Hey everyone. So after I beat Butcher so many times I realized what made his boss fight so fun. For those who aren't into D3, during the fight, you have to constantly move around because fire erupts around different sections of playing field. Stage Hazards.
I never really understood why this same concept couldn't be extended to Starcraft 2. Right now, the only Stage Hazards are Destructible Rocks and Xel'Naga Towers (and Neutral Creep Tumors recently). Both of these are fine, and they are extended and played with to the fullest extent. There are timings to take down rocks, there are timings to take towers. It's cool. They can add a lot to the maps (although we all know Blizzard is far too liberal with their rocks).
It made me think of a Lava Rising level. Certain lower sections of the map would be covered in lava and do extreme damage to the units within. Most would just call it far too gimmicky, but let's think about it for a second. Now clearly at first people would just die hilariously to the lava because they wouldn't understand it. But then people would get good at it. They'd get used to it, like the starcraft metagame gets used to everything. They would have timings specific to the lava rising. Whoa. That might actually be kind of cool.
Lava Rising might be too gimmicky (it also might be too graphic intensive for people). I get that. Okay, fine. Well, you know apparently they're scrapping the Shredder in Heart of the Swarm. Seems like kind of a waste in my opinion. So what about the Neutral Shredder?
This might seem a little weird at first, but it could actually be kind of fun. Rather than put Destructible Rocks blocking a tower, why not put a Neutral Shredder at the tower, preventing anyone from taking it? What if Shredders were placed in locations that made it frustrating to move around freely? People could possibly get pushed into taking damage from the Shredders.
It could force more play from air units, if there were small islands with Shredders on them. It would force more maneuvering and change the way drops/air units would work on the map.
I don't know, these are some fun ideas. I'd like to see how pros and skilled players deal with stage hazards. It could really invigorate some of the maps, honestly. What do you think? Are there other ideas for Stage Hazards?