Lone Wolf: "If you are not within earshot of an ally, you deal 10% additional damage and take 10% more damage."
Discuss.

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I had written four pages about how fluxes were going to be ruinous for the game, but I'm glad to see that they took the Test Krewe's input about how mutations should seek to promote different styles of play, instead of specific builds.
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I'm still pretty dubious; I'm not convinced the game will be better off with them.
And will they stay in for MATs? |
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Changing anything two days before the MAT is usually a bad idea; we can only hope that the monthly cycle will begin in the first week or so starting next month.
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Ideally, when the Live Team stops working on PvP for good, the game would be left in a state of balance like that of Starcraft: Brood War, where there's enough robustness and depth in the skills that the metagame will be able to evolve for years without outside input to promote variation. Unfortunately, it seems like they aren't planning on taking that path.
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Flux is good in my opinion, because it weakens the meta for those who take advantage of it.
Maybe one day Flux will cause enchantments to expire 30% faster, and you'll see 3 rit backline in GvG, you never know. It keeps things interesting and potentially allows for exotic builds without the risk of tweaking skills. |
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Broodwar balance comes more from the mechanics requirement, micro requirement to fight the game engine shortcomings (like path finding, lack of workers waypoint into mineral line, etc) and UI shortcomings than balance of units and/or abilities.
Units like the defiler, science vessel and bw psystorm would be very overpowered in Starcraft 2 with its smarter AI, intelligent casting, etc. Additionally you have tons of different maps. I'm not sure GW work like that. |