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What is LoV- Blizzard don't hurt me, no more. - Page 3

Blogs > plogamer
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Xyik
Profile Blog Joined November 2009
Canada728 Posts
July 25 2013 14:55 GMT
#41
The deathball argument is getting old.
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
July 25 2013 16:48 GMT
#42
Action going on around the map? It's a good thing there's no such thing as:

medivac drops
mutalisk harass
phoenix harass
oracle harass
cloaked banshees
nydus worms
warp prisms

otherwise, your argument would hold up
Chameleons Cast No Shadows
Anfield
Profile Joined October 2010
Yemen160 Posts
July 25 2013 17:04 GMT
#43
Is it me or did protoss get easier than what it was in WoL? I just started playing again and honestly it feels more simple than what it used to be. I think its the mothership core that makes defending ridiculous. and I agree that strategy is low in this game. I guess you can call your build order your strategy but honestly some of these match ups are : "woop i got lucky opening, its gonna do alot of dmg, you lose."
catplanetcatplanet
Profile Blog Joined March 2012
3836 Posts
July 25 2013 17:07 GMT
#44
If you want real strategy play a board game.

And not those simple party "strategy" games like risk, but a real war game.
I think it's finally time to admit it might not be the year of Pet
Otolia
Profile Blog Joined July 2011
France5805 Posts
July 25 2013 17:44 GMT
#45
On July 26 2013 02:07 catplanetcatplanet wrote:
If you want real strategy play a board game.

And not those simple party "strategy" games like risk, but a real war game.

We should all drop Starcraft and start playing Diplomacy 24/7.
mizU
Profile Blog Joined April 2010
United States12125 Posts
July 25 2013 20:10 GMT
#46
Lol sorry for the shit storm I caused on your blog I was just trying to play devil's advocate like how I usually do when I see an opinionated blog/post
if happy ever afters did exist <3 @watamizu_
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 25 2013 20:38 GMT
#47
Was hoping there was a parody video to kill 3 minutes. But no you are wrong. SC 2 has a lot of strategic depth. I will admit there is a point when it looks like it is death ball vs death ball and the game does pretty much end up being a who can hit A for marine fast enough, but the actions leading up to that are stragetic. Dota 2 (i won't say LoL i don't play it and don't care about it) has some deep strats too, but it is all team based and it is harder to get everyone to work together for a common goal. But I wouldn't really compare dota 2 strats to SC 2 strats. They are different.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
July 25 2013 20:52 GMT
#48
On July 26 2013 05:10 mizU wrote:
Lol sorry for the shit storm I caused on your blog I was just trying to play devil's advocate like how I usually do when I see an opinionated blog/post


It's all good. I started playing BW campaign just now. So refreshing to send my units everywhere on the map~
FrogsAreDogs
Profile Blog Joined June 2012
Canada181 Posts
July 25 2013 21:20 GMT
#49
Lol I dont agree with OP's main points at all. In fact...I dont agree with anything stated in the original post....

Maybe at the lower leagues, the mentality of massing a deathball army and engaging with it might be similar to Moba games. But you can't just ignore the build order, greed/cheese, unit comp. decisions made by the higher level players. I think apart from Moba games having stemmed from an RTS game engine, those games and SC2 are as far apart as can be.

One thing that is a bit irrelevant to this thread but I just want to get off my chest: I think in general, the foreign Sc2 casting is terrible. From WOL till now I haven't seen a single caster properly explain the actions and intricacies in a Sc2 game in as much detail and with as much excitement that I myself feels. It doesn't surprise me that threads like this pops up as the majority of viewers don't even know what they are missing out due to the overwhelming scope of boring Sc2 casting.
YO
xxpack09
Profile Blog Joined September 2010
United States2160 Posts
July 25 2013 22:08 GMT
#50
1/5 for lack of song parody and lack of 2nd "don't hurt me"
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
Last Edited: 2013-07-26 00:45:29
July 25 2013 23:57 GMT
#51
Another one of these silly blogs?

Striking at the heart of the argument presented in the OP (what little of an argument that is presented, at the very least), is the fallacy of claiming that strategy = "constant action taking place in 3 locations."

There is absolutely no reason why multiple fronts is a prerequisite for strategy. Consider the quintessential nature of a battle, taking place on one set battlefield, with two armies. The mere fact that there is only one location and only one set of armies for each side does not magically mean that strategy is nonexistent, as if because they are only in one battlefield the soldiers somehow stumble stupidly towards their enemies, the generals drooling without a thought in their heads.

Also, it's not as if it's any one person who controls multiple battles in a MOBA game, so the "3 strategic battles" comment is silly when you realize that those are 3 separate sets of individuals in those. Yes, they can communicate, but that's an issue of teamwork, not necessarily of strategy.

Plus, previous posters have already addressed the concern that Sc2 only deals with one battle in one place. And on top of that, I understand that it's easy for low level players to just throw up their hands when they lose (or win) with an army and go "zomg deathball!" but even true "deathballs" contain innumerable nuances, and this is coming from a Terran player who feels like he always has to fight an uphill battle against Zerg or Protoss "deathballs."

Furthermore, mechanics IS strategy. Strategy is nothing more than the considerations, arrangements, and implementation of options against the ones present and possible by the opponent. The far more extensive mechanical complexity of SC2 means that you have far greater detail and availability of tactical options given that you control an entire army and economy, versus controlling one champion. This is particularly true when it comes to depth - I'm a fan of all eSports and I love all games, but I much prefer to watch SC2 over LoL (and I've watched a decent amount of LCS) because LoL offers little in terms of precise strategy. At most, teams can choose champion positioning, champion selections that tilt towards ganking, towards hyper carries in the late-game, etc., but they never approach the precision of a meticulously planned build or all-in tailored towards a specific opponent and map in SC2.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
rebdomine
Profile Blog Joined October 2010
6040 Posts
July 26 2013 01:01 GMT
#52
On July 25 2013 19:52 plogamer wrote:
Show nested quote +
On July 25 2013 19:43 mizU wrote:
On July 25 2013 19:38 plogamer wrote:
On July 25 2013 19:31 mizU wrote:
cute title

sorry but the biggest difference is that sc2 is a solo game and that dota and league are played with teams

dota is actually pretty hard mechanically


Dota might be hard mechanically for some people, but nowhere nearly as hard as Starcraft 2.

A team that communicates and functions as one is really quite a feat to manage. Let's try this, imagine 1 person playing with 5 heroes in dota against another 1 person with 5 heroes. That game would be closer to BW than SC2 in terms of strategic depth.


are you just measuring mechanical difficulty with multi-tasking?
because there are deeper mechanics involved in dota, and i think you might be over stating the difficulty that sc2 has.
sure multi tasking in sc2 is somewhat hard, but most of the tasks are repetitive and can really be done without much thought, where as even if your attention is on your only character (which isnt always the case, chen creep micro, item usage etc.) even the opening laning stage is difficult


I would define mechanics as macro and micro, as I already mentioned. Dota doesn't have macro. Whereas, Starcraft has plenty of micro too - dota and it's predecessors were inspired by spells in starcraft and warcraft games.

And the fact that macro can be repetitive and done without much thought is exactly the reason why I argue that Starcraft should have more strategic depth. I use dota and league for constrast, because between the three, only Starcraft is called a real-time strategy game.

/edit

APM requirements to meet macro and micro demands would be a decent test of mechanical difficulty. What is the average APM for professional dota and league players? Not saying APM = overall skill, but rather mechanical speed.


DotA does have a ton of mechanical complexities. Sure the game looks simple on paper and it looks like it's all about controlling one unit.

In DotA, you have to be map aware, and learn to manage your gold, also know how to maintain creep equilibrium just so that the creeps are always going to be fighting in a spot that is safe for you and doesn't leave you exposed to attacks. The skill of controlling creep waves is pretty much akin to macro.

There are many mechanical quirks that separate the pros from your average joe.

You'll also have to learn to adjust your skill and item builds based on what's happening in the game.

And APM isn't all that important as the game's mechanical demands are even more strategic. It's all about getting into the right mindset based on your role in the game. No disrespect to SeleCT cause I think he's a great terran player and was one of my fave SC2 players when I used to follow the game, but he was pretty bad in his stint as a DotA 2 pro.

Sure APM helps a lot with playing some heroes like Invoker, Chen, Meepo, Visage, etc, but I feel like DotA just demands a different set of mechanical skills rather than just being fast.
"Just because you are correct doesn't mean you are right!"
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
July 26 2013 01:17 GMT
#53
On July 26 2013 10:01 rebdomine wrote:
Show nested quote +
On July 25 2013 19:52 plogamer wrote:
On July 25 2013 19:43 mizU wrote:
On July 25 2013 19:38 plogamer wrote:
On July 25 2013 19:31 mizU wrote:
cute title

sorry but the biggest difference is that sc2 is a solo game and that dota and league are played with teams

dota is actually pretty hard mechanically


Dota might be hard mechanically for some people, but nowhere nearly as hard as Starcraft 2.

A team that communicates and functions as one is really quite a feat to manage. Let's try this, imagine 1 person playing with 5 heroes in dota against another 1 person with 5 heroes. That game would be closer to BW than SC2 in terms of strategic depth.


are you just measuring mechanical difficulty with multi-tasking?
because there are deeper mechanics involved in dota, and i think you might be over stating the difficulty that sc2 has.
sure multi tasking in sc2 is somewhat hard, but most of the tasks are repetitive and can really be done without much thought, where as even if your attention is on your only character (which isnt always the case, chen creep micro, item usage etc.) even the opening laning stage is difficult


I would define mechanics as macro and micro, as I already mentioned. Dota doesn't have macro. Whereas, Starcraft has plenty of micro too - dota and it's predecessors were inspired by spells in starcraft and warcraft games.

And the fact that macro can be repetitive and done without much thought is exactly the reason why I argue that Starcraft should have more strategic depth. I use dota and league for constrast, because between the three, only Starcraft is called a real-time strategy game.

/edit

APM requirements to meet macro and micro demands would be a decent test of mechanical difficulty. What is the average APM for professional dota and league players? Not saying APM = overall skill, but rather mechanical speed.


DotA does have a ton of mechanical complexities. Sure the game looks simple on paper and it looks like it's all about controlling one unit.

In DotA, you have to be map aware, and learn to manage your gold, also know how to maintain creep equilibrium just so that the creeps are always going to be fighting in a spot that is safe for you and doesn't leave you exposed to attacks. The skill of controlling creep waves is pretty much akin to macro.

There are many mechanical quirks that separate the pros from your average joe.

You'll also have to learn to adjust your skill and item builds based on what's happening in the game.

And APM isn't all that important as the game's mechanical demands are even more strategic. It's all about getting into the right mindset based on your role in the game. No disrespect to SeleCT cause I think he's a great terran player and was one of my fave SC2 players when I used to follow the game, but he was pretty bad in his stint as a DotA 2 pro.

Sure APM helps a lot with playing some heroes like Invoker, Chen, Meepo, Visage, etc, but I feel like DotA just demands a different set of mechanical skills rather than just being fast.


I'd actually put down last hitting skills as mechanics.
11/5/14 CATACLYSM | The South West's worst Falco main
rebdomine
Profile Blog Joined October 2010
6040 Posts
Last Edited: 2013-07-26 01:28:48
July 26 2013 01:28 GMT
#54
On July 26 2013 10:17 Targe wrote:
Show nested quote +
On July 26 2013 10:01 rebdomine wrote:
On July 25 2013 19:52 plogamer wrote:
On July 25 2013 19:43 mizU wrote:
On July 25 2013 19:38 plogamer wrote:
On July 25 2013 19:31 mizU wrote:
cute title

sorry but the biggest difference is that sc2 is a solo game and that dota and league are played with teams

dota is actually pretty hard mechanically


Dota might be hard mechanically for some people, but nowhere nearly as hard as Starcraft 2.

A team that communicates and functions as one is really quite a feat to manage. Let's try this, imagine 1 person playing with 5 heroes in dota against another 1 person with 5 heroes. That game would be closer to BW than SC2 in terms of strategic depth.


are you just measuring mechanical difficulty with multi-tasking?
because there are deeper mechanics involved in dota, and i think you might be over stating the difficulty that sc2 has.
sure multi tasking in sc2 is somewhat hard, but most of the tasks are repetitive and can really be done without much thought, where as even if your attention is on your only character (which isnt always the case, chen creep micro, item usage etc.) even the opening laning stage is difficult


I would define mechanics as macro and micro, as I already mentioned. Dota doesn't have macro. Whereas, Starcraft has plenty of micro too - dota and it's predecessors were inspired by spells in starcraft and warcraft games.

And the fact that macro can be repetitive and done without much thought is exactly the reason why I argue that Starcraft should have more strategic depth. I use dota and league for constrast, because between the three, only Starcraft is called a real-time strategy game.

/edit

APM requirements to meet macro and micro demands would be a decent test of mechanical difficulty. What is the average APM for professional dota and league players? Not saying APM = overall skill, but rather mechanical speed.


DotA does have a ton of mechanical complexities. Sure the game looks simple on paper and it looks like it's all about controlling one unit.

In DotA, you have to be map aware, and learn to manage your gold, also know how to maintain creep equilibrium just so that the creeps are always going to be fighting in a spot that is safe for you and doesn't leave you exposed to attacks. The skill of controlling creep waves is pretty much akin to macro.

There are many mechanical quirks that separate the pros from your average joe.

You'll also have to learn to adjust your skill and item builds based on what's happening in the game.

And APM isn't all that important as the game's mechanical demands are even more strategic. It's all about getting into the right mindset based on your role in the game. No disrespect to SeleCT cause I think he's a great terran player and was one of my fave SC2 players when I used to follow the game, but he was pretty bad in his stint as a DotA 2 pro.

Sure APM helps a lot with playing some heroes like Invoker, Chen, Meepo, Visage, etc, but I feel like DotA just demands a different set of mechanical skills rather than just being fast.


I'd actually put down last hitting skills as mechanics.


I actually forgot how hard that was as a beginner until I saw a kid in a LAN cafe, struggling to get last hits as a safelane Phantom Asssassin. Getting 6 last hits in 5 mins, and missing all the creeps under his own tower.
"Just because you are correct doesn't mean you are right!"
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
July 26 2013 01:34 GMT
#55
On July 26 2013 10:28 rebdomine wrote:
Show nested quote +
On July 26 2013 10:17 Targe wrote:
On July 26 2013 10:01 rebdomine wrote:
On July 25 2013 19:52 plogamer wrote:
On July 25 2013 19:43 mizU wrote:
On July 25 2013 19:38 plogamer wrote:
On July 25 2013 19:31 mizU wrote:
cute title

sorry but the biggest difference is that sc2 is a solo game and that dota and league are played with teams

dota is actually pretty hard mechanically


Dota might be hard mechanically for some people, but nowhere nearly as hard as Starcraft 2.

A team that communicates and functions as one is really quite a feat to manage. Let's try this, imagine 1 person playing with 5 heroes in dota against another 1 person with 5 heroes. That game would be closer to BW than SC2 in terms of strategic depth.


are you just measuring mechanical difficulty with multi-tasking?
because there are deeper mechanics involved in dota, and i think you might be over stating the difficulty that sc2 has.
sure multi tasking in sc2 is somewhat hard, but most of the tasks are repetitive and can really be done without much thought, where as even if your attention is on your only character (which isnt always the case, chen creep micro, item usage etc.) even the opening laning stage is difficult


I would define mechanics as macro and micro, as I already mentioned. Dota doesn't have macro. Whereas, Starcraft has plenty of micro too - dota and it's predecessors were inspired by spells in starcraft and warcraft games.

And the fact that macro can be repetitive and done without much thought is exactly the reason why I argue that Starcraft should have more strategic depth. I use dota and league for constrast, because between the three, only Starcraft is called a real-time strategy game.

/edit

APM requirements to meet macro and micro demands would be a decent test of mechanical difficulty. What is the average APM for professional dota and league players? Not saying APM = overall skill, but rather mechanical speed.


DotA does have a ton of mechanical complexities. Sure the game looks simple on paper and it looks like it's all about controlling one unit.

In DotA, you have to be map aware, and learn to manage your gold, also know how to maintain creep equilibrium just so that the creeps are always going to be fighting in a spot that is safe for you and doesn't leave you exposed to attacks. The skill of controlling creep waves is pretty much akin to macro.

There are many mechanical quirks that separate the pros from your average joe.

You'll also have to learn to adjust your skill and item builds based on what's happening in the game.

And APM isn't all that important as the game's mechanical demands are even more strategic. It's all about getting into the right mindset based on your role in the game. No disrespect to SeleCT cause I think he's a great terran player and was one of my fave SC2 players when I used to follow the game, but he was pretty bad in his stint as a DotA 2 pro.

Sure APM helps a lot with playing some heroes like Invoker, Chen, Meepo, Visage, etc, but I feel like DotA just demands a different set of mechanical skills rather than just being fast.


I'd actually put down last hitting skills as mechanics.


I actually forgot how hard that was as a beginner until I saw a kid in a LAN cafe, struggling to get last hits as a safelane Phantom Asssassin. Getting 6 last hits in 5 mins, and missing all the creeps under his own tower.


Last hitting under tower is hard
11/5/14 CATACLYSM | The South West's worst Falco main
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
July 26 2013 02:47 GMT
#56
I believe you are more mistaken with comparing Strategy to micro.

The problem here is that anybody can build a deathball and wreck face causing weaker oppenants to be able to beat higher level oppenants.

The real problem here is everybody can pull off a decent deathball and proceed to 1a it into you.

Where as if SC2 actually had more ahem BW cough mechanics you wouldnt have this problem because you could actually rely on superior mechanics as a win condition.

IMO RTS should be 80% mechanics and 20% strategy. If you get an RTS with to much strategy than it just becomes like chess and while chess is a great game tat is definately not what makes an exciting RTS.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
WombaT
Profile Blog Joined May 2010
Northern Ireland27207 Posts
July 26 2013 03:21 GMT
#57
Kind of a bit sick of the game to play at least, especially as a Protoss. Enjoy watching the pros do their thing, but would like a bit more. Not sure WHAT I want tbh, but I've been binging on BroodWar VoDs and there seems to be a lot more interesting things going on.

That or I'm just a bit bored of gaming in general.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Scarecrow
Profile Blog Joined July 2009
Korea (South)9175 Posts
Last Edited: 2013-07-26 04:33:17
July 26 2013 04:05 GMT
#58
On July 26 2013 11:47 XXXSmOke wrote:
The problem here is that anybody can build a deathball and wreck face causing weaker oppenants to be able to beat higher level oppenants.
The real problem here is everybody can pull off a decent deathball and proceed to 1a it into you.

Just no, weaker players lose most of the time. If the gap is significant then they have almost no chance. 'Anybody' can build a deathball but whether they win or not is almost always down to mechanical skill and strategy.
Yhamm is the god of predictions
Velr
Profile Blog Joined July 2008
Switzerland10924 Posts
Last Edited: 2013-07-26 08:51:17
July 26 2013 08:44 GMT
#59
Just watch a lategame SC/BW game and you will know what people mean by stuff like "multiple battles" or "deathballs" and all this stuff.

Seriously, just watch some lategame ZvP or ZvT... These are pure Meatgrinders and stuff is happening all over the map because basically, in every MU there was one race that just had the head on (WAY) stronger army ("the Deathball").
People bring up the "Deathball-Argument" again and again because it's just a fact. In SC2 every race seems to have its own "deathball" which it can and wants to create from 3 saturated bases and this just makes for a boring game.

+SC2 has tiny armies compared to SC/BW so it's often just not a good choice to not have your full force fighting, you have to be damn sure you will do massive damage if you decide to spend 20-30 supply on something else than the "main" battlefront.


Or just search Lalush's posts on TL and on Reddit...
InfCereal
Profile Joined December 2011
Canada1759 Posts
July 26 2013 11:10 GMT
#60
I think it depends on what you consider strategy. I think strategy is knowing when t attack, when to defend, where to be, what to bring, what to make, what to buy, and when to do it. In that case, startcraft is swimming in strategy. Of course, there are predefined strategies; build orders. I suppose you could discredit a lot of starcraft due to build orders. I mean, they are a strategy, sure, but you probably didn't come up with it, you ight just be doing it blind. In which case, stacraft has no strategy for the first 10 minutes of the game.

Interesting topic, I think.
Cereal
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