You don’t see any prospects. If you make a more perfect balance than now, you can increase the popularity of the game, increase the audience of amateur players and professionals playing in tournaments, and also significantly increase the number of sales of the game.
It seems to me that you think that if you improve the palladin, give alliance workers the opportunity to hide in farms, and make other changes that I wrote about, then playing as the undead will become much more difficult, which is why people will stop playing as them. No, they won’t stop.
You may also think that if the development of patches focuses on improving the balance in professional-level tournament games, then amateur players will become uncomfortable playing, they will stop playing Warcraft, after which Blizzard will lose even the small audience of amateur players that they have now. No, he won’t lose it. Increasing the professional balance of the game will automatically lead to an improvement in the amateur level of the game, because seeing that at the professional level the game has become more fair and balanced, amateur players will begin to improve their skills to the professional level, because at the professional level there is an incentive to earn money in tournaments .
It seems to me that you have some other example in your head when Blizzard did something similar with another game, because of which its audience decreased.
Show me where this happened with the same game?
It is not correct to compare different games of different genres.
Warcraft is a game of another level. To successfully play it in tournaments, you need not only to have many years of gaming experience, but also to be able to concentrate a large amount of attention, reaction, be able to change strategy on the fly, have flexibility of thinking, and be able to play without patterns.
I think that if we implement most of the changes that I suggested, and in general, when developing patches, we start from the game at the professional level of tournaments, then the game will become much better. The balance and interest of the game at a professional level will increase. Seeing this and wanting to receive prize money, part of the audience of amateur players will begin to improve their skills to a professional level, and then the audience of professional players will become larger than now. This will lead to an increase in tournament games and an increase in the popularity of Warcraft. And with the popularity of the game, sales of the game will also increase.
Everything is simple here.
It seems to me that Blizzard doesn’t do this because when developing games they are used to focusing on the audience of casual players and players who play games in games like Call of Duty very weakly. Therefore, it is unusual for her to target an audience of professional players. Therefore, Warcraft is developing little and slowly, and its audience is almost not growing.
There can easily be glaring and obvious imbalances at other levels of play that DON’T manifest at the pro level. There could easily be units not commonly used by pro players that are highly abusable at lower levels of play.
Give an example of such units?
There are no such units in Warcraft. It is not correct to compare Warcraft for development and LOL. These are completely different games. You think in patterns. You are trying to impose a pattern of problems that arise from one game onto another, this leads to the fact that you are inventing a problem that does not exist in this game and cannot arise because these are games of completely different genres.
In the balance of Warcraft, if something does not work or is ineffective at the professional level of the game, then it will certainly not work at the amateur level.
If one person (the first) starts using some units too often at the amateur level of the game, then his opponent (the second) will look at how this is dealt with at the professional level of the game, and use the same countermeasures. In this case, the first one will understand that his casual strategy no longer works, and will no longer abuse it. You are inventing problems out of the blue, trying to mistakenly superimpose the pattern of problems that arise in one game onto another game of a completely different genre.
This confirms my conclusion that when developing games, Blizzard most likely thinks the same way, and also focuses on the audience of casual players, and therefore Warcraft is slowly developing, and the audience of the game is not growing.