripe about the game would be the Coinflip Matchup, or more commonly known as Protoss vs Protoss. The state of the match-up is such that any potential build you bring to this match-up, no matter how ingenious or brilliant, must be able to hold off a very strong push around the 7 minute mark, also known as the 4 warp-gate.

Responses to these two gripes invariably center around changing the fundamental units or spells which cause these problems. For example, Force Fields - there have been many who have suggested giving Force Fields a health bar so as to make it easier for the Zerg to swarm the enemy. Others have suggested major changes to the Warpgate mechanic, so as to make PvP less monotonous.

Please note that this is not a suggestion blog - I do not assume to have such supreme knowledge of the game so as to make sweeping changes that will perfectly balance the match-ups. But I do believe that we should take a different approach rather than trying to break the fundamentals of the mechanics used in the current game.

One example of attacking the problem from a different direction would be removing the Sentry's attack completely. What effects would this have on the current state of the game? For one, it would either slightly reduce the number of Sentries in the Protoss composition, or slightly reduce the DPS of the Protoss Deathball. Neither of those seem like a major change that would swing the favour of the PvZ matchup far into the Zerg's hands, but it is these small things that would help turn the tide in the overall sense of game balance, while not fooling around with the more fundamental mechanics.

In the end, all I wanted to say is that we shouldn't be trying too hard to smash whatever we feel is imbalanced. Don't force suggestions that would change the fundamentals. Rather, look at what you already have, and suggest little tweaks that would help the balance of the match-up. I wouldn't say that this is a surefire way to balance the game, but it would allow for more lateral thinking and new ideas in comparison to the calls to nerf Force Fields. Wouldn't you agree?

There is hopeful symbolism in the fact that flags do not wave in a vacuum.
JMC4
Profile Blog Joined August 2010
United States261 Posts
April 16 2011 14:44 GMT
#2
I think that the game of starcraft is much more balanced than people make it out to be. Whenever someone comes with the claim that so and so is imbalanced it is generally because they are losing and see something like a forcefield in a game that they lose. So rather than think "allright so how can I fight against the forcefields?" they think "Forcefields are so imbalanced! I do everything right and I still lose! It's all because of the forcefields they make it impossible to win!" Chances are, the player is doing something wrong and they just blame the game because it is an easy way out. Really what people need to do is learn how to fight these so called "imbalanced" factors of the game. Because lets face it. Lets say Blizzard does implement some of the ideas centered around sentries that were brought up in this post. There is always going to be something that is considered "imbalanced" that people lose to and don't bother trying to learn how to fight against it.
Diamond Protoss ~
-{Cake}-
Profile Joined October 2010
United States217 Posts
April 16 2011 16:41 GMT
#3
I agree with making small gradual changes, and that the game is much more well balanced than the massive amounts of qq would have you believe,

but removing the sentry's attack would be completely game-breaking, [early expands against zerg would be pretty much nonexistant (sure you can trap the speedlings, but you can't kill them), there would be more 4gate in pvp (builds that try to block ramp with sentries would be significantly weaker), and makes stim timing pushes and the 1 base raven or banshee allins much stronger (moving in a direction blizzard does not intend as shown by the stim build time nerf)]
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