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WCS Today: June 12, 2013

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WCS Today previews the most anticipated StarCraft II matches from each of the three regional leagues, and keep you up-to-date on stream schedules, player announcements, and other WCS news. The very best WCS matches will have their own game recaps and highlights so you can always look back and remember an epic series, or catch up on league play you might have missed. 

This week, we're recapping the WCS Season 1 Finals and getting you prepped for Dreamhack Summer with event previews and player highlights.


Past episodes of WCS Today can be found at YouTube.com/WCSStarcraft, as well as in the list below:

EU Finals Recap - WCS Today: Tuesday, May 28

Challenger Leagues Underway - WCS Today: Wednesday, May 29

Surprising Results in WCS Europe - WCS Today: Thursday, May 30

America and Korea Finals Preview - WCS Today: Friday, May 31

America and Korea Finals Recap - WCS Today: Monday, June 3

Global Finals Groups Announced - WCS Today: Tuesday, June 4

Global Finals Pt. 1 - WCS Today: Wednesday, June 5

Global Finals Pt. 2 - WCS Today: Thursday, June 6

Season 1 Finals - WCS Today: Monday, June 10

Favorite Games - WCS Today: Tuesday, June 11

http://us.battle.net/sc2/en/

The First WCS Season Champion is Crowned

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Titans clashed and dreams burned at Jamsil Arena in Seoul, South Korea during the final day of competition of the WCS Season 1 Finals. The stage was set for a rematch of the WCS Korea Finals, as Kim “Soulkey” Min Chul and Lee “INnoVation” Shin Hyung awaited each other on either side of the bracket. Soulkey was set to force his way past Kim “sOs” Yoo Jin for a second time, while INnoVation needed to defeat Jung “Mvp” Jong Hyun, the winningest player in StarCraft II history.

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The Soulkey and sOs match featured the power of the new Heart of the Swarm units. Soulkey pushed with Swarm Hosts while sOs' Golden Armada terrorized from above. In the end, victory was claimed by sOs and his flair for the unpredictable. A perfectly executed cannon rush on Bel'Shir Vestige gave the Protoss player an insurmountable advantage in game 5, and sOs took a spot in the finals.

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INnoVation's superlative Terran versus Terran play in the round of 8 against aLive made the already slim odds on Mvp even more remote. The first game featured Hellbat drops on both sides, with INnoVation a step ahead the entire way, earning him the win. Mvp would bring the score back to 2-1 with a gritty come-from-behind victory in game two, and a failed proxy barracks play from INnoVation in game three. However, INnoVation proved he had more endurance and continued to execute at the highest level in games 4 and 5 to win the series 3-2.

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The semifinal results set up a relatively uncommon Protoss vs. Terran matchup in a major StarCraft II final.  After jumping out to a 1-0 lead, sOs seemed to have the series tied up with early aggression and a solid contain on INnoVation in game 2. However, an ill-advised over-extension of the attack resulted in sOs losing control of the game, and INnoVation took that game and the next for a commanding 3-0 lead. In the deciding match on Neo Planet S, sOs went to an unusual Tempest-High Templar composition, which seemed to confuse and confound INnoVation for a time. Unfortunately, sOs inability to project force across the map allowed INnoVation to slowly wear down this powerful, but plodding composition, and the Terran favorite took the series 4-0.

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For a full recap of the weekend, WCS Today has you covered. Tim Frazier and Andrew Dunne will walk you through all the action, the best strategies, and the tensest moments.

For more in-depth WCS Coverage, up-to-date standings, brackets, videos, and articles, visit our WCS Portal at http://www.starcraft2.com/wcs

http://us.battle.net/sc2/en/

Carbot Animation’s “StarCrafts” – Season 2 Episode 6

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Carbot Animation’s weekly vignettes on the trials and tribulations of life in the Koprulu Sector may only be a minute or two long, but they’ll keep you laughing for hours. Check out this week’s episode of “StarCrafts” below, and share it with your friends after you manage to catch your breath.

New episodes of “StarCrafts” premiere Saturdays on the Carbot Animation YouTube channel and are featured here, on the StarCraft II website, shortly thereafter. See you next week!

http://us.battle.net/sc2/en/

WCS Today: June 11, 2013

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I would like to address something I actually consider a big issue and I hope, Blizzard will read this:

First of all, I would like to say that I am not really okay with the fact that the regions are open to anybody no matter where they are from. Korea, with its dominant position in SC2 sends their players out to the other regions because that way, they can ensure that even more Korean players can compete in the Overall World Finals, with even having an easier time as the other regions are still not as developed as Korea is as far as E-Sports is concerned.

And before any fool confuses this with racism: It's not. Because you have to come to see that it is not only an issue that affects the development of the other regions, but even more, it has an influence on the identity of the people from these regions. I mean, I hope Blizzard did not create this system in some arbitrary way or intention.

Then, as a next step, one has to acknowledge that people want to and also enjoy rooting for their representatives. But one does not really feel represented when they come from another region, even more so when this region is the most dominant and against which you would like to see the players from your regions to be able to compete with on an equal level too!

Also I personally thought that this system was meant to add to the appeal of this whole thing, to make it more colorful and to further the development of the other regions! As far as WCS Europe is concerned, our representative for the Overall Finals now is MVP... Wow, how awesome... I feel deeply represented as a European and German... (That was irony).
The way the system is as of now, it undermines the development of local scenes/other regions and makes it easy to abuse by the Koreans to maintain their dominant position.

I mean, in conventional sports, the young or less talented players also get the chance to compete more often so that they can develop themselves.

I urgently hope and emplore Blizzard to read posts like this one here and recognize how bad this system is as it is now! It is bad for the development of E-Sports as a whole and in addition, for the identity of the people from other regions!

And I also hope that if these sociological aspects are not enough for Blizzard (which they should though) that they will at least account for the economic aspects: If the other regions get better possibilities for developing themselves and taken seriously, they will yield even more profit.

To wrap this up I would also like to ask you to excuse my mistakes in case I have made some. I am not a native speaker but I study English and I have a wonderful American girlfriend, so I am always trying to improve but I am also not perfect ;)

http://us.battle.net/sc2/en/

Situation Report: June 11, 2013

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With the awesome conclusion of the global finals of the first season of this year’s World Championship Series, we thought this was as good a time as any to offer a detailed update on our current thought processes and how we’re approaching balance going forward.

More Action throughout the Game

We strongly believe that this is the main direction the game should go. More action means more diversity, which makes the game more challenging to play and more fun to watch.  

Back when Medivac drops were easy to stop, PvT was often a long macro buildup with little action, and a few large battles determined the winner. Nowadays, there are more drops happening, and every game plays out very differently. Different games range from the Protoss player perfectly stopping everything to the Terran player pulling off awesome drops to both players taking it to the late game, and everything in-between.

We feel that this diversity of outcomes makes for a better late game. Sure, sometimes a Protoss player amasses a large army of High Templar, Colossi, and Tempests, and against a well-defended opponent there are few options for harassment. But action-filled games are less predictable and reach the max-army endgame less often. When there is a huge maxed-out push, it’s the culmination of all the harassment and skirmishes that came before it.

Change the Game to Promote Skill

The Warp Prism change we tested last week is a good example of a tweak that benefits players who are amazing at multitasking, while having little effect on the game below the pro level. For an eSport game like SC2, we want more things in the game that separate out the very best from the average, not less.

We can look to INnoVation as a case where what we’re talking about is currently working quite well. His strategies are not very different from those of most other Terran players, but his Widow Mine usage is incomparably better. When we watch his TvZ games, we see a crystal clear difference between the usefulness of the unit and the skill of the player.


Units Currently Being Discussed

Some units will always be more central to specific strategies and/or matchups than others, so we’d rather those units be fun to watch and challenging to use.

We’re currently seeing a lot of discussion about:

  • Void Ray
    • We’re seeing a lot of Void Ray play in PvZ, but Protoss is still not statistically overpowered.
    • Zerg all-ins aren’t the only counter, as we see many PvZ matches last into the mid- and late-game, ending in a Zerg victory, despite the usage of Void Rays.
    • Void Rays are much better than they used to be, but we don’t think this is a bad thing.
    • Stargate used to be almost unusable, and now it’s quite important. We also see a lot of Robo and Templar play.
    • All tech options are viable now throughout the course of the game.
    • We don’t currently have any plans to nerf Void Rays.
  • Widow Mine
    • Widow Mines are currently overshadowing units such as Siege Tanks and Thors, but their use doesn’t correlate distinctly with wins over Protoss or Zerg opponents.
    • So our question here becomes “is this a good thing that Widow Mines have replaced Siege Tanks as the primary splash damage units?”
    • We believe the answer is yes.
      • When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
      • When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.
      • The current design of Widow Mines rewards both players who are skilled at using them and opposing players who are skilled at defeating them.
    • It doesn’t look like Siege Tanks have disappeared. They’re critical in TvT, and in TvZ they’re key to playing a safe early/mid game. Additionally, Terran Mech also has potential.
    • As long as Widow Mines reward skilled players and Terran can’t legitimately be said to be better than the other races, we don’t plan to adjust this unit.

Casual observers often take a new or unexpected tactic or strategy that gains widespread use and just label it “OP”. In addition to Void Rays and Widow Mines, PartinG’s Immortal Sentry all-in got this treatment. Because it was a new strategy and it was working for PartinG, it was dismissed as OP. At the time, even other Protoss players at the highest level weren’t having as much success with the Immortal Sentry all-in after Zerg players had seen it for a week or two. We prefer to analyze a new strategy and ask:

  • Is this actually making the game more fun?
  • What would happen if we nerfed this powerful unit?
  • Would a proposed change make the game more or less stale?

Balance Testing Plan

We have two main goals for testing. First is making sure that we are dealing with units/strategies that are making gameplay stale. For example, we’re looking carefully at Swarm Host + mass defenses play. Our second goal is locating a race that is playing weaker than the other two, and improving it in ways that are fun for the game.

It’s important to note that we like trying out changes in balance test maps that are more aggressive than we might intend to implement in the live game. This is better than theorycrafting and gathering theorycrafted feedback. The more we experiment in real gameplay, the more we learn. We’re constantly reaching out to as many pro players and casters as we can, and we’re willing to try out changes that sound cool in testing.

As always, we believe everything can be improved. We’re very thankful that you share your thoughts with us.

http://us.battle.net/sc2/en/

More Articles...

  1. New Patch Notes Archive is Live
  2. 2013 Ladder Season 4 Begins
  3. WCS 2013 Schedule and Leaderboard - Updated: June 10
  4. WCS 2013 Season 1 Finals Resume Tonight

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