Well that’s an awkward statement considering the post directly above you.
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league of legends is a completely different game that requires you to focus on one champion at a time (or 10 per game really). SC2 has hundreds of units that you are working with and utilizing.
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RTS now, and SC2 specifically, is generally less popular because of a variety of reasons, not the least of which was that Blizzard absolutely butchered their Esport with periods of complete BS balance, poor handling of tournaments in general, managerial issues and questionable changes that they went ahead with despite people vehmently protesting (looking at you David Kim) - the MSC was a particularly egregious example of this, as was the mine nerf in HotS and the ever infamous Broodlord Winfestor of WoL.
That’s hillarious considering the numbers went up during that initial perod, not down, and went up again when Covid hit. It was easier to get into than ever before and had more players than they had for a long, long time because everything was free except the HotS and LotV campaigns. That means arcade, that means coop, that means vs Ai, that means customs, that means multiplayer 1v1 and teams.
Because most of Korea prefers sc1 for some reason. Flash specifically has stated that he would prefer to play sc2 but his fanbase is primarily in Sc1. This also happened a fair amount of time after F2P hit too, not because of F2P.
The game is 13 years old. there’s not many other competitive games that old from that era that are still running. Fewer still for RTS games in general.
Again, subjective opinion is subjective. Everyone is entitled to their own opinions, but that doesn’t mean it’s true.
Firstly the only race that even vaguely works in “tiers” is Zerg. The game isn’t a tier based system, it’s a counter based system.
Secondly, tower defense? Really? What games are you playing that it’s even remotely like a tower defense?
Thirdly, the faster econ is, frankly a good thing. Do I wish it had been implemented in a different way? Yes, absolutely. There were several other iterations posed by the community that were frankly significantly better than the one they implemented, but it’s still better than what we had before which was literally “turtle on 3 bases and build the ultimate deathball”. The economy we have now encourages expanding because expanding means you have more area to protect, and thus more engagement and skirmishes between players. Previously you could literally sit on 3 bases for almost 30 minutes and were almost impossible to break depending on how you played.
What are you smoking sir, because I’d like some of it.
Scouting is more important now than ever before. Fast expand is standard, sure, but that doesn’t mean scouting isn’t important. Between looking for further expansions, finding out what tech their opening build goes into, general cheese builds that are very common specifically to punish said greed, the need to keep an eye on where your opponent’s army is, when they’re tech switching and so, so many more reasons, scouting has never been more important now than it was previously.
Hey fun fact for you; the majority of players left during 2 periods.
1 - Wings of Liberty’s Broodlord Winfestor phase that went for almost a year in which beating Zerg required you to all in every game and hope you kill them outright or they got a composition that was literally unbeatable - Zerg had a win rate that was over 60% at that time period in pro play, and that only rose when they got to late-game which was most games. Keep in mind anything that is at most 5% above 50 is considered imbalanced, so for Zerg to have a 60% win rate for almost a year was absurd.
2 - widow mine nerf in Hots - another period that was almost a year long. End of 2013 to late 3rd quarter 2014 they hit mines with a nerf bat so hard that the entire terran race was almost completely removed from both ladder and pro play. A massive portion of the player base left then, only to be further decimated when the swarm-host multi-hour meta struck immediately after and gouged the remainder of it.
Again, LotV has had a relatively stable playerbase throughout its extensive lifetime, and frankly has had a playerbase increase after going F2P and during Covid.
The irony of this statement is that when WoL and HotS were around, having the 6 worker start, the game had minutes where you were literally doing nothing. Casters would have to find anything they could to fill the dead space in between when the game started, and when the game actually got interesting.
When they changed it to a 12 worker start, they removed 1 build in the process. Just one - the 6 pool - which got replaced by 12 pooling instead. The rest simply had altered timings or started sooner because you actually had a decent flow that made logical sense for workers and production. It allowed you to get into the meat of the game earlier, rather than spending minutes literally just building workers.
Going back to this quote for a moment as well; as the game got older, the playerbase got better as well. Players got more skilled at holding all-ins and cheeses, leading to more macro games. That’s completely normal as a game gets figured out. it happened in WoL and HotS too.