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Korea Weekly - June 4th - Code S: All Mirror - Page 3

Forum Index > SC2 General
41 CommentsPost a Reply
Prev 1 2 3 All
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
Last Edited: 2017-06-06 16:15:51
June 06 2017 16:15 GMT
#41
On June 07 2017 01:00 Olli wrote:
Show nested quote +
On June 07 2017 00:52 neptunusfisk wrote:
On June 06 2017 11:21 pvsnp wrote:
I have absolutely no idea why people keep insisting that the current professional skill level has dropped enormously and that previous skill level was far higher, or the exact opposite. There's a complete absence of any quantitative, objective scale or score to justify this.

Anyone can claim anything based on "i think so therefore it must be right." Both sides don't have any evidence to stand on.


Isn't it fair to think that when the money/sponsors recede a bit, then the overall determination of all players drop a little bit, making the ladder a bit less crowded? Players will of course try their best anyway, but if less people try their best, and if their practice partners play worse players, and so on, then the level might drop a bit mechanically.

On the other hand, strategically (which is the important part for SC2 anyway), the cleverest players will probably benefit from not having too many ruthless coaches or whatnot, to give them more "artistic freedom".


Innovation of the metagame and new builds came from within team houses and preparation, though. There's a ton of examples for it (Startale's charge/templar PvT probably the most famous one). A lot of the time it wasn't headline players who figured out the game, but B-teamers and practice partners. Those are all gone now.

It's very telling that nowadays it's not Koreans who figure out the game, it's foreigners. Artistic freedom can only be more limited now because you HAVE to perform if you have no salary. There's no room to experiment around.


Well sometimes the best ideas come in the shower, by which I mean that now when the players have time to go to pubs and meme around on stream, they are more likely to have innovative ideas than when they were forced to play a certain style 10 hours a day. Nothing beats having a strategist team and a sports psychologist to help you prepare though.
maru G5L pls
DieuCure
Profile Joined January 2017
France3713 Posts
Last Edited: 2017-06-06 17:00:37
June 06 2017 16:45 GMT
#42
On June 07 2017 01:00 Olli wrote:
Show nested quote +
On June 07 2017 00:52 neptunusfisk wrote:
On June 06 2017 11:21 pvsnp wrote:
I have absolutely no idea why people keep insisting that the current professional skill level has dropped enormously and that previous skill level was far higher, or the exact opposite. There's a complete absence of any quantitative, objective scale or score to justify this.

Anyone can claim anything based on "i think so therefore it must be right." Both sides don't have any evidence to stand on.


Isn't it fair to think that when the money/sponsors recede a bit, then the overall determination of all players drop a little bit, making the ladder a bit less crowded? Players will of course try their best anyway, but if less people try their best, and if their practice partners play worse players, and so on, then the level might drop a bit mechanically.

On the other hand, strategically (which is the important part for SC2 anyway), the cleverest players will probably benefit from not having too many ruthless coaches or whatnot, to give them more "artistic freedom".


Innovation of the metagame and new builds came from within team houses and preparation, though. There's a ton of examples for it (Startale's charge/templar PvT probably the most famous one). A lot of the time it wasn't headline players who figured out the game, but B-teamers and practice partners. Those are all gone now.

It's very telling that nowadays it's not Koreans who figure out the game, it's foreigners. Artistic freedom can only be more limited now because you HAVE to perform if you have no salary. There's no room to experiment around.


I dont know, they did 2-1-1 from avril to september

+ 12 drones = less openers, cool builds come from TY in general ( for terrans )

Even if SKT tried some mech builds

+ The loss of tankivac has cut a lot
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