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Reasons for downfall of SC2 in Korea and Solution - Page 12

Forum Index > SC2 General
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sertas
Profile Joined April 2012
Sweden890 Posts
October 09 2016 22:33 GMT
#221
People mentioning the share of broodway in pc bangs. I dont know about people but i never play broodwar but i love watching it. Its a very good viewing experience even for non players. That should count for something other than just actual playing the game popularity.
Swoopae
Profile Joined January 2015
Australia339 Posts
October 10 2016 10:22 GMT
#222
I think each subsequent expansion has made the gameplay worse in spots it shouldn't have - as a few users touched on, lazy defensive stuff like nexus cannon and now with pylons; Protoss's warp gate mechanic meaning all in or turtle; tanks and thors being poorly designed units in some ways making bio > mech after WOL, even hellbats are inferior to hellions from a 'make the game interesting' standpoint. For Zerg, adding new stuff to basically make mutas useless except in select situations - they're meant to be a harass unit that if not properly defended against can do game ending damage, but they're not simply too easy to counter for every race that they're not worth the cost. There were a bunch of issues in WOL, BL/Inf at the end was overpowered, but at times when ghosts/blue flame were the meta the devs reacted by nerfing to basically making both units worthless.

I don't know what the solution is, but I do know the most fun I ever had watching the pro scene was the WOL to early HOTS days and I just don't enjoy the mechanics of LOTV as a player and i've stopped playing entirely. Yes, nobody wants to see swarmhost 2 hour games but the swarmhost was just a flawed unit in the first place as well. I actually think WOL was a better game than LOTV in a lot of ways and obviously each expansion should make the game better, not worse both for players and viewers.
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