
We’re going to take a look at each individual mastery and adjust accordingly, attempting to make the choice between the two Mastery options a more interesting decision.
Mastery Balance: There are still a few masteries in the game that are underwhelming.
Commander Balance: Our community is often very vocal about which commanders they feel are underpowered-I should know since I’ve been a part of this very vocal community! We’ll be attempting to make changes to the “underpowered” commanders so that the perceived power level among the commanders is more comparable. For example, if Corsair/Dark Templar is currently considered the best build for Vorazun, we want to ensure that it is still a very powerful option after our changes. Keep in mind that with these changes, we generally don’t want to skew the playstyles of commanders too much. Ideally, your choice of unit composition would depend more on the map you’re playing, the enemy unit composition, what mutations you have active, and your individual playstyle. If we are successful, commanders will have more choices for unit compositions that are relatively equal in power. As of now, some commanders have clear “most powerful” unit compositions in pretty much every situation. Unit Balance Within a Commander: Our primary goal with this revamp is to ensure that units within a given commander all have some utility or specific niche. Over time, we’ll be looking at each of the 14 individual commanders we’ve released and tweaking them according to the following goals: It’s been a long journey, but we think it might be a good time to look back at our previous content and see how we can make it even better. Thanks to your support, Co-op has grown to become a huge success. Over that course of time, we’ve released a total of 14 commanders and 14 maps. Last November marked the two-year anniversary of StarCraft II Co-op.
Over the next few weeks, we’re going to take a closer look at each of these concerns, and we’re already discussing potential solutions to many of these issues.
There isn’t enough time to complete the mission. The mission often ends abruptly (We’d like to investigate ways to more effectively communicate the objective). The bonuses, especially the first bonus, are difficult. The pick-up mechanic is not as fun as it could be. We’ve read all your feedback on Part & Parcel and have identified the following primary concerns: We’ve got several topics to discuss, so let’s talk about Co-op! Now that I’m on the development team, I help the multiplayer team when I can, but I’ll mostly be focusing on Commander Design for Co-op.Īnyway, enough about me. Some of you may know me from Teamliquid or the Co-op forums here. Hi all! My name is Kevin Dong, and I’m a new game designer on StarCraft II.