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David Kim answers Balance Questions on Battle.net forums

Forum Index > SC2 General
759 CommentsPost a Reply
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Pandain
Profile Blog Joined May 2010
United States12989 Posts
Last Edited: 2014-02-06 01:42:51
February 05 2014 22:20 GMT
#1
David Kim answered 12 posts between 2-3 p.m. PST regarding balance and design concerns. While it was only scheduled for an hour and thus not all questions could be answered, Blizzard staff hints that future events such as this will happen.


Here is the main post:
http://us.battle.net/sc2/en/forum/topic/11642864359?page=1
In this thread, we're going to do a balance and gameplay Q&A with David Kim from about 2:00 - 3:00 p.m. PST.

David will also be posting in other threads on these forums during that time, but we will be primarily reading and responding to this one.

It's something we'd really like to do a lot more often, so let's see how this goes!

Please:
- Only pose questions for David Kim on game balance-related subjects here.
- Feel free to discuss and offer further feedback in other threads.
- Understand that this is going to be a heavily moderated exercise. We want to answer as many questions about recent developments, the current state of things, and possible future changes as we can, and the best way to do that is to rapidly remove anything that doesn't contribute to that.
-Don't be surprised if this thread is locked from time to time. It will only be locked for a minute or less if necessary.

After the answering is all finished, the thread will be open for feedback.

Thank you!


Status: Finished

Questions Answered by Topic (relevant parts bolded):
Other Compilation by Date


Deathballs
Why is Starcraft 2 so much more deathball-y than Brood War? Have you thought about changing SC2 to allow for battles that last longer and let players more easily recover from setbacks?

+ Show Spoiler +
We believe armies as a whole are easier to move around and control because of the better pathing and unlimited unit selection.

As far as deathball goes, we believe having to micro armies and their positioning correctly to win major battles is a good thing. We don't like seeing games where two players both just sit back and mass up to their composition before engaging. This is why we're currently looking into the EU late game PvZ issue.

We feel like we've done a lot in this area in HotS, especially compared to the end of Wings. If you recall towards the end of Wings, especially in PvT, both sides often just defended and macroed up for 1 final battle.

We don't think we're completely there yet and will continue working towards a more action packed game where there's a lot of action leading into army vs. army battles sometimes. The end goal in this area in our opinion is not to get rid of mass army vs. mass army scenarios, but more so to have a lot of action, a lot of harassment opportunities, and have each game feeling different.



Why are the developers so resistant towards the idea of changing Warp Gate and Forcefield?

These two specific items have been criticized since the game's beginning as one of the chief reasons Protoss feels more death-bally than the other races, (along with the collosus) and yet there's never been any interest on the developer's part to even have a discussion about them.

Why so resistant? What is so special about Warp Gate and Forcefield that makes them immune in balance talks?

+ Show Spoiler +

We feel Warp Gates are very race defining for Protoss. It's a completely different way to produce units. Because we want every race to feel unique and asymmetric, we like the design of Warp Gates.

Warp Gates were problematic in the past when 1 base or 2 base all ins were too common. We've addressed this a lot in past years.

We've talked about our stance on Force Fields in the past, and it still remains unchanged. We feel like we get a lot of feedback from forums saying there's no micro anyone can do against Force Fields. However, we just don't see this. For example, why do Zerglings or roaches try to bait out Force Fields if micro against them is not possible? Terran players picking off units on one side of Force Fields and dropping them on the more favorable side is another good example. We believe Force Fields are a very unique ability that sometimes feel there was nothing you could do, but that is okay because there are varying degrees of successes and failures. That is just StarCraft: If DTs come in when I have no detectors I'm dead, but that doesn't mean there was nothing I could have done.



Capitol Ships


David,
What are your plans in order to make "forgotten" units such as Battlecruiser, Broodlord, Viper, etc. usable in high level matches?
Thanks!

Cheers!

+ Show Spoiler +
We've learned that capital units such as BCs, Carriers, or Motherships are rare and lose their cool if they were built every game. Imagine every PvT ending with BCs. We are discussing ways to make captial ships more interesting to use and watch so that we can bring these units into play more often in the future. But I wouldn't say there will be changes coming to make this happen any time soon, as this is a tricky area that potentially requires delicate design changes. As I said earlier today, we prefer not to do design changes in a patch if we can, because changing how the unit functions completely will be very confusing to players.




Mech

When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon.

+ Show Spoiler +

We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.

We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.

With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.


Late game Swarm Host PvZ is one of the things at the top of our list to look into right now.


What are you guys thoughts on the raven.
I have the feeling only the raven makes mech in TvZ a viabel option.

But i also see a lot of zergs complaining about the ravens power.

Do you have plans with the raven in the future?

+ Show Spoiler +
We like the unit as a whole. The main thing we're watching for with this unit is the mass Raven case in TvZ that allows Terran to just turtle the whole game while making a ridiculous number of Ravens. If this becomes a common trend or one of the best ways to play, we would need to address that.


Do you see any problems with Zerg of lacking Anti-Air especially early (for example phoenix harass) and lategame (for example vs. Mass Raven/Battlecruiser)

+ Show Spoiler +
In PvZ, we don't currently think Phoenix openers are problematic. It is a very core opener for Protoss, but doesn't cause major problems. Late game mass Raven/BC turtling play is something we're watching for. If it becomes clear that it's an issue, we'll take steps to address it.

Strength of Tanks

When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon.

+ Show Spoiler +

We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.

We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.

With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.


Late game Swarm Host PvZ is one of the things at the top of our list to look into right now.



Protoss Strength in PvT

When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon.

+ Show Spoiler +

We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.

We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.

With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.

Late game Swarm Host PvZ is one of the things at the top of our list to look into right now.



Are you planning on helping terrans with blink allins? Terrans have to prepare for a possible two base blink allin, which is extremely hard to hold. It's also very hard to scout if the protoss hides it well. This possibility makes it impossible for terran to play greedy (while protoss players can, because of planetary nexus), and when terran prepares, it's still a very hard build to hold. Do you think there is a little problem when 1 race can greed and do some strong early game builds, while the other race can't greed and doesn't have strong early game builds?

+ Show Spoiler +
The patch yesterday we believe should help. In case that's not enough, we will be testing other changes soon in the next balance test map.


Is there any chance of reverting the oracle speed buff and making it an upgrade at the fleet beacon? This would continue to make the oracle viable in the early game while remaining relevant in the late game for revelation, without making it insanely difficult to counter early game.

+ Show Spoiler +
At first, right when we made the change we saw a lot of Oracle play, but that has toned down. We got some "Oracle OP" feedback from pro players up until the end of last year. However, when we put it like this, most seem to understand our stance a bit better:

Harassment options such as the Oracle harrass get weaker over time due to players learning how to defend better against them. Think back to when everyone was convinced that the Medivac speed boost was completely broken and OP. Almost no one says this now. Then look at Oracle usage right when that patch was released, look at how much they're used now, then how much less would it be 2 months from now even without nerfs. Another good example is Banshee cloak change in TvT: almost every TvT when the patch was made utilized it, but that's not the case now.



Oracles
Is there any chance of reverting the oracle speed buff and making it an upgrade at the fleet beacon? This would continue to make the oracle viable in the early game while remaining relevant in the late game for revelation, without making it insanely difficult to counter early game.

+ Show Spoiler +
At first, right when we made the change we saw a lot of Oracle play, but that has toned down. We got some "Oracle OP" feedback from pro players up until the end of last year. However, when we put it like this, most seem to understand our stance a bit better:

Harassment options such as the Oracle harrass get weaker over time due to players learning how to defend better against them. Think back to when everyone was convinced that the Medivac speed boost was completely broken and OP. Almost no one says this now. Then look at Oracle usage right when that patch was released, look at how much they're used now, then how much less would it be 2 months from now even without nerfs. Another good example is Banshee cloak change in TvT: almost every TvT when the patch was made utilized it, but that's not the case now.



Warp Gate/Forcefields



Why are the developers so resistant towards the idea of changing Warp Gate and Forcefield?

These two specific items have been criticized since the game's beginning as one of the chief reasons Protoss feels more death-bally than the other races, (along with the collosus) and yet there's never been any interest on the developer's part to even have a discussion about them.

Why so resistant? What is so special about Warp Gate and Forcefield that makes them immune in balance talks?

+ Show Spoiler +

We feel Warp Gates are very race defining for Protoss. It's a completely different way to produce units. Because we want every race to feel unique and asymmetric, we like the design of Warp Gates.

Warp Gates were problematic in the past when 1 base or 2 base all ins were too common. We've addressed this a lot in past years.

We've talked about our stance on Force Fields in the past, and it still remains unchanged. We feel like we get a lot of feedback from forums saying there's no micro anyone can do against Force Fields. However, we just don't see this. For example, why do Zerglings or roaches try to bait out Force Fields if micro against them is not possible? Terran players picking off units on one side of Force Fields and dropping them on the more favorable side is another good example. We believe Force Fields are a very unique ability that sometimes feel there was nothing you could do, but that is okay because there are varying degrees of successes and failures. That is just StarCraft: If DTs come in when I have no detectors I'm dead, but that doesn't mean there was nothing I could have done.





ZvZ


Hey David, Big fan of your work and I'm thankful for all the time you put into this great game!

Question: What are your thoughts on the current state of ZvZ? I notice alot of games tend to be SO close that a single miss click is the difference between winning and losing a game. Is that really considered balance? Units seem so fast I wonder if a all around nerf to unit speed (for all races) would help fix some of these issues. Your thoughts?

+ Show Spoiler +
We do agree ZvZ is probably the fastest paced matchup in the game, and it really comes down to every little decision and fast action. We believe this is very unique to the ZvZ matchup and is a good thing. Better players still seem to win out overall, and just the big difference of ZvZ compared to other matchups is cool, the same way TvT is interesting for a completely different set of reasons.

As far as specific strategies and tools go in ZvZ, we do feel like players are favoring mass Roach play a lot more recently. That's why we've been exploring potential Hydralisk buffs. We believe a Hydralisk buff in this matchup could bring the Roach/Hydra mix in quicker to combat only-Roach compositions. The advantage of this: in Roach vs. Roach the defender's advantage is smaller than in Roach vs. Roach/Hydra. Therefore, we could potentially see units that counter these compositions such as Ultralisks or Broodlords a bit more.

We believe each matchup in SC2 is not only about the matchup being fair, but also about each matchup being unique and fun.



Swarm Hosts

Why is Starcraft 2 so much more deathball-y than Brood War? Have you thought about changing SC2 to allow for battles that last longer and let players more easily recover from setbacks?

+ Show Spoiler +
We believe armies as a whole are easier to move around and control because of the better pathing and unlimited unit selection.

As far as deathball goes, we believe having to micro armies and their positioning correctly to win major battles is a good thing. We don't like seeing games where two players both just sit back and mass up to their composition before engaging. This is why we're currently looking into the EU late game PvZ issue.

We feel like we've done a lot in this area in HotS, especially compared to the end of Wings. If you recall towards the end of Wings, especially in PvT, both sides often just defended and macroed up for 1 final battle.

We don't think we're completely there yet and will continue working towards a more action packed game where there's a lot of action leading into army vs. army battles sometimes. The end goal in this area in our opinion is not to get rid of mass army vs. mass army scenarios, but more so to have a lot of action, a lot of harassment opportunities, and have each game feeling different.


Do you believe that the swarm host is proving to be used in the way that you wanted it to when you designed the unit for HotS? Do you like the way the swarm host is currently being used by pros?

+ Show Spoiler +
The first question in our minds don't matter as much at this point. At this point of the game, with the game having been out over a year, changing a unit or a strategy to be used exactly how we hoped isn't very relevant. What's more important is how they are currently being used and how good or bad that is for the game.

The answer for the second question is yes in some scenarios and no in others. The easy no is the late game PvZ situation where both players refuse to engage and the game drags on for a long time. We'd really love to come up with an awesome solution to this problem without hurting the good uses of Swarm Hosts. The good use of Swarm Hosts: games that we see where there's constant action due to Swarm Hosts. For example, it's not uncommon to see games where Protoss players perform amazing multi-pronged attacks. Sometimes, they are really successful and just win the game, other times the Zerg player defends so well, and anywhere in between. Games where Swarm Hosts are used and there's constant action everywhere including Swarm Hosts aggressively moving around often after spawning locusts leading into each side's victory are really fun to watch.

We don't generally do unit design changes with patches (only exception here I can think of off the top of my head was when we added the Phoenix range upgrade back in Wings), but for the Swarm Host in the long term, we are also internally discussing if it's a bad thing that locusts keep spawning automatically. The main reason being often times Zerg players just leave Swarm Hosts rally pointed at a location, and it's very common for the observer to go and watch nothing happening because there are no units to attack. But this isn't as big of an issue as the issue mentioned above.


When are you going to nerf the mothership core vision or at least make a balance testmap to try it out. Have you thought of making tanks not suck. Are you planning on fixing the swarmhost any time soon.

+ Show Spoiler +

We wouldn't do a patch without at least testing the change first even if it's only for a few days. We do try our best to talk to pro players every time we do a test map, and our stance is that getting at least a few pros to test a change before we patch is always good. As for when the next balance test map is, we're currently gathering feedback including feedback from the community forums, and we hope to start laying out the actual change list for you guys to have an input on sometime next week.

We don't believe tanks suck. Tanks seem to be a lot more effective in TvZ since the last buff, in TvT they were always very core and still are, and in PvT we do currently agree they're not being used much. But our stance on every unit is that not every single unit has to be used in every matchup. For example, Widow Mine especially before the nerf was considered one of the best units for Terran even though it was only really core in one matchup.

With that said, I'd like to add that exploring mech play possibilities in PvT is still important. We've actually been getting feedback from a few different pros on the KR server in this area, and they've been seeing it a lot more on the ladder. We're hoping to see more of it in tournaments to confirm where mech is at right now in PvT.

Late game Swarm Host PvZ is one of the things at the top of our list to look into right now.


Zerg Anti-Air

Do you see any problems with Zerg of lacking Anti-Air especially early (for example phoenix harass) and lategame (for example vs. Mass Raven/Battlecruiser)

+ Show Spoiler +
In PvZ, we don't currently think Phoenix openers are problematic. It is a very core opener for Protoss, but doesn't cause major problems. Late game mass Raven/BC turtling play is something we're watching for. If it becomes clear that it's an issue, we'll take steps to address it.


Facebook Twitter Reddit
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
February 05 2014 22:23 GMT
#2
This can never end well
AdministratorBreak the chains
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 05 2014 22:25 GMT
#3
Cool, I asked a question too.
Moderatorshe/her
TL+ Member
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
February 05 2014 22:25 GMT
#4
awesome
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
geokilla
Profile Joined May 2011
Canada8230 Posts
February 05 2014 22:26 GMT
#5
Errr your thread is better than mine.. Guess that's why it's more active? Haha.
Meerel
Profile Joined March 2012
Germany713 Posts
February 05 2014 22:28 GMT
#6
prepare for shallow answers
SDMF
WeRRa
Profile Joined December 2010
378 Posts
February 05 2014 22:28 GMT
#7
The answers are always the same.
InnoVation Fighting!!!
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
Last Edited: 2014-02-05 22:30:50
February 05 2014 22:29 GMT
#8
On February 06 2014 07:28 Meerel wrote:
prepare for shallow answers


what shallow answers ? im more prepared to crap comments like yours

On February 06 2014 07:28 WeRRa wrote:
The answers are always the same.


a least they are consistent
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
vult
Profile Blog Joined February 2012
United States9400 Posts
February 05 2014 22:30 GMT
#9
D.Kim just sort of reiterating what we already know is happening with different units and game mechanics and dances around giving any sort of conclusive evidence on how they are experimenting with fixing it or changing things to improve the game.

Meh, we'll see what happens.
I used to play random, but for you I play very specifically.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 05 2014 22:31 GMT
#10
Hmmm. The answers seem the same as normal so far. :\
Moderatorshe/her
TL+ Member
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
February 05 2014 22:38 GMT
#11
"Hey Dayvie, mad respect for you and your work.

I only have one question. Would you mind sharing with us what you were smoking when you came up with the half gas hydras? It must be pretty amazing.

Thanks!"

I actually could not avoid laughing even if I think it was a bit over the line
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
GuiBz
Profile Joined October 2011
Canada108 Posts
Last Edited: 2014-02-05 22:40:48
February 05 2014 22:39 GMT
#12
David Kim, try to make the game more skilled. The protoss macro is just too easy. They can spend their extra gas by wraping HTs and their extra minerals by wraping zealots. The terran player cannot spend his extra gas in late game.
Stress
Profile Joined February 2011
United States980 Posts
February 05 2014 22:40 GMT
#13
Nobody is going to learn anything new from this. The balance/design team is just going to keep doing what they have been doing, questionable balance changes while avoiding the real problems. This is nothing more than a PR stunt because everyone on the b.net forums has been complaining about how Blizzard doesn't communicate enough with the community.
"Touch my gosu hands." - Tastosis | | fOrGG // MC // Jaedong
HolydaKing
Profile Joined February 2010
21254 Posts
February 05 2014 22:40 GMT
#14
I liked the answers so far.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
February 05 2014 22:43 GMT
#15
On February 06 2014 07:40 Stress wrote:
Nobody is going to learn anything new from this. The balance/design team is just going to keep doing what they have been doing, questionable balance changes while avoiding the real problems. This is nothing more than a PR stunt because everyone on the b.net forums has been complaining about how Blizzard doesn't communicate enough with the community.


thats it.. let it all out.. you'll feel better
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
February 05 2014 22:44 GMT
#16
This far the answers has been quite random
- Mech on Korean GM vs Protoss? O.o
- Capital ships are bad cause it is fun if they get randomly used every now and then
WTF? :D
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Nimix
Profile Joined October 2011
France1809 Posts
February 05 2014 22:45 GMT
#17
He avoided answering the first question with a politician's professionalism. At the end you couldn't recall what the guy asked
EJK
Profile Blog Joined September 2013
United States1302 Posts
February 05 2014 22:45 GMT
#18
its like 1 answer every 1.5 pages worth of questions...lol
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
February 05 2014 22:45 GMT
#19
On February 06 2014 07:45 Smurfett3 wrote:
its like 1 answer every 1.5 pages worth of questions...lol


it's one person answering dozens,,,
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Pandain
Profile Blog Joined May 2010
United States12989 Posts
February 05 2014 22:46 GMT
#20
On February 06 2014 07:45 Smurfett3 wrote:
its like 1 answer every 1.5 pages worth of questions...lol


Answers should take a while.

You want to explain yourself thoroughly about a complex matter without unleashing a PR bomb.

I just think it should be about 2-hours instead of shorter answers.
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