On July 19 2019 06:27 K5 wrote: Everyone is talking about directly buffing Terran and nerfing Protoss. But no one wonders why the game is in such a bad state from the spectator's point of view currently. The "overpowered" stuff that the whine is all about is just a consequence of a bunch of design flaws that Blizzard is failing to acknowledge. Let's use the medical terms and say the game is sick. What Blizzard is currently doing, is treating its symptoms, while leaving the underlying cause of those symptoms to freely continue spreading plague, while the underlying cause of the symptoms should be dealt with first.
The first and foremost problem (also the one with the longest description here ) was created at the start of LotV, when the starting economy was changed to 12 workers instead of 6. This had massive consequences, since it extremely sped up the early game. The minerals started accumulating faster, which means players could throw down tech/production buildings faster, or use that extra money for more workers. So far so good, we've eliminated the boring downtime in the early game. But here comes the problem: macro mechanics! At the beginning of LotV, macro mechanics were nerfed to compensate for increased starting economy and make people not rely on them so much. Mule trip income was lowered by 20%, larvae generated by injects were lowered by 25% (overall decrease of 14% since hatcheries still produce 3 larvae during the inject cycle) and the chronoboost was changed to be constant, give a smaller boost, and not cost energy. However, at the end of 2017, mothership core was removed because it was bad for the game. To compensate, Blizzard introduced shield batteries, buffed stalker damage (but retained its DPS), and, most important for the point I'm trying to make, buffed chronoboost. As I've said a few sentences ago, with the starting worker count increased to 12, minerals start accumulating faster. Protoss and Zerg can use their macro mechanics to speed up worker production, which obviously results in them being able to spend the excess minerals and also get ahead economically at the same time. Meanwhile, Terran macro mechanic, the mule, doesn't allow Terran to spend money, but it makes Terran mine more instead, to be able to keep up with other races income-wise. That may have worked in the past, as in HotS Zerg droning was limited by the amount of minerals they mined, and the Protoss chronoboost was weaker. Now, the alien races create a bigger worker advantage for themselves, while the nerfed version of the mule is unable to keep up. This creates a large early game advantage for Zerg and Protoss versus Terran, but this is not game breaking. Now, I know most people would be outraged if the mule was buffed, because "herp derp Terran doesn't need workers in the late game". That is why, if this issue was to be looked at (and I by no means think this should definitely be implemented), I would propose to lower the maximum energy on the orbital command. However, this is not the only undesired side effect of the changed starting economy. The second problem, caused by these economy changes, is the change in the timings. This is most notable in the dynamic of PvT. Terran needs the stim upgrade to even be able to move out on the map aside from the opening reaper, because without it, stalkers can just kite marines and marauders for days. In HotS, a Terran opening reaper expand into 2 more barracks would have about a minute long window where his stim was done, blink would still be researching (if Protoss opened with twilight) and the first colossus would just be starting (if Protoss opened with robo). This would force the Protoss to sit back defensively for a bit, allowing Terran to have map control for a short while, getting the first medivacs out, and usually start the 3rd cc in the main base. Once blink/colossus was finished, Protoss could deflect the Terran and take a 3rd base of his own, while continuing to be defensive. In the current state of the game however, the extra income Protoss has early on is invested into a slightly faster natural expansion and faster tech. Combine that with the improved chronoboost, and blink finishes a solid minute before stim. This gives Protoss the initiative on the map, which allows for an extremely greedy 3rd base and double forge plays, without Terran being able to punish the greed. On a side note, the second reason for this is that Terran macro mechanic, mule, is activated only AFTER he starts building additional barracks. What happens next, again, stems from the increased starting economy. Because the resources start accumulating faster, players can spend them to add production buildings and start building more units earlier. However, the vital upgrade times were not lowered to compensate for this, which means, in our TvP example, the Protoss will have a lot more units by the time Terran upgrades like stim finish. Because of that, bio openings are extinct in current state of the game. Again, this isn't a game breaking issue, and I am not advocating for something to be done about that; however, this is one of the factors that makes the LotV so frustrating for Terrans, as the race a) has literally no real aggression options until stim is finished (talking aggression here, not all in, and the opponent has much more units by the time stim finishes compared to HotS), and b) the mule was not only nerfed from HotS, but it also starts its effect much later in the game than for example chronoboost, which is available at the start of the game. This way, Protoss has a huge economical advantage, especially combined with taking the natural expansion faster compared to the HotS builds. Also note that the cc cannot produce SCVs while it is upgrading to an orbital, which means Terran has to skip 2 workers to get to mules, and the Protoss can chronoboost out 3 probes in this time. This are all the consequences of the economy changes at the start of LotV.
The second problem are some specific buffs to both Protoss and Terran that, in my opinion, also contribute a lot to the current state of the game. In november 2016, tanks were changed. They could no longer be picked up by medivacs while in siege mode, got their health increased by 15, lowered the attack speed and increased damage by 5(20 vs armored). In the same patch, the immortal's barrier cooldown was substantially lowered. The warp prism pick up range was introduced much earlier. However, why were these two changes needed? Here comes the second problem: massability of the roaches. At the start of LotV, Terrans could pick up and drop siege tanks when in siege mode. This was extremely unhealthy for the game, but it was the only thing holding back the mass roach ravager attacks in TvZ. The immortal barrier change was effected for the same reason (cannot 100% verify this, as the liquipedia links are broken). Overall, Zerg got heavily nerfed in this patch, and both Terran and Protoss got buffed. However, the massability of roaches and ravagers and the potency of such attacks was untouched, Terran and Protoss just got band-aid fixes to deal with these attacks. However, in long term vision, this patch was not very healthy for the state of the game. Instead of applying band-aid fixes there, Blizzard should have nerfed the potency of mass roach timing attacks, while not reducing the roaches' defensive capabilities. However, their choice of action was easier, because the game was not yet as figured out as it is today, so the changes seemed good at the time. If this issue would to be addressed, my proposal would be: 1) roach cost increased by 25 minerals to make massing them a little harder, 2) ravager supply increased from 3 to 4, morph cost increased by 25 minerals 50 gas (or maybe 75), added massive tag, corrosive bile range (and maybe also damage) decreased a little, bile no longer breaks force fields, health increased from 120 to 175 (theorycrafting here). This would retain roaches defensive capabilities against Protoss all ins, while massing them would be a bit harder. Ravagers would no longer need corrosive bile to break force fields, as they would themselves be massive, albeit more expensive. This could result in a better dynamic, where the Zerg has less ravagers, but has to micro them to break forcefields, which would also make target firing the ravagers more important for the Protoss. Another possibility would be to lower the roach attack range or damage, but I'm afraid this would be too much of a nerf to Zerg's defensive potency against Protoss pushes. Of course, if roaches would be nerfed, the tank damage and health buff should also be reverted, and either the immortal barrier cooldown or the prism pick up range should be nerfed to compensate. Again, this is just my suggestion, which is not perfect, as this issue is extremely complex.
Finally, we've come to the 3rd and the last issue, the lategame units. This has been one of the most agreed on topics in balance discussions, because lategame is seen more and more in LotV, also as a consequence of the economy changes. The problem here is the strength of certain lategame units. What is bad for the game is a) free units in the lategame b) mass air compositions. As is, air compositions are bad for the health of the game. They ignore any terrain, which means they bypass an important tactical aspect of the game, while making it impossible for ground units to deal with certain compositions. For the health of the game, air units should ONLY be used as SUPPORT for the ground forces, not the other way around. It is much more interesting as a spectator to watch for example bio tank viking take on ling bane ultra with a few brood lords, tban it is to watch a PvZ turtlefest of mass spore infestor broodlord. I repeat, every air composition should have a viable counter on the ground. Though it is a pressing issue, Blizzard is acknowledging that something is amiss here so I will not say that this is currently a priority issue. However, I would like to address the strength of proxy tempest rushes. I cannot remember a TvP I've played in the last month or two on cyber forest that the Protoss didn't go cannon rush into proxy tempests. My proposal would be to lower the tempest's anti ground range to 6 and maybe even lower the damage, since their role is to counter massive air units. Their massive range is the reason those rushes are even a thing and it is not healthy for the game.
I agree with most of you analysis of why the game is in the state its in, on the other hand I think that the fundamental things like macro mechanics could be FINE as long as other things are tweeked. Economies of players don't have to have parity as long as the lower econ more defensive race has stronger, more cost efficient units and better tech options to respond to the bigger economy of their opponent. Whats messed up in my opinion right now in tvp is that the lower econ race (terran) also has the worse scaling tech and less efficient army. The only time this is not true is right as their 2 base allin timing hits, this is the only time currently that terrans army is actually appropriately strong for how behind they are in other ways in the game just due to the nature of the match up.
If you look at brood war this dynamic is correct in all match ups, tvp terran has better long term army: mech but worse map control and has to fight to split the map 1:1 with toss. Toss has better map control, can take bases easier but their army scales worse. This makes sense. ZVP, zerg has better economy, takes more bases but their army scales worse often they take 3:1 trades vs gate+templar armies but its fine because they can have the economy to take that kind of hit. TVZ zerg gets more bases but once terran has a scary army.
Right now whats messed up in sc2 is that its backwards in alot of cases: ZVP, zerg gets more economy, more map control, and better late game. TVP protoss gets more economy more map control and better late game. It often times feels like one race is not compensated in a reasonable way in terms of strength for the other things they are behind in and instead is only compensated with 1 strong allin timing that they have to hit to make the matchup winable for them. This can be "ballanced" in the sense that both races can win but it feels extremely unfair and unfun because options are so limited, and the interactions in these match ups are extremely binary, protoss kills zerg with an allin or losses, terran kills protoss with an allin or losses. Its just not a good dynamic. Im ok with races power scaling differently, but it would be good if they tweeked powerscaleing to promote less allins and more mid game interactions. Alot of this can be done by making the race that has less econ and map control scale better so that they have incentive to stay in the game, and also incentive to not allin evrey single game. once you get to this spot than allins should be scaled back to make games less binary.
I would say the only match up were things are not totally out of whack is tvz, terran gets map control and a strong economy because zerg scales harder early on, but the dynamic actualy flips late game in that terran scales even more than zerg but gets less economy but better scaling. This is a very nice dynamic because both players never have to feel like defeat is inevitable in an otherwise even game just due to poor late game balance.
Constant balance tweaks are required because its impossible to determine how advanced the player base will become. Micro tactics that were not possible at point in time "A" become do-able by the best players at time "A + 6 months". As a result, any RTS game with diverse races and players dedicating their lives to improving at the game will require balance tweaks. It does not mean the game is "sick". Brood War is well designed. Brood War still went through 30 months of balance changes.
Included an excellent discussion on the Pylon Show which looks at how many units of the game are not even having a chance to shine, the lack of early game, and the lack of time available for back and forth gameplay due how fast the gameplay is designed in LOTV.
I really hope the balance team takes a good look at this to improve SC2. Timestamp 2:09:44:
On July 19 2019 13:09 Parcelleus wrote: Included an excellent discussion on the Pylon Show which looks at how many units of the game are not even having a chance to shine, the lack of early game, and the lack of time available for back and forth gameplay due how fast the gameplay is designed in LOTV.
this is very true, in lotv harras comes at 4.30min and timing allin push at 6.30, and at 10min zerg is already making 15broodlords, if you arent getting 3rd at 5min, you are going allin.
On July 17 2019 05:57 -KG- wrote: I really don't get it. We had an overweight of P in RO8 in the GSL super tournament but in the bigger picture P hasn't won sh*t of the premier tournaments in both 2018 and 2019. And yet, all Blizz can focus on is rather big nerfs to P and buffs to the other races. There was a game earlier today on Stats' stream that displayed just how overpowered and completely un-engageable mass infestors are right now - how can this not be the main issue in terms of balance right now?
But but ! Qualifiers ! Yeah apparently that's a thing
Now let's see how many video game design expert i can count here...
This is really broken if you ask me. In those standings, there is only 1 Terran (Maru) and 2 Zergs (Dark and Soo). This balance patch can't come fast enough.
13 Protoss 12 Zergs 10 Terrans
This is an outrage ! Clearly people like Armani alive or keen are better than Dear or classic or trap .. oh wait
Yeah, this is totally about Armani and Keen and not about Inno, TY, Rogue, Solar. Nice strawman.
All of the mentioned (except Solar maybe) were in huge slumps that have absolutely NOTHING to do with how the game is balanced...
On July 19 2019 11:14 JimmyJRaynor wrote: Constant balance tweaks are required because its impossible to determine how advanced the player base will become. Micro tactics that were not possible at point in time "A" become do-able by the best players at time "A + 6 months". As a result, any RTS game with diverse races and players dedicating their lives to improving at the game will require balance tweaks. It does not mean the game is "sick". Brood War is well designed. Brood War still went through 30 months of balance changes.
I'd disagree, because you do not promote improvement with constant balance tweaking, you actually inhibit it. Well, this of course depends on the scale of the changes, really minor number tweaks do not fundamentally alter the playing experience, but that simply has not been the case for SC2.
We are slowly beginning to scratch at the 10 years for SC2 and this game still sees pretty substantial changes made to the game balance as well as unit design on a (way too) regular basis and while there of course has been improvement of player skill over the years, this constant tweaking is by no means related to people becoming too good at the game IMO.
What we have been experiencing for the last couple of years is what I call maintenance mode, purely aimed to retain the user base there is and keep them interested (also trying to get veteran players to maybe have another look at the game they got bored of years ago). The balance team has repeatedly stated they'd rather stop patching the game if it was in a really good spot balance-wise, yet we see at least one major overhaul per year.
So, now you could get the impression that they simply can't seem to find the right spot and by trying out all sorts of different things they only create more and more problems on the way they need to inevitably address at a later point, creating this infinite loop of bandaid fixes.
Aside from people who still put in endless hours of gametime the rest of the bunch is forced to re-learn aspects of the game over and over again, which is obviously fun to some, but others could also say it prevents them from actually working on things they want to improve on and artificially setting them back.
What I personally really dislike about this approach is that if you liked the game at a certain state (edit: By that I don't mean exploiting imbalanced stuff like 'Hurrdurr, I loved the BL/Infestor era because ez wins!'), you'll never know how long that's gonna last, the next patch might be right around the corner.
Edit: That shit just gives me WoW flashbacks, where classes essentially just took turns on being OP, so it was more like 'What am I gonna reroll for next season?' instead of reaching a place where you could still be successful regardless of the flavor of the month.
On July 19 2019 11:14 JimmyJRaynor wrote: Constant balance tweaks are required because its impossible to determine how advanced the player base will become. Micro tactics that were not possible at point in time "A" become do-able by the best players at time "A + 6 months". As a result, any RTS game with diverse races and players dedicating their lives to improving at the game will require balance tweaks. It does not mean the game is "sick". Brood War is well designed. Brood War still went through 30 months of balance changes.
I'd disagree, because you do not promote improvement with constant balance tweaking, you actually inhibit it. Well, this of course depends on the scale of the changes, really minor number tweaks do not fundamentally alter the playing experience, but that simply has not been the case for SC2.
We are slowly beginning to scratch at the 10 years for SC2 and this game still sees pretty substantial changes made to the game balance as well as unit design on a (way too) regular basis and while there of course has been improvement of player skill over the years, this constant tweaking is by no means related to people becoming too good at the game IMO.
What we have been experiencing for the last couple of years is what I call maintenance mode, purely aimed to retain the user base there is and keep them interested (also trying to get veteran players to maybe have another look at the game they got bored of years ago). The balance team has repeatedly stated they'd rather stop patching the game if it was in a really good spot balance-wise, yet we see at least one major overhaul per year.
So, now you could get the impression that they simply can't seem to find the right spot and by trying out all sorts of different things they only create more and more problems on the way they need to inevitably address at a later point, creating this infinite loop of bandaid fixes.
Aside from people who still put in endless hours of gametime the rest of the bunch is forced to re-learn aspects of the game over and over again, which is obviously fun to some, but others could also say it prevents them from actually working on things they want to improve on and artificially setting them back.
What I personally really dislike about this approach is that if you liked the game at a certain state (edit: By that I don't mean exploiting imbalanced stuff like 'Hurrdurr, I loved the BL/Infestor era because ez wins!'), you'll never know how long that's gonna last, the next patch might be right around the corner.
Edit: That shit just gives me WoW flashbacks, where classes essentially just took turns on being OP, so it was more like 'What am I gonna reroll for next season?' instead of reaching a place where you could still be successful regardless of the flavor of the month.
Uhm, no.
Blizzard is in full control of maps, balance and basically everything. So it's their responsibility to solve the stuff. What would be solved by community maps in BW is an issue in SC2 because of the ladder and Blizzard control.
On July 19 2019 11:14 JimmyJRaynor wrote: Constant balance tweaks are required because its impossible to determine how advanced the player base will become. Micro tactics that were not possible at point in time "A" become do-able by the best players at time "A + 6 months". As a result, any RTS game with diverse races and players dedicating their lives to improving at the game will require balance tweaks. It does not mean the game is "sick". Brood War is well designed. Brood War still went through 30 months of balance changes.
I'd disagree, because you do not promote improvement with constant balance tweaking, you actually inhibit it. Well, this of course depends on the scale of the changes, really minor number tweaks do not fundamentally alter the playing experience, but that simply has not been the case for SC2.
We are slowly beginning to scratch at the 10 years for SC2 and this game still sees pretty substantial changes made to the game balance as well as unit design on a (way too) regular basis and while there of course has been improvement of player skill over the years, this constant tweaking is by no means related to people becoming too good at the game IMO.
What we have been experiencing for the last couple of years is what I call maintenance mode, purely aimed to retain the user base there is and keep them interested (also trying to get veteran players to maybe have another look at the game they got bored of years ago). The balance team has repeatedly stated they'd rather stop patching the game if it was in a really good spot balance-wise, yet we see at least one major overhaul per year.
So, now you could get the impression that they simply can't seem to find the right spot and by trying out all sorts of different things they only create more and more problems on the way they need to inevitably address at a later point, creating this infinite loop of bandaid fixes.
Aside from people who still put in endless hours of gametime the rest of the bunch is forced to re-learn aspects of the game over and over again, which is obviously fun to some, but others could also say it prevents them from actually working on things they want to improve on and artificially setting them back.
What I personally really dislike about this approach is that if you liked the game at a certain state (edit: By that I don't mean exploiting imbalanced stuff like 'Hurrdurr, I loved the BL/Infestor era because ez wins!'), you'll never know how long that's gonna last, the next patch might be right around the corner.
Edit: That shit just gives me WoW flashbacks, where classes essentially just took turns on being OP, so it was more like 'What am I gonna reroll for next season?' instead of reaching a place where you could still be successful regardless of the flavor of the month.
Uhm, no.
Blizzard is in full control of maps, balance and basically everything. So it's their responsibility to solve the stuff. What would be solved by community maps in BW is an issue in SC2 because of the ladder and Blizzard control.
And in what way does that contradict what I was saying? My point is that constant balance tweaking is not the result of players constantly improving to a point where the current skill ceiling allows them to abuse certain mechanics, which weren't seen as problematic before, but instead the result of creating a vicious circle of needing to fix problems created by attempts to fix problems - OR they just change stuff because change is gud.
Edit: Plus you could say that community maps do find their way into the mappool via TL map contest.
Well at least they're identifying what things are dumb and annoying for the game. Of course they don't want to eradicate them, but at least they're addressing them. Prism pickup range is a complete abomination, and while protoss are relying on it heavily, it's incredibly dumb in a game design perspective. I'd be all for nerfing it to 3 and buffing other things like sentries or reverting immortal cost (much less dangerous without 6 prism range) Another thing I'd like blizz to address is the fact that the reaper is completely useless past early game/early rushes. It's a shame. It's the only unit that has absolutely 0 value past the early game, even roaches and adepts can still be useful for harass or fast reproduction.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
That's how bad TvP is right now, pretty fucking bad.
And still winrate is 50/50. Fantasy should've known tanks suck
I don't think that FanTaSy lost to Dear, because he made one unit over another.
I don't know why you emphasize the names, in season 2 FanTaSy beat both Rogue and Leenock (the only Zerg apart from Dark who could go toe to toe with Maru in a macro game in 2018) and came very close to beating Stats, so I don't take FanTaSy lightly (but yes, Protoss players are much more skilled than Terran players, that's the reason for 7/8 Protoss in Super Tournament ro8 and why Protoss keeps owning Terrans). Jokes aside, even the casters emphasized they didn't know what could or think FanTaSy should or could have done anything better to defend in both games he got roflstomped by Dear. If you don't think there's something fundamentally wrong with the matchup then you're delusional. But to stay on topic, this "balance" patch still does almost nothing to address the real issues, as I've pointed out in my last post and as BeastyQT pointed out on yesterday's Pylon show. It's just another band-aid for the game as Blizzard has done countless times, because that is much easier to do than it is to address the real issues the game has.
On July 19 2019 11:14 JimmyJRaynor wrote: Constant balance tweaks are required because its impossible to determine how advanced the player base will become. Micro tactics that were not possible at point in time "A" become do-able by the best players at time "A + 6 months". As a result, any RTS game with diverse races and players dedicating their lives to improving at the game will require balance tweaks. It does not mean the game is "sick". Brood War is well designed. Brood War still went through 30 months of balance changes.
I'd disagree, because you do not promote improvement with constant balance tweaking, you actually inhibit it. Well, this of course depends on the scale of the changes, really minor number tweaks do not fundamentally alter the playing experience, but that simply has not been the case for SC2.
We are slowly beginning to scratch at the 10 years for SC2 and this game still sees pretty substantial changes made to the game balance as well as unit design on a (way too) regular basis and while there of course has been improvement of player skill over the years, this constant tweaking is by no means related to people becoming too good at the game IMO.
What we have been experiencing for the last couple of years is what I call maintenance mode, purely aimed to retain the user base there is and keep them interested (also trying to get veteran players to maybe have another look at the game they got bored of years ago). The balance team has repeatedly stated they'd rather stop patching the game if it was in a really good spot balance-wise, yet we see at least one major overhaul per year.
So, now you could get the impression that they simply can't seem to find the right spot and by trying out all sorts of different things they only create more and more problems on the way they need to inevitably address at a later point, creating this infinite loop of bandaid fixes.
Aside from people who still put in endless hours of gametime the rest of the bunch is forced to re-learn aspects of the game over and over again, which is obviously fun to some, but others could also say it prevents them from actually working on things they want to improve on and artificially setting them back.
What I personally really dislike about this approach is that if you liked the game at a certain state (edit: By that I don't mean exploiting imbalanced stuff like 'Hurrdurr, I loved the BL/Infestor era because ez wins!'), you'll never know how long that's gonna last, the next patch might be right around the corner.
Edit: That shit just gives me WoW flashbacks, where classes essentially just took turns on being OP, so it was more like 'What am I gonna reroll for next season?' instead of reaching a place where you could still be successful regardless of the flavor of the month.
Uhm, no.
Blizzard is in full control of maps, balance and basically everything. So it's their responsibility to solve the stuff. What would be solved by community maps in BW is an issue in SC2 because of the ladder and Blizzard control.
And in what way does that contradict what I was saying? My point is that constant balance tweaking is not the result of players constantly improving to a point where the current skill ceiling allows them to abuse certain mechanics, which weren't seen as problematic before, but instead the result of creating a vicious circle of needing to fix problems created by attempts to fix problems - OR they just change stuff because change is gud.
Edit: Plus you could say that community maps do find their way into the mappool via TL map contest.
it's not, my point was that they need to change the shit and can't leave it stale because they're directly responsible and NO ONE ELSE CAN. The latter is the big reason. In BW you could have changed things via custom maps. Now you can't. The way the game was designed and is kept alive is in a direct contradiction of keeping it stale. Because you need some change to the game to keep it alive.
While TL map contest is great(usually the maps are fine) it also gave us such gems as TvP Acropolis, where TvP sits at 66 % and ZvP at 56 %. Then it gave us Cyber Forest, TvZ at 45 % and PvT at 60 %. Let's be real, in BO3 you, as a player, have 2 vetoes. In case you're Terran and you face Protoss the P player knows you will veto these two maps or he has an advantage. On the other side of the balance we have King's Cove and Turbo Cruise(PvT @ 44 and 41 %). None of them reaches Acropolis level of balance, but let's call it "balanced". So right now until Blizzard changes something(either balance or map pool) we have a guaranteed BO3 map pool. Sure, some players will plan a crazy builds for these bad maps, but that's usually a one time thing(or they go against the odds)
IS this bad for the game? Well, kinda. A true community map making would be able to remove 2 worst maps and replace them with something more friendlier, so we have only 2 unbalanced maps(1 for each side) which would give us bigger variety in BO3(which is the most seen format as BO5+ is usually played from RO8 forward, which isn't that many games).
Similarly we can say - well, look now, after 7 months players found a way how to play against Protoss. What we don't see that we screwed many players earnings by this period. And even then we can't be sure it's over as there aren't enough games played and as a bonus Blizzard did the splitting which means we have flawed games.
TL map contest is a great thing but we can't just vote a map into a map pool from SC2 itself by popular demand. (which shouldn't be a hard thing to do IMO, vote it into a nomination, give it some review process etc.) And companies can't replace big portion of the maps as players practice on the ladder and Blizzcon points.
The vicious cycle comes from the fact that they never addressed the big issues which are design flaw and just applied a band aid after band aid. To name the big ones 1) Defender advantage vs warp ins 2) weak basic gw units(because #1) means Protoss has to have strong "non basic" GW units or robo/sg units. Which resulted in the deathball 3) You need Queen for early game AA defense, injects(which are crucial part of the Zerg economy), creep spread(because vision & movement speed) and because of transfuses even the defense. This resulted in the omnipotent Queen and everything Zerg is based on the queen. Which is so wrong. (we can go on and on)
Balance wise all of this was fine most of the time of SC2. Design wise it's an issue of the future. Because if you change the queen you just broke the zerg and you need to fix it. if you change the warp ins you will break the Protoss and you need to adjust this. Etc.
The issue is that the game has long time discovered flaws no one addressed and the more we know about the game the more people can abuse some stuff. So eventually all the flaws(even the small ones) which aren't the issue are a potential game breaking moment later. Either with some new map features or simply because people got so good it suddenly is an issue(good thing to show this on could be the WP pick up range as it didn't started as this huge issue, it grew slowly). And this returns us to our mighty overseer Blizzard who are the only people that can change the issues as we cannot
I hope now it's more understandable (considering when I write it I doubt it )
On July 19 2019 01:33 necrosexy wrote: no nydus changes. why?
Like seriously, why has there not been something done about this? The ultra-fast ling flood nydus rushes are incredibly frustrating and not fun. Anything less than a perfect defense against them results in a loss but doing them is trivially easy. They're as coin-flippy as oracle builds or hellbat drops were in HOTS.
Make the faster unload an upgrade so it can be used as they wanted in the lategame, revert the armour on the worm exits so workers can at least kill it if it gets scouted, or make the exit build time longer. Something needs to be done. As is they are incredibly stupid. If you are even a half second late with your response you just lose because 2+ queens pop out and immediately transfuse.
Everyone said the unload speed buff was a bad idea. Even the zerg pros were saying that it was too much. Why did they go through with it?
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
That's how bad TvP is right now, pretty fucking bad.
And still winrate is 50/50. Fantasy should've known tanks suck
I don't think that FanTaSy lost to Dear, because he made one unit over another.
I don't know why you emphasize the names, in season 2 FanTaSy beat both Rogue and Leenock (the only Zerg apart from Dark who could go toe to toe with Maru in a macro game in 2018) and came very close to beating Stats, so I don't take FanTaSy lightly (but yes, Protoss players are much more skilled than Terran players, that's the reason for 7/8 Protoss in Super Tournament ro8 and why Protoss keeps owning Terrans). Jokes aside, even the casters emphasized they didn't know what could or think FanTaSy should or could have done anything better to defend in both games he got roflstomped by Dear. If you don't think there's something fundamentally wrong with the matchup then you're delusional. But to stay on topic, this "balance" patch still does almost nothing to address the real issues, as I've pointed out in my last post and as BeastyQT pointed out on yesterday's Pylon show. It's just another band-aid for the game as Blizzard has done countless times, because that is much easier to do than it is to address the real issues the game has.
If you don't think that Dear is a much better player than FanTaSy, in every matchup, then there's no arguing here. Nice talk.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
That's how bad TvP is right now, pretty fucking bad.
And still winrate is 50/50. Fantasy should've known tanks suck
I don't think that FanTaSy lost to Dear, because he made one unit over another.
I don't know why you emphasize the names, in season 2 FanTaSy beat both Rogue and Leenock (the only Zerg apart from Dark who could go toe to toe with Maru in a macro game in 2018) and came very close to beating Stats, so I don't take FanTaSy lightly (but yes, Protoss players are much more skilled than Terran players, that's the reason for 7/8 Protoss in Super Tournament ro8 and why Protoss keeps owning Terrans). Jokes aside, even the casters emphasized they didn't know what could or think FanTaSy should or could have done anything better to defend in both games he got roflstomped by Dear. If you don't think there's something fundamentally wrong with the matchup then you're delusional. But to stay on topic, this "balance" patch still does almost nothing to address the real issues, as I've pointed out in my last post and as BeastyQT pointed out on yesterday's Pylon show. It's just another band-aid for the game as Blizzard has done countless times, because that is much easier to do than it is to address the real issues the game has.
If you don't think that Dear is a much better player than FanTaSy, in every matchup, then there's no arguing here. Nice talk.
On July 20 2019 01:17 Xamo wrote: Blizzard seriously I don't get it.
Why do Terran and Zerg receive buffs (bug corrections apart) and Protoss mostly nerfs, when *all* top tournaments this year *and* last year where won by Zerg and Terran players?
Nerfing two units that are used in 90% of the games, the warp prism and the zealot, is absolutely overkill, way too extreme for a mid-season patch.
Just ignore the wining and look at the data from top tournaments and top players.
Watch this beautiful clip and it will be all you will need to understand.
That's how bad TvP is right now, pretty fucking bad.
And still winrate is 50/50. Fantasy should've known tanks suck
I don't think that FanTaSy lost to Dear, because he made one unit over another.
I don't know why you emphasize the names, in season 2 FanTaSy beat both Rogue and Leenock (the only Zerg apart from Dark who could go toe to toe with Maru in a macro game in 2018) and came very close to beating Stats, so I don't take FanTaSy lightly (but yes, Protoss players are much more skilled than Terran players, that's the reason for 7/8 Protoss in Super Tournament ro8 and why Protoss keeps owning Terrans). Jokes aside, even the casters emphasized they didn't know what could or think FanTaSy should or could have done anything better to defend in both games he got roflstomped by Dear. If you don't think there's something fundamentally wrong with the matchup then you're delusional. But to stay on topic, this "balance" patch still does almost nothing to address the real issues, as I've pointed out in my last post and as BeastyQT pointed out on yesterday's Pylon show. It's just another band-aid for the game as Blizzard has done countless times, because that is much easier to do than it is to address the real issues the game has.
One clip doesn't convince me there's something "fundamentally" wrong with the matchup. In the first GSL season (on the same patch) there was a game where Maru destroyed Dear and the casters were absolutely clueless on what Dear could've done better but I don't use this as evidence TvP is broken in Terrans favor.