I will start with 2 of them that imo are going to make the experience instantly better without breaking balance or affecting anything.
More camera locations. As it is right now camera locations work from F2 F3 and F4. I think F1 and F5 could be interesting to be added aswell.
The rally point in your right click. This was something introduced if im not mistaken in the 1.16 patch. But as you know modern mouses have side buttons or just more buttons in general. Having your rally point in the right click is really annoying cuz while you are attacking and producing from hotkeys sometimes the rally points is mess up. And you end up losing units for free while multitasking. Having the ability to change this rally point to a side button could be a great quality of life update.
Reason for this thread: Secretly hoping blizzard see this one day and who knows maybe they fix some of the stuff. lol
To see scan circles in player colour on minimap in observer mode. Currently we have this ridiculous moment where observers need to change the perspective at the exact moment to see what was scanned, and can really only do it once or twice max.
Perhaps make mines slightly smaller or give them s different shade on minimap. They tend to clutter the minimap.
In 1v1 I always hit shift+tab to set the minimap colors to blue and red. It makes it easier to glance at the minimap and see clearly what's going on.
I'd like to be able to set 2v2 and 3v3 colors with shift+tab as well... maybe make it those colors customizable in the game options ie:
ally 1: blue (or whatever color you prefer) ally 2: green opponent 1: red opponent 2: yellow
etc.
As it stands now pressing shift+tab in a 2v2 or 3v3 makes everyone red and blue... which is good for visibility but makes telling people apart impossible. If we could standardize/customize the colors it would make for a way better team experience.
This isn't new, but there use to be a way to see a POV in replays. You're able to see what the players are pressing and clicking as it's happening.
Related, I wish you're able to see what the hotkeys are as a player in replays regardless of where they spawn. As of right now, you cant only see the hotkeys if one of the players spawn in the right base. For example, on FS, it would be the 1 oclock position. On Python, it would be on the 12 oclock position, etc.
On May 09 2026 03:44 iFU.pauline wrote: It would be nice to be able to move away from the teal/red static colors and let users set their own preferences.
Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.
Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.
Discourage smurfing by implementing account-wide MMR (perhaps by race).
Let random players optionally set the option to "Let the opponent know the race I spawned as."
On May 09 2026 04:28 Puosu wrote: Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.
Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.
Discourage smurfing by implementing account-wide MMR (perhaps by race).
Let random players optionally set the option to "Let the opponent know the race I spawned as."
The minimap thing is something that is possible to do for a long time and they even use new maps at the start with this feature but dont keep it after they finish testing maps.
And i totally agree. I find silly having this minimap all black and learning maps the hardcore way -_- .
On May 09 2026 03:36 TonDan04 wrote: This isn't new, but there use to be a way to see a POV in replays. You're able to see what the players are pressing and clicking as it's happening.
Related, I wish you're able to see what the hotkeys are as a player in replays regardless of where they spawn. As of right now, you cant only see the hotkeys if one of the players spawn in the right base. For example, on FS, it would be the 1 oclock position. On Python, it would be on the 12 oclock position, etc.
A small team of 1-3 dedicated, talented, passionate gamers-turned-software developers who love the game and played the game and understand the competitive scene in insular communities like Korea and the non-Korean scene too and know what they can /cannot change and arent going to screw everything up and are given a sustainable living wage to ensure ongoing Bnet/client improvements/bugfixes indefinitely.
most of the easy QoL changes that could be made were made during the SCR build out by the classics team, theres just limitations on what you can do with the game on Bnet
BW's code is archaic so if they tried to fix or update something it would just break/create another problem and afaik now they don't have a big team working on the game to deal with that stuff (pre Microsoft that was the case at least, i dunno anything about Blizz now but i doubt that there's a dedicated team working on the game, pre Microsoft they just had like 1 guy working on Bnet updates/maintenance)
BW is limited by the code so there's many things that can't be done, or it could be something that needs a big team working on it with "carte blanche" (so they wouldn't need to get approvals from other departments which they need to, unless its for a special project like SCR was, cus BW is on Bnet so changing stuff can have an impact on other games as well)
the classics team had carte blanche during the early SCR days cus Blizzard as a whole was doing a big project around remastering BW/WC3/D2, back then they had the team and permission to mess around with w/e they wanted, the problem was that many projects either broke something else on Bnet so they would have to spend a lot of time fixing it or it was too time consuming (and they wanted to move on to remastering other games, BW was the 1st one) or it needed long term maintenance etc. (so a lot of stuff wasn't followed up on, like 2v2 ladder for example on bnet)
when the classics team left to go work on WC3 for example there was a new BW team that came (very small team and they didn't have the same freedom/resources that the classics team did, these guys also ended up leaving btw :D) and every time i spoke to them about doing minor QoL changes they always said it wasn't possible due to certain limitations..
so for example i asked if we could change the default login channels to something better so new people wouldn't be lost when they'd log into Brood War AUS-1 on US East for example with 0 ppl in the chat (the default login channel was based on your country back then), i asked if we could have default ICCup style ladder channels based on peoples ranks (Ladder B/Ladder A/Ladder S etc.) but it wasn't possible.. the best they could do was convert everything to Brood War En-1 En-2 etc. (there's many other examples but this is 1 that i clearly remember, cus i thought it would be easy to implement), still better than nothing but ideally we woulda had Brood War En-1/2/3/4 etc for non ladder players and ranked channels for ladder players so they could meet/talk to similarly skilled ppl and play customs etc.
for Fkeys in particular, i asked the classics team if they could add F1 as a camera fkey instead of it being the help menu, it makes sense cus BW doesn't have a lot of fkeys and f1 to f4 is on the same row and it's not something that would change the essence of the game too much, they said that fkeys were coded differently than the other hotkeys so they weren't able to update it as easily as the other hotkey changes
long story short is there's a lot of headaches (both bureaucratic and technical) if you wanna update the game even if you figure out good features to implement
More camera hotkeys would be great and wouldn’t exactly break anything, good suggestion eon
It’s frustrating to have the combination of fewer camera hotkeys than SC2, while also lacking MBS etc
I don’t mind the lack of MBS etc, but it would be way easier to navigate with a few more camera locations
SC2 I used F1-5 for bases, and rebind space as my rally. I feel it would work pretty well in BW for me, maybe swap a base for a production centre or whatever, but I can’t replicate that setup.
More rebind options in general would also be nice. Last I played iirc you were kinda stuck with ctrl + F keys for camera locations, maybe that’s changed. I’ve quite small hands (no jokes plz) so in SC2 I use shift as the modifier there, it’s a bit more comfortable
I’m not really in favour of much that change the game itself, just things that make it a little easier, or indeed just suit someone’s preferences in terms of bindings etc.
If they could fix mouse scroll that’d be cool too, it’s pretty wonky. I converted to using it as my primary way of moving the screen in SC2 outside of a few specific scenarios, and it just doesn’t work very well in BW
On May 09 2026 04:28 Puosu wrote: Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.
Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.
Discourage smurfing by implementing account-wide MMR (perhaps by race).
Let random players optionally set the option to "Let the opponent know the race I spawned as."
The minimap thing is something that is possible to do for a long time and they even use new maps at the start with this feature but dont keep it after they finish testing maps.
And i totally agree. I find silly having this minimap all black and learning maps the hardcore way -_- .
That is what we have StarEdit for.
On May 09 2026 05:28 Poegim wrote: Reavers, dragoons.
Protoss is an ambush based ground army. High HP, low DP only works when ambushing.
On May 09 2026 06:20 Poegim wrote: Fix goons stop bug will ruin balance? Dont think so. Not shooting / moving reavers will ruin balance? Seriously?
Dragoons don't work because their hotbox size is too big. When you issue commands by stretching 600*800 command boxes, they cannot path a direct move order. Tanks are bigger, but don't clump because they can literally walk on top of each other. Perhaps, it is by design. When they thought of dragoons they didn't think they could crawl on each others legs, but that siege tank tracks would roll over one another. You never know. Reavers cannot attack because scarabs don't connect with enemy pathing in time. They could be made as fast as spider mines, though it would break the game since spider mines have a proximity fuse, not homing target.
On May 09 2026 08:15 HaFnium wrote: Directional problems. I.e. cannons/siege tanks range. And maybe effciency in mining as well.
Dodecahedron +1 range is a feature of the game at this point as much as the tile based building layout. It only affects long range units. I find it great as much as I want to see infested CCs more often than not.
On May 09 2026 13:19 TT1 wrote: most of the easy QoL changes that could be made were made during the SCR build out by the classics team, theres just limitations on what you can do with the game on Bnet
BW's code is archaic so if they tried to fix or update something it would just break/create another problem and afaik now they don't have a big team working on the game to deal with that stuff (pre Microsoft that was the case at least, i dunno anything about Blizz now but i doubt that there's a dedicated team working on the game, pre Microsoft they just had like 1 guy working on Bnet updates/maintenance)
BW is limited by the code so there's many things that can't be done, or it could be something that needs a big team working on it with "carte blanche" (so they wouldn't need to get approvals from other departments which they need to, unless its for a special project like SCR was, cus BW is on Bnet so changing stuff can have an impact on other games as well)
the classics team had carte blanche during the early SCR days cus Blizzard as a whole was doing a big project around remastering BW/WC3/D2, back then they had the team and permission to mess around with w/e they wanted, the problem was that many projects either broke something else on Bnet so they would have to spend a lot of time fixing it or it was too time consuming (and they wanted to move on to remastering other games, BW was the 1st one) or it needed long term maintenance etc. (so a lot of stuff wasn't followed up on, like 2v2 ladder for example on bnet)
when the classics team left to go work on WC3 for example there was a new BW team that came (very small team and they didn't have the same freedom/resources that the classics team did, these guys also ended up leaving btw :D) and every time i spoke to them about doing minor QoL changes they always said it wasn't possible due to certain limitations..
so for example i asked if we could change the default login channels to something better so new people wouldn't be lost when they'd log into Brood War AUS-1 on US East for example with 0 ppl in the chat (the default login channel was based on your country back then), i asked if we could have default ICCup style ladder channels based on peoples ranks (Ladder B/Ladder A/Ladder S etc.) but it wasn't possible.. the best they could do was convert everything to Brood War En-1 En-2 etc. (there's many other examples but this is 1 that i clearly remember, cus i thought it would be easy to implement), still better than nothing but ideally we woulda had Brood War En-1/2/3/4 etc for non ladder players and ranked channels for ladder players so they could meet/talk to similarly skilled ppl and play customs etc.
for Fkeys in particular, i asked the classics team if they could add F1 as a camera fkey instead of it being the help menu, it makes sense cus BW doesn't have a lot of fkeys and f1 to f4 is on the same row and it's not something that would change the essence of the game too much, they said that fkeys were coded differently than the other hotkeys so they weren't able to update it as easily as the other hotkey changes
long story short is there's a lot of headaches (both bureaucratic and technical) if you wanna update the game even if you figure out good features to implement
Oh wow. So even for adding a single camera location or changing a default channel is a hustle. Well i was just thinking what they have been doing to warcraft 3. Recently they even added the old school login screen for example.And with diablo 2 new expansion. So there are most likely a team working right now in classic games. At the end of the day is very doubtful something happens. But still so weird that a game that can gather 25k people online daily get so few dev support. I know many games that would dream of such numbers lol.
removing excess colors that are too similar would be a huge quality of life improvement. I get why they added more colore, but with all due respect, the devs turned their brains off adding colors that look almost the exact same.
Changing how latency works by changing from peer to peer to server based connnections. We would have at least a 100, if not more, ms ping improvement playing long distance opponents.
Fixing hold position and stopping bugs on ranged units. This generally affects Marines, and dragoons the most. Some people think it affects goliaths air attacks but goliaths just work differently.
Pathfinding zones affect a reaver's ability to shoot at a target from a distance. This is more Scarab coding related but it would stop reavers from having to crawl closer to shoot in some areas on maps.
Vulture mine placing in groups larger than 4. Not exaclty sure how they can fix this but it is annoying when a vulture in a group does not place its mines because it cant get close enough to the exact spot that was clicked on to mine. Vultures clipping into mines it also a bother, but a side effect of their pathfinding behavior.
BTW, it was 12.5 years between StarCraft and StarCraft 2 release, and already pased almost 16 (!!) years after StarCraft 2 relese. I think someone in Korea should start lobbying for SC3 since 2 was so much crap.
Regarding to topic, the idea you cannot preview ladder while waiting for game is definitely smth what bothers me lol
They couldnt fix anything because it would CHANGE something. And since people were very vocal on the: "DO NOT CHANGE, DO NOT "FIX", KEEP THINGS HARDCORE OG", they didnt do anything. Obviously those people were in the minority, most of them probably not even playing the game. But its just Cool to pretend.
On May 09 2026 21:04 SCRVN wrote: I set a side button which is double-click, so I can select my groups better than my opponents. I am sorry about that, if you think it's unfair.
Vulture mine placing in groups larger than 4. Not exaclty sure how they can fix this but it is annoying when a vulture in a group does not place its mines because it cant get close enough to the exact spot that was clicked on to mine. Vultures clipping into mines it also a bother, but a side effect of their pathfinding behavior.
That is hotboxing. The move in unit formation command does not recorrect if any unit impacts something along the way. Think of it like an instruction set command. If it fails, it does not issue again.
On May 09 2026 20:02 RJBTVYOUTUBE wrote:
Fixing hold position and stopping bugs on ranged units. This generally affects Marines, and dragoons the most. Some people think it affects goliaths air attacks but goliaths just work differently.
I have seen it from hydralisks and dragoons, also. I think it is still related to hotboxing. I see it moving its head, but not shoot because of invalid range.
I think most people would agree that Broodwar is very special, in many different ways.
You are not special. You have to bend your knee to it. Broodwar does not have to change to meet your predilections.
Every player who learns the game is dealing with the exact same set of rules and restrictions, and faces the same punishments and rewards. If you cant handle a little discomfort and want everything made easier for you then Broodwar is not for you. There is a reason the skill cap is still so high and the game is still so competitive at an insane level today.
These threads seem to show up around here every few months. It is always the same discourse: all the miraculously beautiful quirks and eccentricities and bugs which provide so much character and depth to the game are somehow classified as "bad" or "evil" or "wrong", and always for the same reason: "its too hard" (for me, or for someone else, or for some abstraction like "the new players" (oh lord in heaven, pity the new players!!)
Blizzard please just dont touch it... just dont do it.
"We all start with the same 4 workers and the same 5 fingers."- Lee Jae-dong
On May 09 2026 22:30 tankgirl wrote: I think most people would agree that Broodwar is very special, in many different ways.
You are not special. You have to bend your knee to it. Broodwar does not have to change to meet your predilections. Every player who learns the game is dealing with the exact same set of rules and restrictions, and faces the same punishments and rewards.
Blizzard please just dont touch it... just dont do it.
"We all start with the same 4 workers and the same 5 fingers."- Lee Jae-dong
The game is a logistical challenge, not an economic one the way sc2 is. Personally I prefer seeing units with different move speeds rather than ultralisks crawling at the same speed as any unit else.
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it
is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke
but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance
so many of these suggestions are apm/balance/etc changes not quality of life
showing the unexplored map has an apm effect. occasionally you see high level players send units into fog of war wrong and it requires attention to notice and change it. it's happened in bsl, and it's happened in asl. for lower level players it happens more often, and it requires players to pay attention to their minimap, yes.
similarly the stop-stuck ranged units bug is a thing that doesnt affect people who have the attention to notice and unstuck units. it also doesnt affect people as frequently who have more experience on the game too, just by virtue of avoiding the situations where it occurs.
starcraft is a mass of emergent properties. individual bits of it might seem trivial or meaningless obstacles. but the whole of it put together makes it the great thing that it is. a game where you have to manage your attention, where situations fall apart if you don't pay attention to them closely, and a game that rewards you paying attention to everything that you do. every little "convenience" or "quality of life" feature detracts from that experience.
many people think of apm/attention as physical execution. but most people who play bw can type fast as fuck just fine. if you can type at 90wpm, then you can probably hit 400apm on a physical level. on the other hand, knowing how and where to spend your apm/attention is in more about strategy, experience, and knowledge. you'd need to know what to do, when to do it, how to do it quickly. most people don't. and so every little obstacle, even the trivial ones that seem like bullshit, are a part of the friction that makes the game function.
On May 09 2026 20:48 Berstis wrote: They couldnt fix anything because it would CHANGE something. And since people were very vocal on the: "DO NOT CHANGE, DO NOT "FIX", KEEP THINGS HARDCORE OG", they didnt do anything. Obviously those people were in the minority, most of them probably not even playing the game. But its just Cool to pretend.
This is false. I don't know where you got this story from, but it is factually wrong. Blizzard consulted the players during the remastering and what happened was the opposite.
Bla, bla, bla... Bisu literally lost the final game because of a Reaver bug. The Reaver should fired there, but it didnt. Im pretty sure he was paying attention, but was unable to do anything about it because players dont see the map as zeros and ones like machines do. How was he (and any player) supposed to know whether the Reaver would actually shoot from that exact position or not? Its basically just guesswork, which makes no sense. And also saying that stop bug for other units is a skill issue is radicolous joke.
On May 09 2026 22:48 Crimson)S(hadow wrote: that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it
is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke
but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance
This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ?
I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar.
I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time.
one of the things that makes starcraft more interesting and worthwhile than many of its rts peers is its capacity to surprise people. and part of that, is how "janky" and filled with weird interactions the game is.
every "bad surprise" for one player is a *good surprise* for the opponent. every time you play against someone and their reaver doesn't fire or their hydralisk gets stuck or whatever, you have an experience where you survived something you didn't think you would.
i think a lot about this moment from 6 years ago when sacsri accidentally placed his pool in a way to where his drones pop out of the extractor all messed up (timestamp is 1:16:09):
i think this moment is a really important part of why starcraft is great actually.
the newer philosophy in modern game design is to view this moment as a flaw in the game, and that "fixing" this or providing visual feedback when placing the pool would be good game design. while they mostly havent been mentioned here (other than reavers) a lot of times changes to pathfinding or building placement are thought of as "quality of life" and not an important part of the game. i really strongly disagree.
things like this being possible gives the whole game this tense feeling, like you have to pay attention to everything, or else the game will fall apart from under you. it creates this delicious emotional tension, specifically because your "quality of life" is bad and fucked up.
an incredibly important part of what makes starcraft interesting is how incredibly uncertain it can be to parse a situation just by glancing at it. while the game itself is very visually clear and crisp, the *meaning* of what you're looking at it is very ambiguous.
for example, this is part of how players can shock you when they win a fight you never thought they could. first, often you did not have the ability to just look at the thing and see what they saw, and took advantage of. second, even if you see it, there's ambiguity about: will the player see it? they have fog of war, limited attention/apm, etc.
many of starcraft's competitors do things like put range circles on the ground that trivialize positioning, but their communities see this as, again, "quality of life". a quiet neutral, slightly positive thing, that would cause no terran player to ever accidentally misplace their siege tank in sunken range, no zerg player to accidentally lose hydras to cannons. but you try to mention this concept to those games' communities and their confused about what good could even come out of not having that kind of display.
there was a recent high level game where a player walled in their own units on accident, and it affected the game. there's a jinjin video showing pro gamers not knowing if the wall is going to wall or not! while nobody's suggested it, we see how starcraft 2 unified building edge size. and there could be a visual indicator too, of information like this:
the inconsistencies in this kind of thing are often thought of as this weird, unfair relic of "bad old game design".
but think about how many games you've seen that were determined by unexpected, unseen, interactions in this. experienced players and commentators are caught off guard by wall-ins working/not working! think about the emotional tension!
the mass of difficult-to-parse inconsistencies makes starcraft better
On May 09 2026 22:48 Crimson)S(hadow wrote: that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it
is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke
but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance
This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ?
I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar.
I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time.
Skill issue. Foreigners shouldnt be blaming the game for their sloppy messy input problems when they're playing in TR 16 High (or whatever people are getting these days) with someone 3000km away. You need to practice in single player. The game has a cadence. Do you not like the cadence? Then the game is not for you.
Thats ok. Blizzard Entertainment has other games, as you pointed out. If you feel that Broodwar doesn't give you enough entertainment, feel free to migrate over to SC2. I hear that after balance patch number 149023833.34836438 its really doing great lately.
And yes, most prosgamers players cycle their rally points. Are you certain it is for the reason that you think?
On May 09 2026 22:48 Crimson)S(hadow wrote: that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it
is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke
but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance
This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ?
I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar.
I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time.
Skill issue. Foreigners shouldnt be blaming the game for their sloppy messy input problems when they're playing in TR 16 High (or whatever people are getting these days) with someone 3000km away. You need to practice in single player. The game has a cadence. Do you not like the cadence? Then the game is not for you.
Thats ok. Blizzard Entertainment has other games, as you pointed out. If you feel that Broodwar doesn't give you enough entertainment, feel free to migrate over to SC2. I hear that after balance patch number 149023833.34836438 its really doing great lately.
And yes, most prosgamers players cycle their rally points. Are you certain it is for the reason that you think?
Dont be so passionate about this stuff. Even Jaedong has this issues with rally point. Overlords and drones running into canons. Im not blindly coming here to complain about this stuff cuz im a foreigner that is trash at the game lol.
In fact. U proly noticed in countless games how all of sudden a player messup the rally point with a random building right ? and caster point out oh he messed up his rally point. Well in fact is not something he even noticed he did. It just happened by accident for the reason i explained above.
On May 10 2026 00:18 Soft_General_5023 wrote: as an observer, real time/post match stats like sc2 has
We for sure trolled in the community about keeping this Obs stuff as clean as possible. Cuz Mcalauncher was already giving a lot of info about unit type count etc. ANd was something really cool to have.But i remember people saying like please leave Observer info as original as it is. Like ok i get it for Observers. But even for replays bro ? All that info is great for improvement.
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…
That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!
Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.
With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.
My apologies for double post but an issue that philosophically hangs over my head is mineral boosting and mining rates…
It does not seem fair to have people on one side of the map mining more than people on the other side of the map… I would never want Blizzard to change the game (too much risk) but if we could *hypothetically* discuss changes, balancing mining rates would be nice.
Fixing horizontal vs vertical firing issues would also be an improvement IMO. Busting cannons or a bunker should be the same whether one is attacking north or east, etc….
I don’t think looking at those 2 issues effects balance at all. I’m even cool with keeping mineral boosting (which tbh is ridiculous) if mining from the left or right side of the map is made equal…
On May 10 2026 02:07 Vasoline73 wrote: I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…
That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!
Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.
With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.
Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.
On May 10 2026 02:07 Vasoline73 wrote: I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…
That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!
Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.
With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.
Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.
Which is a shame because sc2 ladder maps are the most boring things in existence (and worse in 2v2, 3v3 etc) but the editor is so good.
A 2v2 ladder would rock scr, as was promised ^^ But probably needs netcode improvement