Design and balance on StarCraft II has been a combined effort among everyone on the design team and our community for quite a while now. We believe that the ongoing communication and collaboration between the design team, pro players, and community will keep SC2 the best it’s ever been as a competitive game.
I’ve reached a point in my career where I’ve decided to branch out to a different project, to explore, learn, and grow as a game designer. This other project will be right here at Blizzard, so I hope working on this next game will be as awesome as my experience working on SC2 and with the community. The rest of the SC2 balance team will continue to make updates, and communication with the community will not be interrupted.
I want to say thank you to everyone that loves StarCraft. I’ve spent much of my life dedicated to StarCraft like many of you have, and I feel especially connected to our SC2 community as we’ve grown together while making StarCraft II the best and most skill-based esport in the world. It has been such an incredible honor working with you and I will miss seeing how the pure passion flows out of so many people in constructive ways, and having design discussions as a game developer with such a dedicated, intelligent community of gamers was so extraordinary. I will always be grateful for this amazing experience that most game designers around the world just don’t get to experience at such a deep level.
Thank you so much everyone and I will continue playing and watching StarCraft II as a fan of the game!"
We have to thank you Dayvie and wish you all the best with the new project!
He did what he could with what he was given: a game engine and AI fundamentally flawed for multiplayer RTS.
SC2 like to whine their balance, but I guess the balance was ok. Proper balance is done through maps and through the community, as was shown by Kespa.
In the end, SC2 had to mature too fast, had too many gimmicky and broken gameplay elements, and the game engine not suitable for the type of gameplay it was meant to support.
Not to mention the pushback he must have faced at every point, especially at the beginning, from people coming from a completely different gaming mindset.