The problem is that it doesn't work in an asymmetric game.I don't think blizzard is even going to consider this, so it's not really even worth making good points anymore lol.
Each of the three races has strengths and weaknesses to begin with. There are certain things that one race does that they are just plain better at than other races. If a map artifact, particularly a random one, starts selecting for such things, then you have a real balancing problem.
Take percent chance to miss, for example. The Zerg are a damage-over-time race; they have virtually no heavy-hitters, but they have many units with a relatively high attack speed. The Terrans tend to be heavy-hitters, though they do have a few damage-over-time units. Well, with a percent chance to miss, the DOT units are fundamentally more powerful than the heavy-hitters. A DOT unit that misses every 10% is basically a unit that does 10% less damage. Whereas a unit with a low attack speed but high damage is penalized more (a missed shot will take a long time to make up for). You've just tilted game balance towards the Zerg, or you've forced the Terran player to use only DOT units, which makes the Zerg player's job of figuring out what the Terran is up to easier. Either way, the Zerg player is better off.
Take your example of random LOS modifiers. Ranged units are much better off behind these than melee units. The Terrans automatically are stronger. You suggested offensive vs. defensive bunkering. This is useless advice if you don't have bunkers. Zerg static defense, even in the era of mobile crawlers and Overlords that can drop creep, are still not nearly as efficient as Terrans, especially with Salvage once the Bunker no longer has a purpose. Again, you've screwed up the balance.
Ultimately, you want a game where people can come back from a disadvantage. But what you don't want is a game where people are disadvantaged a priori, through no fault of their own.




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