TL Poll: How do you feel about the 5.0.16 PTR balance chan…
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TL.net Bot
TL.net137 Posts
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ejozl
Denmark3531 Posts
eco changes are in the right direction. | ||
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depressed1
53 Posts
This is a very self-serving, selfish patch. I'm sorry. | ||
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axi
3 Posts
Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay. The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing. But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door. SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin. | ||
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Agh
United States1091 Posts
Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes. Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated. Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era) Very disappointed this is the 'phase 1 feeler' patch they came up with | ||
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WombaT
Northern Ireland27253 Posts
On May 30 2026 19:25 Agh wrote: Should just implement everything stormgate had going for it. (Mainly referring to control group binds. Eg. Being able to set up customizable selection/be able to omit things from it. )... But might as well go further and do the whole command card automation. Hell do the right click and drag spread/arc thing too. Think it's wild that you can't remove an overseer/observer/medivac/etc from all army selection in 2026. Also make the rapid fire keybind setup a default option for the game. Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes. Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated. Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era) Very disappointed this is the 'phase 1 feeler' patch they came up with Implementing the UI tweaks Stormgate and other modern RTS games have made is a no-brainer for me, presuming it’s non-trivial to do Lemme customise unit priority dagbabbit! | ||
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baldgye
United Kingdom1109 Posts
- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit - but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style... The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there... | ||
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Creager
Germany1958 Posts
On May 30 2026 16:45 ejozl wrote: balance and qol changes mostly suck. eco changes are in the right direction. Second this. I particularily dislike the dumbing-down of the game disguised as QoL. Further and further accommodating F2-using players without drawbacks is just bad. | ||
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jimminy_kriket
Canada5539 Posts
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SC-Shield
Bulgaria873 Posts
On May 30 2026 20:54 baldgye wrote: I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but - macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit - but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style... The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there... I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely. | ||
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baldgye
United Kingdom1109 Posts
On May 31 2026 05:46 SC-Shield wrote: I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely. Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins. Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready | ||
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TelecoM
United States10819 Posts
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bycrazingby
21 Posts
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BronzeKnee
United States5225 Posts
On May 30 2026 17:41 depressed1 wrote: And we are going to watch +1 or +2 additional minutes of nothing at the game. No, because I am going to scout you, and then all-in. The game will be all action from there. | ||
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Arghmyliver
United States1079 Posts
+ Show Spoiler + | ||
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Whiztard
United States241 Posts
Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok. For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc? Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders. | ||
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WombaT
Northern Ireland27253 Posts
On June 07 2026 13:45 Whiztard wrote: They change Protoss so much more than any other race. Super major changes: Mothership Core, Pylon Overcharge, Mothership Core removal, Nexus Overcharge, Shield Battery, then Warpgate. Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok. For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc? Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders. It’s almost like Toss has some pretty fundamental issues which need held together by sticking plasters and a prayer | ||
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Maksim2010
47 Posts
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Harris1st
Germany7358 Posts
On May 31 2026 16:45 baldgye wrote: Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins. Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready Since we 3,8k plebs have some floating minerals anyway, it will always be better to just build 2+ more gates (that wouldn't be affordable with good macro) and then go from there with warpins. | ||
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Trick_Worldliness_21
1 Post
On May 30 2026 18:21 axi wrote: Blizzard looked at a skyscraper teetering on collapse and decided to blow up the foundation. This isn’t a “balance patch”—it’s a catastrophic demolition of SC2’s core DNA. The 5.0.16 PTR doesn’t iterate; it obliterates. Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay. The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing. But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door. SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin. why does it feel like you had ChatGPT write this for you | ||
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Moonerz
United States467 Posts
If I believed this new direction could be fleshed out and given the care it needs then maybe but we all know that's not the case. | ||
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ProTech
United States491 Posts
Far as the ECO changes are concerned, literally is what the game needs. LOTV eco changes were by far the worst thing they could have ever done to the game, so I'm happier than a pig in shit to see the game go back to the ceiling in terms of skill. | ||
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BaiZhuZhu
19 Posts
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BaiZhuZhu
19 Posts
On May 30 2026 19:48 WombaT wrote: Implementing the UI tweaks Stormgate and other modern RTS games have made is a no-brainer for me, presuming it’s non-trivial to do Lemme customise unit priority dagbabbit! HAHA THE OLD FANS OF SC2 WILL NEVER ALLOW ANY CHANGES LIKE THAT | ||
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Cygnus
United States853 Posts
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Sorusaba
310 Posts
On May 30 2026 18:21 axi wrote: Blizzard looked at a skyscraper teetering on collapse and decided to blow up the foundation. This isn’t a “balance patch”—it’s a catastrophic demolition of SC2’s core DNA. The 5.0.16 PTR doesn’t iterate; it obliterates. Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay. The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing. But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door. SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin. Why are you subjecting humans to read your generated text? It's just a forum post. Why not write it yourself? :´) | ||
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ETisME
12828 Posts
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WombaT
Northern Ireland27253 Posts
On June 09 2026 12:42 BaiZhuZhu wrote: HAHA THE OLD FANS OF SC2 WILL NEVER ALLOW ANY CHANGES LIKE THAT They’re not BW players haha. Folks weren’t exactly massively enthusiastic about Stormgate, but least from my perusing of the subreddit/knowing a lot of SC2 players IRL, at least some of the QoL improvements were actually pretty popular and people would be OK if they were ported to SC2 Other games like BAR do cool shit too, although some I dunno if they’d mesh well. Also some people may be against changes, but ultimately come to like them. I myself was against displaying worker counts on minerals etc in SC2 and thought it ‘dumbed down’ the game in terms of visually gauging and boxing workers etc. But nah it was actually a pretty bloody good change, especially as Legacy made things so much faster | ||
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Durnuu
13325 Posts
The creative players are all gone, and they're not coming back. | ||
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ProTech
United States491 Posts
On June 09 2026 12:41 BaiZhuZhu wrote: total crap lol. slowing down an already boring early game, WHY?!?! because you very likely started your starcraft adventures as an LoTV player. No one, and I do mean no one who has played starcraft since 1998 will agree that a 12 worker start is somehow good for the game. It removes strategic diversity and creates what we have today: an extremely stale meta that no matter how you change the balance and unit interactions it will be the same 3 builds that you rotate through, and it makes the game predictable virtually at all phases of the game. There is a reason the player base tanked from the millions to ~250K upon release, and then took the better part of 2 years for a resurgence to happen which frankly only happened because of F2P ( another disaster for SC2 ) and Covid, so the game company got the absolute wrong understanding of what was really happening with the player numbers. The only thing that has kept this game alive to this day, is CO-OP which the AI suggests to have between 500K~1.5m players. | ||
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ProTech
United States491 Posts
On June 10 2026 20:45 Durnuu wrote: I like the changes, but honestly ? It's too late. The only players left are the ones that like the current state of LotV. The creative players are all gone, and they're not coming back. I agree on some level that the ship has sailed, simply due to how the gaming environment as a whole has devolved. Video gaming isn't really about a high skill ceiling anymore, its more about being able to easily create content and create game popularity through this type of networking. In todays environment, SC2 doesn't really have the qualities to captivate the type of " gamer " players on average have devolved into. RTS in general is just a niche that's being filled for old school gamers. which you can very clearly see by looking at viewership metrics, virtually all games that take " skill " do not have what you would consider a " reasonable " player count/viewership count. | ||
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NinjaDuckBob
186 Posts
In an ideal world, I'd love to see a Protoss that isn't reliant on Warp Gate, Forcefield, Adept Shade, and Recall to compete. | ||
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TelecoM
United States10819 Posts
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ProTech
United States491 Posts
On June 11 2026 14:03 TelecoM wrote: I love it, please make it go live already. While we're all used to changes going live mid-season, I sincerely doubt we're going to see the patch go live until next season start. The changes are so radical I don't think anyone with working brain cells would implement these kinds of changes mid season. | ||
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Robert White
5 Posts
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JimmyJRaynor
Canada17737 Posts
On June 11 2026 05:52 NinjaDuckBob wrote: In an ideal world, I'd love to see a Protoss that isn't reliant on Warp Gate, Forcefield, Adept Shade, and Recall to compete. I remember the good old days in 2003 when 4 zealots clumped together scared my marines behind any cover they could find. They should make the Zealot and Stalker more durable if they are removing instant mobility gimmicks. | ||
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Necr0KAM
5 Posts
at least: Scourge Goliath and Arbiter; 1 per race. TY | ||
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ProTech
United States491 Posts
On June 11 2026 22:39 Robert White wrote: PTR balance changes are always interesting because they can feel very different once players start testing them in real games. I’d like to see how the changes affect each matchup over a few weeks before judging them too strongly. One gigantic misconception that goes around in SC2 communities in general is that the theory side of StarCraft somehow translates into the practical side of StarCraft. I've said it many times, but I'll say it again: You are not going to have any sort of understanding about the game after 100 games, and 30 hours. The reason for this is because while YOU may have more more experience than most players, players on average have ZERO understanding of what they are doing. This is why you need thousands, upon thousands of games under your belt before you try and convince anyone who's even remotely decent at starcraft that you know what you're talking about. This is a massive mistake that developers have made in the past 11 years with LOTV, they spend too much time rushing things rather than getting an accurate reading of whats going on in the gam, thus resulting in the garbage we have in lotv. | ||
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WombaT
Northern Ireland27253 Posts
On June 12 2026 04:07 ProTech wrote: One gigantic misconception that goes around in SC2 communities in general is that the theory side of StarCraft somehow translates into the practical side of StarCraft. I've said it many times, but I'll say it again: You are not going to have any sort of understanding about the game after 100 games, and 30 hours. The reason for this is because while YOU may have more more experience than most players, players on average have ZERO understanding of what they are doing. This is why you need thousands, upon thousands of games under your belt before you try and convince anyone who's even remotely decent at starcraft that you know what you're talking about. This is a massive mistake that developers have made in the past 11 years with LOTV, they spend too much time rushing things rather than getting an accurate reading of whats going on in the gam, thus resulting in the garbage we have in lotv. What about, I dunno, fun? Do people need thousands of hours to assess that too? | ||
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ProTech
United States491 Posts
On June 12 2026 04:18 WombaT wrote: What about, I dunno, fun? Do people need thousands of hours to assess that too? From a casual player perspective, at least whats reflected in the player base numbers over LoTVs life span, its pretty clear that the casual base didn't like the 12 worker start. Its pretty easy to discern this from the MASSIVE player drop from HoTS --> LoTV. In theory, a slowed down game should cater to lower tiers of play, at least that's how it was from 1998 - 2015 Due to covid/F2P i think the blizaard got the very wrong idea with what was happening with that player spike up to 500K accounts. | ||
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JimmyJRaynor
Canada17737 Posts
On June 12 2026 05:01 ProTech wrote: In theory, a slowed down game should cater to lower tiers of play, at least that's how it was from 1998 - 2015 my sister-in-law loves the lore and the campaign. At best, she was a Gold level player in 1v1s. She preferred the slowed down game. She quit playing 1v1 after the LOTV expansion. She continued to play 2v2s with me in the WoL mode until Blizzard merged the different ladders 2v2s into 1. i prefer the C&C "fast and fluid" feel that develops out of LotV's higher worker count. However, if they slow down the economy with this patch i'll give it a shot | ||
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ProTech
United States491 Posts
On June 12 2026 05:58 JimmyJRaynor wrote: my sister-in-law loves the lore and the campaign. At best, she was a Gold level player in 1v1s. She preferred the slowed down game. She quit playing 1v1 after the LOTV expansion. She continued to play 2v2s with me in the WoL mode until Blizzard merged the different ladders 2v2s into 1. i prefer the C&C "fast and fluid" feel that develops out of LotV's higher worker count. However, if they slow down the economy with this patch i'll give it a shot Right, and I think that gamers in RTS on average share a similar perspective. AOE franchise is doing extraordinarily well and I think a very large portion of that player base are Starcraft gamers that simply made the switch NOT because they think SC is bad, but because the way that LoTV is designed is extremely bad for a casual experience. And what Blizzard got wrong for a very VERY long time is trying to cater more to the e-sports scene rather than catering to actual players, which is what resulted in its overall demise. | ||
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Drahkn
199 Posts
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TelecoM
United States10819 Posts
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ProTech
United States491 Posts
On June 14 2026 18:46 Drahkn wrote: SC2 balance has never truly been addressed, they have played wack a mole since release and to scared of major redesign and did easy quick fixes throughout its lifespan. Only a true redesign and major changes like adding or removing units will put this game where it should be. Needs a new vision The main reason why this has been so difficult is because of the eco changes IMO. High eco start is absolutely TERRIBLE for any RTS, and most of the games on the market do not have this type of non-sense. | ||
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WombaT
Northern Ireland27253 Posts
On June 14 2026 18:46 Drahkn wrote: SC2 balance has never truly been addressed, they have played wack a mole since release and to scared of major redesign and did easy quick fixes throughout its lifespan. Only a true redesign and major changes like adding or removing units will put this game where it should be. Needs a new vision It is quite a bloody well-balanced game with genuine factional assymetry, and has been for years. I do agree there’s been some scope for more radical design changes for quite some time, 100% on board there, but I think one can also neglect the former somewhat. | ||
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ProTech
United States491 Posts
On June 15 2026 07:59 WombaT wrote: It is quite a bloody well-balanced game with genuine factional assymetry, and has been for years. I do agree there’s been some scope for more radical design changes for quite some time, 100% on board there, but I think one can also neglect the former somewhat. and yes I agree broadly speaking, that the balance in terms of unit interactions are pretty good at the moment. it's just the economy that has made the game pretty unfun for the better part of a decade. however, things like free siege mode, and free injecting will probably have to be patched, as these are macro mechanics designed for the influx in eco. | ||
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Slydie
1998 Posts
On June 15 2026 09:21 ProTech wrote: and yes I agree broadly speaking, that the balance in terms of unit interactions are pretty good at the moment. it's just the economy that has made the game pretty unfun for the better part of a decade. however, things like free siege mode, and free injecting will probably have to be patched, as these are macro mechanics designed for the influx in eco. Remember the LotV design choices did not come from nothing! I can vividly remember how WoL and HotS e-sport matches started with casters struggling to fill the time when the players made nothing but buildings and workers. Also, kids nowdays want to get right into the action, even the LotV speedrun eco feels slow by today's standards; kids want to be bombed with impressions and earn millions right off the bat, did anyone play "Steel a Brainrot"? Siege mode and injects won't ever be patched, as you would have to redesign the entire game. Starbow and another MOD were moderately successful some point, feel free to make another one! | ||
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Balnazza
Germany1337 Posts
On June 15 2026 09:21 ProTech wrote: it's just the economy that has made the game pretty unfun for the better part of a decade. I think I asked you this before and I don't remember getting an answer, so I will try again: Why exactly are you playing a game for a decade that has been "pretty unfun"? | ||
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JimmyJRaynor
Canada17737 Posts
If some guy who is technically 10% worse than me defeats me.. meh. who cares. Flip that around and again... who cares. Fun > Balance On June 15 2026 15:29 Slydie wrote: Remember the LotV design choices did not come from nothing! I can vividly remember how WoL and HotS e-sport matches started with casters struggling to fill the time when the players made nothing but buildings and workers. Also, kids nowdays want to get right into the action, even the LotV speedrun eco feels slow by today's standards; kids want to be bombed with impressions and earn millions right off the bat, did anyone play "Steel a Brainrot"? Siege mode and injects won't ever be patched, as you would have to redesign the entire game. Starbow and another MOD were moderately successful some point, feel free to make another one! i prefer the first 3 minutes of any Red Alert 3 or C&C 3 game over Starcraft Brood War. SC:BW is one of the best games ever made, however, the first 90 seconds are boring. Blizzard tried to make the very start of an SC2 game fun. Both Browder and Morten came from C&C so its no big surprise they were amenable to a faster start. David Kim was a CoH guy I think and that game starts faster as well. Hell look at Battle Aces.. that'll tell you how important a fast start is to a game in the eyes of David Kim. I'm not surprised guys like Browder, Kim, and Morten opted for a faster start. It is fascinating how our generation tolerates those first few minutes of boredom and yet hte Boomers and Gen-Zers will have none of it. They want instant action the second they touch the controls. Hell, the boomers and Gen-Zers don't want to put up with load times... never mind matchfinding times and update patches. | ||
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ejozl
Denmark3531 Posts
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ProTech
United States491 Posts
On June 15 2026 19:46 Balnazza wrote: I think I asked you this before and I don't remember getting an answer, so I will try again: Why exactly are you playing a game for a decade that has been "pretty unfun"? starcraft is starcraft, I enjoy piloting the races, and what I play specifically is not balanced at all. figuring out ways to make imbalance work is what I find fun. this however does not change the fact that LOTV is the absolute worst iteration of starcraft we've ever seen since 1998, and i firmly believe its because of the escalated economy. | ||
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ProTech
United States491 Posts
On June 15 2026 15:29 Slydie wrote: Remember the LotV design choices did not come from nothing! I can vividly remember how WoL and HotS e-sport matches started with casters struggling to fill the time when the players made nothing but buildings and workers. Also, kids nowdays want to get right into the action, even the LotV speedrun eco feels slow by today's standards; kids want to be bombed with impressions and earn millions right off the bat, did anyone play "Steel a Brainrot"? Siege mode and injects won't ever be patched, as you would have to redesign the entire game. Starbow and another MOD were moderately successful some point, feel free to make another one! its defintely rumored that that was the main reason for the echo changes which is bat-shit crazy tbh. i dont know how things will evolve and change as time goes on but i do speculate things like i mentioned will have to get patched. | ||
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Turbovolver
Australia2435 Posts
On June 15 2026 15:29 Slydie wrote: Remember the LotV design choices did not come from nothing! I can vividly remember how WoL and HotS e-sport matches started with casters struggling to fill the time when the players made nothing but buildings and workers. I would say that's a caster issue, more than anything. And hell, ever tried watching something like pro LoL or DotA? Especially in the former, there are huge chunks of downtime even well into the game! Also, kids nowdays want to get right into the action, even the LotV speedrun eco feels slow by today's standards; kids want to be bombed with impressions and earn millions right off the bat, did anyone play "Steel a Brainrot"? As someone who has kids and has played a bit of one or two "Steal a X" games (there are many varieties, all essentially clones), they are a completely different genre and a completely useless comparison here. It's also not as much a generation-specific thing as you suggest. Idle/clicker/simulator games that are all about rapidly increasing numbers and chasing the next bit of dopamine from an upgrade are marketed to all ages in the mobile sphere. You got kids playing Steal a Brainrot and you got parents playing Eatventure, both are ticking the same primordial brain boxes. That doesn't necessarily invalidate your overall point about attention spans, but I think it's overstated. Siege mode and injects won't ever be patched, as you would have to redesign the entire game. Starbow and another MOD were moderately successful some point, feel free to make another one! I agree with this though, we have powerful editors that allow us the ability to borrow well-made engines to do our thing. I never properly figured out SC2's, but it was always my dream to make my own newly-balanced races in WC3, and if WC3 Reforged hadn't been such a terrible failure I would've bought it and gone back and made another attempt :D -------------------- The thing few people seem to talk about in these discussions is gamefeel, what the player brings to the experience. Building up a base is innately fun when you have to work to do it. Everyone always talks like something going a bit slowly is "bad design" and "not respecting the player's time" and yet there are millions of people hitting a few numbers on their keyboard in a set rhythm they could do in their sleep (or don't need to do close to perfectly) to kill the latest trash mob in their MMO of choice. There are millions of people playing gacha games where the base "gameplay" only barely strings together the next chance to acquire waifu/husbando. If the player has a goal, they are happy to do things to work towards that goal, even if they are repetitive or slow or simple. The first minutes of a low-econ-start Starcraft game are like that. When you're on a tl.net and we're all discussing the toppest tier gameplay of the pros that we strive to be or live vicariously through, this gets lost. Pros who can execute the first two minutes essentially perfect every time (or invent new hyper-optimised gameplay like mineral boosting) might find it tedious, but you don't have pro players in a well-funded scene without a broadly fun game, and those casuals need that "building up" feeling. "no rush 20" might be lol here, but it's real. A good RTS game should have a bit of Sim City feel in it. No, not 심시티, the feeling of creating a base. The funny thing is, BW has a higher skill ceiling, and yet it also appeals better to noobs because those players have simple things they can do to feel productive. You get in a SC2 game with the modern eco and all your workers go mine for you, you have less time before a rush is potentially coming for you, and while yes you will still be building up a base, now it's all so streamlined that the only skill you can demonstrate in building up your base is knowing precise build orders to not get left behind. Which is the least fun part of playing an RTS casually and mostly consists of Google. You are also even more encouraged to do unintuitive-for-noobs things like instantly expand. No I'm not like, super anti-automine or MBS or whatever. I just think a lot of "game design" talk misses how gameplay feels, misses the idea of push and pull, etc. I don't think the macro mechanics were ever quite as "tactile" for noobs to serve as a replacement for the improved worker AI and automation that came with the SC2 engine. Or, to put it slightly differently, awful tank controls added something to the horror of Resident Evil and manually telling your workers what to do adds something to the "base building" feeling of an RTS that makes them satisfying to a broader group of people than just the hyper competitive micro/macro gods. And going to a jumpstarted economy takes even more of this away. Are we really arguing that saving viewers a few minutes where commentators have to come up with something interesting to say (like, I dunno, building up narratives about the game being played?) is worth stripping out one of the big things that made these games so broadly appealing in the past? I don't think you even have an esports scene if you don't grab the beginners who can aspire to the pros. If we want the RTS genre to be jumpstarted, you know, mainstream again, I actually think something that recaptures the base building feeling and draws people in with a good campaign is the blueprint. The perfect version of a Battle Aces* game might be the best way to draw in the already RTSpilled crowd, but I don't think it's the approach to try to unite n00bs and gosus in loving a game, the way we could back in the Brood War days. * I have not played Battle Aces so I might be talking out my ass here especially. And if my thinking really all is just driven by nostalgia, then maybe the genre truly is not coming off of life support after all =( | ||
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WombaT
Northern Ireland27253 Posts
With that comes optimisation and an almost inevitable decline in variability I see this in other genres too, but I think it’s particularly impactful in RTS because a chief appeal is meant to be in outhinking and out scheming your opponents | ||
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JimmyJRaynor
Canada17737 Posts
On June 16 2026 10:48 Turbovolver wrote: That doesn't necessarily invalidate your overall point about attention spans, but I think it's overstated. Also, the child brain naturally has a shorter attention span. It is a standard part of brain development. Ritalin use has gone way up since 1980 and I think that's bad. | ||
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mathphyswithvic
18 Posts
add 1 unit / race, or add 3 units (e.g. 1 at barracks 1 at factory 1 at starport). there are enough units in campaign to get inspiration from. game needs a complete shake up to make it not feel scripted when watching. also would give the new blood a chance against those 16 yo grinding mechanical dinosaurs that dominate the scene. | ||
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ProTech
United States491 Posts
On June 17 2026 04:52 mathphyswithvic wrote: in my honest opinion, we should have gone even further. start with 6 workers, and either: add 1 unit / race, or add 3 units (e.g. 1 at barracks 1 at factory 1 at starport). there are enough units in campaign to get inspiration from. game needs a complete shake up to make it not feel scripted when watching. also would give the new blood a chance against those 16 yo grinding mechanical dinosaurs that dominate the scene. Yeah i don't really understand the logic behind 8 workers, doesn't really make sense. My guess is some random attempt to see what it's like. 4 --> 6 --> 12 --> 8 but who knows. | ||
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mathphyswithvic
18 Posts
On June 15 2026 07:59 WombaT wrote: It is quite a bloody well-balanced game with genuine factional assymetry, and has been for years. I do agree there’s been some scope for more radical design changes for quite some time, 100% on board there, but I think one can also neglect the former somewhat. So regarding balance, I quite disagree. People have the false impression that if winrate is ~50% it is a balanced game (yay mathematics, nay logic). MMR system is designed in this way, so in no way having 50% winrate across the board implies it is a balanced game. Let us do a gedankenexperiment (thought experiment), albeit exagerated: Imagine this: every time you get over 50% winrate vs Terran, you face Maru, and quite suddenly the MMR SYSTEM humbles your over 50% winrate by making you lose (well what you expect vs Maru?), and return back to 50%. While this experiment is purely imaginary, the idea stands. Unless you are top top or bottom bottom you will hover around 50% win rate and this is where majority of ladder hovers. Moreover, it is not indicative of game balance, at all. edit1: p.s. in my opinion, the only metric that truly shows balance, is tournament wins. | ||
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ProTech
United States491 Posts
On June 17 2026 14:00 mathphyswithvic wrote: So regarding balance, I quite disagree. People have the false impression that if winrate is ~50% it is a balanced game (yay mathematics, nay logic). MMR system is designed in this way, so in no way having 50% winrate across the board implies it is a balanced game. Let us do a gedankenexperiment (thought experiment), albeit exagerated: Imagine this: every time you get over 50% winrate vs Terran, you face Maru, and quite suddenly the MMR SYSTEM humbles your over 50% winrate by making you lose (well what you expect vs Maru?), and return back to 50%. While this experiment is purely imaginary, the idea stands. Unless you are top top or bottom bottom you will hover around 50% win rate and this is where majority of ladder hovers. Moreover, it is not indicative of game balance, at all. edit1: p.s. in my opinion, the only metric that truly shows balance, is tournament wins. no casual player base, no pro scene. it's a pretty bad idea to try and balance the game around the pro scene. while I do agree that tournament metrics are pretty much the only indication of balance, if you want the game to succeed you better be making it fun for the casual player base, not the top .0000001% playerbase. | ||
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RvB
Netherlands6312 Posts
On June 12 2026 06:11 ProTech wrote: Right, and I think that gamers in RTS on average share a similar perspective. AOE franchise is doing extraordinarily well and I think a very large portion of that player base are Starcraft gamers that simply made the switch NOT because they think SC is bad, but because the way that LoTV is designed is extremely bad for a casual experience. And what Blizzard got wrong for a very VERY long time is trying to cater more to the e-sports scene rather than catering to actual players, which is what resulted in its overall demise. AoE multiplayer is not good at all for the casual experience. The games last way too long. The typical rts fan is relatively old. I don't have time to play 30-40 minute games. Additionally there are like 50 civs you have to learn. I've been following Hera's streamer invitational somewhat. One the primary problems they encounter is that they'll match a civ with a unique unit and have no idea what it does. | ||
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mathphyswithvic
18 Posts
On June 17 2026 17:09 ProTech wrote: no casual player base, no pro scene. it's a pretty bad idea to try and balance the game around the pro scene. while I do agree that tournament metrics are pretty much the only indication of balance, if you want the game to succeed you better be making it fun for the casual player base, not the top .0000001% playerbase. note: I did not mention how to balance it. I just said the only metric that shows the true balance is the pro scene. (but this is up for debate) Again, two different things. p.s. contrary to what people who don't understand how mmr works, claiming game is balanced. | ||
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TheMax
1 Post
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