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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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blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 06 2014 01:38 GMT
#161
Yeah his answers don't surprise me. Disappointing on his views of FF and other stuff, but w/e this is expected. At least they are willing to do things like this.
When I think of something else, something will go here
IeZaeL77
Profile Joined December 2013
Spain19 Posts
February 06 2014 01:41 GMT
#162
Im not going to read this because i wanna sleep good tonight, but thanks for the info and "have fun" everyone who read answers...
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-06 01:45:24
February 06 2014 01:42 GMT
#163
On February 06 2014 10:36 Squat wrote:
Show nested quote +
You are right in that a hard core turtling player is hard to shift in SC2. But, the other response to this is to just take an economy advantage, no? And to just poke lightly and do incremental damage. Given good scouting, an equal player should generally be able to beat the turtler. After all, Avilo has never been a good player for all of his turtle-ing and meching.

It's not, and that is pretty much the crux of the entire problem. Out-expanding a turtling opponent simply is not rewarded enough. It does not provide a meaningful increase in mineral income past the third base, and not much in gas past the fourth.

Blizzard basically imported the concept of relative maxed army strength directly from BW into Sc2, which is why we see so many of these stupid SH turtle games. It works fine in a game where you can take 7 bases and trade badly, but not disastrously so, and win through attrition. It does not work in a game where you cap income on 4 bases and any trade will likely be a one-sided massacre. This is why ZvP is such a pile of shit, and will likely become worse as we go.


But, is the problem with that the turtle-style or the SwarmHost? I mean, historically speaking, the best SC2 players have generally been aggressive players or active macro players. It's usually average or poor players who turtle away but, if a player is equally as skilled and is up with his scouting, I don't see it as much of a problem as you (or Ammanas) seem to think it is.

You may be right that the advantage in expanding is not as high as it should be. And it makes the engagement so important.

Edit/ Anyway, time to ladder.
KT best KT ~ 2014
Squat
Profile Joined September 2013
Sweden7978 Posts
February 06 2014 01:46 GMT
#164
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.
"Digital. They have digital. What is digital?" - Donald J Trump
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
February 06 2014 01:46 GMT
#165
A deep and insightful look into the current views on balance and gameplay of starcraft 2, right from the developers. Wow!
WombaT
Profile Blog Joined May 2010
Northern Ireland26028 Posts
February 06 2014 01:47 GMT
#166
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Pandain
Profile Blog Joined May 2010
United States12989 Posts
February 06 2014 01:50 GMT
#167
On February 06 2014 10:47 Wombat_NI wrote:
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.


I used to think that, but lately Dear has been doing late-game warp prism drops in PvZ where it's three zealots and a sentry instead of four sentries. He goes to the main and forcefields the ramp to allow his zealots (and warp in reinforcements) to do more damage.

It's literally so sick to watch.

If that can be in the game and be effective late game, and actually take skill to keep track of (given the investment you're doing), I think early sentry drops are an okay trade.
Squat
Profile Joined September 2013
Sweden7978 Posts
February 06 2014 01:50 GMT
#168
On February 06 2014 10:42 aZealot wrote:
Show nested quote +
On February 06 2014 10:36 Squat wrote:
You are right in that a hard core turtling player is hard to shift in SC2. But, the other response to this is to just take an economy advantage, no? And to just poke lightly and do incremental damage. Given good scouting, an equal player should generally be able to beat the turtler. After all, Avilo has never been a good player for all of his turtle-ing and meching.

It's not, and that is pretty much the crux of the entire problem. Out-expanding a turtling opponent simply is not rewarded enough. It does not provide a meaningful increase in mineral income past the third base, and not much in gas past the fourth.

Blizzard basically imported the concept of relative maxed army strength directly from BW into Sc2, which is why we see so many of these stupid SH turtle games. It works fine in a game where you can take 7 bases and trade badly, but not disastrously so, and win through attrition. It does not work in a game where you cap income on 4 bases and any trade will likely be a one-sided massacre. This is why ZvP is such a pile of shit, and will likely become worse as we go.


But, is the problem with that the turtle-style or the SwarmHost? I mean, historically speaking, the best SC2 players have generally been aggressive players or active macro players. It's usually average or poor players who turtle away but, if a player is equally as skilled and is up with his scouting, I don't see it as much of a problem as you (or Ammanas) seem to think it is.

You may be right that the advantage in expanding is not as high as it should be. And it makes the engagement so important.

Edit/ Anyway, time to ladder.

I could go through a rather long winded explanation here, but it's a little too late. Maybe tomorrow. To summarize, a complete lack incentive for zerg to be aggressive in the late game because of highly lopsided trades and similar ecos. Swarm hosts are a symptom, not the actual disease. Focus becomes either a 15 second engagement to decide a 45 minute game, or slow death over an hour. Rudimentary at best, will elaborate in future.
"Digital. They have digital. What is digital?" - Donald J Trump
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 06 2014 01:50 GMT
#169
On February 06 2014 10:47 Wombat_NI wrote:
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.


You get used to it after a while. The MacSed drop will still kill you occasionally, but can be defended.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
February 06 2014 01:51 GMT
#170
Why not hire someone who could fix all the longstanding issues in patches and months, rather than the years and expansions you seem to need to do it?
Why did you have to resort to the crutch of extremely standardized maps?
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
WombaT
Profile Blog Joined May 2010
Northern Ireland26028 Posts
February 06 2014 01:56 GMT
#171
On February 06 2014 10:50 Pandain wrote:
Show nested quote +
On February 06 2014 10:47 Wombat_NI wrote:
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.


I used to think that, but lately Dear has been doing late-game warp prism drops in PvZ where it's three zealots and a sentry instead of four sentries. He goes to the main and forcefields the ramp to allow his zealots (and warp in reinforcements) to do more damage.

It's literally so sick to watch.

If that can be in the game and be effective late game, and actually take skill to keep track of (given the investment you're doing), I think early sentry drops are an okay trade.

Stuff like that IS cool. Startale Ace's legendary game vs BboongBboong was where I first saw that kind of lategame shenanigans. The problem for me with Protoss is that for every cool thing they can do with those units and abilities lategame, there's about 20 obnoxious things that can be done with them in the early/midgame
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Aveng3r
Profile Joined February 2012
United States2411 Posts
February 06 2014 02:03 GMT
#172
On February 06 2014 10:56 Wombat_NI wrote:
Show nested quote +
On February 06 2014 10:50 Pandain wrote:
On February 06 2014 10:47 Wombat_NI wrote:
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.


I used to think that, but lately Dear has been doing late-game warp prism drops in PvZ where it's three zealots and a sentry instead of four sentries. He goes to the main and forcefields the ramp to allow his zealots (and warp in reinforcements) to do more damage.

It's literally so sick to watch.

If that can be in the game and be effective late game, and actually take skill to keep track of (given the investment you're doing), I think early sentry drops are an okay trade.

Stuff like that IS cool. Startale Ace's legendary game vs BboongBboong was where I first saw that kind of lategame shenanigans. The problem for me with Protoss is that for every cool thing they can do with those units and abilities lategame, there's about 20 obnoxious things that can be done with them in the early/midgame

yes. there are cool abailites that every race has (protoss having most of them). when they are used in such a way that they look cool or skilfull, its all well and good. but most of these abiilites are just silly stupid ways to abuse a mechanic that the other race will have no real answer to. (the infamous idra cruncher game where cruncher does the "" is a prime example of this). For some reason blizzard seems forever ignorant to this.
I carve marble busts of assassinated world leaders - PM for a quote
Whitewing
Profile Joined October 2010
United States7483 Posts
February 06 2014 02:04 GMT
#173
On February 06 2014 10:46 Squat wrote:
Show nested quote +
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 06 2014 02:05 GMT
#174
On February 06 2014 11:04 Whitewing wrote:
Show nested quote +
On February 06 2014 10:46 Squat wrote:
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.

Watching terrans snatch their units out of forcefields with medicvacs is pretty dope. I have always enjoyed it. I wouldn't mind seeing more burrow too. Tunneling claws is great, but never comes up in most pro-matches, which is a bummer.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
February 06 2014 02:08 GMT
#175
On February 06 2014 10:47 Wombat_NI wrote:
Zerg are by far my least played race, but all it takes is one game where you have a WP sentry drop FFing your ramp lol. Such a silly ability.

Yea cuz this happens so often in pro games and is a major problem!
Squat
Profile Joined September 2013
Sweden7978 Posts
February 06 2014 02:09 GMT
#176
On February 06 2014 11:04 Whitewing wrote:
Show nested quote +
On February 06 2014 10:46 Squat wrote:
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.

It's not OP, it's just stupid and obnoxious. The fact that counter-moves exist does not make it less so. They are absurdly easy to use compared to the counters required to fight them. This is a common theme with protoss in general.

If David feels they are a net positive for the game, so be it. I'm glad that I can at least know that it won't change.
"Digital. They have digital. What is digital?" - Donald J Trump
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
Last Edited: 2014-02-06 02:10:02
February 06 2014 02:09 GMT
#177
I dont think forcefields is a huge problem by themseves anymore, its more the fact that balance around forcefields (and to an extent warpgate) limits map making a fair share. With protoss relying on FF vs zerg, you HAVE to have a ramp with small choke at the natural, you HAVE to have a pretty close third. Etc etc.

Thats the real problem with forcefields, not whether they remove micro or not.
Amove for Aiur
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 06 2014 02:11 GMT
#178
On February 06 2014 11:09 Squat wrote:
Show nested quote +
On February 06 2014 11:04 Whitewing wrote:
On February 06 2014 10:46 Squat wrote:
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.

It's not OP, it's just stupid and obnoxious. The fact that counter-moves exist does not make it less so. They are absurdly easy to use compared to the counters required to fight them. This is a common theme with protoss in general.

If David feels they are a net positive for the game, so be it. I'm glad that I can at least know that it won't change.

Almost every game with overhead control of units has stuns, roots, slows and other abilities that make it so you can't move. Dota 2 is filled with them and then people buy items that give them the ability to move their team mates out of harms way. Its good play and counter play. BW was filled with them as well.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Squat
Profile Joined September 2013
Sweden7978 Posts
February 06 2014 02:16 GMT
#179
On February 06 2014 11:11 Plansix wrote:
Show nested quote +
On February 06 2014 11:09 Squat wrote:
On February 06 2014 11:04 Whitewing wrote:
On February 06 2014 10:46 Squat wrote:
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.

It's not OP, it's just stupid and obnoxious. The fact that counter-moves exist does not make it less so. They are absurdly easy to use compared to the counters required to fight them. This is a common theme with protoss in general.

If David feels they are a net positive for the game, so be it. I'm glad that I can at least know that it won't change.

Almost every game with overhead control of units has stuns, roots, slows and other abilities that make it so you can't move. Dota 2 is filled with them and then people buy items that give them the ability to move their team mates out of harms way. Its good play and counter play. BW was filled with them as well.

I agree, I'm pretty OG as far as dota goes(I was playing when the Gambler was in the game, for reference). The thing is, the counter play for dota is to use BKB or another immunity spell, or have teammates disable enemy heroes in turn. There is a balance in terms of relative difficulty involved.

FF place the entire burden on the person being forcefielded, it requires too little to use and too much to counter. The relative difficulty is out of balance. It's kind of like zergs in WoL telling terrans to always keep their vikings spread to avoid the instant fungals. Sure it's doable, but one side has it much easier.
"Digital. They have digital. What is digital?" - Donald J Trump
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 06 2014 02:19 GMT
#180
On February 06 2014 11:16 Squat wrote:
Show nested quote +
On February 06 2014 11:11 Plansix wrote:
On February 06 2014 11:09 Squat wrote:
On February 06 2014 11:04 Whitewing wrote:
On February 06 2014 10:46 Squat wrote:
On February 06 2014 10:36 Whitewing wrote:
David does not get enough credit. For one thing, he's right 99% of the time when he gives these answers, but people all have their own agendas and biases and won't really consider what he says. Another is that he's right not to change design with patches, and obviously he can't comment on LOTV yet.

People get mad at him because they want something, unfortunately they're generally unwilling to consider that they are in fact wrong or off about what they want. Some people hate forcefields as a spell, problem is, as much as you might want to believe it, not everybody hates forcefields.

I am perfectly capable of imagining that a protoss player is very fond of FF. It follows a concept that has been very prevalent with Blizzard for a while now; fun to use, not too difficult, and exceptionally frustrating to watch and play against.


Except that there are things you can do about it. They made burrow move faster, moved burrow to hatch. Massive units crush them. Terrans lift forcefielded units all the time with medivacs. It's not that bad.

The point is, complainers are very loud.

It's not OP, it's just stupid and obnoxious. The fact that counter-moves exist does not make it less so. They are absurdly easy to use compared to the counters required to fight them. This is a common theme with protoss in general.

If David feels they are a net positive for the game, so be it. I'm glad that I can at least know that it won't change.

Almost every game with overhead control of units has stuns, roots, slows and other abilities that make it so you can't move. Dota 2 is filled with them and then people buy items that give them the ability to move their team mates out of harms way. Its good play and counter play. BW was filled with them as well.

I agree, I'm pretty OG as far as dota goes(I was playing when the Gambler was in the game, for reference). The thing is, the counter play for dota is to use BKB or another immunity spell, or have teammates disable enemy heroes in turn. There is a balance in terms of relative difficulty involved.

FF place the entire burden on the person being forcefielded, it requires too little to use and too much to counter. The relative difficulty is out of balance. It's kind of like zergs in WoL telling terrans to always keep their vikings spread to avoid the instant fungals. Sure it's doable, but one side has it much easier.

Thats how all counter play works. One side has to do something and then the other side responds. First the protoss has to throw down good forcefields and split up the army, then the other player has to respond. Or the protoss army gets surrounded by zerglings and the protoss player responds by pushing them back with forcefields. All micro is back and forth.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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