Citace:
Let's take a look at win percentages on a race-versus-race basis. This is something else we look at to see how matchups are faring over many games. These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios.
Win % in Diamond (accounting for player skill)
49.6% win rate for Protoss when fighting Terran.
52.8% win rate for Protoss when fighting Zerg.
49.6% win rate for Terran when fighting Zerg.
Win % in Platinum (accounting for player skill)
56.3% win rate for Protoss when fighting Terran.
47.3% win rate for Protoss when fighting Zerg.
44.5% win for Terran when fighting Zerg.
Win % in Gold (accounting for player skill)
61.0% win rate for Protoss when fighting Terran.
61.1% win rate for Protoss when fighting Zerg.
49.5% win rate for Terran when fighting Zerg.
Win % in Silver (accounting for player skill)
63.6% win rate for Protoss when fighting Terran.
50.7% win rate for Protoss when fighting Zerg.
51.6% win rate for Terran when fighting Zerg.
Win % in Bronze (accounting for player skill)
59.0% win rate for Protoss when fighting Terran.
55.1% win rate for Protoss when fighting Zerg.
45.4% win rate for Terran when fighting Zerg.
K tomu se snad hodí jen ocitovat:
Entropia píše:
I actually don't understand these statistics. Tournament winners are by far Terran players, it makes me think that in diamond, the top is dominated by terran and the low tiers by protoss. I'm a mid level diamond (~1200 pts) and at my skill level it's balanced, the big protoss lack of early-mid game counter to bio ball is not a tough problem, but I see this being a HUGE problem at the top level, with Protoss player obliged to rush to tier 3 tech to just survive.
I honestly don't understand why you're not fixing marauders.
A pak by mě tedy zajímalo,
co konkrétně a přesně znamená věta "These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios." Co je to teda vlastně za statistiku? Jak a čím je ovlivněna?
No a pak je teda funny, jak z té pseudo-statistiky Blizzardi vyvozují, že PvT je imbalanced ve prospěch Protossa (
) a ZvT ve prospěch Zerga (
), ale obsah patche bude buffování Zerga
(ne že bych si stěžoval) Proč o té statistice teda vůbec mluví?
Edit: Tak ještě jedna citace, pod kterou bych se na 100% podepsal:
Hoob píše:
Biggest problem to balance is still the horrible horrible maps, should be concentrating on them instead.
Anyways, the roach range change is nice, reapers will now never be built except maybe one for scouting but its just such a bad unit overall and the early reaperbuilds were only good because of terrible terrible maps.
No barracks before supply depot is bad since again the reason stated has nothing to do with units or buildtimes or anything other than that the maps are really bad which just begs for rushbuilds.
Zerg buiding hp increase seems to be a direct response to marauderdrops and yet again the change is missing the point by a long shot
If the problem is that stimmed marauders are taking down all buildings too fast maybe you want a small change to the marauder instead of just giving some buildings more hp.
All this nonsense about buildtimes and trying to prevent rushes are solved by making good maps and are not balance issues at all. Make good maps and then start to make subtle and small changes to what actually needs to be fixed
Edit2: Další trefnej příspěvek, z teamliquid.net:
Acritter píše:
FINALLY! Blizzard understands the problem with Terran tech: the unit-specific upgrades aren't staggered between tiers. For Z and P, you have upgrades for early units at later tiers, which ensure that units are usable at all stages of the game while not being overpowered early on. Imagine if you could get Roach speed at T1. Early Roach rushes would be unstoppable as Protoss. Now that they're applying that same logic to Terran, they can make the lategame units balanced without making nigh-unstoppable early timing pushes.
This isn't the end-all to SC2 imbalance, but they're moving in the right direction!