|
On July 01 2013 17:52 eXdeath wrote:Show nested quote +On July 01 2013 05:49 gingerfluffmuff wrote: You can choose the target with the mine, what are you talking about? If you dont micro it, it shoots the nearest probe. Shouldn't the targeted probe turn red (like a seeker missile target)? If the attacker can choose which target to fire at, I feel the defender should know which one it is and then have a chance of isolating it from the rest. That is actually good. I always wondered why WMs have red light flash! But would it discourage WM usages in top league though? (just as the HSM nowadays unless disturbed) Most of the problem occurs in lower leagues.
That's why I have an idea. It's like reaver but quite different and NO EXTRA COST
When WM comes out, it only has 1 missile armed as max.
When WM burrows fires its missile, it will now have an active skill (no mana. no costs) called 'reload' (or 'stabilization' because the initial ability was 'unstable payload'!) which have 25±10 seconds cooldown (as well as its normal 40 second weapon cooldown). So if the players are noob, they will def. forget to reload and miss some shots, but in high level plays, pros will just push one hot key (perhaps 'R' key?) and everything is just the same as nornal.
How's that sound?
EDIT: Oops, actually it is not cooldown. It is BUILDING TIME! WM builds its missile for 25±10 seconds
|
And about WM having only +shield dmg, how about change some of that into +light? (so the dmg woud be 125+35light
The problem with this change is on Banshee, raven and hellbat. Would that be a major problem? (I don't mind blizzard buffing hp of Banshee and raven though) EDIT: And also +5 light (or just flat +5) for splash to 1 shot kill SCVs
Whooa... also forgot stalker that it wouldn't die in one shot anymore... but I think it would be ok though.
|
On July 01 2013 21:43 SsDrKosS wrote: When WM burrows fires its missile, it will now have an active skill (no mana. no costs) called 'reload' (or 'stabilization' because the initial ability was 'unstable payload'!) which have 25±10 seconds cooldown (as well as its normal 40 second weapon cooldown). So if the players are noob, they will def. forget to reload and miss some shots, but in high level plays, pros will just push one hot key (perhaps 'R' key?) and everything is just the same as nornal. I kinda like the idea, BUT it should be applied to other units too.
The Swarm Host could really use this kind of a button to activate and it might even make the unit better, because often enough Zerg players have their SHs unburrowed to control when the locusts are spawned. With a trigger button it would remove this necessity while taking away the "autofire and forget" way of using them.
Carriers could use active button clicks to produce new Interceptors in exchange for reducing the cost of them to zero. It has always been kinda unfair that Broodlords spawn their Broodlings without any cost while Interceptors cost resources. Due to the maximized concentration of Marines and Hydralisks the Interceptors are shot down pretty easily and this is one of the reasons why the Carrier is so damn useless.
Reapers could have their anti-building-explosives back again.
|
On July 02 2013 23:43 Rabiator wrote:Show nested quote +On July 01 2013 21:43 SsDrKosS wrote: When WM burrows fires its missile, it will now have an active skill (no mana. no costs) called 'reload' (or 'stabilization' because the initial ability was 'unstable payload'!) which have 25±10 seconds cooldown (as well as its normal 40 second weapon cooldown). So if the players are noob, they will def. forget to reload and miss some shots, but in high level plays, pros will just push one hot key (perhaps 'R' key?) and everything is just the same as nornal. I kinda like the idea, BUT it should be applied to other units too. The Swarm Host could really use this kind of a button to activate and it might even make the unit better, because often enough Zerg players have their SHs unburrowed to control when the locusts are spawned. With a trigger button it would remove this necessity while taking away the "autofire and forget" way of using them. Carriers could use active button clicks to produce new Interceptors in exchange for reducing the cost of them to zero. It has always been kinda unfair that Broodlords spawn their Broodlings without any cost while Interceptors cost resources. Due to the maximized concentration of Marines and Hydralisks the Interceptors are shot down pretty easily and this is one of the reasons why the Carrier is so damn useless. Reapers could have their anti-building-explosives back again.
umm actually I don't get your Swarm host change... sorry for my poor understanding.
BUT I think that would make carrier too strong? maybe bring back BW's mechanism that intercepts come back to carrier quickly to recharge their health when significantly damaged.
I really think Reaper should! the current reaper doesn't fit to the description anymore (so as oracles and WM but will be ok later maybe???). But with slight dmg nerf to building since they are way faster and earilier.
Edit: Did you read in my previous posts that it is not actually cooldown but building time? So it 'builds' its missile so to speak.
|
Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment.
|
On July 05 2013 05:00 highsis wrote: Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment. talk about cherry picking results. Its funny you don't mention the OSL qualifier results, 10P-7T-5Z. Or the fact that Ro48 is currently 19P-12T-17Z with very grim possibility for Ro32.
This is the KR only winrates for June http://i.imgur.com/0ciWmTd.png But lets not use it because it doesn't fit in with your Terran is op agenda.
Also proleague games are hogwash. Their structure are far different from your usual tourney style tourneys. You would have unequal skilled opponents facing each other, with lot of mind games and sniping involved. And some of those numbers just look flat out wrong or cherry picked.
|
Rofl so dumb how people skew stats, Innovation probably contributed to 45.647% of the Terran wins from your data above. Here's a new stat for you: Any sample size less than 5498 games is statistically insignificant.
|
On July 05 2013 05:58 Lock0n wrote: Rofl so dumb how people skew stats, Innovation probably contributed to 45.647% of the Terran wins from your data above. Here's a new stat for you: Any sample size less than 5498 games is statistically insignificant. Yep ... and then there are the maps to consider as well.
|
Ok everyone. I hope you guys also had lots of trouble dealing with hellbats lately, so how about discussing something else... like WM (still op in TvZ?) or oracle (I dont know but def. not op but rather up). How do you find my proposed WM change? It will only affect lower leagues.
|
On July 05 2013 05:51 iky43210 wrote:Show nested quote +On July 05 2013 05:00 highsis wrote: Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment. talk about cherry picking results. Its funny you don't mention the OSL qualifier results, 10P-7T-5Z. Or the fact that Ro48 is currently 19P-12T-17Z with very grim possibility for Ro32. This is the KR only winrates for June http://i.imgur.com/0ciWmTd.png But lets not use it because it doesn't fit in with your Terran is op agenda. Also proleague games are hogwash. Their structure are far different from your usual tourney style tourneys. You would have unequal skilled opponents facing each other, with lot of mind games and sniping involved. And some of those numbers just look flat out wrong or cherry picked.
the stat only inclucde highest leagues in each group to show protoss/zerg underperformance.
|
On July 05 2013 13:48 highsis wrote:Show nested quote +On July 05 2013 05:51 iky43210 wrote:On July 05 2013 05:00 highsis wrote: Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment. talk about cherry picking results. Its funny you don't mention the OSL qualifier results, 10P-7T-5Z. Or the fact that Ro48 is currently 19P-12T-17Z with very grim possibility for Ro32. This is the KR only winrates for June http://i.imgur.com/0ciWmTd.png But lets not use it because it doesn't fit in with your Terran is op agenda. Also proleague games are hogwash. Their structure are far different from your usual tourney style tourneys. You would have unequal skilled opponents facing each other, with lot of mind games and sniping involved. And some of those numbers just look flat out wrong or cherry picked. the stat only inclucde highest leagues in each group to show protoss/zerg underperformance. Learn to do statistics with proper sample size first before making any more please. You are wasting your time and are embarrassing yourself.
You need to make as many factors irrelevant as you can to get "average" results ... - maps - individual players - prevalence of matchups (WCS isnt a round robin tournament, so "luck of the draw" is a deciding factor) - unusual surprise tactics (cheese) which havent been as much of a factor in previous GSLs, but which might have influenced the "average results" in the bo1 o32 format of the OSL for example. Weaker players might succeed with a one-off cheese against stronger players.
The only way to do that is to take A LOT MORE data from A LOT MORE players and for all maps.
|
On July 05 2013 14:47 Rabiator wrote:Show nested quote +On July 05 2013 13:48 highsis wrote:On July 05 2013 05:51 iky43210 wrote:On July 05 2013 05:00 highsis wrote: Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment. talk about cherry picking results. Its funny you don't mention the OSL qualifier results, 10P-7T-5Z. Or the fact that Ro48 is currently 19P-12T-17Z with very grim possibility for Ro32. This is the KR only winrates for June http://i.imgur.com/0ciWmTd.png But lets not use it because it doesn't fit in with your Terran is op agenda. Also proleague games are hogwash. Their structure are far different from your usual tourney style tourneys. You would have unequal skilled opponents facing each other, with lot of mind games and sniping involved. And some of those numbers just look flat out wrong or cherry picked. the stat only inclucde highest leagues in each group to show protoss/zerg underperformance. Learn to do statistics with proper sample size first before making any more please. You are wasting your time and are embarrassing yourself. You need to make as many factors irrelevant as you can to get "average" results ... - maps - individual players - prevalence of matchups (WCS isnt a round robin tournament, so "luck of the draw" is a deciding factor) - unusual surprise tactics (cheese) which havent been as much of a factor in previous GSLs, but which might have influenced the "average results" in the bo1 o32 format of the OSL for example. Weaker players might succeed with a one-off cheese against stronger players. The only way to do that is to take A LOT MORE data from A LOT MORE players and for all maps.
I didn't make the stat myself. It's just me reading it off Playxp thread and raging over it, then being taken more seriously than expected because I was more used to 4chan-ish mood of Playxp, and being called a fool for this recklessness. I did update non-cherry-picked stat on june 16th balance update thread, so let's put further comments there as that thread seems more active and I don't wanna be jumping back and forth.
|
On July 05 2013 14:56 highsis wrote:Show nested quote +On July 05 2013 14:47 Rabiator wrote:On July 05 2013 13:48 highsis wrote:On July 05 2013 05:51 iky43210 wrote:On July 05 2013 05:00 highsis wrote: Korean scene balance
source: playxp
12-13 proleague from round 6, WCS Season 1 Final, WCS Season 2 star league
PvT
19 : 29
40 : 60
TvZ
28 : 13
68 : 32
ZvP
25 : 33
43 : 57
====================================================
over winrate vs other races
protoss : 52승 54패 (49.0%)
terran : 57승 32패 (64.0%)
zerg : 38승 61패 (38.3%)
Matchup winrate sum
protoss : 97
terran : 128
zerg: 75
====================================================
proleague
protoss : 27승 28패 (49.1%)
terran : 21승 17패 (55.2%)
zerg : 22승 25패 (46.8%)
WCS Season 2 starlegue qualified
protoss : 4 players
terran: 7 players
zerg : 5 players
Quote, DK: "there is no imbalance in any level at the moment."
God I hate Blizzard. Terran's absurdly high winrate(late WOL zerg had 57% winrate when they were called OP. Now terran has 64% winrate. WTF?!) and their equally absurdly high stat of units.
remember warhound(basically unstoppable when combined with helbats), shredder(dps equal to storm and larger range, infinite lifespan), medivac heal boost(which makes a marauder to survive 26 seconds under full storm.).... if one of these made it into the final version of HOTS terran would have hit 95% winrate vs zerg or toss. I would have trashed those ideas the moment they were suggested if I were the developer.
I just don't trust Blizzard regarding their understanding of the game, given the list of ridiculous OP units they tried to introduce and their inabilty to grasp the imblance at the moment. talk about cherry picking results. Its funny you don't mention the OSL qualifier results, 10P-7T-5Z. Or the fact that Ro48 is currently 19P-12T-17Z with very grim possibility for Ro32. This is the KR only winrates for June http://i.imgur.com/0ciWmTd.png But lets not use it because it doesn't fit in with your Terran is op agenda. Also proleague games are hogwash. Their structure are far different from your usual tourney style tourneys. You would have unequal skilled opponents facing each other, with lot of mind games and sniping involved. And some of those numbers just look flat out wrong or cherry picked. the stat only inclucde highest leagues in each group to show protoss/zerg underperformance. Learn to do statistics with proper sample size first before making any more please. You are wasting your time and are embarrassing yourself. You need to make as many factors irrelevant as you can to get "average" results ... - maps - individual players - prevalence of matchups (WCS isnt a round robin tournament, so "luck of the draw" is a deciding factor) - unusual surprise tactics (cheese) which havent been as much of a factor in previous GSLs, but which might have influenced the "average results" in the bo1 o32 format of the OSL for example. Weaker players might succeed with a one-off cheese against stronger players. The only way to do that is to take A LOT MORE data from A LOT MORE players and for all maps. I didn't make the stat myself. It's just me reading it off Playxp thread and raging over it, then being taken more seriously than expected because I was more used to 4chan-ish mood of Playxp, and being called a fool for this recklessness. I did update non-cherry-picked stat on june 16th balance update thread, so let's put further comments there as that thread seems more active and I don't wanna be jumping back and forth. You still didnt get it ...
To make a statistic you need AT LEAST ten randomly taken samples, but for SC2 matches you cant take 10 games of Innovation for example. - You need 10 different players. - You also need at least ten games on EACH MAP and not spread across a random number of games. - 10 samples is the LEAST amount, but for a good statistic - since players have good days and bad days too - you need a lot more to get a valid representation which is meaningful for the races.
So please stop trying to make your "top players only" statistic worth anything ... it isnt and never will be.
|
Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all.
|
On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all.
from their perspective, but not necessary better for overall health of the game.
As an example, for WoW blizz used to gathered feedback and implemented suggestions from reckful and his crew, because they are the best and most dedicated in their league. Fast forward 3 months, WoW balance was at the worst it has ever been (cataclysm) and they have killed pvp for many.
Let the pro players do their things, and developers design balance based on tangible data and statistics.
|
On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. The problem is that ... Are they the most valid to ask though? Because they are pros they can deal with more "spit second stuff" than Joe Bronzeleague. I dont think it is a good idea to balance the game around the very very top and basically tell anyone of roughly Master league "you have to live with losing to somewhat overpowered stuff (for your level of play)".
It is ok to try and make the game good for eSport, BUT that does not exclude balancing it for all levels of play. It isnt a "one or the other" thing ...
On July 05 2013 16:38 iky43210 wrote:Show nested quote +On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. from their perspective, but not necessary better for overall health of the game. As an example, for WoW blizz used to gathered feedback and implemented suggestions from reckful and his crew, because they are the best and most dedicated in their league. Fast forward 3 months, WoW balance was at the worst it has ever been (cataclysm) and they have killed pvp for many. Let the pro players do their things, and developers design balance based on tangible data and statistics. Balancing the classes of WoW around PvP was a big reason why I lost interest in the game. It seriously made the classes "samey" because they tried to get rid of any required classes.
The example of why it might be a bad idea to ask competitors for help in balancing a game is good though and quite appropriate, because many players are not that objective and see the game from their own race's eyes only. Awesome examples were given by IdrA's outbursts ... even though I think he can be more objective when he wants to. Balancing takes a lot of thought though and I doubt progamers have the time to do such though experiments.
|
On July 05 2013 16:40 Rabiator wrote:Show nested quote +On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. The problem is that ... Are they the most valid to ask though? Because they are pros they can deal with more "spit second stuff" than Joe Bronzeleague. I dont think it is a good idea to balance the game around the very very top and basically tell anyone of roughly Master league "you have to live with losing to somewhat overpowered stuff (for your level of play)". It is ok to try and make the game good for eSport, BUT that does not exclude balancing it for all levels of play. It isnt a "one or the other" thing ... Show nested quote +On July 05 2013 16:38 iky43210 wrote:On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. from their perspective, but not necessary better for overall health of the game. As an example, for WoW blizz used to gathered feedback and implemented suggestions from reckful and his crew, because they are the best and most dedicated in their league. Fast forward 3 months, WoW balance was at the worst it has ever been (cataclysm) and they have killed pvp for many. Let the pro players do their things, and developers design balance based on tangible data and statistics. Balancing the classes of WoW around PvP was a big reason why I lost interest in the game. It seriously made the classes "samey" because they tried to get rid of any required classes. The example of why it might be a bad idea to ask competitors for help in balancing a game is good though and quite appropriate, because many players are not that objective and see the game from their own race's eyes only. Awesome examples were given by IdrA's outbursts ... even though I think he can be more objective when he wants to. Balancing takes a lot of thought though and I doubt progamers have the time to do such though experiments.
yes, that is essentially what it is. Balance needs to be achieved at the highest level. Up until a certain point you lose due to your own mistakes and I dare to say that even in a lesser % of games on pro-level , balance is the fault , but thats still the level you need to balance. No one cares about the lower levels. You can give a bronze person the strongest unit and he will still lose.
|
On July 05 2013 16:40 Rabiator wrote:Show nested quote +On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. The problem is that ... Are they the most valid to ask though? Because they are pros they can deal with more "spit second stuff" than Joe Bronzeleague. I dont think it is a good idea to balance the game around the very very top and basically tell anyone of roughly Master league "you have to live with losing to somewhat overpowered stuff (for your level of play)". It is ok to try and make the game good for eSport, BUT that does not exclude balancing it for all levels of play. It isnt a "one or the other" thing ... Totaly agree. The game has to be balanced for both pros and noobs. My point was gathering feedback for the "pro"/eSport part of the balance.
Who better to talk about that then the pro teams coachs? I just have this image of DK and foreign "streamers" discussing balance while the best pros and coachs are ignored. It would explain a lot actually lol
+ Show Spoiler +The difference between top Korean pros and Joe Bronzeleague is not just speed. This is a myth created to give weight to bad players opinion on balance and design. With "knowledge" alone you can get to high diamond/ master in eu/am (50-60apm), yet there are a lot of players lower then that. Most because they dont want to "learn" and just do their own thing.
|
On July 05 2013 16:48 NarutO wrote:Show nested quote +On July 05 2013 16:40 Rabiator wrote:On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. The problem is that ... Are they the most valid to ask though? Because they are pros they can deal with more "spit second stuff" than Joe Bronzeleague. I dont think it is a good idea to balance the game around the very very top and basically tell anyone of roughly Master league "you have to live with losing to somewhat overpowered stuff (for your level of play)". It is ok to try and make the game good for eSport, BUT that does not exclude balancing it for all levels of play. It isnt a "one or the other" thing ... On July 05 2013 16:38 iky43210 wrote:On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. from their perspective, but not necessary better for overall health of the game. As an example, for WoW blizz used to gathered feedback and implemented suggestions from reckful and his crew, because they are the best and most dedicated in their league. Fast forward 3 months, WoW balance was at the worst it has ever been (cataclysm) and they have killed pvp for many. Let the pro players do their things, and developers design balance based on tangible data and statistics. Balancing the classes of WoW around PvP was a big reason why I lost interest in the game. It seriously made the classes "samey" because they tried to get rid of any required classes. The example of why it might be a bad idea to ask competitors for help in balancing a game is good though and quite appropriate, because many players are not that objective and see the game from their own race's eyes only. Awesome examples were given by IdrA's outbursts ... even though I think he can be more objective when he wants to. Balancing takes a lot of thought though and I doubt progamers have the time to do such though experiments. yes, that is essentially what it is. Balance needs to be achieved at the highest level. Up until a certain point you lose due to your own mistakes and I dare to say that even in a lesser % of games on pro-level , balance is the fault , but thats still the level you need to balance. No one cares about the lower levels. You can give a bronze person the strongest unit and he will still lose. This "lower levels" represent a very broad spectre of players. If we are to have different races then it's probably imposible to have balance for bronze-top korean pro. But as players learn the basics of macro and micro, at about master league, it is posible to have balance here on top of the pro level.
Protoss is always going to be busllshit op at bronze.
|
On July 05 2013 16:48 NarutO wrote:Show nested quote +On July 05 2013 16:40 Rabiator wrote:On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. The problem is that ... Are they the most valid to ask though? Because they are pros they can deal with more "spit second stuff" than Joe Bronzeleague. I dont think it is a good idea to balance the game around the very very top and basically tell anyone of roughly Master league "you have to live with losing to somewhat overpowered stuff (for your level of play)". It is ok to try and make the game good for eSport, BUT that does not exclude balancing it for all levels of play. It isnt a "one or the other" thing ... On July 05 2013 16:38 iky43210 wrote:On July 05 2013 16:33 Sapphire.lux wrote: Something interesting i've noticed after listening to the Flash interview was that, apparently, Blizzard does not take any feedback from him, maybe not even from his team. Yet Blizzard say they talk to players and "personalities", so, who are they actually talking to? Casters and foreign players?
It would be pathetic if Blizz didn't use the numeros Korean teams and coachs to gather feedback. They are the ones that know the game the best after all. from their perspective, but not necessary better for overall health of the game. As an example, for WoW blizz used to gathered feedback and implemented suggestions from reckful and his crew, because they are the best and most dedicated in their league. Fast forward 3 months, WoW balance was at the worst it has ever been (cataclysm) and they have killed pvp for many. Let the pro players do their things, and developers design balance based on tangible data and statistics. Balancing the classes of WoW around PvP was a big reason why I lost interest in the game. It seriously made the classes "samey" because they tried to get rid of any required classes. The example of why it might be a bad idea to ask competitors for help in balancing a game is good though and quite appropriate, because many players are not that objective and see the game from their own race's eyes only. Awesome examples were given by IdrA's outbursts ... even though I think he can be more objective when he wants to. Balancing takes a lot of thought though and I doubt progamers have the time to do such though experiments. yes, that is essentially what it is. Balance needs to be achieved at the highest level. Up until a certain point you lose due to your own mistakes and I dare to say that even in a lesser % of games on pro-level , balance is the fault , but thats still the level you need to balance. No one cares about the lower levels. You can give a bronze person the strongest unit and he will still lose. If you dont care about the lower levels then you are a bit of an arrogant assh..., are you not? Because who gives you the right to say "you dont count anymore"? Oh and where do you make the cut for balance? Are you talking about "korean pros" or "all serious pros" or even (maybe) "semi-pros"?
I hope you realize that not caring about balancing the game for anyone less than a pro will make it nearly impossible to get to pro level, because you will lose to "not-balanced-tactic X" a whole lot of time.
Oh and while you are at it ... EXPLAIN WHY A BALANCED GAME EXCLUDES LOWER LEVEL PLAYERS? Why cant it be balanced for all levels of play? It is a myth that it can not be done because BW did it pretty well (some people argue that it has been "Protoss favored at lower levels", but that is much better than what SC2 does atm).
Oh and it isnt only about the end results which make SC2 "balancing" such a terrible thing atm, it is also about the way in which people lose games at lower levels. They are totally not fun, because at lower levels it is easy to get a Medivac and two Hellbats together, but defending against it is hard to impossible. So such a loss is "automatic" and thus not fun. Losing is fine, but it should be because you made mistakes and used your units badly and not because your opponent chose to go straight for Hellbats and drops you before anything is ready to defend against them.
SC2 is a GAME first and foremost and should be about a FUN EXPERIENCE, but leaving "hard to defend against units" in the game does not make it fun ...
|
|
|
|