• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:42
CEST 19:42
KST 02:42
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues25LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams alas... i aint gon' lie to u bruh...
Tourneys
[Megathread] Daily Proleagues [ASL20] Ro16 Group B SC4ALL $1,500 Open Bracket LAN CPL12 SIGN UP are open!!!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile General RTS Discussion Thread Borderlands 3
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Effective ED Solutions for Better Relationships Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1296 users

Address the Deathball problem in SC2?

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 15 16 17 Next All
bearhug
Profile Joined September 2010
United States999 Posts
Last Edited: 2013-10-29 23:53:51
October 28 2013 06:42 GMT
#1
We all know that the deathball problem is a flaw of sc2. Sadly, there has been no attempt made by Blizzard to address the issue since the release of the game three years ago. Considering the fact that SC2 is dying ( just joking), there is certainly a sense of urgency to try to attack the problem.

+ Show Spoiler +

[image loading]


Apparently, it would require some fundamental mechanism redesigns to solve the deathball problem. It cannot be done by doing small tweaks like buffing/nerfing the speed of a certain unit. It cannot be achieved without touching the pathing/collision+ Show Spoiler +
Blog post about pathfinding in sc2: "Broodwar is obviously more dynamic and that SC2 is obviously more rigid."www.teamliquid.net/blogs/viewblog.php?topic_id=429573
, economy scalability, etc.


There are a few community projects which try to make a better sc2 by either tweaking the units' ablility/dps/range/speed or folking another game, such as:

Project Hub:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=388155

SC2BW:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316


However, I feel none of these attempt solve the real issue(or is aimed at solving it). I'm hoping someone could make a custom map or mod to redesign the mechanism and avoid the deathball (and make a better SC2).
+ Show Spoiler +
What happens if sc2 units has less dps: IMBA LEAGUE - ALL UNITS DO HALF DAMAGE



Btw, there is a comprehensive article regarding the deathball problem on the Planetary Annihilation (I have no idea of this game) forum:
There Be Dragons: Slaying the Deathball
https://forums.uberent.com/threads/there-be-dragons-slaying-the-deathball.45056/

The author has some interesting ideas. Just to quote some:
-- Long range is the largest contributing factor to deathballs.Splash damage also frequently leads to deathballs.

-- Many RTS games are not even aware that having a single blob of units is an issue. Many RTS games take it as a matter of course that you keep your entire army together. These games rely on composition to create "strategy." ......The ideal composition of this deathball is indeed a complicated calculus depending on the relative strength of many options and strategies, but "standard play" deathballs will emerge in only a few days or weeks which will then be widely copied.

---The only way to actually slay the dragon and remove the deathball gameplay pathology entirely is to have all units in the game be less efficient to use in very large groups.



We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
nicknack
Profile Joined January 2011
Australia189 Posts
October 28 2013 06:50 GMT
#2
Nice recap, thanks.
Pandain
Profile Blog Joined May 2010
United States12989 Posts
October 28 2013 06:53 GMT
#3
I don't think deathball is playing as big of a role as you think it is lately.
Kakaru2
Profile Joined March 2011
198 Posts
October 28 2013 06:56 GMT
#4
that was an amazing article. Thank you for mentioning it, the author definitely spent a lot of time to present the arguments in such a way.
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
Last Edited: 2013-10-28 07:04:19
October 28 2013 07:03 GMT
#5
Hmm... I don't think Blizzard made no attempts at it, it's just that we haven't seen a radical one so far.
Celebrating Starcraft since... a long time ago.
Blargh
Profile Joined September 2010
United States2103 Posts
Last Edited: 2013-10-28 07:11:13
October 28 2013 07:10 GMT
#6
I agree quite a bit with the guy and I believe he actually seems to know something about RTS/strategy/death balls. Definitely worth the read. Sadly, I don't think Blizzard would ever change SC2 as drastic as that. It would take a complete rework of so many units. Maybe something they could try to do for LotV? (Such optimism!)

And, I do wonder how that Planetary Annihilation game will turn out. I'd love to see a true competitive "real-time strategy" game.
flashimba
Profile Joined May 2011
225 Posts
October 28 2013 07:16 GMT
#7
The deathball is fine as it is. With skill levels rising, we are progressively seeing more and more dynamic gameplay. Look at any match from <insert top 10 player>.

How many years did it take for BW to evolve? 7 years for iloveoov macro, 8 years for Zerg to be revolutionized.

SC2 has only been out for 2 years, which is NOTHING compared to the evolution of BW. Alas, we are all impatient and dismiss any faults we see without giving the game a chance to evolve on its own.
ishida66
Profile Joined May 2011
Japan74 Posts
October 28 2013 07:19 GMT
#8
On October 28 2013 16:10 Blargh wrote:
Maybe something they could try to do for LotV? (Such optimism!).


Thats what we said before HoTS wa released, kinda hopeless by now...
bearhug
Profile Joined September 2010
United States999 Posts
Last Edited: 2013-10-28 07:32:30
October 28 2013 07:25 GMT
#9
On October 28 2013 16:16 flashimba wrote:
The deathball is fine as it is. With skill levels rising, we are progressively seeing more and more dynamic gameplay. Look at any match from <insert top 10 player>.

How many years did it take for BW to evolve? 7 years for iloveoov macro, 8 years for Zerg to be revolutionized.

SC2 has only been out for 2 years, which is NOTHING compared to the evolution of BW. Alas, we are all impatient and dismiss any faults we see without giving the game a chance to evolve on its own.


A game like Chess can never evolve into Football, not even in a million years. The problem lies in the fundamental mechanism, not in the units/maps/players.
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
phodacbiet
Profile Joined August 2010
United States1740 Posts
October 28 2013 07:33 GMT
#10
On October 28 2013 16:16 flashimba wrote:
The deathball is fine as it is. With skill levels rising, we are progressively seeing more and more dynamic gameplay. Look at any match from <insert top 10 player>.

How many years did it take for BW to evolve? 7 years for iloveoov macro, 8 years for Zerg to be revolutionized.

SC2 has only been out for 2 years, which is NOTHING compared to the evolution of BW. Alas, we are all impatient and dismiss any faults we see without giving the game a chance to evolve on its own.


That was different. In 8 years we wont even have that many people playing sc2 at this rate. BW was rising in korea due to the recession -> pc bang and whatnot. Sc2 on the other hand is losing viewers and players.
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
October 28 2013 07:37 GMT
#11
nice read, quite interesting.
i don't really agree with the part making units even lower hp though, sc2 fights already end fast enough. they should make them deal less damage and cost less supply, and increase the supply cap instead.
tdt
Profile Joined October 2010
United States3179 Posts
October 28 2013 07:40 GMT
#12
more aoe dps would fix this. like tanks do 70, colossi 35, banes 70.
MC for president
Sub40APM
Profile Joined August 2010
6336 Posts
October 28 2013 07:44 GMT
#13
didnt someone link the point about the nature of ranged combat as the problem. when 10 ranged units meet 8 ranged units it doesnt end with 10-8 but instead its something like 10-2 or something that causes the more numerous long ranged guys to survive more or less in tact while annihilating the other group completely.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2013-10-28 07:53:59
October 28 2013 07:53 GMT
#14
On October 28 2013 16:16 flashimba wrote:
The deathball is fine as it is. With skill levels rising, we are progressively seeing more and more dynamic gameplay. Look at any match from <insert top 10 player>.

How many years did it take for BW to evolve? 7 years for iloveoov macro, 8 years for Zerg to be revolutionized.

SC2 has only been out for 2 years, which is NOTHING compared to the evolution of BW. Alas, we are all impatient and dismiss any faults we see without giving the game a chance to evolve on its own.


I don't think that games are better now than they were in 2010-11 skillwise. The builds are more refined and players have deeper knowledge of all the strategic nuances, but they're not any more skilled than they were back in the day.

The game simply doesn't reward high-octane, high skill requirement plays - and more than often ends up punishing them for the smallest of mistakes. It's more of a flashy thing that ultimately doesn't have a lot of impact on the outcome of the game. You can have godly execution, but make one bad decision or misjudge the situation for a minute, and the player who was being taken to school all game long will suddenly get the correct composition and poop all over you. Yawn.

The game will never evolve to the point of rewarding skill based plays, because it was not designed that way.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
October 28 2013 07:53 GMT
#15
Heh, this again. Actually Blizzard did try to address this problem with HoTS through widow mines and oracles (not that they really succeeded), so what you state there in OP is blatantly wrong.

But a nice article that you linked there.
freakhill
Profile Blog Joined November 2010
Japan463 Posts
Last Edited: 2013-10-28 07:56:18
October 28 2013 07:54 GMT
#16
Do you think it is possible to block unit from shooting through each other with the map editor?
It would kill any deathbally play right there, phenomenally increase the skill level, and also probably turn zealots and lings imba :p
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
phyren
Profile Blog Joined October 2009
United States1067 Posts
October 28 2013 07:59 GMT
#17
I don't think we absolutely must have a fundamental reworking of the starcraft 2 engine in order to eliminate the deathball. While I agree that these inherent issues exist, Blizzard is unlikely to remake things from the ground up, and I think we can and should focus on ways to tweak things via additions or small patches.

The critical point to be considered is that deathballs will not be used if there is some other, possibly more efficient, way to play. To get this we really only need 2 things.

1. There needs to be some sort of unit that has great capacity for winning small engagements but scales poorly.
2. There should be some way for a suitably positioned/entrenched/composed smaller force to fight reasonably efficiently versus a larger force or "deathball"

Concerning 1: The idea of decreasing marginal utility is brought up in the article and is central to rts gameplay. Ideally, for every unit type, having x number of said unit should be good, but having 2x should be less than twice as good. Melee units, or short range units, naturally tend to follow this as it becomes progressively harder for them too all attack at once as there are more of them. However, this is not the only way to accomplish this. Removing smart targeting from units with large damage and low rate of fire also helps. Players know that these units require manual targeting to be most efficient, but the more of them there are the harder that is to do. Both players can then work to take advantage of this. (i.e. stopping certain units from firing while others do to prevent overkill, or purposely trying to force overkill on a single unit) This example of removing smart targeting is part of a more general concept of units that require a great deal of control or attention in order to perform optimally. Such units can be allowed to have extremely high optimal performance, meaning that small numbers of them can accomplish a great deal, because players will find it increasingly hard to use many of them at once.

Further, these sort of units can discourage "deathball" play even without nerfing the existing "deathball." If these sort of units have the potential to inflict great damage early on in small scale engagements, players will tend to produce them knowing they can injure an opponent going for a "deathball" sufficiently so that they can win through economic advantage later. (Maru makes a great case for mmm as this type of unit. He tends to win games by forcing many small engagements with these efficient forces and then hopes to defeat the eventual deathball by just having more stuff rather than having his own deathball with ghosts and vikings)

Concerning 2: This is often discussed as defenders advantage. If it is possible for a slightly smaller force to defeat a larger force when suitably prepared, then it allows players to set up these minimal supply defenses will also commiting some supply elsewhere on the map (hopefully to aggression of their own) However, identifying this with defenders advantage is too narrowly defining it. Widow mines and burrowed banelings also can fall into this category. They are units which have the potential to inflict casualties greater than their own worth even in the field away from a defensive position. This actually produces better gameplay than giving too strong a defenders advantage which can encourage players not to split for multiple attacks for fear of losing at each point due to defenders advantage, thus encouraging deathball play again. High templars with storm can also fall into this category as they allow a small force to, if not defeat, at least significantly wound larger forces while their effectiveness goes down when facing small groups of units.

Additionally, a point which the author of this article passes by rather quickly, but which I think can be quite helpful is the presence of cheap, easily replaced forces. Having easily replaced forces encourages the use of said forces in engagements where losses can be taken. There should be a real decision concerning taking casualties for the chance to inflict damage in other ways. Losing a small force in order to take out a new mining base or specific tech structure should be an option to be weighed. Too often we see players do this only to lose the game shortly after because their opponent just all ins with their temporary army advantage. This has to do with the efficiency of the deathball as well. The idea being that having the army advantage isn't actually a temporary situation because you can simply force engagements repeatedly, and each will be extremely efficient and leave you with a still greater army advantage.
NukeD
Profile Joined October 2010
Croatia1612 Posts
October 28 2013 08:02 GMT
#18
Im like a broken record here but im gonna say it anyways. Pathing. Fix the damn pathing.
sorry for dem one liners
NexCa
Profile Joined March 2011
Germany954 Posts
October 28 2013 08:05 GMT
#19
still dont know why ppl make such threads when it's not even the final version of SC2
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
iMAniaC
Profile Joined March 2010
Norway703 Posts
October 28 2013 08:08 GMT
#20
Very interesting reads! One point in particular that got me thinking was this:
So, what causes a deathball to be the best approach? Simply put, a deathball results when a force can stack DPS sufficient to prevent itself from sustaining casualties. Long range is the largest contributing factor to deathballs. Long range units in sufficient numbers can stack together and kill enemies forces of arbitrary size before they close to range to deal any damage. Splash damage also frequently leads to deathballs because increasing numbers of splash sources start to overlap in higher density, and allow increasingly tougher targets to be wiped out in large numbers.


However, looking at Brood War, many of the splash damage units were not actually splash damage units in a mobile deathball. The Siege Tank could not dish out splash damage while moving, so it was useless in a moving deathball. The Lurker could not attack at all unless buried, so it was useless in a moving deathball. The Reaver - well, you wouldn't want to have that unit in the middle of your deathball and you wouldn't want to have it too exposed either. So Brood War had several mechanics that (perhaps accidentally) made the splash damage units pretty worthless in deathballs. I find that interesting

I don't mean to make any implicit arguments about SC2 with this, though, I just wanted to point out something I found interesting after reading the blog and post.
1 2 3 4 5 15 16 17 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
14:00
Playoffs - Round of 12
Classic vs ClemLIVE!
Serral vs Reynor
ComeBackTV 1591
RotterdaM782
PiGStarcraft426
WardiTV391
IndyStarCraft 292
SteadfastSC148
Rex142
BRAT_OK 130
CranKy Ducklings130
EnkiAlexander 80
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 782
PiGStarcraft426
IndyStarCraft 292
SteadfastSC 148
Rex 142
BRAT_OK 130
Codebar 15
StarCraft: Brood War
Britney 28408
Sea 2395
Larva 601
sSak 384
firebathero 355
ggaemo 333
Mong 102
Hyun 53
Movie 46
sas.Sziky 40
[ Show more ]
Rock 31
yabsab 13
Shine 5
Dota 2
The International139750
Gorgc14865
Dendi706
PGG 25
Counter-Strike
Foxcn492
pashabiceps58
Other Games
tarik_tv24197
gofns16721
FrodaN1066
Beastyqt581
B2W.Neo480
ceh9273
Lowko240
Hui .231
KnowMe172
ArmadaUGS74
rGuardiaN27
SortOf24
MindelVK23
SC2_NightMare1
fpsfer 1
Organizations
Other Games
gamesdonequick1517
EGCTV687
BasetradeTV30
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• printf 26
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Airneanach12
• Pr0nogo 10
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1180
• Ler75
League of Legends
• Nemesis1849
• Jankos1624
Other Games
• Shiphtur250
Upcoming Events
[BSL 2025] Weekly
18m
RSL Revival
16h 18m
Maestros of the Game
23h 18m
BSL Team Wars
1d 1h
Afreeca Starleague
1d 16h
Snow vs Sharp
Jaedong vs Mini
Wardi Open
1d 17h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Light vs Speed
Larva vs Soma
LiuLi Cup
3 days
The PondCast
4 days
[ Show More ]
Korean StarCraft League
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 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.