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[Bcon] Questions For Dustin Browder - Page 11

Forum Index > SC2 General
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Pimmeh
Profile Joined April 2011
Netherlands120 Posts
October 20 2011 16:16 GMT
#201
Presuming they want to adress the effectiveness/balance of ghosts in both TvP and TvZ:
What are the difficulty behind nerfing these units and how is the progress on it moving onward? Are they looking at nerfing the ghosts or buffing the other units primarily affected by EMP and Snipe?
Kovaz
Profile Joined October 2010
Canada233 Posts
October 20 2011 16:17 GMT
#202
Protoss seems to fluctuate wildly between overpowered and underpowered, seemingly without ever settling in the middle. How much of an impact do you feel warpgates have on this?
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 20 2011 16:17 GMT
#203
Will you guys take efforts to remove clumping from the game?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 20 2011 16:19 GMT
#204
Now the 4 gate has been mitigated due to the no warp-in on ramps and the -1 vision up ramps, would you guys consider removing the 20 sec. warpgate nerf?
Marou
Profile Blog Joined April 2010
Germany1371 Posts
Last Edited: 2011-10-20 16:21:42
October 20 2011 16:21 GMT
#205
- How is the map making/modding scene going compared to what you expected ? Do you still have plan to modify the way you find custom games in order to promote them more ?

- Can you give us an update about Blizzard's MOBA ?

- Regarding SC2 design : considering the demographics of SC2 players being more and more focused on higher leagues 1v1-wise (diamond and master), are you considering focusing less on balancing the game for lower league and team games, knowing that balancing team games is pretty much impossible to do with ressource exchange and units abuse (hello BFH) ?

On October 21 2011 01:17 amazingxkcd wrote:
Will you guys take efforts to remove clumping from the game?

+1
twitter@RickyMarou
zarepath
Profile Blog Joined April 2010
United States1626 Posts
October 20 2011 16:22 GMT
#206
You originally removed medics and added bio healing to the dropship so that reapers could stim and be healed while raiding with the Medivac as air support.

Now that reapers don't have stim and aren't used as frequently (and when they're used, their fragility means that healing is null anyway), is there any discussion about adding the Medic back into Multiplayer and removing the healing ability from Medivacs?
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
CorruptedGT
Profile Joined September 2011
7 Posts
October 20 2011 16:23 GMT
#207
On October 20 2011 23:42 monx wrote:
Can you bring back the reaver?

Why no 1v1 map pool change for season 4 ?

When will be able to watch replays with multiple people?

HoTS summer 2012?¸

Why are you hurting E-sports by not adding LAN support?


good god PLEASE
Talack
Profile Joined September 2010
Canada2742 Posts
Last Edited: 2011-10-20 16:25:27
October 20 2011 16:23 GMT
#208
Why is battle.net 2 so incomplete?

Missing: -Shared viewed replays
-weekly/daily tournaments,
-short limit on b.net icons,
-(imo) a terrible UMS system,
-unable to kick/ban people from our games we create,
-unable to disable all chat from other players on ladder,
-no lan support (even if it was tournament only and required a license fee (expires in a few days or w/e).

They keep telling us they have "plans" but we have been waiting a whole year for something that should have been completed before it was released. In 10 years we've actually downgraded considerably.

2) Is there a possibility that we could have a seperate ladder for practicing off-races? I.e: I wouldn't have to play at my own MMR in order to practice protoss instead I could compete at a plat-diamond level.\

3) Is there plans for HOTS to remove the "bio-only" mentality from the TvP matchup and increase the effectiveness of tanks in TvP?
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
Last Edited: 2011-10-20 16:33:01
October 20 2011 16:24 GMT
#209
In Brood War, map design was very critical to the game's balance. By having a team of professional map makers, the Korean leagues were able to alleviate the vast majority (if not all) balance problems that arose simply by designing better maps. In StarCraft 2, Blizzard seems to be focusing far less on balancing via maps and moreso through buffing/nerfing units and modifying game mechanics. Will Blizzard ever focus more on achieving balance through map design?

Blizzard has admitted in the past that making Terran such a versatile race, while not necessarily a balance problem, is really more of a design problem. How does Blizzard intend on adjusting Terran in HotS to make it less versatile? Will they simply take away from what Terran is capable of or will they add more to the other races to even it out? Any examples?

Bird up
Klipsys
Profile Blog Joined May 2010
United States1533 Posts
October 20 2011 16:24 GMT
#210
When is Blizzard going to give scholarships for starcraft 2?
Hudson Valley Progamer
Mephyss
Profile Blog Joined December 2010
Brazil128 Posts
October 20 2011 16:25 GMT
#211
I would like to know about why they decided to make Terran a more "mineral friendly" race than others as in:

Marines - one of highest dps in game, 50 min - 0 gas
Marauders - 100 min 25 gas
Hellion - 100 min 0 gas
Ghosts - 200 min 100 gas (50 less gas then his counterparts infestors and HT)
Viking 150 min 75 gas (cheapest air unit on gas in game)

And with Mules which increases Terran minerals so much, it feels that anytime terran and his opponent wiped their armies, Terran will come stronger next battle unless the other guy has way too much gas saved or more bases.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2011-10-20 16:30:20
October 20 2011 16:26 GMT
#212
- Which units are you most and least happy with both in how they fulfill their designated role in the game and their current balance in each matchup?

- While you say your goal isn't to make every unit or style usable in competetive play, we are seeing a lot of stagnation in ZvZ and PvP due to the unforgiving nature of these matchups. Are you satisfied to leave a matchup in a state similar to ZvZ is in BW right now, or do you have plans to increase defensive advantage for these matchups allowing for more diverse play?

- Terran has been doing well recently in Korea at higher levels due to their extremely high number of options and high skill ceiling on their units. Can you elaborate on why your balance team has determined this is happening, and what solutions you are currently exploring to resolve it?

- David Kim mentioned previously that he would like to increase scouting potential in the early game to prevent unscoutable 'build order losses' from being as dominant as they currently are. While this is partially true, there's also the low defensive advantage present in the early to mid game for protoss and zerg. Are there any plans to either limit the ways of bypassing defenses/distance, or to increase capibility to have defences up in time?

- In relation to the different Macro mechanics, what was the reasoning behind the decision to make one a lot more unforgiving than the others in terms of mechanical skill required to optimise it's use? It seems that it is arbitrarily scaring lower level players away from an already very different race to play, which can be easily seen in the race per league stats.
zarepath
Profile Blog Joined April 2010
United States1626 Posts
October 20 2011 16:26 GMT
#213
It just occurred to me that Kennigit may have cooked this thread up solely for the purpose of herding all balance whine into one single location, where it can't hurt other threads. A quarantine, if you will.

No one who posts here will be able to escape alive.
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
thrilla2k10
Profile Joined March 2011
United States9 Posts
October 20 2011 16:26 GMT
#214
Battle.net clan support. Equipped with clan rankings/ladder?
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
October 20 2011 16:27 GMT
#215
What is your account name on tl.net?
If you lose the stick, you'll always have theBALLS.
shockaslim
Profile Joined December 2010
United States1105 Posts
October 20 2011 16:27 GMT
#216
When will they fix marauders so that they don't kill everything that has an armored attribute? Tanks, thors, stalkers, colossus, immortals (with stim, sad when they are supposed to be the counter), zealots (with concussive). roaches, spine crawlers, buildings, and finally hellions.
Dirty Deeds...DONE DIRT CHEAP!!!
gobrin
Profile Joined April 2010
Canada96 Posts
October 20 2011 16:28 GMT
#217
On October 21 2011 00:52 Shiori wrote:

2) Weird wall off positions. I was playing a game on Abyssal Caverns a few days ago as Protoss and I happened to spawn in the top left position. Bizarrely, the ramp is made in such a way that one needs to wall off in a rather unorthodox manner. May I ask why? It doesn't add anything to the game and probably slightly skews the map against Protoss (since Terran can reposition a failed wall off). What's stranger is that the issue only figures in to this one particular spawning location.


I would REALLY like to know the answer to this. Didn't David Kim say in that interview with JP that he doesn't like the fact that Shakuras Plateau is in the ladder pool because vertical spawns are disabled and that some people on ladder don't know that? His reasoning was basically that he didn't want to take out close spawns on Temple/Metal etc. because it forces players to learn very specific details of each map. Why then, do they insist on not conforming to a uniform wall-off style? It blows my mind that there are maps like Abyssal/Backwater Gulch that require funky wall-off styles instead of a standard gate/core wall-off.
coko
Profile Joined November 2002
United Kingdom570 Posts
October 20 2011 16:29 GMT
#218
- In terms of making changes, what sort of process do you have? I mean from hearing the complaints on forums, or noticing any trends in Pro-matches, identifying the problem, producing possible solutions and choosing one/some.

- Have you, or would you, consider hiring ex-pro gamers to aid you in balance testing, game design. (Or in reverse), do you hire non-pro's to test in a less intense environment? (I guess it is more of a balance for pro's versus the majority)

- If you had any advice for a company/indie developer for balancing a multi-player RTS, what would your top three be?

- From designing the game, what emergent strategies/tactics have most surprised you? And, conversely, are there any strategies/tactics that you haven't seen become popular that surprises you?
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
October 20 2011 16:30 GMT
#219
This is awesome! Here is my question:

Protoss early and mid game play is based upon excellent usage of forcefields. Many players have complained about the strength of forcefields, yet it is almost undeniable that without them protoss would be incredibly weak and vulnerable. Has there been any discussion about nerfing sentries/forcefields, yet compensating for this by buffing gateway units? Or is Blizzard satisfied with the weak gateway units + forcefields balance that we have now?
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
Clefairy
Profile Joined September 2011
1570 Posts
October 20 2011 16:32 GMT
#220
Does Blizzard have any idea what they are doing?
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