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What can Blizzard Learn from MOBA Balancing/Design - Page 11

Forum Index > SC2 General
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saddaromma
Profile Joined April 2013
1129 Posts
September 08 2013 10:12 GMT
#201
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.
thezanursic
Profile Blog Joined July 2011
5497 Posts
September 08 2013 10:33 GMT
#202
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Lorch
Profile Joined June 2011
Germany3691 Posts
September 08 2013 11:39 GMT
#203
On September 08 2013 19:33 thezanursic wrote:
Show nested quote +
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!


That goes for 99% of the people posting on this forum. Balancing something as complex as an rts is about 10000 times harder than it looks like, or what people seem to assume it is.
MOBA did not invent making all the units/weapons/tools you put in the game useable, it's very core game design and I can assure you that blizzard is interested in making everything viable. I really don't even see why there is this constant "omg why doesn't blizzard do xyz" crap, blizzard has shown over and over again that they will do the right things, it just takes a long time. And unless you can somehow make starcraft more profitable than mmos I don't think they will readjust the way they spread their human ressources among their games anytime soon.
Just as it isn't the teachers fault when a kid gets bad grades, it's also not the developers fault that they have that few people working on the game. When people are willing to pay 15 bucks a month for a 60 dollar game + addons, while bitching about a 40 dollar expansion to an rts, while thousands and thousands of dollars are spent on skins and call of duty 4.8 sells more than any other game, it's the consumers fault. If people wouldn't catter so much towards shit and spent their money on shit blizzard could have 10 times the people working on starcraft and we would probably have both expansions by now and a game with many more features. As it is though EVERY other current blizzard project is more profitable and that's what they need to focus on as a profit orientated company. And that does mean that everything will take time, but eventually we should get almost everything people are asking for. Don't like that? Think about what you as a consumer can do next time you feel like spending money on lesser games.
thezanursic
Profile Blog Joined July 2011
5497 Posts
September 08 2013 11:49 GMT
#204
On September 08 2013 20:39 Lorch wrote:
Show nested quote +
On September 08 2013 19:33 thezanursic wrote:
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!


That goes for 99% of the people posting on this forum. Balancing something as complex as an rts is about 10000 times harder than it looks like, or what people seem to assume it is.
MOBA did not invent making all the units/weapons/tools you put in the game useable, it's very core game design and I can assure you that blizzard is interested in making everything viable.


In BW at least you could get very high without ever using Ghosts, DA and Queens (a bit less so since they started becoming more standard around 2010-2012) and infested terrans (unless you happen to be Zero playing vs Kal on Holy world). Of course there are scenarios where Ghosts and DAs would be the most efficient way to deal with the scenario, but there is usually an alternative and the players don't choose the aforementioned units because of the lack of practice with those units.

Anyway I'm trying to say that Blizzard should focus on the *CORE* units, game design, AI etc. The things on the fringe come last (Which is also balance in my opinion). I prefer an imbalanced interesting and solid game that can be balanced over time with maps/patches over a bland balanced games (I'm not saying that SC2 is bland and dull because it's not, but it could certainly be improved upon on a basic level)
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2013-09-08 12:08:15
September 08 2013 12:04 GMT
#205
On September 08 2013 20:39 Lorch wrote:
Show nested quote +
On September 08 2013 19:33 thezanursic wrote:
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!


That goes for 99% of the people posting on this forum. Balancing something as complex as an rts is about 10000 times harder than it looks like, or what people seem to assume it is.
MOBA did not invent making all the units/weapons/tools you put in the game useable, it's very core game design and I can assure you that blizzard is interested in making everything viable. I really don't even see why there is this constant "omg why doesn't blizzard do xyz" crap, blizzard has shown over and over again that they will do the right things, it just takes a long time. And unless you can somehow make starcraft more profitable than mmos I don't think they will readjust the way they spread their human ressources among their games anytime soon.
Just as it isn't the teachers fault when a kid gets bad grades, it's also not the developers fault that they have that few people working on the game. When people are willing to pay 15 bucks a month for a 60 dollar game + addons, while bitching about a 40 dollar expansion to an rts, while thousands and thousands of dollars are spent on skins and call of duty 4.8 sells more than any other game, it's the consumers fault. If people wouldn't catter so much towards shit and spent their money on shit blizzard could have 10 times the people working on starcraft and we would probably have both expansions by now and a game with many more features. As it is though EVERY other current blizzard project is more profitable and that's what they need to focus on as a profit orientated company. And that does mean that everything will take time, but eventually we should get almost everything people are asking for. Don't like that? Think about what you as a consumer can do next time you feel like spending money on lesser games.


How do you assure us, do you hang out with blizzard developers?
After watching 1000 TvZs of 4M vs mutabane I'm kinda sceptical about you assurance.

On September 08 2013 19:33 thezanursic wrote:
Show nested quote +
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!


Yeah, ofc, you know exactly what should be done.
thezanursic
Profile Blog Joined July 2011
5497 Posts
September 08 2013 12:45 GMT
#206
On September 08 2013 21:04 saddaromma wrote:

Show nested quote +
On September 08 2013 19:33 thezanursic wrote:
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.

Lol this is like the exact opposite of what should be done.

Remind me to never trust you with game design!


Yeah, ofc, you know exactly what should be done.


No I wouldn't, but just because I can't do it better. It doesn't mean that whatever I have to say is invalid.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Excelion
Profile Joined January 2011
Bulgaria59 Posts
Last Edited: 2013-09-08 13:30:11
September 08 2013 13:28 GMT
#207
On September 08 2013 19:12 saddaromma wrote:
I think core units like marine, zerglings, muta, stalkers should always remain unchanged. And blizzard should focus on redesigning special units.

For example: if terran constantly building one composition (mmm) then there should be a unit that directly counters it. E.g. infestor, fungal needs to be stronger. However, terran needs alternative composition (mech), but infested terran counters that too. Therefore infested terrans should be removed. So general scenario is: terran builds MMM, zerg counters it with infestors, terran transitions to mech, zerg builds vipers, zerg has too many casters and terran builds ghosts (right now I think ghosts are weak, maybe EMP should have more range), zerg transitions into something else and so on. Spreading units become even more crucial. Its much better than watching MMM vs mutabane 1000 times in a row.



If anything those are the units that should be changed first (i'd add sentry, colossus,HT(too weak hehe) to the list), because they'd left them to stagnate for far too long and issues with them have been evident for the past 2-3 years. I'm not saying they should redesign the whole game (cuz they probably mess it up more :/) but things should be made so strategy and unpredictability play higher role in the game, if people always know how it ends 20 mins before it actually ends we simply dont care to watch.
If blizzards game designers were any good they would have never said "Don't touch the marine"(or something in those lines years ago in an interview for the development of WOL (one of the devs..im sure there are intelligent people there punished in the corner for suggesting such atrocity :D ) for a game designer that's really bad to think something you did is perfect and that you'd would change everything around it creating 100 more issues(as its proven now) then simply fix your "perfection".
Destructicon
Profile Blog Joined September 2011
4713 Posts
September 08 2013 21:02 GMT
#208
To be honest the marine is probably the best designed T1 unit of them all. It is cheep so you can make them in bulk, it has good DPS, it is fast, so there it has many advantages, but, they have very low HP, and they clump up very much, making them very vulnerable to aoe, so they have good disadvantages too.

Because of this unique combination of attributes the marine is the most fun unit to use on a high level, you can stutter step them, you can split, you can kite and all those actions require a fair bit of skill to execute, making them not only very rewarding and satisfying if used correctly but also very visually spectacular to behold.

More units need to be like the marine, they need to have an strengths but also weaknesses and they need to be executed in such a way as to be fun and spectacular.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 08 2013 21:40 GMT
#209
I can't believe some people think proper balancing revolves around constant unit composition shifts. Hard counters aren't fun - they're stupid. Good balance and good MU design does not mean I build this, you build that, so I build this...

A good MU has a fuckton of depth. You should always focus on depth before anything else. What is the depth of this composition? What can I do with it? How many things CAN I do differently with it? How many styles can I play with the same set of units?

There is a reason why there is a default composition for each MU. Let's not try to upset that. Instead, focus on depth...

How much can I do with this same set of units? How much possibility is there for me to express PLAYER SKILL with these units? Utility? ETC...

Another thing that's really fucking irritating - "If people know how the MU is going to play out they won't care to watch..." That means that there is a problem with the basic mechanics of the game. This problem IS NOT SOLVED by changing unit compositions! It means that there is a lack of tension or critical conflict between players in some mechanical aspect of the game.

Knowing how the MU is going to play out does not mean that it is no longer entertaining! In fact, that can be a major source of tension! Because you know that a specific type of engagement is going to happen, lots of drops/multi-pronged attacks...etc.

People are approaching the game from the wrong way. A lot of them. This is why the system of hard-counters and heavy/light damage is the worst designed component of the game, and out of anything, should be removed...because it forces a lot of people into thinking the easy way - easy thoughts of black and white. This counters this...this counters that...

That's not the way the game should be played OR viewed, because it removes so much depth and utility from playstyles and players...
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 08 2013 22:45 GMT
#210
On September 09 2013 06:40 Qwyn wrote:
+ Show Spoiler +
I can't believe some people think proper balancing revolves around constant unit composition shifts. Hard counters aren't fun - they're stupid. Good balance and good MU design does not mean I build this, you build that, so I build this...

A good MU has a fuckton of depth. You should always focus on depth before anything else. What is the depth of this composition? What can I do with it? How many things CAN I do differently with it? How many styles can I play with the same set of units?

There is a reason why there is a default composition for each MU. Let's not try to upset that. Instead, focus on depth...

How much can I do with this same set of units? How much possibility is there for me to express PLAYER SKILL with these units? Utility? ETC...


Another thing that's really fucking irritating - "If people know how the MU is going to play out they won't care to watch..." That means that there is a problem with the basic mechanics of the game. This problem IS NOT SOLVED by changing unit compositions! It means that there is a lack of tension or critical conflict between players in some mechanical aspect of the game.

+ Show Spoiler +
Knowing how the MU is going to play out does not mean that it is no longer entertaining! In fact, that can be a major source of tension! Because you know that a specific type of engagement is going to happen, lots of drops/multi-pronged attacks...etc.

People are approaching the game from the wrong way. A lot of them. This is why the system of hard-counters and heavy/light damage is the worst designed component of the game, and out of anything, should be removed...because it forces a lot of people into thinking the easy way - easy thoughts of black and white. This counters this...this counters that...

That's not the way the game should be played OR viewed, because it removes so much depth and utility from playstyles and players...


Chess and Go are great games despite having no tech switches.

The same is true for fighting games, shooters, etc...

BW would be boring if Bisu did not have a probe that never died EVERY game.
BW would be boring if Jaedong and his Mutalisks were not a constant.

People mistake tactical variety with unit variety. That is silly.
Hark, what baseball through yonder window breaks?
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
September 08 2013 22:55 GMT
#211
Well, it is not good and has been so fr the past 3ish years. So it'd be quite surprising to see a turnaround now.
The heart's eternal vow
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
Last Edited: 2013-09-08 23:03:11
September 08 2013 23:02 GMT
#212
Interesting topic, but it's invalid imho.
SC2 is designed to be OP vs OP. What the original post is suggesting can't work in such an environment. Buffing "underused" units will most likely have disastrous side effects, as proven with WOL.

SC2 needs a complete overhaul, not little tweaks here an there.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 08 2013 23:33 GMT
#213
On September 09 2013 08:02 kasumimi wrote:
Interesting topic, but it's invalid imho.
SC2 is designed to be OP vs OP. What the original post is suggesting can't work in such an environment. Buffing "underused" units will most likely have disastrous side effects, as proven with WOL.

SC2 needs a complete overhaul, not little tweaks here an there.


Little tweaks here and there has balanced the matchups. Now they just need to make it more spectator friendly.
Hark, what baseball through yonder window breaks?
Celadan
Profile Joined September 2010
Norway471 Posts
September 08 2013 23:57 GMT
#214
Mobas are in essence jsut watered down RTS. The game design of a moba is utter shit. So taking ideas from them will just result in an army of newb friendly games that arent competitive at all. Although the LoL and dota2 community is really good at pretending their games require skill though.

User was warned for this post
спеціальна Тактика
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 09 2013 00:03 GMT
#215
On September 09 2013 08:57 Celadan wrote:
Mobas are in essence jsut watered down RTS. The game design of a moba is utter shit. So taking ideas from them will just result in an army of newb friendly games that arent competitive at all. Although the LoL and dota2 community is really good at pretending their games require skill though.

Clearly this guy has played a lot of Dota 2 and LoL, and knows what is up. After all, those guys at TI3 had no skill at all........
I have the Honor to be your Obedient Servant, P.6
TL+ Member
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
September 09 2013 00:08 GMT
#216
On September 09 2013 09:03 Plansix wrote:
Show nested quote +
On September 09 2013 08:57 Celadan wrote:
Mobas are in essence jsut watered down RTS. The game design of a moba is utter shit. So taking ideas from them will just result in an army of newb friendly games that arent competitive at all. Although the LoL and dota2 community is really good at pretending their games require skill though.

Clearly this guy has played a lot of Dota 2 and LoL, and knows what is up. After all, those guys at TI3 had no skill at all........

Every game requires skill at pro lvl, but in the end he is kinda right, mobas are casual rts games. Not that its bad, he should say it in a different manner though^^
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 09 2013 00:13 GMT
#217
On September 09 2013 09:08 The_Red_Viper wrote:
Show nested quote +
On September 09 2013 09:03 Plansix wrote:
On September 09 2013 08:57 Celadan wrote:
Mobas are in essence jsut watered down RTS. The game design of a moba is utter shit. So taking ideas from them will just result in an army of newb friendly games that arent competitive at all. Although the LoL and dota2 community is really good at pretending their games require skill though.

Clearly this guy has played a lot of Dota 2 and LoL, and knows what is up. After all, those guys at TI3 had no skill at all........

Every game requires skill at pro lvl, but in the end he is kinda right, mobas are casual rts games. Not that its bad, he should say it in a different manner though^^

He is 100% wrong. He is comparing golf to basket ball, acting like liking being part of a team isn't a skill. SC2 pros have tried to move over to both LoL and Dota 2 with a 0% success rate.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
September 09 2013 01:10 GMT
#218
On September 08 2013 18:50 Rabiator wrote:
There is absolutely ZERO NEED (or sense) to compare Starcraft with MOBAs ... except for the reason that people are not dismissing you instantly as they do for people who compare SC2 to BW ...


This is the BIG ONE really: + Show Spoiler +
but sadly every time I try to make people "see the light" they accuse me of just wanting to turn SC2 into BW HD or something similarly ridiculous


Problems with the Current State of Balance in terms of design:
Countless times I have tried to explain the problem to people and maybe one more time will actually help. Lets start with something "basic":
- A Stalker and a Marine have roughly the same dps.
- A Stalker costs three times the amount of a Marine.
- A fight between one Stalker and three Marines is FINE and WELL BALANCED, because the Stalker can run and regenerate some shields and then take another shot at the Marines chasing it.

And here is the bit that starts the problem:
- A Stalker is much bigger than a Marine and accordingly you can stack the Marines much tighter than you can Stalkers ... which results in a clump of Marines having a higher dps per area (dps density) compared to the Stalkers. Consequently:
- After a certain number is reached - lets call it "critical number" - there are so many Marines in close proximity to each other that a clump of them one-shots or at least seriously hurts a Stalker that comes into range. The Stalkers basically can NOT use their shield regeneration anymore because of the maximized dps density for the Marines and the total incoming dps are too high. At higher numbers the balance shifts completely in favor of the Marines due to the fact that their clump dps is much higher; BALANCE IS ONE-SIDED.


Thus a matchup which started as "fine and balanced" at low numbers ends up as "totally one-sided" at higher numbers ... which should not happen in such a game, because you can only balance the stats of the units for one "state of the game" (low unit count or high unit count).

Even though "critical number" is a nice sounding buzzword for casters it is actually at the root of the problem. Once the critical number is reached the clump of units achieves a "greater efficiency than it should have".


Now the question is: How do you fix that problem?
There are basically two ways of doing it:
1. You introduce ways to "punish" such tight clumps in the form of powerful AoE attacks OR
2. you limit the unit density through artificial methods so you can not reach a critical number.

1. AoE
This was present at the start of SC2, because back then the Siege Tank and other AoE effects did a lot more damage. They got nerfed rather quickly and for a good reason. That reason is quite simply the fact that you could get a critical number of those units and you still had the same problem ... you just made any non-AoE units relatively pointless after that "critical number of AoE units" was reached.

2. Limiting density
Well ... you only have to look at BW to see how it can be achieved ... limited unit selection, forced unit spreading while moving AND a lower economy. Sure enough people will accuse me of being a BW fetishist or whatever, but they are mostly unwilling to think outside their own little box. Analyze what the [systematic] problem is and then find a solution ... and dont let yourself be stopped by any "oh Blizzard will never do it" mantras. Sure they are still thinking that they can "fix it" by only adjusting the units themselves, but we will see how the game and the usefulness of units evolves after the next expansion and the next batch of units they add ...

It is my personal opinion that the maximized unit density is the reason why some units are pretty much useless in the game. Reapers only have a use in the early game, but what if there wasnt a TIGHT clump of 20 super Speedlings closing in of them but only 12 that are spread apart more? You could keep those Reapers alive much longer and extend their use for example. The same is true for Carriers or BCs, which die almost instantly to tight clumps of Hydras or Marines. Stalkers would not need to have Blink to be able to survive, because they wouldnt die instantly and as a consequence you could micro much more.

Even in BW there were units which could achieve a critical number (Mutalisks and maybe Carriers), but they were countered by special abilities like Scourge, Irradiate, EMP (plus stuff that shoots), flyers with AoE attacks against flyers, ... which didnt really punish ground units in the same way. So flying critical numbers are less of a problem, because you can use "method 1" on them without screwing a player totally ... since the core of an army is ground based.


I actually plan to write about that issue very soon.
Seed's # 1 fan!!! #ForVengeance
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
Last Edited: 2013-09-09 01:20:52
September 09 2013 01:13 GMT
#219
On September 09 2013 07:45 Thieving Magpie wrote:
Show nested quote +
On September 09 2013 06:40 Qwyn wrote:
+ Show Spoiler +
I can't believe some people think proper balancing revolves around constant unit composition shifts. Hard counters aren't fun - they're stupid. Good balance and good MU design does not mean I build this, you build that, so I build this...

A good MU has a fuckton of depth. You should always focus on depth before anything else. What is the depth of this composition? What can I do with it? How many things CAN I do differently with it? How many styles can I play with the same set of units?

There is a reason why there is a default composition for each MU. Let's not try to upset that. Instead, focus on depth...

How much can I do with this same set of units? How much possibility is there for me to express PLAYER SKILL with these units? Utility? ETC...


Another thing that's really fucking irritating - "If people know how the MU is going to play out they won't care to watch..." That means that there is a problem with the basic mechanics of the game. This problem IS NOT SOLVED by changing unit compositions! It means that there is a lack of tension or critical conflict between players in some mechanical aspect of the game.

+ Show Spoiler +
Knowing how the MU is going to play out does not mean that it is no longer entertaining! In fact, that can be a major source of tension! Because you know that a specific type of engagement is going to happen, lots of drops/multi-pronged attacks...etc.

People are approaching the game from the wrong way. A lot of them. This is why the system of hard-counters and heavy/light damage is the worst designed component of the game, and out of anything, should be removed...because it forces a lot of people into thinking the easy way - easy thoughts of black and white. This counters this...this counters that...

That's not the way the game should be played OR viewed, because it removes so much depth and utility from playstyles and players...


Chess and Go are great games despite having no tech switches.

The same is true for fighting games, shooters, etc...

BW would be boring if Bisu did not have a probe that never died EVERY game.
BW would be boring if Jaedong and his Mutalisks were not a constant.

People mistake tactical variety with unit variety. That is silly.


I disagree with you. Tactic variety is highly correlated with unit variety. True, every player has his/her style of play such as Jaedong's hyperaggression vs Scarlett's defensive creeping. However, that difference can be perceived by people like you and me who have experience with the game. For the newcomers and more casual players, all they will see is the same blob of units and won't be as excited. Plus, with the lack of other options, the game will feel extremely stale unless you are a competitive player on the ladder.

SC2 already has incorporated the elements of unit variety (look at PvZ and TvT). You see very different styles AND unit composition within those matchups.

ESports is like entertainment. You want to make sure that you truly don't know what to expect. If you know what unit composition is going to come out, then you already spoiled half the surprise and lost a lot of potential excitement right there.
Seed's # 1 fan!!! #ForVengeance
Celadan
Profile Joined September 2010
Norway471 Posts
September 09 2013 01:21 GMT
#220
On September 09 2013 09:13 Plansix wrote:
Show nested quote +
On September 09 2013 09:08 The_Red_Viper wrote:
On September 09 2013 09:03 Plansix wrote:
On September 09 2013 08:57 Celadan wrote:
Mobas are in essence jsut watered down RTS. The game design of a moba is utter shit. So taking ideas from them will just result in an army of newb friendly games that arent competitive at all. Although the LoL and dota2 community is really good at pretending their games require skill though.

Clearly this guy has played a lot of Dota 2 and LoL, and knows what is up. After all, those guys at TI3 had no skill at all........

Every game requires skill at pro lvl, but in the end he is kinda right, mobas are casual rts games. Not that its bad, he should say it in a different manner though^^

He is 100% wrong. He is comparing golf to basket ball, acting like liking being part of a team isn't a skill. SC2 pros have tried to move over to both LoL and Dota 2 with a 0% success rate.

I would reply to this but TL mods doesnt want their precious moba games hurt.....
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