• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:20
CEST 20:20
KST 03:20
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Production Quality - Maestros of the Game Vs RSL 2 Heaven's Balance Suggestions (roast me) Maestros of the Game: Week 1/Play-in Preview Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion BW General Discussion Pros React To: herO's Baffling Game BSL Polish World Championship 2025 20-21 September
Tourneys
Is there English video for group selection for ASL [Megathread] Daily Proleagues Small VOD Thread 2.0 [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1123 users

[SC2B] Power Overwhelming - Page 4

Forum Index > News
275 CommentsPost a Reply
Prev 1 2 3 4 5 6 12 13 14 Next All
MarioMD
Profile Joined February 2010
United States22 Posts
Last Edited: 2010-04-20 15:48:59
April 20 2010 15:28 GMT
#61
Well said.

Edit: I agree it is important to make each unit powerful in it's own right. It becomes a question of how you want the unit to be overpowered. Which is why I agree I s'pose with the armor reduction on the roach but am dissapointed by the burrowed movement speed reduction.
Give a man a match and hell be warm for a minute, set a man on fire and he will be warm for the rest of his life.
brocoli
Profile Joined February 2010
Brazil264 Posts
April 20 2010 15:30 GMT
#62
Great Read.

Have been waiting for this one for some time =)
sLiniss
Profile Blog Joined May 2009
United States849 Posts
April 20 2010 15:31 GMT
#63
great write up! and yes.... i hope they don't make every unit horrible
TAD[nnilf]
Profile Joined February 2010
United States191 Posts
April 20 2010 15:32 GMT
#64
Reducing the speed isn't so bad, in fact i think it's good. If they got ride of the movement all together then that would be a problem.
In America!
Seikhor
Profile Joined April 2010
Canada116 Posts
April 20 2010 15:35 GMT
#65
Very interesting. Especially for me who has no SC:BW knowledge, it opened my eyes.
Singularity
Profile Joined February 2010
Sweden142 Posts
April 20 2010 15:36 GMT
#66
Very good read! Keep ut the excellent work drone!
nillenkaese
Profile Joined April 2010
Germany12 Posts
April 20 2010 15:36 GMT
#67
On April 20 2010 23:23 Liquid`Drone wrote:
[ It's certainly hard to replicate, but we must avoid balancing SC2 by making everything suck equally hard.

Watching the current nerf-trend, I am certain that an equivalent of dark swarm and burrowed lurker would not have had the slightest chance of making it out of the SC2 beta, and that this fear of the overpowered could eventually end up hurting the game.



i think this is the whole point of what he was trying to say. and i think he is right with that. how many games have we seen where one thing got nerfed because everybody cried about it. only so a few updates later it would get buffed to the state it was before or even better.

as he said things need time to develop. u cant balance a game when ppl just start to understand the game. having said that. like always there are things that need to be fixed and i feel blizzard did that. overall i think blizz is doing a darn good job on updating and balancing atm.

so just wait for them to make their magic happen and we all will be happy in the end. well not all because some ppl were born unhappy but hey we cant save everybody.
MarKoNiO
Profile Blog Joined June 2004
Peru888 Posts
April 20 2010 15:37 GMT
#68
I agree with the article, nicely written too.
Cheers
- Hardcore gamer -
Lucon
Profile Joined April 2010
United States2 Posts
April 20 2010 15:38 GMT
#69
Very intereting Philosophy. I'm prtty sure everyone can agree that under most circumstances instead of nerfing one unit into the ground I'd make for a much more interesting game to buff other things up to that level.
Im gonna do things my way
FuDDx *
Profile Blog Joined October 2002
United States5008 Posts
April 20 2010 15:40 GMT
#70
I NEVER read a word in the sc2 section.Until now that you cool people gave me a key I find Im trying to play keep up hahaha.

Great article.Thank you.

You still do any clowning drone?
https://www.facebook.com/pages/Balloon-Man-FuDD/237447769616965?ref=hl
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 20 2010 15:40 GMT
#71
Very well written
really?
Obstikal
Profile Blog Joined April 2010
616 Posts
April 20 2010 15:45 GMT
#72
/Nod agreed
Ideas
Profile Blog Joined April 2008
United States8114 Posts
Last Edited: 2010-04-20 15:49:10
April 20 2010 15:48 GMT
#73
im not so much in favor of nerfing forcefield but adding something to the zerg so that they can snipe sentries/deal with forcefields better.
Free Palestine
PikaFoO
Profile Joined April 2010
Australia38 Posts
April 20 2010 15:54 GMT
#74
Well structured and written article with extremely valid points;
well done
-Break my heart for what breaks yours;
KOFgokuon
Profile Blog Joined August 2004
United States14896 Posts
April 20 2010 15:57 GMT
#75
good read thanks eri
Mapzter
Profile Joined April 2010
Denmark11 Posts
April 20 2010 16:01 GMT
#76
Great article, thanks.

I agree with the idea that over-nerfing everything could cause SC2 to be a less interesting game.

One point comes to mind: Blizzard are not balance gods. Look at WC3. But there's one thing we shouldn't forget. We, as players and mapmakers also have tools to help swing the balance, if Blizzard has swung it too far in one direction.

Innovative strategies are the player's tool, and one of the factors that has made BW worth watching and playing for so long.

And as the mapmakers learn the strengths and weaknesses of each race, it'll be possible to make maps more favourable for the "weak" race.

Overall, I think that in time, the community will achieve a very playable balance and still have an interesting game to spectate, without a lot of further balancing from Blizzard..

mcneebs
Profile Blog Joined January 2009
Canada391 Posts
April 20 2010 16:05 GMT
#77
On April 20 2010 23:59 Rabiator wrote:
Great writeup, but I think you forgot two things: Map size and "damage density".

Many of the current (or even pre-patch-X) problems with certain units are a direct consequence of the size of the maps. Marauder rushes pre Patch 8 would probably not have such huge success on a larger map, because the defender has more time to prepare and consequently more troops. The same might be true for Immortals if you walk them over to the opponents base.

Some mechanics will affect the gameplay severely on a larger map and the biggest "offender" here is probably Warp Gate. In itself it might not be such a problem, but because the cooldown can be Chrono boosted it seems "too flexible". Another thing is the Nydus network, which only needs sight to connect to its target location. You will not be able to cover all your base in the few seconds it needs to spawn and move troops over there to kill it. These two "distance does not matter for deployment" mechanics are extremely flexible and might make the whole game unstable on larger maps. We will have to wait and see what happens after the content patch this month though.

One comparison between SC2 and BW is obvious: Unit movement allows for "tight ball formations" and I dont think that is a good thing, because it means you cant defend a large open spaces. Psi Storm and EMP already had their radius reduced and this favors the tight ball even more; that was a mistake IMO. Due to this "high damage density" defensive structures and any building usually fall in a matter of seconds and hardly seem worth the effort. This is another big concern I have atm, which does not have anything to do with the actual units themselves.

Show nested quote +
On April 20 2010 23:30 mcneebs wrote:
I still don't know why so many new players feel that they know how to balance a game better than those who have been designing them for the past 15 years.

Sometimes "you've got to be one to know one" is true and sometimes the opposite works better. With constant immersion in the game designing the Blizzard employees arent really objective enough to judge things in a good light. They have already acknowledged that players came up with a lot more creative strategies than they themselves thought possible. So "trusting your government to do it right" is bad in this case and the people need to have a voice in the decision making.

My post was aimed at players new to the game. Experts (read A level players) can obviously exploit potential holes better than blizzard, but I see so many >200 post users claiming that "x" is imbalanced that it makes me want to cry.
You do it to yourself. Just you. You and no one else.
Niten
Profile Blog Joined October 2009
United States598 Posts
April 20 2010 16:05 GMT
#78
Nice article I'm looking forward to more.
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
zaldinfox
Profile Joined April 2010
Canada60 Posts
April 20 2010 16:07 GMT
#79
“OP,” “IMBA,” and a Suppositional Approach

I appreciate this article for the way it extends the "balance" dialogue in a fairly even-handed manner. However, I'm not sure if you got to where you wanted to go with it (to use a vague idiom!). Here is what I mean:

Your main argument is that the phrase "OP" is a misnomer; in SC, there is actually an excess of OP units, which is what causes the game to have such a distinct and challenging flavour. "Everything was too good." There is a sense in which I agree with you, especially your last sentence: "the best balancing happens when players come up with a way to counter units, not when Blizzard just makes that unit or ability less powerful."


I contend that the whole idea of OP is misunderstood. There are some players who have likely logged over one thousand games of Beta since its inception. Lots of time, we might think, to develop strategies, understand unit composition and play, and comment persuasively about what parts of the game are imbalanced. However, there seem to be three ways in which the idea of OP is misunderstood.

Approach to Beta

Due to the competitive nature of Starcraft, players are pushed to play with a certain perspective toward each game: win. This is exacerbated by the Beta itself, which provides a select group of players the opportunity to be the "first" to get to the top of a ladder, etc. The "gold rush" effect is wearing off a little bit as new ranking wipes occur and people have to redo their placement. However, there is a fairly strong trend of victory-minded play styles.

This is by no means a bad thing! SC2 is a competitive game capable of audience-level entertainment. But, what this does mean is that less attention is given to the generation of new strategies for the sake of defeating "OP" builds. People don't want to "waste" games attempting to overcome a Protoss ball with 10+ sentries. So we QQ and move on to another game. Eventually a competitive approach develops strategies more organically, but this is often after a large number of games and a great deal of frustration.

Collective RTS Consciousness

This approach to Beta is, in part, built up by a strange phenomenon within gaming that I will call the "RTS Consciousness." What I mean is that the (short) history of competition-generating RTS games has developed an awareness of and expectations to the way a game like SC2 "should" work. We can trace through games like SC1, Warcraft III, II, I, C+C, Total Annihilation, and a few others, the presence of a collective attempt to make a truly "competitive" RTS. I do not believe SC would have been quite so successful if the collective consciousness of a country like Korea was not present to carry it along. You make a great point that, in many ways, SC has some areas of severe imbalance (cost of Vultures with spider mines).

And yet, the collective consciousness of players in Korea pushed past these barriers and helped to develop crazy strategies based on game glitches (worker through minerals, muta micro). Players like Boxer, Nal_Ra, Yellow, and others worked with SC like a potter kneads hard clay, until the game was putty in their hands. Marine micro? No problem.

However, what has this collective consciousness done for SC2? With the weight of RTS games contributing their voices, and the weight of an entire e-sports industry overshadowing this new release, players begin to have expectations of what a game should be like instead of what it is like. This is the key shift. It is a shift in the power dynamic of how a game is created. Betas are longer, the “community” has more input and power in decisions about the game. Generally speaking, we use a mob-mentality approach of QQing in order to attempt to alter the way the game operates. But for SC, none of this took place. Rather, the players worked with what they had. Perhaps they complained a little, but battle.net was nothing like it is today (remember LAN parties?). Instead players were left to be creative in their own ways – left to puzzle out counter-strategies when most of us would have said, “that unit is OP, or IMBA.”

Imminence

The shift to a completely online game adds an additional layer of consideration when discussing imbalance within SC2. Imminence means “nearness,” and in this sense, I want to extend the idea that Blizzard will likely have much more trouble “patching” SC2 in the realm of balancing than any other game before. More than WoW? Yes. Why?

The online nature of the game means that everything is too close. Players, developers, commentators, math majors (for all those handy-dandy stats) all exist in a tight dialogue of power relations. Consider the example of WoW. How many sights are there devoted to quest help, walkthroughs, class spec guides, and (in the recent past) gear/raid check. Blizzard itself provides a powerful database in the Armory. But all of these factors affect the way the game is designed, balanced, and played. It is impossible, in many ways, for an initiate of WoW who is part of the collective consciousness of gamers and internet users, to experience the game apart from these other websites. In fact, in higher level raiding it is an absolute necessity for players to have proper UI configuration, Skype/Vent, and Gearscore awareness (entirely foreign to WoW itself).

I am arguing that SC2 is similar. There is a “nearness” in livestreams, casting, blogging, math analyses, and forum discussions that actually affects the way the game is perceived and balanced. When Orb complains, many other Protoss complain (of course, Orb is actually fairly even-handed as far as I have seen – especially in his praise/criticism during his review show). When Day9 says jump, 2000k+ viewers obey. The effect is a community-wide attitude toward the game.

Conclusion

This is why I like the Goatrope show. A little wild sometimes, but Goat generally tries strange builds (4 rax/4 queen anyone?). It is that kind of an emphasis which I would encourage across the board. We are still in Beta, and there are likely to be changes that someone loves and another hates. But we need to look past this and recognize that the power to develop creative builds is the real value of participating in a Beta. Climbing the ladder is great – go for it! But try to contribute as well. Take a current “problem” and attempt to work out an interesting solution. For instance, work out a solution to Zerg FE that does not involve an early timing push. Most games I have seen, if the timing push fails, or if the Protoss or Terran attempt to play catch-up with their own expansion, the Zerg will out-macro and win. Is their another solution?

These kinds of questions are all over the place in SC2 if you care to look. This is why I propose a “suppositional approach” to Beta play. This means, playing to work out a problem. For a while, in PvT (and still to a certain extent), mass Marauder/Marine with Ghosts supporting was a formidable strategy. Work out a solution.

One obvious objection is that it doesn’t work that way. When you are in game you have no idea what your opponent is going to do. My contention is that a suppositional approach means that you are prepared to work out solutions when the opportunity presents itself, and you are attempting to develop your own questions when there is no opportunity. What about working out strategies for some of the upper tier units? This is where the mastery of SC players came from. Pressing on a unit to do what no one else expects it to do. Find a use for the Ultralisk or Infestor. Plan some convincing Siege Tank/Ghost play that is sustainable.

The key to understanding the idea of “OP” is the recognition that the way we view RTS games is much different than in the past. But to continue to claim “OP” or “IMBA” shows that we are not serious about the challenge of creativity presented to us. By complaining to Blizzard as a community (world-wide), we effectively ask them to spoon-feed us strategies, much in the same way that the Roach/Immortal/Marauder dynamic was spoon-fed and summarily rejected by the community. Can we show Blizzard that SC2 can support such creativity? Can we be patient?
iamtenninja
Profile Joined April 2010
United States162 Posts
April 20 2010 16:07 GMT
#80
Good insight, I feel the same about Terran's approach towards Thors. They were under-appreciated but now they seem to be popular now after some time. Only time will tell along with new strategies and tactics. At least I think that's what happened.
Prev 1 2 3 4 5 6 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
17:00
Group Stage - Group B
ByuN vs ZounLIVE!
Serral vs TBD
Ryung vs TBD
ComeBackTV 1182
SteadfastSC716
IndyStarCraft 220
BRAT_OK 122
Rex107
EnkiAlexander 77
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 716
IndyStarCraft 220
BRAT_OK 122
Rex 107
ProTech106
MindelVK 26
JuggernautJason21
StarCraft: Brood War
Britney 37045
Mong 219
Dewaltoss 114
Hyun 54
sSak 29
Sacsri 26
Backho 19
scan(afreeca) 18
IntoTheRainbow 15
Bonyth 6
Dota 2
The International32250
Gorgc14303
qojqva1102
Fuzer 249
XcaliburYe97
Counter-Strike
fl0m3218
olofmeister1138
Heroes of the Storm
Khaldor117
Other Games
FrodaN1733
Grubby692
Sick212
Hui .189
JimRising 188
ToD177
Trikslyr133
SortOf130
C9.Mang0109
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• musti20045 11
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• FirePhoenix7
• Michael_bg 7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV298
League of Legends
• Nemesis2022
• Jankos1401
• TFBlade569
Other Games
• imaqtpie553
• Shiphtur181
Upcoming Events
BSL Team Wars
41m
Team Bonyth vs Team Dewalt
CranKy Ducklings
15h 41m
RSL Revival
15h 41m
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
19h 41m
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
22h 41m
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
23h 41m
OSC
1d 3h
RSL Revival
1d 15h
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
1d 22h
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
2 days
Team Hawk vs Team Sziky
[ Show More ]
Sparkling Tuna Cup
2 days
Monday Night Weeklies
2 days
The PondCast
5 days
Online Event
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.