How would you feel about frequent/monthly balance patches…
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TL.net Bot
TL.net137 Posts
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TelecoM
United States10793 Posts
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bela.mervado
Hungary413 Posts
could work or should i say, would like to see with one, two at most, small changes. i can imagine pairing this with monthly ~5k events. after each event the intern would take a hard unforgiving look at the results, and do some random shit with the aim of changing the balance for the better. i hope the intern can arrange the funding for these events. but first, please, revert this 8 worker bullshit (i think most of the other changes should stay for a while, we do not have anything better to do, we can as well test these ideas). | ||
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Slydie
1990 Posts
Strive to make all matchups (including mirrors) s fair and enjoyable as possible, then let the map pool do the rest. Unfortunately, it seems like the game is quite far away from that goal right now, and might not hit it for at least a year. | ||
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jameswiilliamms00
1 Post
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victorkhalachi
1 Post
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BisuDagger
Bisutopia19369 Posts
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TequilaMockingbird
Germany67 Posts
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Creager
Germany1949 Posts
What I think they should've done with the current situation is making sure to iron out issues with the starting worker change first and foremost by internally checking the change history of the game and which adjustments happened in correlation to the 12 worker start and THEN proceed with more profound "meta shake up" changes. Constant balance patches are just a way to ensure that whatever is left of the pro scene will collapse in the shortest amount of time. Blizzard from the ground up designed SC2 to be an esport, you don't change the environment of any (e)sport that constantly, but they clearly don't really give a flying f**k at this point and don't really seem to have any concept of what to do with this game. | ||
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WombaT
Northern Ireland27217 Posts
I’m always banging on about more varied maps and I think you could rotate at least a few more experimental maps in/out of the pool at that kind of pace But the game is hard enough to play as it is without having to constantly relearn things | ||
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SC-Shield
Bulgaria871 Posts
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ejozl
Denmark3519 Posts
I lost interest in dota as an off-game, I used to know all of the item costs and facts, the same with wc3. This dota-esque patching is a way to keep the nerds engaged, while destroying it for everyone else. Change for change's sake means, you welcome bad changes, just because. So it's a supposed short-term gain, but a long term loss. I hate to see what sc2 will be like in 5 years of this. Dkim used to say, the smallest change with the biggest output. | ||
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Glorfindelio
228 Posts
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Fleetfeet
Canada2796 Posts
On July 21 2026 02:31 ejozl wrote: I was still finding ways to do builds with 12 worker start, thinking on how it differs from 6 worker start, and this was 10 years after the fact. I don't believe in changes, mass shake up is a crutch for games that lack depth, yet we have one of the deepest games out there. I lost interest in dota as an off-game, I used to know all of the item costs and facts, the same with wc3. This dota-esque patching is a way to keep the nerds engaged, while destroying it for everyone else. Change for change's sake means, you welcome bad changes, just because. So it's a supposed short-term gain, but a long term loss. I hate to see what sc2 will be like in 5 years of this. Dkim used to say, the smallest change with the biggest output. I think I agree generally that it doesn't/shouldn't work for SC2 in large part because the game is about refined builds and execution per-map, then strategy per-series. You kind of put that structure in the blender with monthly patches, because how your strategy interacts with other strategies, at least intuitively, would change patch-per-patch. Consider how tight BW TvP Terran holding a bunker against goons is, if you do much of anything to mess with those timings it ripples throughout the whole matchup. Then compare Dota where they do wild shit like invent entirely new mechanics for the game some patches, make the map 20% bigger other patches, decide to just fully obsolete parts of the meta (trilanes and jungles, looking at you) and are fully content to just 100% backtrack on their choices and undo any of them in later patches. I think both the game is better suited for it, AND dota has had 20 years or whatever of us all culturally accepting that Dota is kind of a shit game (its also the best) and Dota patches are made by the chemically enhanced. Fundamentally if a dev was to come and ask me "We're thinking about doing monthly patches to SC2. What do you think about that idea?" I'd respond with "What do you hope to achieve?" and unless the answer to my question is refining balance towards a specific game design and game state, I'd be deeply skeptical. I think "patches to shake things up" is antithetical to the design of 'blizzard RTS', at least in the context of competitive 1v1. I'd tell them to put their design energy into coop commander, as its a better fit for patches to shake things up, and would probably meet a more receptive audience. | ||
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