Background:
It seems that while I've been slowly putting together these videos over the last week or so, several threads have cropped up expressing a similar concerns have cropped up
A fundamental issue about forcefield -Morrow
And there were a whole bunch of Fungal threads, but this the one that pushed me to get a move on organizing my thoughts and planning this next one out:
Fixing Forcefield, Fungal Growth and Vortex -kcdc
Also from the latest Browder video, it seems that that they are leaning towards making Fungal a projectile. I think that could probably help. There may be a variety of solutions to the problem. However, I think many of these complaints speak to a far broader problem that underlies the spell system of SC2.
A major underlying problem is that the spells are simply too prevalent in SC2 game-play. Spell casters that can limit the movement on the other side are playing too great a role in SC2's battles.
Before spells were icing on the cake. We had the foundation of a much slower economy (no maxing on a few bases at 12 minutes), units that weren't a-move by design and strong defender's advantage that led to very positional game. And the spells were the icing. The moments of spectacle that stood out from the strong foundations. However, now spells are having to do the heavy lifting to make the game interesting due to an extremely fast maxing and remaxing economy/ macro mechanics and minimized defender's advantage, and sluggish unit handling.
Our cake is made mostly of icing and while icing is good, it's a bit much.
Pretty tasty, but we might just get sick of it.
The domination of these sorts of spells on SC2 game play is due in large part by how easy it is to cast off a whole bunch at once. Think about any spell that is a problem. From Fungals to Force fields, what if there was a way to have a whole lot less of them? Would they be so much of a problem then?
It is time to take another look at Smart Casting. Similar to my Overkill blog, I'd like to make the case that Smart Casting is not truly smart or at the very least that it is a design choice with different implications rather than it simply being the 'smarter' option.
There are many consequences intended and unintended by adding Smart Casting. I will look at three major areas.
1) Spells that do damage
2) Spells that restrict movement
3) View-ability/ Spectating.
I do have Cliff Notes spoiler underneath. There are a couple additional points that I didn't address in my videos. These I'll indicate with red.
A Plead/Caution
Please hold off on the "fighting against the game/interface" argument. Just temporarily put it aside and read the OP and if it still applies, then I guess have at it.
The reason why I want you to hold off is because spell-casters are already a conscious choice to make the game more difficult. We don't have to have spell-casters at all in an RTS. Adding spell-casters intentionally adds a unit that does NOT have have an automated attack and REQUIRES you to manually cast or it will be in-effective. We are adding difficulty to the game on purpose simply by designing spell-casters.
If you want to talk about fighting against the interface, start there. Because the question is not whether we are making the game difficult with Smart casting or not, but to what extent? And then what is the consequences on the game-play of adding so-called Smart casting vs not having it?
What is Smart-Casting?
Smart-casting disallows simultaneous casting. In BW, if you have a group of casters selected, you hit cast a spell, all will fire off their spells. If they are grouped together, the spells will go off in the same area. If they are selected when spread, the spells will go off spread out. (Magic Box casting.) If some spell casters are further behind, the spells may be staggerd. More on this in my videos.
SC2, if you have a group of casters, you cast only one will go off no matter what. You must click the ground repeatedly to get them to cast. Thus hold 'f' and spam click to get a wall of Force-Fields.
1) Damage Casters and Smart-casting.
Part 1
Summary Spoilered + Show Spoiler +
Opening Comparison:
-Nukes- If AoE damage is more easily available, the damage will necessarily be decreased per shot/spell.
Smart-casting- by design spells are more easily available. Therefore, damage is nerfed to individual spells. (See original beta EMP and Storm nerfs.) We don't keep the same spell and it's now smarter. The spell itself must be changed (nerfed) in order to be 'smart.'
Four Implications/ Consequences:
1) Smart-casting, not necessarily easier (or not easy enough for that casual player).
a) We've simply raised the bar for how many storms must be cast in order to get a similar swing in the battle. The spell has been diluted from a few powerful spells to many weaker spells due to smart-casting. The casting requirement has actually gone up to get equivalent game changing damage. It might be somewhat easier, but probably not for the sort of player that couldn't be bothered to get off one or two storms in BW.
b) Also some incentive lost to learn how to cast spells because individually the damage spells don't feel powerful. Learning how to storm faster is addicting in BW because they're so powerful.
2) Diminished Decision Making
-Change from high impact damage, concentrated in limited areas to spells evenly distributed on the screen/ army.
-Fewer spells cast overall, need to make the few count.
-Uneven unit movement (BW) creates targets. Uniform unit movement (SC2) where you place the spell on the army doesn't matter so much. Just place lots of them.
3) Diminished Harassment Potential
-Storm drops/ harassment requires highly concentrated spells in specific locations. With smart-casting, the spell is balanced around the spell easily saturating the entire screen.
-Therefore, storm drops don't work as well as in BW. (This is one of the harass units/ non-deathball units that Blizzard is searching for and it's right under their noses.)
-Yes there is some players that harass, but it's not as prevalent.
-Possibly further issues on how easily warp-prisms can be sniped. Not entirely sure, but smart-casting is a major cause I would argue.
Part 2
Summary Spoilered + Show Spoiler +
4) Mundane Spell-casting
-Anything in LR should be taken with a grain of salt, but as a whole people are far less in awe of spells and can be even derisive of caster hype over good spell casting. People know about the spam clicking.
-Smart-casting spell difficulty is a fairly linear increase.
-Without spell-casting, the difficulty is exponential. The excitement is comparably exponential because many, many spells casted is a rare, special event.
-Spells also retain their damage and are therefore all the more exciting.
Final Thoughts
-4 Story House Analogy
- Wire-frame casting, Clone casting, and Magic Box casting.
-Smart-casting is actually slower than Magic Box casting which is simultaneous casting. (aka it is a feature that actually gets in the way of the better players.) I suppose the closest you can get is shift-click casting, but it's still sequential casting.
Spells on Defence
-I actually am starting to think that non-smart-casting allows damage spells to be better for defence. It is far better on defence to have a couple AoE damage spells that immediately knocks out a cluster of the raiders rather than equally damaging the entire raiding force, but killing nothing outright.
It is the same reason why target firing is so effective and why you want to pull back damaged units. Damaging 10 units equally that continue firing is less strong than killing two units completely so there is only 8 firing back. Damaged units do as much units as full health damage, so it is better to kill a few than damage all, but kill none. Smart-casting units are balanced around how easy it is to get off all the spells in a hurry so the individual spell damage is less and it is harder to kill units outright.
Without smart-casting, I'm starting to think, spell-casters would actually operate better outside of the deathball and be able to hold their own behind defensive positions in outlying expansions.
2) Spells that Restrict Unit Movement
Summary Spoilered + Show Spoiler +
-Unit Design- microbility is limited. (See this blog A-Move By Design if you're unsure what I mean. I now have a tldr version.) In short. The issue is burst damage and how quickly a unit can transition from attacking and moving.
-Therefore, to make units interesting, spells and abilities are added to even greater numbers of units.
-Spells/Abilities in Question: Fungal, Forcefield, Graviton Beam, Time Warp, Concussive Shell, and Vortex (although Vortex is unique.)
-BW has same sorts of spells, but they do not dominate the game-play near as much because it's harder to use.
-Smart casting creates a compositional imbalance for these sorts of spells where they have too great an impact on the game-play
- Who Controls Your Army? These spells are primarily about you controlling your opponent's units rather than you control your own units better while I control my units better. The more dominant these sorts of spells are in game-play, the more frustrating the game becomes. Too much control of your units goes to your opponent.
-Spell Domination is the Problem The spells themselves may not be bad, but smart-casting makes it too dominant regardless of whether the game has balanced with this in mind. I mean, I guess SC2 could turn into just a game of Casters preventing each others armies from moving. But I feel this would ultimately be dissatisfying.
Concussive Shell
I never really talked about the marauder, but a passive slow ability is no good in my opinion. It directly impacts the other players ability to micro without gaining any appreciable micro by the Terran. Yes it's easier to stutter step that way, but a far superior method is to play with burst damage, and the delay between attacking and moving again. This allows the Terran unit to micro better, but allows their opponent to continue micro-ing. Passive slow abilities diminishes micro in one of the worst possible way. Think about it this way- stalker vs marine micro in the early game. How can the Terran counter? Just upgrade a spell and buy your way past the micro war and you can now trap retreating stalkers with a slow. Not much additional micro required.
3) Smart-casting and Spectating
I used annotations to clarify a couple points.
Summary Spoilered + Show Spoiler +
I briefly mentioned WoW and MOBA games in the problem of clutter. Here it is expanded.
WoW example:
Blizzcon 2011 Tourney
There's a lot of spells going down, but it's difficult to discern the individual parts of the battle beyond that there are a lot of spells.
League of Legends example
Specifically Team Fights. I say this as someone who plays League of Legends, but Team Fights are very cluttered due to the number of spells and abilities going down. When I first started, I'd actually lose track of where my character was. Maybe for that reason I, to this day, prefer ranged units that stay on the periphery of the battle. You can tell that spells are going down, but if you sit down and are a casual or have never played, Team Fights are going to look extremely confusing. 30:40 is another Team Fight
In both cases, you can learn what's going on. But it's not as easy to just pick up watching due to the amount of stuff going on. It's just a bit overwhelming.
-Spells are good, but add extra information. Therefore diminishing returns for every extra spells we add.
-We could probably add 10 attack-retreat type micro for every 1 spell simply in regards to clarity.
-Important for spectating- that spells are obvious what they do, rather than have weird buffs and debuffs. (Devourers and Consume.)
-The number of spells in BW is deceptive as many were not used frequently. This is actually a good thing for view-ability/ clarity. (I used BW spells as non-examples!!!)
-Adding more spells to make things more interesting, combined with smart-casting leads to a very cluttered viewing experience.
-Spells that look very similar- Protoss Bubbles (The Disco race according to ) -FF, Graviton, Time Warp, Guardian Shield.
-FF, Corruption, and Blinding Cloud- all green spells. Corruption in particular is VERY hard to see. And Corruption spell is very difficult to tell what it does differently from other spells just by watching the screen and having no prior knowledge. Fungal and Storm require no prior knowledge to tell what the spell does.
Storm Comparison
I forgot to compare these in my video.
A further thing that adds to the clutter is simply the opaqueness of Psionic Storm. Old as Beta critique. But you simply cannot tell what is underneath. It's a minor issue, but it does contribute to the clutter given how many can be thrown down in a hurry.
Side note on Vortex - I mentioned Vortex is a different category and it really is.
+ Show Spoiler +
The mothership' problem is not smart-casting. Its problem is it is TOO rare and TOO powerful. This is nothing new as it goes back to the old 'hero unit' complaint. It's bad not due to balance. It's bad because it swings the battle too much one way or the other depending on whether Vortex goes off for the Protoss or whether Neural uses it against the Protoss. Although admittedly, Zerg no longer even needs to counter Neural Vortex the Protoss. But the alternative is almost worse- the game grinding to halt as try to adjust and re-adjust to exactly the right position.
It has become a linchpin unit and its use or misuse swings the battle too far in any direction. This doesn't create an exciting situation because it actually promotes caution and passivity. The players know the power and how fast the battle can swing due to Vortex. Therefore, the engagement is delayed and they reposition. And delay again and reposition. And so on, and so on. You don't want to make a gutsy move with the mother ship. It's slow and there is only one of it and it takes a long time to rebuild and it's expensive. You want to sit there on top of your one army and play it safe and engage only when you have everything just right.
Similarly, as Zerg, you don't want to make a gutsy move. The Vortex could swallow up half your army (or 2-3 Broodlords that Zerg is better at spreading) and have a bunch of Archons thrown into the toilet. So they sit there behind Broodlord-Infestor cautiously poking around, adjusting and re-adjusting their line. The game comes to a grinding halt with a big stand-off.
It's not ballsy unit and it doesn't promote ballsy play. It's a slow unit that promotes passivity. Hero units have no place and Starcraft and should be stricken out or cut apart and divided into multiple ships with with limited power. I'm glad to see Browder wants to nerf it to oblivion, because this unit needs to disappear and fast.
It has become a linchpin unit and its use or misuse swings the battle too far in any direction. This doesn't create an exciting situation because it actually promotes caution and passivity. The players know the power and how fast the battle can swing due to Vortex. Therefore, the engagement is delayed and they reposition. And delay again and reposition. And so on, and so on. You don't want to make a gutsy move with the mother ship. It's slow and there is only one of it and it takes a long time to rebuild and it's expensive. You want to sit there on top of your one army and play it safe and engage only when you have everything just right.
Similarly, as Zerg, you don't want to make a gutsy move. The Vortex could swallow up half your army (or 2-3 Broodlords that Zerg is better at spreading) and have a bunch of Archons thrown into the toilet. So they sit there behind Broodlord-Infestor cautiously poking around, adjusting and re-adjusting their line. The game comes to a grinding halt with a big stand-off.
It's not ballsy unit and it doesn't promote ballsy play. It's a slow unit that promotes passivity. Hero units have no place and Starcraft and should be stricken out or cut apart and divided into multiple ships with with limited power. I'm glad to see Browder wants to nerf it to oblivion, because this unit needs to disappear and fast.
Conclusion:
There are many threads that have recently appeared that critique the dominant role that Fungals and FF's are having on the game-play This critique has little to do with balance and more to do with spell-casters playing too large a role in the battles. They need to be toned down somehow so that they units go back to being a support unit that is unique and not core army composition.
There may be several solutions to this problem.
However, I believe getting rid of smart-cast would go a long way to solving this issue. Smart-casting was added with good intentions: too make spell-casting easier. However, the intended and unintended consequences are such that I don't think it is actually 'smart.'
Adding spell-casters to a game is by design, intentional difficulty. There are good reasons to keep spell-casting difficult and rare(r).
1) Smart-casting dilutes damage spells.
i) It spreads out the damage on the assumption that more will be cast. This doesn't necessarily make it all that easy for that casual player we are concerned about. It's easier to cast more, but we also moved the bar so they must cast more. We dropped the damage so the individual spell is less satisfying.
ii) Individual spell placement is less important as they are more spread over a wider area.
iii) This impacts damage casters as harass units because harassment requires rapid damage in concentrated areas. Not spread out over the screen.
iv) And we turn spell casting into a mundane affair rather than a spectacular event.
2) Smart-casting makes locking down armies far to easy.
i) This type of spell/ ability is not bad on its own, but smart-casting allows the spell a too dominant position.
ii) It becomes more about controlling your enemy's units rather than you controlling your own units better. (Better attack-retreat micro would alleviate this need for so many spells.)
iii) The greater role these sorts of spells have on the game-play, the more frustrating the game becomes to play. Otherwise it becomes a game of Casters preventing each others armies from moving.
3) Smart-casting (and adding more and more spells) means that it is much more likely that the screen becomes far too cluttered with many different spells.
-I would argue this is one of the reasons that WoW arenas and MOBA team battles are not as good a viewing experience.
-SC2 is pushing into this zone with the number of spells and the frequency they are used.
-Certain spells are not very obvious what they do and are therefore not good for spectating.
-Making similar looking spells is also not ideal.