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On August 13 2012 07:40 monkybone wrote:Show nested quote +On August 13 2012 07:31 Stratos_speAr wrote:On August 09 2012 11:07 LavaLava wrote:On August 09 2012 11:00 BandonBanshee wrote: Who honestly thought warpgate was good idea? ZvP is devolving into 9-13 minutes of "Did you find the pylon?". I'm not arguing its imbalanced because you can obviously win against it, it just leads to terrible games to watch and even more boring to play.
I just wish protoss players actually had to make choices between gateways and warpgates, this game is getting INCREDIBLY stale. Yeah, I've always thought it was incredibly bizarre how there's a transform back to gateway button. I would never say that Warp Gates need a straight nerf, without a huge, huge redesign of a ton of units, but it just seems like Gateways should have some kind of use! The fundamental design concept of Warp Gates creates a massive problem for Protoss. At the core of its philosophy, the Protoss race is supposed to be few but strong. However, if you can warp in strong units across the map in no time at all, then obviously the race is going to be stupidly overpowered. Just think if Dragoons and fast Zealots from BW were able to be warped in across the map. This has forced Blizzard to heavily nerf individual Protoss units, but to keep the race as a whole powerful enough, these units synergize very well together. This all culminates in an incredibly boring race that can only fight in a deathball; we're seeing T and Z split their armies more in matchups that don't involve P, but any matchup with P just results in massive deathballs and boring games. It all just goes straight back to the Warp Gate; it's a fantastic idea that's really cool, but it's an absolute disaster for balance. Can't tell if balance whine or nonsensical BW nostalgia. Or a completely on-point criticism of the fundamental problem that the existence of the warp gate creates that you're too dim to understand.
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On August 13 2012 09:56 SKDN wrote: Vortex fest endgame ZvP is stupid for both sides, Why is none talking about it? We did talk about it. This is a consequence of Protoss not having any other realistic answers to trade cost-efficiently with BL/Corruptors/Infestors. I say “realistic” because Carriers and/or VRs come much later than Zerg tier3, and they're not even guaranteed to trade well should the Zerg correctly adapt his composition.
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Something I've suggested before is base the time of a warp in for a unit on how far away from the gateway it is. That way, if they have a proxy pylon way across the map, maybe it would take 8 seconds to warp in, instead of 4 (what it would be for a warp in near your base). It would still support the idea of getting a strong army before you attack, just not fast reinforcements.
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On August 13 2012 08:51 Fig wrote:Show nested quote +On August 13 2012 08:33 tskarzyn wrote: Think of what the game could be without warpgate. PvT would be constant streams of units running across the map which opens up new dynamics like cutting off reinforcements, gateway all ins would most likely disappear, defender's advantage will actually matter, one battle wont determine the winner of the game (oh you lost your army? proxy zlot warp in GG!") PvT and PvZ would have so much more back and forth, and they could start to rebalance the game by nerfing Zerg late game and possibly nerfing terran bio.
Almost forgot- PvP would be watchable! This whole problem can be solved very simply. Just make it so gateway units must be built in the gateway, and can only warp once that build time is finished. Basically putting gateways and warpgates together. This would make gateway all ins much slower, because the build time of the units would be taken into account before they can get into the fray. It would also make terrans happy because this way there is no instant 20 zealot warpin during lategame maxed battles. The toss would have to wait for the build time like everyone else. And, it would make tosses happy, because gateway units would be buffed a bit to compensate for this nerf. And finally, it would make getting warpgates a choice upgrade, since the build time is still the same either way (and theoretically longer if you keep the 5 sec warp in time). So if you plan on just defending in your base, you wouldn't want to get it. That doesn't actually change anything. Warp gate cooldown = unit build time. The problem is that there's no such thing as a rush distance where Protoss is concerned. Getting across the map often takes just as long or longer than building a unit.
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Both are issues, especially when combined. It's not either or, the whole warpgate mechanic destoys the fundamentals of an RTS in many ways.
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+ Show Spoiler +On August 13 2012 08:43 Shiori wrote: I think Blizzard is actually just walking on a path that's going to lead to the gradual death of the eSports scene. A combination of their obsession with turtle styles, too much rhetoric about "everyone having a solid lategame" and not enough about everyone having solid early game harassment, an understanding of harassment as being tied to raiding units (which misses the fundamental point: MMM is awesome harassment because it flows naturally out of the army; same for Infestors and Lings. Adding Stargate Reapers isn't going to be interesting; it's just an alternate Phoenix) and underemphasis on micro in favour of "terrible terrible damage" is just sending this game more and more down hill.
I appreciate that they want the game to be balanced at all levels, but the fact is that if you keep giving easy a-move alternatives to help out shitty Gold leaguers, that's going to have an effect on the pro scene, and it's almost always going to be a bad effect. I don't understand why they couldn't have made more units like the Marine, which can be microed to counter things, or the HT, which requires micro to use effectively, instead of retarded shit like the Infestor, Roach, Marauder, Colossus, and other deathball stuff that can never possibly be used in any really interesting way because they're just simplistic and boring fucking units.
This Queen change is just the latest in a long string of changes designed to produce more "macro games." You know what? Macro games in Sc2 are a dime a dozen, and roughly half of them are extremely boring split map scenarios which culminate in an unsatisfying (but pretty, I'll give them that) 200/200 deathball bonanza that is virtually devoid of micro beyond basic positioning. It's actually funny to consider that the most well-designed parts of matchups are the ones players want changed. I am, of course, talking about lategame PvT. How many Terrans lamented (and still lament) that micro baseline required to do well against Protoss in the lategame? How many Protoss players find the effects of EMP on clumped up Templar unfair? How many of them struggle to hold lategame drops, or prevent their Colossi from getting sniped? And yet, of all the non-mirrors, PvT is the only one in which the better player tends to win in a macro situation. But no, instead we have calls for stupid units like the Warhound, or buffs to the Ghost to make it easier to use.
I mean, come on. The most competitive games are difficult. That's what makes them competitive. If any idiot can pick up Sc2 and master every matchup in a year by learning 1 builds that works against everything, Sc2 isn't going to last. In that respect, we desperately need HotS to come around and fix things. But it's not looking like it's going in the right direction. Basically every unit except the Mothership Core is a bandaid for players who don't know how to control properly. Oh, you're having difficulty fighting against Colossi pushes? Here's the Viper, so now Protoss players' meticulous positioning is irrelevant. Can't macro or engage well enough to beat a Chargelot army? Here, take the battle Hellion and Warhound. Now you can a-move every game with a super boring mech army (yes, mech in Sc2 is unbelievably boring; the only interesting/skill based unit is the Siege Tank). Protoss is getting some utterly stupid unit to deal with BroodLords in the Tempest.
Look, I know none of the units in HotS are final, but they do show you Blizzard's mindset, and, right now, it isn't pretty. The problem with the Queen buff isn't so much that it makes Zerg overpowered (though I'd argue that it does) but that it makes the game simpler and means that the early and mid games are more telegraphed. It's just not interesting to watch TvZ anymore, because nothing actually happens until like 10 minutes in, and at that point it's just a macro contest and posturing until Infestor/BL faces off against whatever the Terran army has. It's not fun because none of those engagements are interesting. I greatly enjoyed Muta/Ling/Blind vs Marine/Tank because it was so mobile and dynamic and scaled so well with skill. Rather than Vikings getting Fungaled being the deciding factor in the engagement, it was about who controlled their units in such a way that they acquired the better positioning. It wasn't "oh, he got all of his Vikings caught by Fungal. GG." But instead of fostering that type of gameplay, Blizzard apparently wants to see Infestor/BL bullshit in every matchup, because I've yet to see them acknowledge how stale and skilless that composition (and similar compositions, mind you) has become.
Great post, pretty much this in a nutshell. TvZ used to be by far my favorite matchup to watch, now it's just horrible. PvZ is as horrible as ever to watch. My interest in this game has really declined a ton over the past 3-4 months, to the point where I'm not even sure I'll rush out to buy HOTS. It's just become so predictable and stale. They're literally bleeding variability and uncertainty out of the game with their balance patches, and the new units just seem kinda meh. I know people say PvP has improved, but I don't really see it, it still seems to be either warpgate all ins or "who has the most colossi." The only matchup worth watching in my opinion right now is TvT, and that used to be my least favorite matchup.
I really think if Blizz wants to keep the queen change, then at least they need to nerf hive timing, either through the cost of a hive, the build time of a hive, or the build time of an infestation pit. It's too difficult for Terran to match Zerg economically, while staying safe/prepared against possible ling/roach/bling or muta pressure, and be able to tech up to be able to withstand broodlord/corruptor/infestor. It just comes out too quickly IMO. But even still, it would remain boring to watch in my opinion.
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On August 13 2012 10:53 sevencck wrote:+ Show Spoiler +On August 13 2012 08:43 Shiori wrote: I think Blizzard is actually just walking on a path that's going to lead to the gradual death of the eSports scene. A combination of their obsession with turtle styles, too much rhetoric about "everyone having a solid lategame" and not enough about everyone having solid early game harassment, an understanding of harassment as being tied to raiding units (which misses the fundamental point: MMM is awesome harassment because it flows naturally out of the army; same for Infestors and Lings. Adding Stargate Reapers isn't going to be interesting; it's just an alternate Phoenix) and underemphasis on micro in favour of "terrible terrible damage" is just sending this game more and more down hill.
I appreciate that they want the game to be balanced at all levels, but the fact is that if you keep giving easy a-move alternatives to help out shitty Gold leaguers, that's going to have an effect on the pro scene, and it's almost always going to be a bad effect. I don't understand why they couldn't have made more units like the Marine, which can be microed to counter things, or the HT, which requires micro to use effectively, instead of retarded shit like the Infestor, Roach, Marauder, Colossus, and other deathball stuff that can never possibly be used in any really interesting way because they're just simplistic and boring fucking units.
This Queen change is just the latest in a long string of changes designed to produce more "macro games." You know what? Macro games in Sc2 are a dime a dozen, and roughly half of them are extremely boring split map scenarios which culminate in an unsatisfying (but pretty, I'll give them that) 200/200 deathball bonanza that is virtually devoid of micro beyond basic positioning. It's actually funny to consider that the most well-designed parts of matchups are the ones players want changed. I am, of course, talking about lategame PvT. How many Terrans lamented (and still lament) that micro baseline required to do well against Protoss in the lategame? How many Protoss players find the effects of EMP on clumped up Templar unfair? How many of them struggle to hold lategame drops, or prevent their Colossi from getting sniped? And yet, of all the non-mirrors, PvT is the only one in which the better player tends to win in a macro situation. But no, instead we have calls for stupid units like the Warhound, or buffs to the Ghost to make it easier to use.
I mean, come on. The most competitive games are difficult. That's what makes them competitive. If any idiot can pick up Sc2 and master every matchup in a year by learning 1 builds that works against everything, Sc2 isn't going to last. In that respect, we desperately need HotS to come around and fix things. But it's not looking like it's going in the right direction. Basically every unit except the Mothership Core is a bandaid for players who don't know how to control properly. Oh, you're having difficulty fighting against Colossi pushes? Here's the Viper, so now Protoss players' meticulous positioning is irrelevant. Can't macro or engage well enough to beat a Chargelot army? Here, take the battle Hellion and Warhound. Now you can a-move every game with a super boring mech army (yes, mech in Sc2 is unbelievably boring; the only interesting/skill based unit is the Siege Tank). Protoss is getting some utterly stupid unit to deal with BroodLords in the Tempest.
Look, I know none of the units in HotS are final, but they do show you Blizzard's mindset, and, right now, it isn't pretty. The problem with the Queen buff isn't so much that it makes Zerg overpowered (though I'd argue that it does) but that it makes the game simpler and means that the early and mid games are more telegraphed. It's just not interesting to watch TvZ anymore, because nothing actually happens until like 10 minutes in, and at that point it's just a macro contest and posturing until Infestor/BL faces off against whatever the Terran army has. It's not fun because none of those engagements are interesting. I greatly enjoyed Muta/Ling/Blind vs Marine/Tank because it was so mobile and dynamic and scaled so well with skill. Rather than Vikings getting Fungaled being the deciding factor in the engagement, it was about who controlled their units in such a way that they acquired the better positioning. It wasn't "oh, he got all of his Vikings caught by Fungal. GG." But instead of fostering that type of gameplay, Blizzard apparently wants to see Infestor/BL bullshit in every matchup, because I've yet to see them acknowledge how stale and skilless that composition (and similar compositions, mind you) has become. Great post, pretty much this in a nutshell. TvZ used to be by far my favorite matchup to watch, now it's just horrible. PvZ is as horrible as ever to watch. My interest in this game has really declined a ton over the past 3-4 months, to the point where I'm not even sure I'll rush out to buy HOTS. It's just become so predictable and stale. They're literally bleeding variability and uncertainty out of the game with their balance patches, and the new units just seem kinda meh. I know people say PvP has improved, but I don't really see it, it still seems to be either warpgate all ins or "who has the most colossi." The only matchup worth watching in my opinion right now is TvT, and that used to be my least favorite matchup. I really think if Blizz wants to keep the queen change, then at least they need to nerf hive timing, either through the cost of a hive, the build time of a hive, or the build time of an infestation pit. It's too difficult for Terran to match Zerg economically, while staying safe/prepared against possible ling/roach/bling or muta pressure, and be able to tech up to be able to withstand broodlord/corruptor/infestor. It just comes out too quickly IMO. But even still, it would remain boring to watch in my opinion.
You know, PvP is actually more variable than PvZ is right now. Who would have though, if I'd said that 5 months ago.
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On August 13 2012 08:43 Shiori wrote: I think Blizzard is actually just walking on a path that's going to lead to the gradual death of the eSports scene. A combination of their obsession with turtle styles, too much rhetoric about "everyone having a solid lategame" and not enough about everyone having solid early game harassment, an understanding of harassment as being tied to raiding units (which misses the fundamental point: MMM is awesome harassment because it flows naturally out of the army; same for Infestors and Lings. Adding Stargate Reapers isn't going to be interesting; it's just an alternate Phoenix) and underemphasis on micro in favour of "terrible terrible damage" is just sending this game more and more down hill.
I appreciate that they want the game to be balanced at all levels, but the fact is that if you keep giving easy a-move alternatives to help out shitty Gold leaguers, that's going to have an effect on the pro scene, and it's almost always going to be a bad effect. I don't understand why they couldn't have made more units like the Marine, which can be microed to counter things, or the HT, which requires micro to use effectively, instead of retarded shit like the Infestor, Roach, Marauder, Colossus, and other deathball stuff that can never possibly be used in any really interesting way because they're just simplistic and boring fucking units.
This Queen change is just the latest in a long string of changes designed to produce more "macro games." You know what? Macro games in Sc2 are a dime a dozen, and roughly half of them are extremely boring split map scenarios which culminate in an unsatisfying (but pretty, I'll give them that) 200/200 deathball bonanza that is virtually devoid of micro beyond basic positioning. It's actually funny to consider that the most well-designed parts of matchups are the ones players want changed. I am, of course, talking about lategame PvT. How many Terrans lamented (and still lament) that micro baseline required to do well against Protoss in the lategame? How many Protoss players find the effects of EMP on clumped up Templar unfair? How many of them struggle to hold lategame drops, or prevent their Colossi from getting sniped? And yet, of all the non-mirrors, PvT is the only one in which the better player tends to win in a macro situation. But no, instead we have calls for stupid units like the Warhound, or buffs to the Ghost to make it easier to use.
I mean, come on. The most competitive games are difficult. That's what makes them competitive. If any idiot can pick up Sc2 and master every matchup in a year by learning 1 builds that works against everything, Sc2 isn't going to last. In that respect, we desperately need HotS to come around and fix things. But it's not looking like it's going in the right direction. Basically every unit except the Mothership Core is a bandaid for players who don't know how to control properly. Oh, you're having difficulty fighting against Colossi pushes? Here's the Viper, so now Protoss players' meticulous positioning is irrelevant. Can't macro or engage well enough to beat a Chargelot army? Here, take the battle Hellion and Warhound. Now you can a-move every game with a super boring mech army (yes, mech in Sc2 is unbelievably boring; the only interesting/skill based unit is the Siege Tank). Protoss is getting some utterly stupid unit to deal with BroodLords in the Tempest.
Look, I know none of the units in HotS are final, but they do show you Blizzard's mindset, and, right now, it isn't pretty. The problem with the Queen buff isn't so much that it makes Zerg overpowered (though I'd argue that it does) but that it makes the game simpler and means that the early and mid games are more telegraphed. It's just not interesting to watch TvZ anymore, because nothing actually happens until like 10 minutes in, and at that point it's just a macro contest and posturing until Infestor/BL faces off against whatever the Terran army has. It's not fun because none of those engagements are interesting. I greatly enjoyed Muta/Ling/Blind vs Marine/Tank because it was so mobile and dynamic and scaled so well with skill. Rather than Vikings getting Fungaled being the deciding factor in the engagement, it was about who controlled their units in such a way that they acquired the better positioning. It wasn't "oh, he got all of his Vikings caught by Fungal. GG." But instead of fostering that type of gameplay, Blizzard apparently wants to see Infestor/BL bullshit in every matchup, because I've yet to see them acknowledge how stale and skilless that composition (and similar compositions, mind you) has become.
Such an awesome post, hats off. In battle reports I've seen the "workers count" at top of a base, and I think this is BS. If all goes this way, I'm pretty sure, that in LotV you will be able to shift-click your entire BO and drink coffee same time while surfing internets. Instead of making skill-based units, like Terran has (not every, but I mean mostly) to other races, they "balancing gameplay" by adding not-skill-based units to the Terran race. So, that way, they can be able A-move too more safely. Can't believe.
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On August 13 2012 08:12 Coffee Zombie wrote:Complaints about Warpgate balance are misguided, though. The mechanic is balanced well enough, it just happens to be atrociously designed. To quote myself from tehblog: Show nested quote +On June 19 2012 21:29 Coffee Zombie wrote:http://seanmalstrom.wordpress.com/2012/06/15/the-core-gameplay/The reason why it is getting longer to get to the core fun is because it probably isn’t there. Allow me to use an example.
During the Real Time Strategy game boom, many people were making RTS games. Very few people knew what they were doing. They kept focusing on later units where they said it was fun when all this other stuff is activated.
In order to make a good RTS game, you need to get to the core gameplay, wipe away everything else, and make it interesting. What is the core RTS gameplay? What would a RTS game look like with just the core RTS gameplay?
-Buildings-
-A HQ building (often where the building makers are made). -A Resource building (where resources are brought in. Sometimes it is the HQ). -A Unit producing building (where you make offensive units).
-Units-
-A builder unit (who makes buildings) -A resource unit (who gathers the resource and brings it back) -One offense unit (it is the first one made).
And that is it. One single unit. And it is the early grunt. Based on just this, the RTS needs to become interesting and be very fun to play. The RTS does not get to bring in super cool later units. Just the simple basics here. This is the core gameplay in which everything else stacks on. If this is not interesting, the game will fail.
When you focus on the the core gameplay, you realize things become very important that you never considered. In the above example, resource gatherers and the very basic structures need to become extremely interesting. In bad RTS games, little attention is given to them (while too much attention is given to the uber units at the end of the tech tree). This is an interesting blog post. Very, very interesting actually. Extremely good, too. Many games nowadays feel pretty bad because they're built on things that are not fundamental to playing a game. Much of this is just focusing on the how instead of the why, though. People make stuff instead of gameplay, and if gameplay is made, people tend to focus on elaborate systems instead. If both are avoided, the ugly problem of overt simplicity for it's own sake can rear it's head. But really, building a solid foundation and then expanding on it is very good. A few brilliant examples from Starcraft 2, as examples of very simple, but very interesting things: Farms: Terran and Zerg farms are very interesting contraptions. The zerg farm, called an Overlord is actually a flying unit instead of a building and can thus be used to scout (it can also later be upgraded into a makeshift dropship. Cheap and massable due to not consuming population cap, but slow), while the Terran farm (Supply Depot) can lower itself to the ground so it can be walked over. This is extremely useful in building walls on chokepoints near your base. Point-based armour system: The presence of this alone creates an actual difference between the cannon and the machine gun. While the machine gun may deal great damage, armour rapidly kills off it's effectiveness. Far less so for the cannon. A percentage-based armour system needs attack types because it mostly cares about the DPS. No-nonsense units with different numbers: This is one readily underestimated thing in modern RTS unit design. Consider the Marine and the Zergling. Both deal about equivalent (and quite high) damage with quick weak attacks, making them bad against heavy armour. The Zerglings come in two-packs, and move very fast, but attack only in melee. Meanwhile, the Marine has more HP and shoots at range (it is also marginally better against armoured targets). These kinds of traits readily synergize with the very basic traits of the species' different farms, allowing Zerg great map control (the ability to have a lot of map vision and the ability to project force around the map), while the Marines' range and Terran's natural wall-offs trivially fend off the Zerg. The range also allows Marines who find good places to hole up in to achieve 300-esque feats of endurance and slaughter. The different character of the races is easily evident with such simple things as these, and they are also very interesting and versatile. Yet they also do one very important thing: All these traits respect the fundamental character of an RTS game: That of troop production and movement, which allow for rough simulations of real-life strategy. The racial traits of the Protoss are, in contrast, designed to completely circumvent these basic kinds of rules. In an RTS, troop production is usually done in steps such that: 1. The player orders the unit 2. The unit's cost is paid. 3. The unit is produced, forcing the player to wait. 4. The unit is ready and emerges from the production facility, heading for the battlefield. The Protoss process works differently. They have a mechanic called the Warp Gate which allows them to produce their units directly at any Pylon (the name of the Protoss farm) they have on the map. The Warp-in process works like so: 1. The player orders the unit. 2. The unit's cost is paid. 3. The unit emerges at the chosen Pylon. 4. The Warpgate goes on cooldown, forcing the player to wait. This sounds like a simple adjustment but serves to undermine a great number of the natural dynamics arising from the game's foundations: 1. Protoss reinforcements are completed much faster. They can get units immediately when getting free population cap whether due to a new farm or units dying. The Terran and Zerg have to wait half a minute for their units to even come out. 1b. This means that an even army trade favours the Protoss because he has units out first. If you win narrowly you may not even have the advantage, let alone a large one. 2. The Protoss player can build his unit-producing structures later because the first unit comes out immediately. As we all know, time is man- I mean money. 3. The natural concepts of reinforcement times and resulting defender's advantage (based on which basic tenets of strategy work) cease to apply to a great extent. Regardless of how far the Protoss opponent's base is, his troops are at your door immediately and you cannot intercept his reinforcements by way of ambush. You, conversely, are bound by these basic rules of strategy. 4. The system is ridiculously efficient. Normally these kinds of abilities require taking insane risks like placing your production structures near the enemy base (called proxying them). Protoss needs a single Pylon. This is an insanely cheap cost (100 minerals for Pylon, 150 for a single production facility, 50 for a Worker/Marine or a pair of Zerglings), and has none of the other traditional disadvantages like having no production in your home base. The mechanic is interesting, and feels cool, yes, but a simple examination exposes all kinds of problems. These can somewhat be masked away by balance tweaks like making Protoss units weak (which was done but leads to another host of problems) but the core issues are still there and will inevitably rear their ugly head somewhere. The reason I chose this example is to highlight two things: First, how a certain sense of rules to be respected is necessary for things to make sense and the players to have expectations. In this case, the Warp Gate tramples on established rules of how the game works at a very fundamental level. The second one is to highlight how antagonistic multiplayer raises the bar for the cool stuff to be included. Imagine Kirby Wii as a competitive more than co-operational game, like a race to the finish for example. Kirby himself may be broken, but him being super cool does not limit the other characters' ability to be cool to a great degree at all. It's still a big bummer but not a complete catastrophe. In a game where the players are direct enemies, however, it is a catastrophe because what you can do very drastically affects what your opponent is allowed to do. It is not enough for the unit to be cool and fun to use - it also has to be fun or interesting to face. Numbers tweaks are possible but in the end the fundamental nature of the inclusion should be "right". This is something I feel Blizzard is nowadays very much slipping on*. *If they were ever good at it in the first place - as far as I know, the Frozen Throne expansion was directed by a WarCraft 3 pro or a similar outsider who basically went "goddamnit let me fix your game" and included things with a very distinct gameplay job to fulfill instead of just making cool stuff up and including it (Blizz's admitted MO with Heart of the Swarm). The game is still broken, balance-wise, to the point where a famous Undead pro just picked Orc against Orc. Starcraft: Brood War's famed balance is in large part a result of saner unit designs combined with professional Korean mapmakers and the near-inhuman effort and work ethic of the progamers from said country. An argument could be made that Blizzard was only ever really good in the art direction and general content department, where they have been very clearly slipping as of late (Exhibits #1, #2, #3)
Somebody send this analysis of the warpgate to DB and the folks.. Such a good breakdown of what the root cause of the problem really is.
Any XvP matchups is such a difficult matchup to get to use to (for even the veteran RTS players) because it breaks the fundamentals of a RTS game. Just realising how weird it is to not have the ability to cut off reinforcements.. Guess we are too use to it by now, and I doubt radical changes would be made.
The only changes I could see coming are, something that differentiates warp gates to normal gateways, spawning time based on the distance of the pylon to the warpgate itself, a plyon that requires to be upgraded (and require gas). In return for buffed gateway units.
Another thing to point out is just how much the protoss composition revolves around the sentry/forcefields which is another major problem associated with this race..
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I notice a pattern:
T OP -> blizzard nerfs T or buffs another race -> people improve -> T OP -> blizzard nerfs T or buffs another race -> repeat...
I think this is because T by far scales the most with skill. This is a serious problem at the pro level as it makes the game really hard to balance. They can nerf or buff, but after a while T gets better again and overpowers other races. This is also a serious problem at the casual level as when the cycle repeats too many times, the game becomes too imbalanced at the casual level.
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On August 13 2012 11:30 ultratorr wrote: I notice a pattern:
T OP -> blizzard nerfs T or buffs another race -> people improve -> T OP -> blizzard nerfs T or buffs another race -> repeat...
I think this is because T by far scales the most with skill. This is a serious problem at the pro level as it makes the game really hard to balance. They can nerf or buff, but after a while T gets better again and overpowers other races. This is also a serious problem at the casual level as when the cycle repeats too many times, the game becomes too imbalanced at the casual level. So that's why Terran race will receive warhound / battlehellion - because they are easy to play. However that means "boring to play". At pro level we will see same a-click battles how it goes at lowers leagues.
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On August 13 2012 11:30 ultratorr wrote: I notice a pattern:
T OP -> blizzard nerfs T or buffs another race -> people improve -> T OP -> blizzard nerfs T or buffs another race -> repeat...
I think this is because T by far scales the most with skill. This is a serious problem at the pro level as it makes the game really hard to balance. They can nerf or buff, but after a while T gets better again and overpowers other races. This is also a serious problem at the casual level as when the cycle repeats too many times, the game becomes too imbalanced at the casual level.
Also, another reason of it could be because, as far as I know, Terran is much loved race in Korea thanks to the legacy of BoxeR, Nada, iloveoov into Flash Terran bonjwa line. Not that Zerg and Protoss are not loved nor played, but "Terran" has special meaning in Korea. Best ones almost always come out of Korea, so Terran has that going for them.
I am not saying that this is the only reason, but it must be playing some role.
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On August 13 2012 11:30 ultratorr wrote: I notice a pattern:
T OP -> blizzard nerfs T or buffs another race -> people improve -> T OP -> blizzard nerfs T or buffs another race -> repeat...
I think this is because T by far scales the most with skill. This is a serious problem at the pro level as it makes the game really hard to balance. They can nerf or buff, but after a while T gets better again and overpowers other races. This is also a serious problem at the casual level as when the cycle repeats too many times, the game becomes too imbalanced at the casual level. That inevitably leads back into the problems that the new macro mechanics created. If Zerg could pop 40 units at a time with the same versatility and potential as marines, Zerg would never lose a game. If gateway units were as powerful as they were in BW relative to the other early units in addition to having warp gates, Protoss would do an invincible 4gate every game. MULEs allow Terran to do a number of things but they don't have that dramatic direct effect on combat that the other mechanics do, and so Terran units get to stay more versatile and capable of skirmish tactics because there's no instant remax or proxying your entire production at any time for the cost of 100 minerals and 25 seconds. Because these base units have a lot of utility and potential, there's no need for stupidly overpowered high tech units that mow everything down without the least bit of micro compensating for base units that are by necessity weak.
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Northern Ireland23770 Posts
I posted this in another thread, figured it might be relevant to stick in here as well.
On August 12 2012 14:11 EvanC wrote: Has there been any discussion as to the reason why Zergs have seen a recent jump in win % is because of a better map pool? Two years into the game, the map pool is just so much more developed, especially towards macro-friendly maps. It's only in recent BNet ladder seasons that we've FINALLY seen those last few maps with rocks at 3rds gone (just as an example), which may have lead to the overally perceived feeling that Zerg is "OP"? I've put this theory out before as well, it's really a combination of a bunch of other factors as well.
1. Faster overlords, even on big maps they can get into good positions and spot pushouts pretty early. Terran especially have to really hide what they're doing if it's some kind of marine poke, or a hellion poke etc. Overlords can now get good scouts off, even on the huge maps that naturally are conducive to Zerg strengths. 2. Queens are a better catch-all defence now. Even if you are caught with your pants down as a Zerg, it's a pretty robust defensive unit. 3. The maps are bigger, so it's pretty tough. As a Terran you're going to want to stop the Zerg just droning incessantly and you'll have to do some kind of pressure unless you're doing one of those insane macro mode builds that only Korean Ts seem to be able to do. That pressure is easier scouted, and if it isn't scouted at all, is still defended better blindly than before with the Queen buff.
Swap 'macro-friendly' for 'Zerg favoured' in most instances and that's how I generally feel about the progression in the map pool. The problem is that the maps that are good for Toss (which I play), are in my view TOO good for the race. For example Entombed Valley is pretty damn easy for Toss if you play it out competently.
On the APM issue, it's pretty overstated. Also MKP is known for being a freak with his APM efficiency, he's got a much lower ratio of redundant actions compared to pretty much everyone.
Zerg played competently, will naturally give you high APM especially if you're going with ling-based styles. You build more units = higher APM. Doesn't mean you're doing anything spectacular Terran scales best imo with high APM, and in fact pretty much can't be played to the highest level without it. When you do have that APM though, you can really get cost efficient with your units which I think is pretty cool. Protoss and high APM values say little. If I was to ask people who they instinctively thought were the 'fast' Protoss players, I believe I'd get a pretty wide spread of answers, many of them wrong. It's so hard to do anything useful with additional APM due to how the race is designed.
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On August 13 2012 11:53 Wombat_NI wrote: I posted this in another thread, figured it might be relevant to stick in here as well.
3. The maps are bigger, so it's pretty tough. As a Terran you're going to want to stop the Zerg just droning incessantly and you'll have to do some kind of pressure unless you're doing one of those insane macro mode builds that only Korean Ts seem to be able to do. That pressure is easier scouted, and if it isn't scouted at all, is still defended better blindly than before with the Queen buff.
Relevant thread. Comprehensive analysis of map size and history from Season 2 to Season 8. [G]Map Size History & Analysis
In short, yes maps are getting bigger over time. Rush distance is longer by 10sec or so compared to Season 2 days. Check link for detail if interested. Question is what size is "fair?"
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Northern Ireland23770 Posts
On August 13 2012 11:16 etofok wrote:Show nested quote +On August 13 2012 08:43 Shiori wrote: I think Blizzard is actually just walking on a path that's going to lead to the gradual death of the eSports scene. A combination of their obsession with turtle styles, too much rhetoric about "everyone having a solid lategame" and not enough about everyone having solid early game harassment, an understanding of harassment as being tied to raiding units (which misses the fundamental point: MMM is awesome harassment because it flows naturally out of the army; same for Infestors and Lings. Adding Stargate Reapers isn't going to be interesting; it's just an alternate Phoenix) and underemphasis on micro in favour of "terrible terrible damage" is just sending this game more and more down hill.
I appreciate that they want the game to be balanced at all levels, but the fact is that if you keep giving easy a-move alternatives to help out shitty Gold leaguers, that's going to have an effect on the pro scene, and it's almost always going to be a bad effect. I don't understand why they couldn't have made more units like the Marine, which can be microed to counter things, or the HT, which requires micro to use effectively, instead of retarded shit like the Infestor, Roach, Marauder, Colossus, and other deathball stuff that can never possibly be used in any really interesting way because they're just simplistic and boring fucking units.
This Queen change is just the latest in a long string of changes designed to produce more "macro games." You know what? Macro games in Sc2 are a dime a dozen, and roughly half of them are extremely boring split map scenarios which culminate in an unsatisfying (but pretty, I'll give them that) 200/200 deathball bonanza that is virtually devoid of micro beyond basic positioning. It's actually funny to consider that the most well-designed parts of matchups are the ones players want changed. I am, of course, talking about lategame PvT. How many Terrans lamented (and still lament) that micro baseline required to do well against Protoss in the lategame? How many Protoss players find the effects of EMP on clumped up Templar unfair? How many of them struggle to hold lategame drops, or prevent their Colossi from getting sniped? And yet, of all the non-mirrors, PvT is the only one in which the better player tends to win in a macro situation. But no, instead we have calls for stupid units like the Warhound, or buffs to the Ghost to make it easier to use.
I mean, come on. The most competitive games are difficult. That's what makes them competitive. If any idiot can pick up Sc2 and master every matchup in a year by learning 1 builds that works against everything, Sc2 isn't going to last. In that respect, we desperately need HotS to come around and fix things. But it's not looking like it's going in the right direction. Basically every unit except the Mothership Core is a bandaid for players who don't know how to control properly. Oh, you're having difficulty fighting against Colossi pushes? Here's the Viper, so now Protoss players' meticulous positioning is irrelevant. Can't macro or engage well enough to beat a Chargelot army? Here, take the battle Hellion and Warhound. Now you can a-move every game with a super boring mech army (yes, mech in Sc2 is unbelievably boring; the only interesting/skill based unit is the Siege Tank). Protoss is getting some utterly stupid unit to deal with BroodLords in the Tempest.
Look, I know none of the units in HotS are final, but they do show you Blizzard's mindset, and, right now, it isn't pretty. The problem with the Queen buff isn't so much that it makes Zerg overpowered (though I'd argue that it does) but that it makes the game simpler and means that the early and mid games are more telegraphed. It's just not interesting to watch TvZ anymore, because nothing actually happens until like 10 minutes in, and at that point it's just a macro contest and posturing until Infestor/BL faces off against whatever the Terran army has. It's not fun because none of those engagements are interesting. I greatly enjoyed Muta/Ling/Blind vs Marine/Tank because it was so mobile and dynamic and scaled so well with skill. Rather than Vikings getting Fungaled being the deciding factor in the engagement, it was about who controlled their units in such a way that they acquired the better positioning. It wasn't "oh, he got all of his Vikings caught by Fungal. GG." But instead of fostering that type of gameplay, Blizzard apparently wants to see Infestor/BL bullshit in every matchup, because I've yet to see them acknowledge how stale and skilless that composition (and similar compositions, mind you) has become. Such an awesome post, hats off. In battle reports I've seen the "workers count" at top of a base, and I think this is BS. If all goes this way, I'm pretty sure, that in LotV you will be able to shift-click your entire BO and drink coffee same time while surfing internets. Instead of making skill-based units, like Terran has (not every, but I mean mostly) to other races, they "balancing gameplay" by adding not-skill-based units to the Terran race. So, that way, they can be able A-move too more safely. Can't believe. Yeah I've been debating this with other people that I play with. Some of the Terran players actually think it's a good thing that in HoTS they too may have a Terran A-move army that can compete with the standard Protoss compositions. What I and many other Protoss players wanted from HoTS was to be able to get a bit more mileage out of our units in small groups, reward good multitasking, and in an ideal world get rid of the bloody Collosus that our entire race is based around. Gate vs Bio TvP is actually pretty damn entertaining to watch and mechanically demanding for the participants.
Blizzard also to my mind equate a 'macro game' with a NR-20 style, or at the very least any game that lasts a considerable amount of time. For Protoss and Terran players especially their tweaks to help Zerg get to this lategame situation is just as damaging to the prospect of good games as the old map-pool was conducive to 1/2 base pushes killing Zergs off super early. Blizzard talk of trying to have a game with asymmetric balance, and timeframes were one race excels against the other, but a lot of their latest balancing to my mind is just making it favourable to get to late-games which is where Zerg especially excels at. They are dumbing down the difficult part of Zerg, namely MAKING it to the lategame, you see it on the ladder where your friends who were previously struggling big time with Zerg are flying up the leagues, and your Terran friends, who in my case are the best players I know, are barely treading water in the leagues they're already in.
TLDR: Blizz in my view are taking the wrong approach for HoTS, and indeed balancing the game now. As I see it, Blizz are looking at Terran and going, 'cool we designed a pretty versatile race, with lots of options and a race that is conducive to mechanically strong players pushing incremental advantages.' However instead of trying to replicate that design to the other races, they are going 'how can all 3 races be homogenised and be able to play long macro games with units that are easy to use, but hard to perform feats of micro with'
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Northern Ireland23770 Posts
On August 13 2012 12:03 Orek wrote:Show nested quote +On August 13 2012 11:53 Wombat_NI wrote: I posted this in another thread, figured it might be relevant to stick in here as well.
3. The maps are bigger, so it's pretty tough. As a Terran you're going to want to stop the Zerg just droning incessantly and you'll have to do some kind of pressure unless you're doing one of those insane macro mode builds that only Korean Ts seem to be able to do. That pressure is easier scouted, and if it isn't scouted at all, is still defended better blindly than before with the Queen buff.
Relevant thread. Comprehensive analysis of map size and history from Season 2 to Season 8. [G]Map Size History & AnalysisIn short, yes maps are getting bigger over time. Rush distance is longer by 10sec or so compared to Season 2 days. Check link for detail if interested. Question is what size is "fair?" Pretty interesting, will actually read it properly here before responding to the points laid out there. It's not just the actual rush distance itself that I'm referring to either though, I mean little quirks of the maps such as the outcrops on Cloud where your overlords can just chill and have a free scout for the early portion of games.
Also bigger maps, that only have 2 spawns and the comparison to slightly smaller maps, but with 4 spawns for example in my experience make a big difference playstyle wise and with how the game pans out.
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It's really simple, they need to switch the roles of the races around. The race with warpgates, and the ability to bring unit instantly to attack or defend a position, needs to be on the offensive, with difficult to kill units (zeal/dt) split around the map. The other race needs to be the defensive one, that is necessarily overcommitting to defend positions, until the central position is vulnerable enough for an attack.
Right now, in PvT, late game, there is a lot of "positioning" but the tools are not really in place to force an engagement, unless one army is significantly out of position. You can't truly siege a position straight up because the range differences are really not that big. Instead, the only option is to bring an army out of position, and then come back, and take the position you wanted to attack.
And of course, all of this involves moving around 200/200 blobs of units.
If they flip this around, and make tanks useful again, with mech backup, then we will see a game resembling BW, where T has the superior army in position at 200, but P has all the mobility tools to split up the army, and force it out of position. Instead of both armies unable to siege.
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If Zerg could pop 40 units at a time with the same versatility and potential as marines, Zerg would never lose a game. Yes, and that's one of the reasons why BL/Corruptors/Infestors are so powerful and why Carriers are bad.
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