Talking Balance with David Kim

Talking Balance with David Kim

Overall

Based on our internal data, tournament results, as well as the feedback we receive from pro-players and the community at large we believe that the balance between the StarCraft II races is in a good place. Still, we’re going keep a close eye on things to make sure that gameplay remains fun and balanced even as we prepare for the exciting changes that will come with Heart of the Swarm and beyond. In today’s report, we’re going to look at some recent shifts that might merit further investigation, where we are in terms of balance over all, as well as how things look in the pro scene.

We’re currently looking into a couple of potential issues. Zerg has recently shifted from making a very strong showing in tournaments, to having slightly weaker representation only at the highest levels of professional play. We’re also continuing to see a slight advantage for terran in terms of opening flexibility and scouting denial. In response, we’re considering offering zerg better scouting options in the early game.

I think that it’s worth pointing out that these are actually relatively minor concerns in the face of the statistics we’re seeing. Assuming nothing drastic changes in the meta game that would shift the win rates further out of balance, there’s a strong likelihood that it won’t be necessary to make balance changes until Heart of the Swarm arrives. Still, if a significant issue arises that is beyond the reach of metagame changes to resolve, then we will react as quickly as possible to make the adjustments necessary to restore balance.

Adjusted ratings

Here’s the latest global adjusted ratings data for all regions:

All leagues

North America

Europe

Korea

PvT

54%

56%

50%

PvZ

54%

53%

50%

TvZ

50%

50%

52%

Please note that the way we do this calculation factors out player skill. These numbers are also constantly in flux. For the purposes of interpreting this chart, a 45-55% win rate suggests that there is no sign of imbalance. Also, because these numbers change from week to week and day to day, it’s not uncommon for a race that shows a 54% win rate this week to show 46% next week. Overall, we have been seeing win rates in the 45-55% range in every matchup and in every region for a while now.

We do have a new method of calculating player skill more precisely. The different races tend to be slightly stronger or weaker at different league levels , and since most players only ever play one race all the time, racial strength was an influence on their hidden rating. For example, if terran is slightly weaker at the gold level, the player would have a lower hidden rating than if he were to play a different race at that level. When using this method of calculation, we are seeing good balance at the highest levels of the ladder - race balance is good enough at those levels to have a negligible influence on player performance.

We’re checking all of these numbers on a frequent basis in order to react quickly if something big happens.

Tournaments

My earlier comments about zerg notwithstanding, overall, we are seeing good win ratios and stats from tournaments.

One interesting thing to note is that there still is a skill gap even at the pro level. This is what we’re seeing:

  1. Protoss has good representation in terms of the number of protoss tournament qualifiers at the general professional level, but has the lowest representation at the very highest professional level.
  2. Zerg has the lowest representation at the general pro level, but has been showing the best highest level tournament standing until very recently.
  3. Terran has good representation over all.

We are concerned that protoss players seem to be having a slower start compared to zerg or terran players. For quite some time after StarCraft II was released, especially at the highest levels of professional play, protoss players were primarily only focusing on 1 base or 2 base warp gate all-ins. It was only after we toned down these builds that protoss players really started exploring their various tech options in the same way that the other two races have been doing for a long time.

Terran representation remains strong even after recent nerfs. We think that the adjustments we’ve made over time have kept pace well with meta game shifts, and that overall terran is in a good place.

Again, we’re closely watching every major tournament, and working with various tournament organizations around the world in order to keep close tabs on both specific games and overall tournament data.

Maps

In our current map pool, we’re seeing that not every map we’ve added to our pool is balanced for every matchup.  For example, our data shows a 70% PvT win ratio on Cloud Kingdom, a 62% win ratio in PvZ on Korhal Compound, and a 37% win ratio on Metalopolis for TvZ. It’s worth noting that these represent the heaviest imbalances in the maps on our ladder, but that this also isn’t necessarily a problem.

Our current stance on this is we believe slight imbalances in maps actually make the game more interesting, as long as the imbalances aren’t too great. Various new meta games and strategies develop depending on the map, and it’s interesting to see the game play out in different ways as players exploit their own strengths and weaknesses from map to map. We believe a lot of the fun comes from this as well. On top of that, we have our veto system on the ladder and tournaments have their own player map veto systems that also deal with this issue.

That said, if a map pushes the limit too much and a matchup becomes significantly imbalanced, we will definitely take steps to adjust the map pool accordingly.

Community Feedback

The pro player and caster feedback regarding which races are overpowered or underpowered is very evenly distributed among the three races, which is a very good sign.

The feedback from you all in the player community has been very interesting too.  A lot of the feedback we used to see on the forums was often related to perceived imbalances in units or strategies at the pro level. These days, it seems that we’re seeing more conversations that focus on what’s happening at the league level directly - which we think could be related to a more visibly balanced pro scene. That’s good for us because, while we like seeing very solid results at the pro level, we are also always working towards a balanced experience across all skill levels. We will continue to pay close attention to both high level players and discussions within the community in order to continue pursuing this goal.

At this moment, it feels like we’re in a good spot when we look at the current state of the game from various angles. However, we are always on the look-out for new issues that could arise, checking our data, and gathering new feedback on a regular basis, and we’ll make adjustments to the game as needed.

Thank you for your continued support and valuable feedback!

 

Tags: david kim
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Comments (23)

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CannonLord #925
CannonLord
5/28/2012
Seeker missile is good but costs too much energy, and only one per raven, and ravens are bad. They cost loads of gas and need lots of upgrades .I say they should reduce cost of seeker missile to 100 and then make upgrades cheaper and fast/prebuilt for raven. Nobody ever uses ravens because they can’t afford ups and aren’t worth the money.
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Moppyboy #645
Moppyboy
5/25/2012
I want to make a suggestion that would possibly get the raven used more against zerg the suggestion is remove hunter seeker missile and replace it with irradiate from brood war this would help against both muta balls which aren't really and issue but it will help against corrupter infestor brood lord you could also use it against high templar and zealots to help do damage against the protoss and ofcoarse against terran bio
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hahahah #425
hahahah
5/21/2012
point reduce to high . i can't even dare to play
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hahahah #425
hahahah
5/21/2012
match making shiuld reduce the point lose when we lose game. Today i play it reduce me 16-17 point. when i win it just give me 9 point. how i have promotion like that
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NoRe #801
NoRe
4/30/2012
@ Fakuna, You've clearly made up your mind. I'm leaving you to your opinion.
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Fakuna #742
Fakuna
4/30/2012
He hasn't proven anything, and at the start of that thread the OP directed us to comment here? He is saying that protoss have defensive builds, yes thats true, but that doesn't mean the game would not be a better one if protoss could actually try an alternative, less safe build after scouting, ie: take the initiative, ie: open up other play styles, ie: not get rofl stomped by terran in the lower leagues and skill levels so often. There is no excuse for terran having all the best scouting, scout denial, and variety of builds that require scouting to defend against, all in one race, give zerg and protoss good scouting so at least we can prepare for whichever of the billion options terran has and might try.
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NoRe #801
NoRe
4/29/2012
Fakuna, your ideas were proven wrong here: http://sea.battle.net/sc2/en/forum/topic/219331956?page=2

Muex has already covered why protoss early scouting is fine as it is.
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Fakuna #742
Fakuna
4/29/2012
How is it dubunked in any way, you say having builds that are coverall means you don't need scouting, i say that very fact is the reason protoss feels so UP at lower levels and is plain no fun most of the time, you always feel on the back foot, waiting to build up that death ball. Scouting allows dynaminc play, it allows you to take initiative. It's not just about pure balance it's about what needs to happen to make it a better game. The bonus is it would help rebalance the lower level leagues.
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FluXVorteX #170
FluXVorteX
4/28/2012
Terran can deny scouting by walling off and we can't scout until observers are out. And even then, a single scan will still deny scouting.

When terran walls off and we have 0 info, they can either be expanding or teching or multiraxing - all three of which requires very different responses. At this early stage its a coin-toss which response to take.
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Fakuna #742
Fakuna
4/28/2012
Seriously!!! I still cant believe these comments, does david play sc? Zerg have zerglings, which can deny scouting at T1, zealots can not. Zerg has overlords which can fly past wall in's at T1. What does protoss have to allow them to prepare early on?
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Rayleigh #786
Rayleigh
4/28/2012
@Fakuna: Because Protoss has openers that work well against many different builds from your opponent. Zerg doesn't. Either you need a general defensive build, or you need to scout. Missing one building/indicator can cost the Zerg the game.

And Zerg doesn't really work around 'generally defensive'. Getting a Roach Warren, Evo, Spines, Lair, Spire, Baneling Nest, appropriate researches, etc., to be safe against everything puts Zerg too far behind.
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Rayleigh #786
Rayleigh
4/28/2012
@Fakuna: Also, there's no guarantee that your overlords will successfully scout a hidden tech.
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Fakuna #742
Fakuna
4/29/2012
@Rayleigh: There is an absolute guarentee that your protoss "nothing" will not see the hidden tech.
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Fakuna #742
Fakuna
4/29/2012
@Rayleigh: Ok so zerg need it too, protoss need it more, thats all I am saying, they have less scouting options in the early game than zerg. Why should terran get the best scouting, the best scouting defence, and the widest variety of options that require scouting to defend against? Let the other races take the initiative if they choose to scout properly, right now only terran can do this well early game, with zerg having a limited ability to do this, and protoss having no options until observer.
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Rayleigh #786
Rayleigh
4/29/2012
@Fakuna: But, Protoss has an all defensive build. Zerg doesn't.
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Rayleigh #786
Rayleigh
4/29/2012
@Fakuna: I don't think protoss needs it more than zerg. Good thing David Kim feels the same way too. He did not touch on every single issue present at the moment. But, I'm kinda glad to see that some of the things I said months ago are mentioned by him (Yay, my deductions were right!).

I never liked how terran can get the most info and deny the most info too. This advantage that they have was amplified when the maps were much smaller.
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Fakuna #742
Fakuna
4/29/2012
@Rayleigh: what is good about it??? Why does protoss not need to have it's issues fixed so that zerg can be improved? Terran is far and away above both in this aspect. Why should protoss only be able to go defensive? Never taking initiative, and waiting to make a deathball every game. It's not dynamic and it's not fun, fixing scouting for protoss AND zerg changes that.
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NoRe #801
NoRe
4/29/2012
@Fakuna: Fakuna your completely wrong. I believe Muex has already shown you why protoss early scouting is fine as it is in the thread on this topic. You have absolutely no clue or understand about what your referring to and spouting your false opinion here when it was clearly debunked in the thread is misplaced.
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tbhSiF #398
tbhSiF
4/30/2012
@Fakuna: I don't know what you're talking about Fakuna, Protoss has plenty of options to harass and be aggressive... 3 gate expand with sentry, stalker can be aggressive, stargate openings are aggressive, DT expand builds are aggressive, 4 gate is aggressive, 1 gate expand is aggressive... All but the 4 gate are harass heavy. Yes, I agree protoss is easier to play when being defensive but that doesn't rule out other options.
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Fakuna #742
Fakuna
4/27/2012
protoss have weaker early scouting options than zerg, its the reason we did the 4 gate stuff for so long, we cant scout effectively early on, so we have to go with the safe builds. 4 gate is not all in, seriously, it was just the only viable option when early scouting wasn't possible.
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sporei #755
sporei
4/26/2012
"Here’s the latest global adjusted ratings data for all regions" Yet SEA is not even in the table..
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NoRe #801
NoRe
4/26/2012
really falcon? first? god some ppl are pathetic... Anyway, thank you david for the update. Always nice to hear things from blizzard. It is also nice to see that the game is so balanced :D
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FluXVorteX #170
FluXVorteX
4/26/2012
first