Starcraft 2 Balance Issues

IGN has posted another new StarCraft II: Wings of Liberty interview with

Here's a video of Destiny, an ex-professional StarCraft II streamer who has recently switched to playing League of Legends full-time. He makes really excellent points - I think his decision to switch to LoL was primarily because of. Blizzard’s latest balance patch for StarCraft 2: Heart of the Swarm attempts to address the disparity between Protoss and Terran, which has become one of the biggest issues in the game. I have feedback on the balance of StarCraft 2. We welcome and encourage you to share your ideas through our community forums. While our developers may not reply to your ideas, they watch the forums for constructive feedback, player reactions, and popular topics.

Blizzard Entertainment's Dustin Browder. The lead game designer discussed his team's efforts to balance gameplay, SC II's differences from the original, and the evolving nature of the Zerg tech tree. StarCraft 2 will pick up a few years after the end of Broodwar and will follow the story of the Terrans.
Dustin Browder on… StarCraft II as a whole new game
'We're basically starting over. We get this on the team every now and then, when [someone says] 'the Siege Tank, what was it in SC1?' and the answer is 'who cares'. It doesn't even matter things have changed so much. Even if you take out all the units we've changed, which is huge, even if you focus on the fact that I can select as many units as I want, and they clump nicely together – that changes everything. Do you know what a Psi Storm does to that army? Do you know what it would have done in SC1? Half that, but these guys they all hug together in perfect formation and they go into battle. And one Psi Storm just obliterates them, right, so everything has changed, and the balance problems are exciting and varied…'
Dustin Browder on… making it balanced, but not too balanced
'Rob [Pardo] has advised me on this and he's really quite right… he says 'don't go in too tight'. Don't make it so perfect that you don't want to change anything. Go in with a few things that are like 'Hmm… I don't know, we'll see what they think', because maybe they'll love it and be like 'I thought that was going to be terrible but it was really cool' or maybe they just really really hate it… so be a little bit relaxed on it, let it kind of happen.'
Visit the site listed below for the full Q&A.

Starcraft 2 Balance Issues Ps4

StarCraft II launched last year with an editor designed to allow fans to create their own mods. No surprise there. But at BlizzCon, Blizzard announced plans to release StarCraft II mods of its own. Why? Well, just for fun.

Now, in 2011, we see the fruits of Blizzard's effort in the form of three mods now in beta: Aiur Chef, StarJeweled and Left 2 Die. And with the launch of Blizzard DOTA - a mod that's generating as much excitement as a fully-fledged Blizzard game - not far behind, it's a great time for user-generated PC gaming.

Here, Eurogamer sits down with StarCraft II design director Dustin Browder to find out what Blizzard's trying to do with the release of its mods. Is this a precursor to a marketplace, where gamers can buy and sell their own creations? And what happens next?

Eurogamer: Now these are in beta, what kind of feedback are you getting and how does it differ across the three games?

Dustin Browder: It's surprising how similar it is. Our fans are very loyal and very enthusiastic about our products. They've given us some great balance feedback. They've found a few bugs for us. They've made some great suggestions in terms of things we can do with the core mechanics and design of the games. Some of those things we'll be able to take back. We're working on fixing those up right now for the final release.

Eurogamer: Will you release these free?

Dustin Browder: These will be free. The final release should be within the next few weeks to months. We're fixing a lot of bugs. We're going to put in achievements and then we're going to put them out for everyone to play with and enjoy.

This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.

Eurogamer: DOTA is perhaps the highlight. I know it was always scheduled to launch later than the others. What's the latest?

Starcraft 2 Balance Issues

Starcraft 2 Balance Issues Vs

Dustin Browder: As you can imagine DOTA is a little bit more work for us. We've got a slightly larger group of people working on DOTA. DOTA requires a level of polish and balance that... it's just not there yet.

One of the reasons we did DOTA in the first place was we wanted to work through some of the basic code and UI problems in building a DOTA in StarCraft II. A lot of the systems that existed in Warcraft III just don't exist in StarCraft II. An inventory system, a shop system, these are not natural parts of the game. So we wanted to make this DOTA to fix a lot of these issues, and frankly, we're still fixing.

Starcraft 2 Balance Issues Sheet

Issues

Our inventory system is not great yet. Our shop system is kind of a disaster. We're really trying to clean those up in addition to fixing all those core elements. The balance problems in a DOTA are a lot more exciting than they would be in an Aiur Chef for example, or even in a StarJeweled. Last week we had to ban Zeratul from matches because he was wrecking everything.

We're going to keep working on the balance, but we're also going to keep working on these core systems to try to make those really polished, so we put it out there not only so our DOTA's good, but so that all the DOTAs our fans want to build are also good. They have access to all of those UI elements, those bits and pieces that will make their mods great.

Eurogamer: Do you have a target release window for DOTA?

Dustin Browder: It's going to have to be when it's done. I don't know. If I could tell you that I played the shop system today and it was awesome and Zeratul wasn't being a pain in the butt then I could give you more of a window. But we're still working out some basic stuff.