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Star "HangShow" S4E4 - Balance talk with Flash

Forum Index > SC2 General
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Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 09 2014 16:49 GMT
#1
Relay from Reddit:

Even though OnGameNet is no longer hosting SC2 tournaments, they still have a show called Star "HangShow". During this week’s episode, they talked about the overall balance of the game with a guest, KT_Flash. I wish there was a subtitle in English or a professional translator working for OGN so that everyone could watch this but there wasn’t so I decided to do this translation myself because I thought it was fun and insightful. I won’t be able to do the full translation since it's too long but I will try to cover all the segments that deal with the balance talk (or anything that’s interesting or important)

This show’s panel includes…

Jun Yong Jun – Main MC, he casted SC BW tournament since 2006.

Um Jae Kyung – He is also a caster from BW. Started casting in 1999 in Korea.

Lee Jae Kyun – He was the head coach for “Hanbit Stars” ever since it was established in 1999, which later changed its name to WoongJin Stars. Many proleague records and awards during 14 years of his coaching life.

Kim Jung Min (TheMarine) – He was a Terran player in team GO (currently known as CJ Entus) between 2000 and 2003. Later joined KTF (currently known as KT) in 2003 until 2006 After his Progamer career, he became a caster and casted SC until 2010-11 Proleague season.

Park Tae Min (GoRush) – He was also in team GO (currently known as CJ Entus) since 2002 to 2005. And moved to SK Telecom T1 (currently known as SKT) in 2005. Lastly he went to the military and joined Air Force Ace team and retired in 2011. Then started his casting career in 2011 until present.

Susie Kim – She is a translator/media personality in a lot of foreign tournaments fpr SC2 and LoL. I didn’t really know much about her until I saw her in this show. You can check out her twitter.

KT_Flash – He is… Flash. (if you don’t know him already, I don’t know what to tell you…)

VOD:


Transcript in English Translation:
+ Show Spoiler +

MC: Here is the first topic, can players figure out the balance vs patch is needed
for the balance?

Um Jae Kyung: Any RTS games, in terms of balance, the balance issue will be solved
over time by itself. That is how it has been done in the past and I think it is how it should
be in SC2 as well. There were a lot of moments in BW where one race was thought to
be OP over others. But the pros tried to hard to create solutions and eventually they
came up with new builds that could solve help them win games. But in SC2, there are too
many patches in such short period of time and it’s really hard for players to figure out the
game. SC2 is professionally competitive game. We have coaches, teams, staffs
members, and pro players who are all trying to come up with new strategies all the time.
So I believe that time will certainly help us balance out the game eventually.

Coach Lee: I agree with him. As a head coach, I’ve actually had first-hand experience
with how the RTS game has developed and balanced out over a long period of time. For
example, in BW Terran was having a very hard time against Zergs who turtled with many
sunken colonies. But one player actually came out with an innovative strategy that
consists of more Firebats and medics instead of traditional Marines + medics.

GoRush: I also agree with what they’ve said. If players try hard enough to come up with
new strategies and play styles, I think patches are not necessary for the game balance.
Back when I won a championship, people said that Terran was OP against Zerg. But I had
a very different style than any other zerg and that definitely helped me a lot.

Susie Kim: Yeah, I have a similar opinion as well. As a pro player, it’s his job to come
up with new strategies to beat your opponent. It’s also in those moments that a “star”
players will rise up to the top and become popular.

TheMarine: I think I’m looking at it from a different perspective than everyone. I do
agree with what everyone has said but right now there have been already too many
balance patches by Blizzard and it’s kind of too late to just keep the game as is at the
moment. Personally, when they first introduced Hellbats, I thought that they needed the
nerf because they were too powerful. However, whenever Blizzard nerfs a unit, it’s
always a “either-or” kind of a nerf. You either end up using that unit, or don’t use that
unit at all after the patch. Blizzard’s patches have been too extreme like this for a very
long time and the game has become too unstable. So currently, I think a necessary
patch is needed to fix the game back to a more “stable” state and THEN we can let the
players figure out the game. And we can also use maps to balance the game afterwards.
I used to work as a map tester for BW and wherever we made new maps, we went to
every team and players and made sure that the maps are actually balanced and well
designed before it was introduced to the public. But to be frank, Blizzard made maps that
I’ve seen don’t really look like they’ve taken enough time and effort to make sure
everything is well balanced among all 3 races.

Flash: Generally, I think players can balance the game over time. I’ve personally done it
during my BW career and I still think it’s possible in SC2. But right now, I also really agree
with what TheMarine has said just now. The current balance of SC2… it’s not that
balanced. I mean, everyone knows that it’s not balanced right now honestly. But from
what I’ve experienced with Blizzard and DK in SC2, I think it’s pointless for pro players to
argue about the balance. So right now, I tend to just keep quiet about the balance
because people who play Zerg or Protoss will just call me a whiner. But maybe during
today’s show, I will talk more about what I really think about the game.

MC: So do you not have any mean to communicate with Blizzard about the game?

Flash: Well, it is possible to communicate with them. DK has asked me about the
feedback and I’ve personally talked to him on the phone as well. But players tend to be
very biased towards their race. So it’s really hard to balance that out.

TheMarine: I’ve also talked to DK about this but when Korean players give feedback on
the balance, a lot of people tend to be biased and emotional. So I know it’s really hard
for Blizzard to filter those out. But recently, there are so many Protoss winning premier
tournaments and that just seems wrong. Even Hyun has tweeted about his frustration.

MC: Ok, lets take a closer look at what has happened in SC2 balance. There was
a popular “Broodlord Infester Corrupter” build in WoL

TheMarine: this was the epitome of a “boring game style” in SC2. It was also necessary
to play like that if you wanted to win as Zerg.

GoRush: I think Broodlord Infester type of play was also huge because of the maps. The
maps allowed zerg players to safely get that composition. If we had more maps I think it
could have been a lot better than it actually was.

Flash: Whenever I ask current Zerg players about WoL Broodlord Infester build, they
always admitted that it was too strong. It’s always later that the players will admit to
things like this haha. But recently in HoTS, Zerg players and Protoss players always argue
about how underpowered their race is in ZvP. But what’s funny is that they both agree
that Terran is the weakest out of three.

TheMarine: So can you tell us if that’s how most pros think about the current balance
of the game?

Flash: I can’t say 100% but as for my team, all the protoss players say PvZ is hard
while PvT is pretty easy right now. And all the Zerg players also say that ZvP is hard while
ZvT is pretty easy. And I think most players from other teams will agree as well.

MC: At the end of BW, there weren’t that many scary Terran players. I could only think
of Flash and Fantasy and most players were afraid of you. How about now, what do
people think when they face you in SC2?

Flash: Oh, it’s a “thank you” for everyone. People love playing against me not because
I’m Flash but because I play Terran. Generally, everyone LOVES to face against Terran. In
proleague, Zerg players go out wishing that they would face a Terran player. Same with
Protoss, all Protoss players wish that they’d meet a Terran. Even I go out wishing that I’d
meet Terran too. That’s the reality right now…

Coach Lee: I’ve talked with a lot of players as a coach. And what Flash said is exactly
right. People are so happy when they meet a Terran player. Everyone says that facing
against Zerg/Protoss is hard but facing a Terran is super easy. When they face a Terran
player, they don’t have to worry about much stuff and feel like they could still easily win.

TheMarine: This issue totally makes sense though. If an RTS game gets played a lot by
pro players over long period of time, the defense gets easier and easier while the offense
gets harder and harder. As a player who’s defending, you get used to any kind of timings
your opponent throws at you as you practice 100 or even 1000 times. But if you are the
one attacking, it gets harder and harder to find that gap or opening to attack. I don’t
think Protoss is extremely OP btw, but the main problem with current Protoss is that
when they win, it’s too easy. It LOOKS like it’s just an A-MOVE and super easy whenever
they win while Terran and Zergs look like they are trying to micro their units so much to
get that win.

Um Jae Kyung: Then, do you think it’s possible for someone to come up with a
strategy that we’ve never seen before which will solve the current balance issue? Just like
Boxer, July and some other legendary BW figures.

Flash: Hmm.. I’m not quite sure but I think it’s possible. But even if there was that
legendary figure “Bonjwa” I don’t think it will last very long. After couple of seasons, it will
just die out again.

Um Jae Kyung: In BW there were many Bonjwa’s that have pioneered a new
strategies. Like Mutalisk stacking control, or Queen’s broodling build, or aggressive
Zergling/lurker style. It took them a long time but slowly but sure people started to come
up with more strategies.

MC: Then do you think we haven’t given much time to players in SC2 compared to BW?
Do you think that if we give them enough time, SC2 players will figure out the solution to
the current problems?

TheMarine: I don’t think so. When JulyZerg first came up with the Mutalisk stacking
control, Starcraft pro scene was still very young and growing. We didn’t have effective
coaching systems or team structures back then. But SC2, we’ve already adapted many
of the systems from BW and the rate of new meta game getting settled or figured out is
way faster than what it was before. I think that current meta for SC2 is probably already
reached its highest potential and we can’t improve much more in terms of new meta or
strategy. And in SC2, it’s hard for players to even bring out new strategies even though
it’s an RTS game. This is because the interface is way too easier in SC2. Just look at how
easy it is to macro and make units in SC2. There is technically no skill gap among any
Korean players. So the skilled players are not even able to show off their skills with such
low skill ceiling in SC2. In my opinion, I think all races need something that they can work
towards the late game. It’s more exciting for players and spectators and it also allows
comebacks to happen. Current Terran is not really this way.

MC: What do you think now after TheMarine said about the current balance?

Um Jae Kyung: I think that is a good point. And I also want to bring up maps in this
topic. Currently there are two major leagues in Korea. Proleague and GSL. I think the
map pools in these leagues should be drastically different. So that even if one race is
slightly better than the other, we can balance out the overall trend by introducing
new/different maps in each leagues. This way, we can have multiple races winning
multiple leagues and get better esports story line as well.

Flash: I think that’s a good idea actually. Although it might make it a bit hard for us,
progamers to prepare, I think it will definitely spice up things in the league.

MC: How about what TheMarine said, do you agree with him?

Flash: Yes I agree with him. I agree that the interface in SC2 is way too easy. It’s just
like TOO easy.

GoRush: But we are talking about balance patch right now so it’s kind of unrealistic to
expect interface patch at this point… so are you saying that we should… go back to BW?


Everyone: hahahaha.

Susie Kim: I also believe that SC2 and BW are different. For BW there are a lot of
flexibility to create new strategies or play styles. But in SC2, things like hard counters or
easy interface prevent new strategies. It’s basically two different games that we can’t
quite compare.

TheMarine: I think Blizzard is pushing a certain units to be used in certain situation while
other units are only used in another situation. It’s like they are forcing us to play the
game the way they want us to… This is why we have units like Battlecruisers that are
never get used or other units like Ravens, which we use in super late game but very
boring style with PDD’s but also necessary if Terran wants to win against Zerg. It’s just
boring to watch. I hope that Blizzard makes more units viable in more situations. That
way, different players can use different units with their own styles. This is what made BW
so great. But currently so many fans and players are complaining about the Terran unit
composition and how one dimensional it is. I think that’s one of the biggest problem right
now.

MC: Recently Blizzard has posted a new suggested patch note for Terran. (Medivac buff/
mine buff) What do you think about this changes, do you think it will help Terran with its
late game? I personally don’t think it will help that much.

Flash: Yeah, I don’t think those changes are that helpful for Terran in terms of late
game. Honestly, I would rather not see any more patches at this point. It is just too
often right now. I know everyone thinks Terran is underpowered right now, but I try to
overcome that myself with practice. And so finally I think I got used to the current TvP
and slowly figured out the match up. But everytime I feel like I’m doing better, that’s
when Blizzard comes out with a new patch and that just annoys me a lot.

TheMarine: This is why I wanted to bring up a suggestion to Blizzard Korea Dept. to
create better communication method with pro players and Blizzard’s balance team.
Blizzard says that they communicate with pros but it’s not really that effective with a lot
delays and inflexibility. I hope we could make a better system that will bring more players
together with easier method to bring in their feedbacks.
Also another point I want to bring up is that I personally wouldn’t mind if Blizzard decides
to ignore the unit counters and relationship in game. They are so caught up with their
relationships between units and their damage output among all three races right now
(such as light, heavy, armored, biological, mechani, etc). But if necessary, they should be
more flexible with their numbers and damage output. For example, if Mech is viable
against zerg but not against Protoss, they should be willing to change the numbers only
specific for TvP. Yes, it might be confusing for some people but they are 3 completely
different races and as long as it makes the game more exciting to watch and play, it
should be fine. Fans are so tired of seeing the same exact game play right now. As a
Terran player, you are just trying to finish the game before 15 minute mark. If the
Protoss player successfully defended, they can just stump roll Terran players(to be
extreme). It’s just so boring because we don’t see that many different play styles
anymore. SC2 seriously need some new innovative changes that will allow players to
play differently.

MC: Great points, thank you. Then how would we go about patching the game right
now?

Susie Kim: Actually in NA or EU, a lot of people say that we should just forget about the
patches and wait for LoTV. They say that even after patches, it will not solve the core
problems and it won’t really change much.

GoRush: Yeah, in foreign regions, many fans have said that small patches are pretty
pointless. Many users followed the scene from BW and they would rather not see the
patch anymore until LoTV. To make the game more interesting the game needs to go
through a major changes that they hope to see that in LoTV.

MC: Wow that’s actually a pretty harsh view on the game. So they don’t even think that
patches will solve the problems?

Um Jae Kyung: Hmm. Maybe people aren’t really complaining about the balance after
all. All that matters is if this game is fun or not. If the game is actually fun to play and
watch, no one will really complain about the small imbalance. But because the gameplay
is very dull and boring, people are desperate to see new changes.

MC: Ok, Lastly, let’s have an opportunity to talk about things that we want from
DK now.

Flash: I hope that they won’t come up with too many patches in a short period of time.
It discourages players from practicing or trying very hard and a lot of fans also do not like
constant changes in the game. So please try and trust the players and give some more
time. But of course, currently so many people are raging about the current state of the
game right now and that should be fixed asap but hopefully in the future, that doesn’t
happen.

MC: Your main point is that patching the game too often isn’t great for players, then
what do you think about right now? As a Terran player, do you think there should be a
patch right now?

Flash: Even right now, I don’t think the patch is necessary. I honestly didn’t really have
much to say about the current balance of the game.

Um Jae Kyung: As a balance team, of course they have to listen to the community and
pay close attention to pro scenes and tournaments. But they should also be able to take
them with a grain of salt. They need to be objective and have clear goal.

GoRush: I believe that patches are not enough to fix the game at this point. Because the
game itself is so detailed with things like +damage against armored and etc.. So instead
of these number or stat patches, I wish they could bring us more micro-able units or so
that better players could overcome those balance issues with their skills or control.
Um Jae Kyung: It’s a good idea, but I think that kind of interface changes cannot be done
right now, I think it makes sense to wait for LoTV and hopefully Blizzard does something
about it.

Coach Lee: Personally, as long as it’s not game breaking, most of the small patches are
not that important. And constant patches will only give burdens to pro players right now.
So please don’t even bother with these little patches but rather worry about LoTV so that
the game could be perfected in the next expansion.

TheMarine: I think what GoRush said about the SC2 interface is the most important
thing. But that’s more of a futuristic issue. But my biggest complaint is the game play in
each match-up’s. If we look back at when Terran was the strongest, it was actually when
the 200/200 ghost army composition was viable. And when Zerg was the strongest, it
was the 200/200 broodlord infester army composition. And now, the 200/200 Toss
colossi + HT composition is really strong for Protoss. These kind of game plays are very
boring and it will slowly hurt the SC2 scene. I’m not saying we need a direct patch to
change this game play at this moment. But when LoTV, I really wish Blizzard takes a lot
of effort to change and spice up the game plays. I would be very disappointed if the LoTV
stays exactly the same with just couple of new units introduced. That’s not going to be
more fun that HoTS or WoL. It’s just a “patched” WoL with couple units added. Also
please add more micro-able contents to the game. Honestly, the only exciting units that
are micro-able are stalkers for me. There should be more micro-able units for all three
races.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
July 09 2014 17:24 GMT
#2
"Please David Kim, we expect a lot from you!"
TiberiusAk
Profile Joined August 2011
United States122 Posts
Last Edited: 2014-07-09 20:30:33
July 09 2014 17:30 GMT
#3
On July 10 2014 02:24 LaLuSh wrote:
"Please David Kim, we expect a lot from you!"

Yup, this is the TLDR. xD

Edit: Thanks so much for the translation!
"I like the new weapon, it's solid removal with a really nice deathrattle in a mech deck. The murloc is a little confusing though, not sure why they thought shamans needed a murloc."
lilsusie
Profile Blog Joined August 2007
3861 Posts
July 09 2014 17:46 GMT
#4
Wow, great job to the person who transcribed this.
Follow me on Twitter for pictures of cute gamers and food! https://twitter.com/lilsusie
imre
Profile Blog Joined November 2011
France9263 Posts
July 09 2014 17:52 GMT
#5
thank you so much for the transcription + translation job it's awesome.
Zest fanboy.
TerranToThePeople
Profile Joined July 2014
Finland6 Posts
July 09 2014 17:53 GMT
#6
This really should be in the featured news, it would bring more attention to a high-level discussion such as this since a lot of people reacted so negatively to dwf's ZP-article.
Treat it like a job. Work it like a job. Get paid like a job.
TAMinator
Profile Joined February 2011
Australia2706 Posts
July 09 2014 17:54 GMT
#7
I only skipped to the Flash paragraphs. Thanks for the transcribe
DekkuM
Profile Blog Joined January 2008
United States149 Posts
July 09 2014 17:55 GMT
#8
I really like the idea of changing unit control instead of damage numbers, and splash range.
MUD: staticchaos.mudhosting.net:1982
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2014-07-09 18:30:58
July 09 2014 18:27 GMT
#9
TheMarine: I think that current meta for SC2 is probably already
reached its highest potential and we can’t improve much more in terms of new meta or
strategy. And in SC2, it’s hard for players to even bring out new strategies even though
it’s an RTS game. This is because the interface is way too easier in SC2. Just look at how
easy it is to macro and make units in SC2. There is technically no skill gap among any
Korean players.
So the skilled players are not even able to show off their skills with such
low skill ceiling in SC2.

Flash: Yes I agree with him. I agree that the interface in SC2 is way too easy. It’s just
like TOO easy.

GoRush: But we are talking about balance patch right now so it’s kind of unrealistic to
expect interface patch at this point… so are you saying that we should… go back to BW?

Everyone: hahahaha.

Um Jae Kyung: Hmm. Maybe people aren’t really complaining about the balance after
all. All that matters is if this game is fun or not. If the game is actually fun to play and
watch, no one will really complain about the small imbalance. But because the gameplay
is very dull and boring
, people are desperate to see new changes.


Blizzard, please...

They should try out Starbow. (or just go back to BW)
T P Z sagi
Glioburd
Profile Joined April 2008
France1911 Posts
July 09 2014 18:33 GMT
#10
On July 10 2014 02:24 LaLuSh wrote:
"Please David Kim, we expect a lot from you!"

"Please KeSPA, we want the return of BW"
"You should hate loosing, but you should never fear defeat." NaDa.
caznitch
Profile Joined July 2012
Canada645 Posts
July 09 2014 19:30 GMT
#11
Great article. Was the the entire episode transcript or just a part?

If there's anything I want in LotV its microable units for all the races
why?
prabhbhambra13
Profile Joined April 2011
United Kingdom424 Posts
July 09 2014 19:40 GMT
#12
On July 10 2014 04:30 caznitch wrote:
Great article. Was the the entire episode transcript or just a part?

If there's anything I want in LotV its microable units for all the races

Just part. OGN are going to subtitle it and broadcast it on twitch according to Susie

SECO SECO SECO
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
July 09 2014 19:44 GMT
#13
Ty for translation!
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
July 09 2014 20:03 GMT
#14
Thanks for translations! Was great read on the train
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Lunareste
Profile Joined July 2011
United States3596 Posts
July 09 2014 21:03 GMT
#15
Thank you for the translation
KT FlaSh FOREVER
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-07-09 21:08:37
July 09 2014 21:08 GMT
#16
As expected. Too many small patches suck, the game has too many hard counters, Blizzard is always trying to make us play the way they want (rather than allowing for stylistic differences among everyone), zergs think protoss is too strong, protosses think zerg is too strong, terrans think they're the worst race because of their midgame focus, the game doesn't favor skill enough, very few units are microable like stalkers, etc.

All in all, the game doesn't allow players to develop unique styles and doesn't favor skill/micro enough. Not surprising

By the way, thanks for the translation!
To live is to fight, to fight is to live!
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
Last Edited: 2014-07-09 21:57:50
July 09 2014 21:51 GMT
#17
Totally agree with TheMarine about sc2 having a low skill ceiling. If u think about it thats probably why jaedong and flash isnt able to win so many tournaments because so many other players reach the skill cap too easily too fast.

This can also be applied to Terran and toss. I think most would agree that being the best terran is harder than being the best protoss because terran has a higher skill cap. Therefore the average protoss will often beat the average terran. However the best Terran is capable of beating ANY protoss/zerg. Ex: maru beats zest in gsl. Also beats soulkey and nearly loses vs classic. Ex: hero beating innovation at iem. Yonghwa beating bbyong.

I believe this is also the reason why most Terrans stay relevant after so many years like polt taeja and mma because they can constantly improve to reach that skill cap until their wrists get get bad like MVP. As for toss because the skill cap is almost reached, toss players that win a tournament will often disappear after a few months such as Seed and duckdeok until a new toss player wins a tournament. Trap and pigbaby will most likely be the next victims but thats too soon to say

Its a flaw in the design of the game. Its not so much about balance and OP units. And many people seem to confuse the word "easy" and the word "OP" using them interchangably

CutTheEnemy
Profile Joined November 2013
Canada373 Posts
Last Edited: 2014-07-09 22:01:00
July 09 2014 21:59 GMT
#18
Thanks a lot for this translation. I'm getting a lot more respect for S.Korea and their esports organizations in particular. They're able to be polite, vocal, innovative and hard working.

Please help spread the idea of Blizzard bringing Rob Pardo to replace Browder. Pardo led the broodwar, frozen throne and wow/BC design teams. Maybe he can deliver us.
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
ilililililililiii
Profile Joined October 2013
United States93 Posts
Last Edited: 2014-07-09 22:19:17
July 09 2014 22:17 GMT
#19
We need to call for a taller skill ceiling in LoTV. -a true interface change in Lotv- More separation for the top pros. This way the top pros wont be eliminated too often from qualifiers, or knocked out too early from lesser opponents.
Circumstance
Profile Blog Joined March 2014
United States11403 Posts
Last Edited: 2014-07-09 22:30:09
July 09 2014 22:29 GMT
#20
Honestly, this notion that there's no skill gap is quite silly. If there wasn't a skill gap at the top level, there wouldn't be the same person in the GSL finals 3 seasons in a row.
The world is better when every background has a chance.
Big J
Profile Joined March 2011
Austria16289 Posts
July 09 2014 22:37 GMT
#21
Meh. Dont agree with these opinions at all.
Everything seems to be a generalization from BW to "every RTS game".
TurboMaN
Profile Joined October 2005
Germany925 Posts
July 09 2014 23:18 GMT
#22
Big thanks for the translation!
Well I've been arguing since the release that SC2 is too "casual" and pro players can't really show all of their mechanical skills.
Why did Blizz do this? Casuals don't play much ladder and have not played it in BW. They play Funmaps.

The best thing about watching BW Pro matches was that you knew how hard it was to play certain strategies (e.g. SK Terran). The player with the better mechanics won like 95% of the time. Nowadays the player with the better mechanics can't have a high winrate because there are so many allins which can be used by less skilled (mechanics) players and they get wins which they don't really deserve.
Noocta
Profile Joined June 2010
France12578 Posts
July 09 2014 23:47 GMT
#23
On July 10 2014 06:59 CutTheEnemy wrote:
Thanks a lot for this translation. I'm getting a lot more respect for S.Korea and their esports organizations in particular. They're able to be polite, vocal, innovative and hard working.

Please help spread the idea of Blizzard bringing Rob Pardo to replace Browder. Pardo led the broodwar, frozen throne and wow/BC design teams. Maybe he can deliver us.


Dude, Pardo left Blizzard a few weeks ago. Like completely
" I'm not gonna fight you. I'm gonna kick your ass ! "
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 10 2014 00:46 GMT
#24
I'm glad the Korean authorities on the subject agree to what I've said the past three years. Good Luck David!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
agsub
Profile Joined May 2012
Singapore368 Posts
July 10 2014 00:52 GMT
#25
Thanks for the translation!
shadymmj
Profile Joined June 2010
1906 Posts
July 10 2014 01:03 GMT
#26
wow, that's a stacked interview list...but will dkim listen?
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Silvana
Profile Blog Joined September 2013
3713 Posts
July 10 2014 01:14 GMT
#27
Thanks for the translation OP

Question... If they manage to raise the mechanical skill ceiling for LotV... won't it be bad for the player's wrists?? I wonder how the hell players took care of their wrists in the BW days if the game was so mechanically intense.
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
July 10 2014 01:49 GMT
#28
I agree with Blizzard wants us to play the game the way they want.
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-07-10 02:10:20
July 10 2014 02:09 GMT
#29
Thank you so much for translate, I hear so many NA pros and EU pros say " it's balanced learn to play for PR for sponsors ect. So nice to hear that the Koreans don't think SC2 has good balance and has stale meta that won't invite new strats because it's an easier game to figure out compared to BW.

Hopefully Blizzard will listen to the Korean scene at least and maybe do something in their next Expac, but I doubt it.
Remember our motto: We ain't got it.
GTR
Profile Blog Joined September 2004
51451 Posts
July 10 2014 02:25 GMT
#30
On July 10 2014 10:14 silvana wrote:
Thanks for the translation OP

Question... If they manage to raise the mechanical skill ceiling for LotV... won't it be bad for the player's wrists?? I wonder how the hell players took care of their wrists in the BW days if the game was so mechanically intense.


the game has nothing to do with wrist management. the only reason why people get fucked up wrists is because they have poor posture and as a consequence have bad wrists.

just look at players like ganzi who had to retire because of poor wrist management. TLO was also going to be a victim but he was fortunate to realise the severity of the issue and has made amends to fix his problems and now he's going strong.
Commentator
Foreverkul
Profile Joined March 2014
United States1649 Posts
Last Edited: 2014-07-10 02:32:49
July 10 2014 02:31 GMT
#31
Basically, this confirms that Blizzard should have trusted their test team and roll out HotS as intended, but they bungled it all up when they pushed a major patch at the start of its release.

Perhaps the solution is to revert BACK to original HotS?

Basically, Blizzard should just throw in a bunch of new units into the pot and see what happens, thats how you create fun is by having variety and discovery.
XiaoJoyce-
Profile Blog Joined December 2009
China2908 Posts
July 10 2014 02:37 GMT
#32
There is so many david kim interview, and video and philosophy.
Then this interview/discussion from current and ex progamer.
I just feel, this interview speak what many people have feel in their heart.
But little more in depth and specific.
But David Kim dicussion is... so different, right?

Yeah , I agree with the hardcounters mentioned and everything is designed so we play BLIZZARD game . . .they game they wan as to play .

I remember Ghost used to destroy ultralisk, right? Then a patch, make ghost snipe so specific that it only good against spellcaster! It can use on other unit too, but it is not cost effective at all . . .

I tink Immortal is another one too . I tink Immortal ability need to be replaced with something more interesting than the current hardcounter. Regardless of dmg, as long as it is greater than 10, it is reduce to 10.

And I realised, there are plenty of air units, such as Phoenix, Oracle, Viking, Banshee. Either able to attack air, or attack ground only. They are not versatile, the reason must be for balance reason so 1 unit can easily hard counter the other by giving obvious weakness. Making them so 1-D unit...Plain . . .

Ah, I missed Goliath . . .Good movespeed, able to attack land & air , Goliath is high tech terran unit of course it have to perform as high tech unit. Great anti air, and good land dps. . . .

Maybe Marine range upgrade is good . . . a research for marine to increase range to 6.. or maybe give mech and air standard range from 6 to 7 . . . anything to make Terran race standout than other race....
Pew! Pew! Chitty Chitty Bang Bang!
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
July 10 2014 02:44 GMT
#33
They need to balance this game in other ways than numbers (although I wish they scrap this current damage system all together).

Removing the unlimited unit selection would be a start.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
July 10 2014 03:04 GMT
#34
Just use that Blizzard magic to polish Starbow a bit and make it the official Starcraft 3.

Hextor
Profile Joined September 2013
16 Posts
Last Edited: 2014-07-10 04:34:43
July 10 2014 04:34 GMT
#35
tldr: D.Kim and Flash talk balance on phone
I can't hear you over the sound of the storm.
Novacute
Profile Joined September 2011
Australia313 Posts
July 10 2014 16:52 GMT
#36
Wow, the majority of Korean players and Kespa coaches seem to agree that Terrans are in need of help. I wonder why it takes so much coverage on Terran's current state to encourage a response from DK?
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
July 10 2014 17:06 GMT
#37
Good read, but discouraging in my opinion. It's clear that the interface is the main issue for these guys. I don't see Blizz reverting the game and making it harder, although i'm in agreement it would make the game more entertaining to watch.
TL+ Member
pmp10
Profile Joined April 2012
3321 Posts
July 10 2014 17:07 GMT
#38
Honestly they gave even less useful advice than foreigner pros.
'Remake the game to be more like BW' is not a option at this point.
Canucklehead
Profile Joined March 2011
Canada5074 Posts
July 10 2014 17:08 GMT
#39
I agree with them that the decision to have everything have a hard counter to each other is too rigid and one of the design flaws of the game. I don't really agree with them that too many patches are bad though. I think the idea that given time some things can be overcome is true to a point, but sometimes things are so op/broken that all the time in the world won't do anything.
Top 10 favourite pros: MKP, MVP, MC, Nestea, DRG, Jaedong, Flash, Life, Creator, Leenock
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 10 2014 18:36 GMT
#40
On July 11 2014 02:08 Canucklehead wrote:
I agree with them that the decision to have everything have a hard counter to each other is too rigid and one of the design flaws of the game. I don't really agree with them that too many patches are bad though. I think the idea that given time some things can be overcome is true to a point, but sometimes things are so op/broken that all the time in the world won't do anything.


A big reason why patches are so prevalent in SC2 is that it is required to keep the game in a non-stale fashion.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
[N3O]r3d33m3r
Profile Blog Joined July 2010
Germany673 Posts
July 10 2014 18:44 GMT
#41
Holy Wow, Themarine really knows his stuff, I agree with everything he says!
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-07-10 18:56:59
July 10 2014 18:55 GMT
#42
On July 11 2014 02:07 pmp10 wrote:
Honestly they gave even less useful advice than foreigner pros.
'Remake the game to be more like BW' is not a option at this point.



did you even watch and read? they gave perfect insight on the issues with sc2 that they been saying for a long time now, they have far more knowledge of this game then the random NA and EU pros by a large margin, and are far more experience and qualified to know what makes a good RTS Esport game. So much nicer hearing from people in the most established Esport place in the world vs biased NA pros or EU pros. Korea knows what they are talking about.

But of course NA typically wants a easy game.
Remember our motto: We ain't got it.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
July 10 2014 18:55 GMT
#43
On July 10 2014 10:03 shadymmj wrote:
wow, that's a stacked interview list...but will dkim listen?

Depend who they want to listen. Majority? Meaning we need patch soon. Minority? Flash and others in this interview that don't want patch?
+ Show Spoiler +
Personaly I couldn't care less I play so little that it doesn't matter (School)
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
ReMinD_
Profile Joined May 2013
Croatia846 Posts
July 10 2014 19:03 GMT
#44
I can't even take SC2 seriously anymore. How come in Dota we have same teams at the top for years, meanwhile every SC2 tournament yields a new 'champion'.
Parting: Well, even I can make better maps than these.
Goofinator
Profile Joined September 2013
England45 Posts
July 10 2014 19:06 GMT
#45
I don't like the idea of making the interface like Brood War. Macro is obviously a skill, but it isn't a skill that is particularly exciting to watch. They need to make it so that players can use their superior speed/mechanics in more interesting ways by making units more microable, having more abilities on units that promote micro on both sides, discouraging deathballs and encouraging multi-pronged harassment.

One other thing that I would like to add is something that kinda annoys me is people say that Protoss have "too many options". In my opinion variety is GOOD in rts games - what needs to be done is to give Terran and Zerg MORE options so they can pull off as many crazy builds as Protoss can. Look at Pigbaby vs Bomber - Pigbaby pulled off a load of different builds , making the finals quite exciting, but would it be awesome if Bomber could do the same thing.

Personally, I think the best way to increase variety is to create more upgrades that give units more abilities that rely on micro but are not essential for units to function. At the moment most upgrades are not really a choice, but something that is essential for units to function. If you gave units more upgrades that didn't help "1a" syndrome but were useful with micro then players could rush to these upgrades to make use of their micro.
Hider
Profile Blog Joined May 2010
Denmark9384 Posts
July 10 2014 19:07 GMT
#46
On July 11 2014 04:03 ReMinD_ wrote:
I can't even take SC2 seriously anymore. How come in Dota we have same teams at the top for years, meanwhile every SC2 tournament yields a new 'champion'.


If you cannot answer that question your self, then I would avice you to comment in a more humble way.
viperattack999
Profile Joined July 2014
Canada32 Posts
Last Edited: 2014-07-10 19:53:41
July 10 2014 19:48 GMT
#47
The pros stated what most of the community has been saying for years. The style of the game needs an update as much as the balance.

Most units have very specific roles that hard counter one set of units but are terrible vs another set. This limits play diversity and choice. There plenty of good units in the game but too many are niche and have limited roles.

By adapting a BW/Starbow approach to damage, more units are available in more situations and the skill gap goes way up. Blizzard seems to involved in developing play styles EG: Terran has a good mid game but weaker late game....

this kind of thinking limits Terrans options for no good reason. Just forces a limiting play style.

EDIT: BW was much harder to play but even as a scrub I enjoyed it much more.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
July 10 2014 20:04 GMT
#48
wow awesome work!
good read and good points brought up
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
July 10 2014 20:19 GMT
#49
Interesting how Flash kept saying "stop crying and get good" the entire time through.
kiss kiss fall in love
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 10 2014 20:21 GMT
#50
I share the sentiment entirely.
Head Coach Park: "They should buff tanks!"
Terranist
Profile Blog Joined March 2009
United States2496 Posts
July 10 2014 20:24 GMT
#51
i think flash is too concerned about his legacy to ever speak candidly about balance. truthfully speaking, waiting for terrans to "figure it out" is not an option because SC2 does not have the longevity of bw and if this precedent continues there will be no more pro scene before long.
The Show of a Lifetime
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2014-07-10 21:20:43
July 10 2014 21:20 GMT
#52
If at matchmaking we could choose between Hots or Starbow...the problem would be solved ^_^
Vasoline73
Profile Blog Joined February 2008
United States7801 Posts
Last Edited: 2014-07-10 23:29:04
July 10 2014 23:26 GMT
#53
Can Blizz please listen to these people? -___-. Of course some will whine (saying this is worse than AM/EU player feedback) but at least the game will be fun to watch...

Edit: TY for translation!
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-07-10 23:30:32
July 10 2014 23:28 GMT
#54
I don't like Starbow much.. It relies on Broodwar.. HotS could be a lot better if all of it's new units had a clear idea/design in the purpose/concept behind (some do, but others don't hence why we don't love it as much as we could)..

However - the real reason I wanted to write on this thread is - I was SO hoping the VOD would have English CC translations of this
Another world, another place, another universe, won the race.. :) ;) :P
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 10 2014 23:35 GMT
#55
On July 11 2014 08:28 VArsovskiSC wrote:
I don't like Starbow much.. It relies on Broodwar.. HotS could be a lot better if all of it's new units had a clear idea/design in the purpose/concept behind (some do, but others don't hence why we don't love it as much as we could)..

However - the real reason I wanted to write on this thread is - I was SO hoping the VOD would have English CC translations of this

https://twitter.com/lilsusie/status/486739657040752641
HaN-
Profile Blog Joined June 2009
France1920 Posts
July 11 2014 00:45 GMT
#56
Makes me really happy seeing a big korean starcraft figure such as TheMarine articulate so well what's wrong with SC2.
And then I get sad cause I have close to no hopes that Blizzard will take that road with LoTV.

THX for the transcript. Can't wait for the subed VOD so that it hopefully get the exposure it deserves among the foreign scene.
Calendaraka Foxhan
Nerski
Profile Blog Joined November 2010
United States1095 Posts
July 11 2014 02:01 GMT
#57
On July 11 2014 05:19 IntoTheheart wrote:
Interesting how Flash kept saying "stop crying and get good" the entire time through.


He's always been like that, I found it humorous anyone thought he'd QQ about balance when it was announced he'd be on this program in this discussion. Any really really good pro gamer always knows the key to victory is get better and not worry about what is not in your control.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
July 11 2014 02:28 GMT
#58
Themarine is awesome
age: 84 | location: california | sex: 잘함
robertpires87
Profile Joined October 2013
Northern Ireland87 Posts
July 11 2014 02:36 GMT
#59
Flash should considered himself more than just another terran. His performance in the total biscuit's sandisk give me the best sc2 experience in my life. The best Terran to watch
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2014 12:25 GMT
#60
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9384 Posts
Last Edited: 2014-07-11 15:03:28
July 11 2014 12:42 GMT
#61
On July 11 2014 21:25 Laertes wrote:
Show nested quote +
On July 11 2014 08:28 VArsovskiSC wrote:
I don't like Starbow much.. It relies on Broodwar.. HotS could be a lot better if all of it's new units had a clear idea/design in the purpose/concept behind (some do, but others don't hence why we don't love it as much as we could)..

However - the real reason I wanted to write on this thread is - I was SO hoping the VOD would have English CC translations of this


This isn't true. Itwhospeaks the lead designer for OneGoal literally gave up saying "this mess of a game is unworkable". They couldn't do anything with it, it just didn't have a solid foundation.


I don't agree with this, and I dislike the idea of putting someone who "failed" to make a succesful mod's as an authority on the design-field.

Instead, let's actually look at some of the ways OG tried to deal with the bigger isues of Starcraft 2, mainly mech, warptech, Collosus and Swarm Hoost (long post incoming, but this is a neccesity in order to get rid of the notion that Sc2 is "fundamentally" unsound).


@ Mech

OG buffed the Siege Tank and nerfed the hellion/hellbat. This is good if you want more turtly gameplay and less harass, Unfortunately, most of us doesn't like that.

@Collosus
It seemed to me that Onegoal thought they could replicate the Reaver by making the Collosus slower and attack slower, but that totally missed the point of why the Reaver worked. The Reaver worked becasue it had synergy with the Warp-prism which added a ton of micro to the unit.
But by making the Collosus slower while maintaing AA vulnerability your litterraly making it less microable and more deathbally. There exists two types of solutions to the Collosus: 1) Either you create a synergy with it and the Warp Prism or 2) you make it a unit which can go out on the map and do some harass for itsef and synergize with the Stalker in that proces.

@Warptech

I believe that this can be a better mechanic if the battle army strenght of the warptech units are nerfed and instead Robo-tech becomoes more accessible. This gives warptech units more of a supplementary/harass oriented role than the Robo-units. Robo units will then be easier "massable", and thus take up a larger portion of the army which will will increase the defenders advantage of the game and make protoss less rely on "gimmicks".

What did Onegoal do? The exact opposite. They buffed warptech units, put Immortal at warptech and slowed down warptech production speed. By slowing down warptech production by X%, and buffing warptech units strenght by X% as well, the strenght of the all in will roughly be the same, however, late-game protoss deathball turtling is a ton stronger.

Why on earth not just make the Robo-tech the core production facility instead? That seems a ton easier and more effective.

@Forcefields

Further, it seemed Onegoal had difficulties in fixing the issue with Forcefields and moved Sentry to Robo and Immortal to Gateway, and had to put in various new spells to compensate for the lack of Forcefield.

My bet is that the gameplay suffers a ton becasue protoss will never be able to move out against someone going Hydra/ling without a reliable strong microable spell (I am not 100% sure of this, but it seems like a very unsound way of attempting to balance the game). Regardless, protoss has to relearn the whole game and I don't think the solution is very intutive.

Here is a much simpler solution: Focus the Sentry around Guardian Shield instead of Forcefields, by making GS reduce damage from meele and ranged attack by 40-50% damage while reducing the radius of Guardna Shield and increasing the movement speed of Sentries. This way, protoss doesn't rely on Forcefields to surive but Guardian Shield which actually rewards countermicro rather than preventing it (as you can focus fire Sentry). A whole new interesting dynamic could have been created there, and is just one example of lots of opportunities that exists in Sc2.
Forcefields can then be nerfed signifciantly or entirely removed and compensated with something else.

@Hydra/Roach


Check out what Onegoal writes:
Part of the issue with the roach is how hard its counters are, and how there is little choice for an alternative to reduce the effects of these counters. Immortals and marauders are readily available on two-base, but the Hydralisk is an ineffective, anti-micro unit in its WoL form.


If anyone didn't know better, then they would have thought Roaches were useless in early/midgame after reading this since the other races have early access to "hardcounters". However, that totally ignores why Immortals, and Maurauders (and tanks) are easily accessible --> Because zerg production is incredibly fast. In this phase of the game, zerg simply has more stuff then their enemies. The only "hardcounter" to Roaches is turtling untill your maxed. In the early/midgame, however, the Roach is incredibly strong.

Then they write:

So, we’ve edited hydralisks to enable micro (their spines launch earlier in the attack animation and the delay between attacks is higher with damage increased to compensate, allowing for kiting and basic stutter-stepping). We’ve reduced their health, given them medium armor class so they are soft countered but not hard countered, and redefine the role of the roach from the stable 1.5 to more specialized unit.

At 1 supply, the Hydralisk offers more degrees of success for both players: instead of having to kill an entire roach before it ceases dealing damage, you can kill or save a much flimsier Hydralisk twice as often, allowing the game state to more equally reflect the player skill.


The part I highlighted here is just nonsense. Does the game reflects skills more when we replace a unit that has lots of health and lows DPS with a unit that has less health and more DPS?
If you wanna have a tier 1 unit at 1 supply that can kite well, why not just give those attributes to the Roach? There is no unique reason for why the Hydralisks is a bitter fit. Rather, this seems to be a huge change to the gameplay that is only likely to result in huge balance problems without actually making the game better in any actual way.

@Swarm Hosts
I would argue that the issue with this unit relative to the Lurker is that it's effective range is too long (Locusts can go like 30 range away from the Swarm Host) while it is too bad at closer distances. That creates the whole dynamic of defensive Swarm Hosts where you just sit back with them and opponent can never attack into them. Further, Swarm Hosts are almost never actually used offensively.
Let's look at what variables Onegoal team tweaked;

Swarm Host
-Total cost reduced to 150/75 from 200/100. (Morphed from Hydralisk)
-Supply reduced to 2 from 3.
-Health reduced to 120 from 160.
-Morph time is 20 Seconds.
-HP reduced to 140 from 160.
-New Upgrade: Potent Broods (Adds an additional Locust to each spawn.)

Locust:
Passive: Accelerating Biomass: Locusts attack (20%) and move (40%) faster on creep.
-Attack damage reduced to 10 from 12.
-Reduced HP to 60 from 75.
-Enduring Locusts upgrade removed.
-Locust attack speed decreased to 1.25.

They made Locusts better off-creep thus making them even worse offensively while even more impossible to ever actually attack into. It seems to me that Onegoal team has a misunderstanding of how the defenders advantage ideally works. Ideally, you have a defenders mechanicsm that doens't prevent battles from occuring, but let's the defender have an advantage during the engagement. Lurkers do that, Reavers do that and Siege Tanks as well.
Lurkers are good even when your close to them. Swarm Hosts, however are designed in such a way that you can never get close to them, but when you do, they are really really bad.

How do you fix the Swarm Host? Here is my approach: You give it a an effective range that outranges Tanks in tank-mode but not Siege Tanks and instead balances the Swarm Host around that range. That bascially measn the Swarm Host can be extremely cost-effective in close engagements. But a tank-player can actually attack into it without critical mass (as long as he sieges up well).

Now, this isn't a criticism of Onegoal's lack of creativity, however it's more a criticism of the lack of attention to rewarding more harass and smaller micro-engagements (and instead disencouraging it in some ways) while not spending the proper amount of time understanding why the more popular units in BW (lurker, reaver) were microintensive and fun to play against compared to their Sc2 counterparts.
But it doesn't help ofc when the leaddesignteamer had a huge bias in favor of units that are good "lore"-wise instead of whether they are fun or not.

And the whole lack of selfcriticism didn't hurt as well. Say what you want about Kabel (Starbow-lead designer), however he was brutally honest about which parts of Starbow he didn't like and was willing to change his beliefs. Itwhospeaks on the other said that the (terrible) showmatch between Harstem and Goswer was really fun. When I told him I thought mech was boring to play TvP becasue you couldn't harass at all, his response was like "Well that's just how it is" and thus implied he wasn't interested in trying to make mech harass-stronger.

Today, it seems he admits that the mod wasn't fun, but when you underway have showed such a high level of bias, it is IMO no wonder Onegoal never succeded (and here I am thinking gamequality wise, not popularitywise).
WombaT
Profile Blog Joined May 2010
Northern Ireland25333 Posts
July 11 2014 12:53 GMT
#62
Much love to whoever transcribed this, wish we saw more of Suzie at events too she has a palpable passion for the game which is great.

I don't know how one does it, but make the other races function more like Terran in terms of mechanical difficulty, especially the micro and you go a way to raising the skill floor quite a bit. Don't read this as a whine at the other races, I'm talking for the fun of watching as a spectator.

Protoss players and Zerg players can micro like gods when they need to, especially in PvP and ZvZ early game. The benefit they get from micro just scales noticeably badly as their armies grow bigger
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2014 13:50 GMT
#63
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9384 Posts
Last Edited: 2014-07-11 16:06:37
July 11 2014 15:07 GMT
#64
On July 11 2014 22:50 Laertes wrote:
@hider

Obviously I can't argue with such a solid post, it's airtight. The one thing I will say is that Itwhospeaks probably didn't enjoy working on OneGoal very much. If you were the lead designer of OneGoal maybe things would have gone differently,
But it seems in hindsight that their heart wasn't in it so maybe you are right. I still don't think hots could ever have worked, it's just not the RTS that people need. It doesn't hit that sweet spot for a lot
Of fans.


To be fair, I used the word "in retrorespect" becasue 1-1½ year ago I couldn't really specificy the design issues of OG/come up with good suggestions, but it just felt boring to play. But that was my first experience with game-design and since then I have learned a lot, and now it's so obvious in so many ways why it never really felt fun.

But again, the reason I made this post was simply becasue I don't like the lack of selfresponsibility. Your mod wasn't fun to play, despite you being willing to make huge changes (like switching Hydras --> Roaches, Immortal at gateway etc.) and yet you still have the courage to blame Blizzard on Sc2 being bad.... That's just such a bad attitude in my opinion and I don't like it being shared on TL. As much as we all think David Kim isn't good enough, he still knows a ton more than the average Starcraft fan.
Kabel on the other hand wasn't shy to admit he wasn't a good enough game-designer and thus took resposnbiliity for Starbow not being fun due to his own lack of skill (though I know a lot of people disagrees with that).

When I digged into the SC2-editor I found countless opportunies in the game and in my opinion there is an extremely good creative foundation from the developers of SC2, but.... a lot of the actual numbers of the stats variables are poorly decided upon. Thus, I feel like an sc2-based mod has a lot more potential than a BW/SBOW mod as the latter tbh feels more restricited in what you can do. Let me give a few examples thereof:

The bio issue in Starbow/BW vs mech in Sc2
Making bio viable in a "fun way" is really complicated in Starbow. Siege tanks and Reavers absolutely hardcounter Marines and the way the current dev-team of Starbow is trying to "fix" this is by giving the Ghost a hardcounter spell against Siege Tanks and Reavers, which IMO isn't gonna create fun gameplay.

In sc2, however, I don't believe that it's actually challenging to make TvP mech fun to play. Just remove hardened shield and compensate Immortal in a different way.
To make it fun = Buff harass by focussing on the Hellbat/hellion harass efifciency vs core protoss units. For TvZ, the matchup will also benefit from stronger Hellion/hellbat harass, and that means tanks can actually be nerfed!!! Yes, the desired way to get rid of turtlemech, and give mech more aggresisve options isn't through imbalanced Tanks, but through decent tanks and "imbalanced" Hellion/hellbats

Swarm Hosts can then be given a more Lurker'ish role instead. Thors + Vikings should be able to deal better with Mutalisks, Raven PDD gets redeisgned/nerfed and suddenly Mech and Zerg can actually have an interesting battle that doesn't rely on lame stuff like Swarm Hosts and PDD's. Can Tanks be 2 supply? Yes, it can, but only if Roaches (and other core protoss/zerg) units gets a supply reduction as well.

It's true you cannot make Tanks viable vs bling/Mutas, but with the new Swarm Hosts, Sc2 can actually replciate the lurker ling vs bio + tank gameplay from BW.

Making harass-based stronger for mech in Sbow TvZ
Another example: Vultures have 4 damages more damage to shield, which makes them capable of taking out Cannons. Further, Mines are good vs Dragoons becasue Dragoons shoots slow. This makes Vulture harass good vs toss. However, vs zerg, offensive Mines sucks vs Hydras and Spines hardcounters Vultures. How on earth do you encourage harassbased mech play without getting rid of the full damage to shield for all terran mech units? That just seems like such a complicated situation. Sc2 on the other hand has rightly decided not to go for full damage against shield, which means it doens't have a fundamental assymetry here.

Zerg early game vulnerability in Starbow/BW
Starbow has tried multiple things, but zerg is really vulnerable in this phase of the game - everything just escalates/snowballs so easily. Then various units needs to be nerfed which makes them useless/bad in the other matchups.
In Sc2, however, no race has this extreme vulnerable early game issue, which IMO gives devs more room for creativity in Sc2 than in Starbow/BW

Mech battle micro

Tbh, each time I play mech in Starbow I just feel like it lacks a ton of battle-micro. The optimal strategy seems to be turtlebased, and then it's just about making good decisions instead of having good unit control/mechanics.

But an Sc2-based mod can solve that if the game was balanced around fast switching back and fourth between the various modes of Vikings, Thors, Hellion/hellbats/Siege Tanks/Widow Mines. And then ofcourse the Medivac is always there to create a lot of synergy for drop-based play or pickup micro.

Protoss early game air harass vs terran

In Starbow, I think every terran just hates playing against a Sentinel opening as it just mean you cannot move out but have to turtle. Sentinel prevents Vultures from harassing and makes dropship play kinda bad. As bad as the deisgn of the Oracle is, a protoss ATG air-unit actually fits into Sc2. Why? Because you can harass with Medivacs + Marines or Widow Mines against an Oracle opening in Sc2.
Starbow terran simply isn't fundamentally set up to make TvP interesting against a Sentinel opening, and there is no easy fix here.

So I simply do not buy the whole SC2 is more unsound than Starbow. I think the contrary is more true. The only advantage Starbow has is the econ. You have some people like Lalush argue that econ is basically everything, but I disagree with that statement. I think it's one of many variables which impacts the gameplay, but even the effect of the econ is actually possible to replicate into an Sc2-based mod (though it's kinda complicated - thus I won't spend time in this post to discuss how that can be done).
jellyjello
Profile Joined March 2011
Korea (South)664 Posts
July 25 2014 02:57 GMT
#65
The last episode was very good. Someone should translate it; it's too good to not share with the rest of you. It's almost a two hour discussion about what went wrong with the SC2 launch in Korea. Various sub topics were discussed to include both internal and external factors. One of the failures was the never-ending comparison of the game with BW, when in fact SC2 is nothing like BW. I also found it very surprising that most Koreans, including casual gamers, casters and progamers alike, found the game to be "too hard" to play, which ended up increasing the negative perception of the game even more.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 25 2014 03:09 GMT
#66
On July 25 2014 11:57 jellyjello wrote:
The last episode was very good. Someone should translate it; it's too good to not share with the rest of you. It's almost a two hour discussion about what went wrong with the SC2 launch in Korea. Various sub topics were discussed to include both internal and external factors. One of the failures was the never-ending comparison of the game with BW, when in fact SC2 is nothing like BW. I also found it very surprising that most Koreans, including casual gamers, casters and progamers alike, found the game to be "too hard" to play, which ended up increasing the negative perception of the game even more.

Do they talk about what they want/expect from LotV in terms of 'external' factors?
jellyjello
Profile Joined March 2011
Korea (South)664 Posts
July 25 2014 03:11 GMT
#67
On July 25 2014 12:09 ZAiNs wrote:
Show nested quote +
On July 25 2014 11:57 jellyjello wrote:
The last episode was very good. Someone should translate it; it's too good to not share with the rest of you. It's almost a two hour discussion about what went wrong with the SC2 launch in Korea. Various sub topics were discussed to include both internal and external factors. One of the failures was the never-ending comparison of the game with BW, when in fact SC2 is nothing like BW. I also found it very surprising that most Koreans, including casual gamers, casters and progamers alike, found the game to be "too hard" to play, which ended up increasing the negative perception of the game even more.

Do they talk about what they want/expect from LotV in terms of 'external' factors?


That will be discussed in the next show.
SDShamshel
Profile Joined September 2010
United States8 Posts
Last Edited: 2014-07-25 03:35:01
July 25 2014 03:26 GMT
#68
On July 12 2014 00:07 Hider wrote:

The bio issue in Starbow/BW vs mech in Sc2
Making bio viable in a "fun way" is really complicated in Starbow. Siege tanks and Reavers absolutely hardcounter Marines and the way the current dev-team of Starbow is trying to "fix" this is by giving the Ghost a hardcounter spell against Siege Tanks and Reavers, which IMO isn't gonna create fun gameplay.

In sc2, however, I don't believe that it's actually challenging to make TvP mech fun to play. Just remove hardened shield and compensate Immortal in a different way.



I'm a Starcraft 2 spectator and not a player, but your post made me wonder if it would make sense for the Immortal's hardened shield to have an "upper limit?"

Currently, the way hardened shield works is that it reduces all high-damage attacks down to 10, but what if hardened shield was set up such that the rules were that its active range was, say, 10-30 damage?

I don't know what exact numbers would work, but this would give units like the Siege Tank and the Ultralisk the ability to attack the Immortal more efficiently without having to create all these weird exceptions like "Siege Tank should do bonus damage to shields!" but potentially still maintaining the role of the Immortal as being able to tank a lot of hits and demolish lower-tier units like the Roach, and it still has the bonus damage to armored which means that it would still fight Ultras and Tanks pretty effectively. Also, depending on where the upper limit is, this could influence the race for upgrades.

SlatMan
Profile Joined December 2013
29 Posts
July 25 2014 03:49 GMT
#69
Does someone have the link to the OGN channel where the English subtitled broadcast will be available at?
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 25 2014 04:31 GMT
#70
On July 25 2014 12:49 SlatMan wrote:
Does someone have the link to the OGN channel where the English subtitled broadcast will be available at?

Probably here

https://www.youtube.com/user/TVOngamenet/videos
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