• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:51
CET 09:51
KST 17:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation4Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Rapidtags: The Ultimate Tool for Hashtag and Keywo Terran 1:35 12 Gas Optimization FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1892 users

Blizzard Blog: Balance Snapshot - Page 21

Forum Index > SC2 General
Post a Reply
Prev 1 19 20 21 22 23 28 Next All
Sueco
Profile Joined September 2009
Sweden283 Posts
September 22 2011 23:32 GMT
#401
Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors.


QTF


User was warned for this post
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2011-09-22 23:41:36
September 22 2011 23:38 GMT
#402
On September 23 2011 07:23 Vindicare605 wrote:
Show nested quote +
On September 23 2011 07:20 Umpteen wrote:
There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version:

Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play.

Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs.

At the point of stability, how does everyone feel?

If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered.

If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered.

If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak.

In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced.

Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing.

At the point of stability, how does it feel?

Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'.

It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%.

You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again.

Dealing with the extremes of the ladder

You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder.

The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest).

However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected.

The Upshot

The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round.

It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system.

Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors.

In other words, no huge surprises.


Even if the truth was somewhere between the Korean and NA results as you're suggesting.

That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think.

The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant.

The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition.

If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game.

Not to mention these "stats" are a world of difference away from the type of useful quantitative measuring you would find in any sort of research, or even in other sports' statistical tracking such as Sabremetrics. There is always context to the numbers, and in this case they present none. I can only hope they're not relying on them too heavily.
ModeratorNow I'm distant, dark in this anthrobeat
Agh
Profile Blog Joined July 2010
United States1009 Posts
Last Edited: 2011-09-22 23:41:35
September 22 2011 23:38 GMT
#403
I can't even discern between plat-master play half the time. Dunno why they didn't include a mmr cutoff instead of putting in general 'master + gm'.

Would much rather see the data for peak mmr.



edit:
Also meant to put in what the post above me said.

The fact they even include the lower leagues in statistics is bad for the game. Refer to my sig, it was an actual quote from blizzard.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
vict1019
Profile Joined December 2010
United States401 Posts
September 22 2011 23:39 GMT
#404
So balanced. People need to stop believing everything the Protoss players on SOTG say.
Evil Geniuses - The Yankees of ESports(without the results)
yandere991
Profile Blog Joined September 2010
Australia394 Posts
September 22 2011 23:40 GMT
#405
Good play and bad play seems way too subjective.

Getting your templars emp'd is bad play but sniping templars while taking a swim in storm is apparently gosu.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 22 2011 23:40 GMT
#406
On September 23 2011 08:38 Jibba wrote:
Show nested quote +
On September 23 2011 07:23 Vindicare605 wrote:
On September 23 2011 07:20 Umpteen wrote:
There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version:

Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play.

Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs.

At the point of stability, how does everyone feel?

If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered.

If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered.

If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak.

In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced.

Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing.

At the point of stability, how does it feel?

Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'.

It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%.

You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again.

Dealing with the extremes of the ladder

You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder.

The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest).

However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected.

The Upshot

The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round.

It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system.

Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors.

In other words, no huge surprises.


Even if the truth was somewhere between the Korean and NA results as you're suggesting.

That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think.

The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant.

The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition.

If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game.


Pretty much this. Ladder statistics mean absolutely nothing tournaments are what matter and the statistics for those.
When I think of something else, something will go here
b0t
Profile Joined July 2010
Luxembourg37 Posts
September 22 2011 23:46 GMT
#407
>>Do you feel this is an accurate depiciton of the current state of the game?

I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM.

If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis.
Wear conservative blue or white Oxford shirts
jinixxx123
Profile Joined June 2010
543 Posts
September 22 2011 23:49 GMT
#408
On September 23 2011 08:40 blade55555 wrote:
Show nested quote +
On September 23 2011 08:38 Jibba wrote:
On September 23 2011 07:23 Vindicare605 wrote:
On September 23 2011 07:20 Umpteen wrote:
There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version:

Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play.

Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs.

At the point of stability, how does everyone feel?

If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered.

If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered.

If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak.

In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced.

Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing.

At the point of stability, how does it feel?

Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'.

It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%.

You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again.

Dealing with the extremes of the ladder

You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder.

The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest).

However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected.

The Upshot

The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round.

It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system.

Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors.

In other words, no huge surprises.


Even if the truth was somewhere between the Korean and NA results as you're suggesting.

That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think.

The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant.

The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition.

If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game.


Pretty much this. Ladder statistics mean absolutely nothing tournaments are what matter and the statistics for those.




clearly someone does not read, they ( and i mean blizzard) mentioned thats its one of the many methods they use to find out what the game balance is looking like. There is a blizzcon video where they went threw in detail over about 8 different things they use.

However i see why they post these results , Alot of idiots on the battlenet forums in lower leagues actually think balance affects them and trash the game at every instance . Look at protoss, so many NA players complaining Protoss is so much shit but in their league they rape terran and zerg ( talking about the average player on battlenet), yet the bandwagon is huge for the Protoss is so much crap arguement.

anyway, i dont care, balance makes no difference to me, for the top 1% of players maybe, but for the rest of us, mechanics /strategy execution /multitasking ability is our downfall.
secretary bird
Profile Joined September 2011
447 Posts
September 22 2011 23:54 GMT
#409
gtfo with your Code S whining, yea 20 terrans we know its mentioned in every thread on TL.

I bet you guys didnt even look at the numbers because you already knew what you wanted to say.

So a perfect 1/3 distribution means perfect balance huh? 32 isnt even dividable by 3 so I guess its impossible might as well give up on balance.

What about the fact that everyone and their mother plays terran in Korea should we take that into account? Na that just proves the imbalance obviously.

There were only 6 korean terrans in code A but who gives a fuck they re low level scrubs lolol.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-09-23 00:00:35
September 23 2011 00:00 GMT
#410
On September 23 2011 08:46 b0t wrote:
>>Do you feel this is an accurate depiciton of the current state of the game?

I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM.

If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis.

I think the new, objective APM measurement might also be one of many tools Blizzard could utilize to determines the balance. But I can't believe how many people are so negative about Blizzard's capability of balancing the games. They have explained many times the complicated nature of balancing. It's hard to imagine Blizzard not considering almost everything that's been said in this thread already. They can make mistakes, yes, but it's silly to think that Blizzard doesn't have the data/idea on how to balance as some make out to be.
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
September 23 2011 00:04 GMT
#411
On September 23 2011 02:02 QTIP. wrote:
Show nested quote +
On September 23 2011 01:58 HubertFelix wrote:
On September 23 2011 01:57 QTIP. wrote:
I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time.


Yeah but protoss players act like they have the sames issues as korean protoss on GSL.


Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League.


Plat was the highest league in beta you retard.
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
yandere991
Profile Blog Joined September 2010
Australia394 Posts
September 23 2011 00:07 GMT
#412
On September 23 2011 09:04 .Sic. wrote:
Show nested quote +
On September 23 2011 02:02 QTIP. wrote:
On September 23 2011 01:58 HubertFelix wrote:
On September 23 2011 01:57 QTIP. wrote:
I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time.


Yeah but protoss players act like they have the sames issues as korean protoss on GSL.


Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League.


Plat was the highest league in beta you retard.


Considering that he mentioned FD first it would be normal to assume that when the game "came out" it means retail release. And yes after retail release my zerg opponents quoted Idra after a match back when I was gold league.
megapants
Profile Blog Joined December 2009
United States1314 Posts
September 23 2011 00:12 GMT
#413
is it just me, or do these figures also seem to be ignoring the number of players representing each race? the fewer players there are playing one race, the more weight there is on the winrate of individual players.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
September 23 2011 00:36 GMT
#414
On September 23 2011 06:05 flowSthead wrote:
Show nested quote +
On September 23 2011 05:40 jdseemoreglass wrote:
When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life.

Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact.

If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense!

Am I the only one who sees this? Let me break it down to kindergarten level for you...

Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4.

Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently.

Is Blizzard really this stupid, or do they assume everyone else is?


You're right, but then I have a question to ask you. How do you measure balance at all? So many people on TL talk about how BroodWar was perfectly balanced, but according to your logic, this would never be the case. And judging by what Artosis said on the last SOTG, none of that was dependent on player skill or racial balance, but map balance. "The Legend of the Fall" means Protoss win more in the Fall because there are more Protoss favored maps in the Fall? That doesn't sound particularly balanced.

I mean I understand the general principle that you cannot balance in a vacuum without maps, but if you are balancing around maps then doesn't racial balance become negligible? If there is a huge imbalance, then if you make a certain race favored on a map, then it might even things out so that players of equal skill will have a 50% win ratio. All of that assumes that you know what skill level everyone is, which you point we do not.

So what is the answer then? How do you do this when you can never accurately judge how much skill someone has?


No one thinks BW was perfectly balanced. But it's so difficult that in every game any level of player will always make mistakes, so any advantages/disadvantages can be overcome. Maps are definitely what people look at more than racial, but it does follow a slight general pattern of Z > P > T > Z.

It never felt particularly unfair when you always felt you could play better.
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
September 23 2011 00:37 GMT
#415
On September 23 2011 09:07 yandere991 wrote:
Show nested quote +
On September 23 2011 09:04 .Sic. wrote:
On September 23 2011 02:02 QTIP. wrote:
On September 23 2011 01:58 HubertFelix wrote:
On September 23 2011 01:57 QTIP. wrote:
I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time.


Yeah but protoss players act like they have the sames issues as korean protoss on GSL.


Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League.


Plat was the highest league in beta you retard.


Considering that he mentioned FD first it would be normal to assume that when the game "came out" it means retail release. And yes after retail release my zerg opponents quoted Idra after a match back when I was gold league.


Pretty sure idra was always in the highest league on ladder, as he was consistently making it through gsl open seasons and placing top 32 to top 8
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
Channel Pressure
Profile Joined July 2011
United States62 Posts
Last Edited: 2011-09-23 00:41:31
September 23 2011 00:38 GMT
#416
On September 23 2011 02:24 Brotocol wrote:
Show nested quote +
On September 23 2011 02:21 Soma.bokforlag wrote:
matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran.

if terran is OP this would show even in stats from lower leagues

this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports?



Misconception.

What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative.

If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5.



Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games.
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
shadymmj
Profile Joined June 2010
1906 Posts
September 23 2011 00:42 GMT
#417
I don't think BW had this kind of stat tracking even in the years it started to get popular, so those who read too much into the results need to think long and hard about what they really mean. It's possible to achieve very good balance w/o using too much statistics or even without having patches for years. Just observe games closely and tweak the maps.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
September 23 2011 00:43 GMT
#418
I'm confused about something. What is the time period these stats are gathered from?
:)
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
September 23 2011 00:47 GMT
#419
On September 23 2011 08:39 vict1019 wrote:
So balanced. People need to stop believing everything the Protoss players on SOTG say.

And never watch GSL.
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 23 2011 00:49 GMT
#420
I can't believe they keep releasing these statistics and acting like it shows the balance at the highest levels. I doubt doing this for the top of the GM ladder would still say anything close to the actual balance of the game. Either way it just looks like they are doing this so people in lower leagues still feel good about the overall balance of the game. I think most pros would take these statistics with a grain of salt.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Prev 1 19 20 21 22 23 28 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 124
StarCraft: Brood War
Britney 60731
Hyuk 2721
Tasteless 354
JulyZerg 222
Soma 143
Backho 133
sSak 28
Rush 27
ajuk12(nOOB) 13
Hm[arnc] 5
Dota 2
XaKoH 415
XcaliburYe172
Counter-Strike
fl0m1881
Stewie2K442
shoxiejesuss233
Super Smash Bros
Mew2King230
Other Games
ceh9353
Happy316
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH254
• LUISG 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1405
• Stunt620
Upcoming Events
Replay Cast
10m
OSC
2h 40m
Kung Fu Cup
3h 10m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
14h 10m
The PondCast
1d 1h
RSL Revival
1d 1h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 3h
WardiTV Korean Royale
1d 3h
PiGosaur Monday
1d 16h
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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