I was thinking lately about something, and its that race differentiation also applies to the casters in this game. In sc1, all 3 races had 1 air caster, and one ground caster, all of them offensive units. Pretty much the race differentiation was applied to the spells. In SC2, every caster has almost a different role. Lets see:
Terrans: Theyve got the ghost and the raven. Ghost is a ground-offensive unit, and the raven is an aerial unit. Both of them can see the battle field, but almost never at the same time.
Before they had the Vessel and also the ghost.
Protoss: Theyve got 3 casters: The never-used mothership, a sinlge "powerful" air caster. Then the High templar we all love. And finally the new Sentry, ground caster too. Mothership is almost non-existent, so i wont include it. But high templar and sentry, both ground casters, are almost always present on any battle, and its very common to see both of them into a big army.
Before they had the Arbiter and the High templar.
Zergs: Theyve got, the Queen, which never sees the battlefield. Its a completely deffensive unit. And the Infestor, ground caster too, and the only one that can go on with your army.
Before they had the Queen and the Defiler.
So we've got one ground caster and one air caster for terrans, 2 ground casters for protoss, and one offensive caster for zergs and one defensive.
There are like oceans of difference between the casters of the 3 races. Before, the thing was way more simple. Right now its a lot more complex, compared to the old game. Im not saying that nobody noticed this, but that almost nobody talks about it. RIght now the game seems balanced in that aspect, and the change was almost complete compared to SC1 casters "system". I think devs deserve a bit of credit for this.
Or what do you think???? Can this be the source of any balance problems??? Im not in Beta, im just playing versus hard and insane AIs, so maybe someone inside the BETA can elaborate more on this matter.




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