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Blizzard Blog: Balance Snapshot - Page 14

Forum Index > SC2 General
Post a Reply
Prev 1 12 13 14 15 16 28 Next All
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-22 19:49:57
September 22 2011 19:48 GMT
#261
Did Blizzard really just group me along with players like Kiwikaki in regards to balance for NA? Lol? And attempt to place numbers about Z balance in a map pool where close positions still exist?
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Sackings
Profile Joined April 2011
Canada457 Posts
September 22 2011 19:51 GMT
#262
On September 23 2011 04:48 Heavenly wrote:
Did Blizzard really just group me along with players like Kiwikaki in regards to balance for NA? Lol? And attempt to place numbers about Z balance in a map pool where close positions still exist?


just imagine if the GSL used ladder maps lol, it would be 32/32 terran
naniwa fighting!!!
polysciguy
Profile Joined August 2010
United States488 Posts
September 22 2011 19:51 GMT
#263
top 20 mlg raleigh:
1 terran 2-3 zerg 4-5 terran 6-7 protoss 8-9 terran 10 protoss, 11 terran 12 protoss 13-14 terran 15 zerg 16 terran 17 protoss 18-20 zerg -----for a total count of 9 terran 5 protoss and 6 zerg in the top 20
top 20 mlg anaheim:
1-4 terran 5 zerg 6 terran 7-8 protoss 9 zerg 10 terran 11-13 zerg 14-15 protoss 16 zerg 17-19 terran 20 protoss-----for a total count of 9 terran 5 protoss 6 zerg

interestingly the total count stays the same with terran doubling every other race nearly, the only difference is the order in which the races finish.
glory is fleeting, but obscurity is forever---napoleon
andrewlt
Profile Joined August 2009
United States7702 Posts
September 22 2011 19:54 GMT
#264
On September 23 2011 04:34 Geo.Rion wrote:
i wonder what Koreans do in ZvP, i lose like almost every "normal" game. And every game when i try to do some of the Korean builds i lose, like 100%



It does sound like Zerg win percentage gets a huge drop in the mid skill levels (US/EU Masters and GM) when the early Zerg rushes are not as effective anymore. But their win percentage goes back up in the Korean Masters and GM level where players are better at managing their larva and that crucial balance between economy and unit production.

PvT, on the other hand, is just a straight up drop the more skilled the players become.
Stanlot
Profile Joined December 2010
United States5742 Posts
September 22 2011 19:54 GMT
#265
But who wins more in mirror match ups!?
MC: "Sentry Forcefield Forcefield Marauder... cage Marauder die die"
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
September 22 2011 19:56 GMT
#266
On September 23 2011 04:54 Stanlot wrote:
But who wins more in mirror match ups!?

The Korean
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
Tommie
Profile Blog Joined September 2010
China658 Posts
Last Edited: 2011-09-22 20:01:20
September 22 2011 19:56 GMT
#267
Guys. Lets say we have a league of 150 players. 50 Z. 50 P and 50 T.
There is something called player skill, which ranges between 80 and 120. The chance of a player winning a match is player1skill/(player1skill+player2skill). Now there is a big bias toward T such that for terran the formula becomes something like player1skill/(player1skill+player2skill)*some number greater than 1. There is an infinite bath of Z and P and T sitting below. What is going to happen? Well, T is gonna have quite a high winrate until the P and Z get demoted into the infinite bath. Until your 150 player league reaches equlibrium. Then the number of Z and P who make their way into the league will be as high as the number who drop out. Winrates will then approach 50 percent for all races. The number of T, however will be large. I just explained korean GM league and GSL code A/S for you guys.

To say something about balance you can't look at the numbers but you need to think about them as well. Even better: you can look at the actual game. Which player needs to be afraid? Which player has better scouting options? Which player has the initiative? Which player has the most options? To me it seems blatantly obvious which race is the strongest, just by tech tree design, scouting, mobility and sturdiness but it doesn't bother me from enjoying the game.

Edit: almost forgot the single most important thing when discussing balance.


MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
September 22 2011 19:58 GMT
#268
For those who like data, I did a little homework for the wonderful people of TL.

These are the numbers I got from sc2 ranks about 15 minutes ago.

Top 200 NA = 37.5% Terran / 33.5% Zerg / 28% Protoss / 1% Random
Top 200 Korea = 39% Terran / 25% Zerg / 35% Protoss / 1% Random
Top 200 Europe = 36% Terran / 33% Zerg / 31% Protoss / (no randoms)

Here are some sexy pie charts

+ Show Spoiler +

[image loading]
[image loading]
[image loading]


The thing we really need to be asking about balance is why are the random players performing so poorly in Europe. There are 100% more in Korea and NA
:)
Wuster
Profile Joined May 2011
1974 Posts
September 22 2011 19:59 GMT
#269
On September 23 2011 04:42 sitromit wrote:
Show nested quote +
On September 23 2011 04:36 Namu wrote:
On September 23 2011 04:34 sitromit wrote:
On September 23 2011 03:35 willz22912 wrote:
I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact.

The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format.

Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A.

My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format.



This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season?


No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance.


We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced.


Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran.

If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary).

I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify.

Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom.
Secret05
Profile Joined August 2010
United States342 Posts
September 22 2011 20:00 GMT
#270
They should put in only the game that last 15 min or longer... i guarantee that most of the pvt win are due to all ins
Michigan Zerg Player
figq
Profile Blog Joined May 2010
12519 Posts
September 22 2011 20:01 GMT
#271
We got adjust-trolled again. I wish we had the access to the non-adjusted stats, because something tells me they are even more out of control.

For now I can only say good news for foreign zergs - they have room for improvement. DRG pretty much confirmed this on "Live on three".
If you stand next to my head, you can hear the ocean. - Day[9]
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 22 2011 20:07 GMT
#272
On September 23 2011 04:54 andrewlt wrote:
Show nested quote +
On September 23 2011 04:34 Geo.Rion wrote:
i wonder what Koreans do in ZvP, i lose like almost every "normal" game. And every game when i try to do some of the Korean builds i lose, like 100%



It does sound like Zerg win percentage gets a huge drop in the mid skill levels (US/EU Masters and GM) when the early Zerg rushes are not as effective anymore. But their win percentage goes back up in the Korean Masters and GM level where players are better at managing their larva and that crucial balance between economy and unit production.

PvT, on the other hand, is just a straight up drop the more skilled the players become.


And you made that conclusion based on...? Well, you just made that conclusion, without any proof whatsoever. Zerg is the least rush-dependant race, making up such assumptions is just silly. And these stats are pre-patch if i understand correctly, and it's 57-57-48, now after protoss buffs and infestor nerfs i wonder how those will turn out.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
ale_jrb
Profile Joined August 2010
United Kingdom72 Posts
Last Edited: 2011-09-22 20:11:49
September 22 2011 20:07 GMT
#273
On September 23 2011 05:01 figq wrote:
We got adjust-trolled again. I wish we had the access to the non-adjusted stats, because something tells me they are even more out of control.

For now I can only say good news for foreign zergs - they have room for improvement. DRG pretty much confirmed this on "Live on three".


The non-adjusted stats (or stats taken from sc2ranks etc.) would be completely useless, because they'll have been adjusted by the ladder to be 50%. That's the whole point of matchmaking.

The reason they can quote these stats is because they do realise they aren't working with raw data - they have to adjust the percentages from the ladder, because otherwise everything is equal.

Of course, the data from just the GM league and tournaments is also useless, because the sample size is much, much too small to mean anything. In a statistical sample, if any individual element (i.e. one player) can have a noticeable effect on the final result, the final result is meaningless. Thus, in tournaments, the results are related much more to player skill than balance.
Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
September 22 2011 20:09 GMT
#274
Blizzard should realize, nobody cares about ladder games. In that chart, there weren't included pro tournament games, which is like the only thing that matters. Not the scrubs who got to GM with 6 pool/4 gate/whatever. And, tbh, only thing that matters in pro games is Korean tournaments with the best of the best, so Code A + Code S. And there, the numbers look A LOT different.
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
sitromit
Profile Joined June 2011
7051 Posts
September 22 2011 20:10 GMT
#275
On September 23 2011 04:59 Wuster wrote:
Show nested quote +
On September 23 2011 04:42 sitromit wrote:
On September 23 2011 04:36 Namu wrote:
On September 23 2011 04:34 sitromit wrote:
On September 23 2011 03:35 willz22912 wrote:
I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact.

The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format.

Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A.

My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format.



This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season?


No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance.


We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced.


Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran.

If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary).

I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify.

Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom.


BF Hellion nerf only really effects TvT. They're worse against Marines now, but they're still just as effective vs. Zerglings, and it only takes a +1 upgrade for them to two-shot Drones like before.

And 5 in game seconds is going to effect what exactly? 11/11? Come on... Terrans in GSL out-macroing Zerg and trading armies with incredible cost efficiency until the Zerg can't keep up? 5 seconds is going to change that?
Bobster
Profile Joined January 2011
Germany3075 Posts
September 22 2011 20:11 GMT
#276
Looks like Korea needs some better Protoss.
Bobster
Profile Joined January 2011
Germany3075 Posts
September 22 2011 20:12 GMT
#277
On September 23 2011 04:58 Reborn8u wrote:
The thing we really need to be asking about balance is why are the random players performing so poorly in Europe. There are 100% more in Korea and NA

1% is not 100% more than 0%
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-22 20:13:41
September 22 2011 20:13 GMT
#278
On September 23 2011 05:11 Bobster wrote:
Looks like Korea needs some better Protoss.


The best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
polysciguy
Profile Joined August 2010
United States488 Posts
September 22 2011 20:14 GMT
#279
On September 23 2011 05:13 Heavenly wrote:
Show nested quote +
On September 23 2011 05:11 Bobster wrote:
Looks like Korea needs some better Protoss.


The best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs.

kiwikakki would be scary if he went to korea
glory is fleeting, but obscurity is forever---napoleon
mrtomjones
Profile Joined April 2011
Canada4020 Posts
September 22 2011 20:14 GMT
#280
On September 23 2011 01:52 Shewklad wrote:
Show nested quote +
On September 23 2011 01:51 R3N wrote:
PvZ 57% on both NA and EU. I thought 'toss is UP?



Yes, the people on Sotg might want you to think that.

Paying attention to a server where the grand master players aren't all even quality players(combatex etc can be in GM on NA) and trying to talk about balance at the highest level just doesnt work. look at Korea if you want balance.
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