I discussed this months ago but now it is about time for the game’s release and needs to be brought up and discussed again.
The outrageous and clear game design flaw that I am referring to would fall under the concept of “Incomplete Differential Inversionism”
We see this problem in both Wc3 and the Starcraft series, but Wc3 is the simplest way to see the problem for novices of analytics.
It is clearly identified in the night elf race as their units have the ability to cloak when it is night time, but then we see no corresponding capability of proper implementation for NE buildings during the day time. A proper example would be for NE buildings to harness the power of sunlight during the day, gathering the energy for the sake of unit quality movement speed while uprooted. The perfect inversion to units that can cloak during the night. This both establishes the identity and philosophical completion that the race needs to prevent deceptive illnesses from entering in to the competitive scene.
Think I am wrong? Well just consider how problematic the zerg race (as parallel to the night elf race) was in starcraft and how inverted incompletionism has disgraced the race’s identity(swarm) and rendered them Philosophically Broken according to the majority of the fans and critics.
The divide in the zerg race is even speculatively worse then the NE design because neither side was ever completed.
When perceiving the 3 races from a position of thematics… their represenations are as follows…
Protoss - Agressive Quality (Best represented by their shields and recovery) However, imagine a gateway that is produced before a pylon that quickly produces and holds a zealot that can be quickly warped in at pylon proxy on the enemy.
Terran - Positional Ability (Positioning bunkers with the ability to repair/salvage)
Zerg- Reactive Quantity
As you can see I have identified zerg as reactive quantity but due to zerg being a race that is divided and directional as it is, it may also be said that zerg lack also…
Aggressive Low Quality
And even though this concept is proper, it has not been properly expressed due to the negative connotations of “Low Quality”. The proper expression is rather…
Aggressive Utility
So now you are dying to know exactly how Zerg are missing Reactive Quantity and Aggressive Utility on each side of their division of function…
-
On the Reactive Quantity side… they are missing the ability for multiple drones to be able to quickly fuse and unfuse from each other in the production of creep colonies and for the creep colonies to effect the creep around them to slow enemy units that walk on the creep. This is just a progressive way to qualify the direction of defense that is particularly not wise for the zerg race in particular.
-
On the Aggressive Utility side… they are missing the ability for overlords to mutate in to speculatively a ground unit that cannot attack(This actually justifies why overlords occupy larvae), but when itself is attacked by anything and loses life pool, a corresponding amount of broodlings are released to life pool loss. When burrowed, these units may have the ability of a delayed self detonation to release all broodlings, but perhaps these units would be blind, particularly underground in order to “properly complete the inversion” of overlords that are used for vision! Once again we see this concept pop up. (Note the natural aggressive nature of overlords as they are immediately sent out to scout)
-
Even after the 2 points prior, there is still the issue of zerg warrior movement speed and too many different units that need speed research. However, I believe the simple solution is to make the research of the speed upgrades faster if not instantaneous with proper explanation from lore.
So as you can see, the problem is much more severe and complex with the zerg race as it is to the Night Elf race. This is due to the Night Elf merely trying to find its identity through schematics of melee and missle roles which goes to show how all the races achieve their differential in Wc3 where as the races in starcraft achieve their identity through the aim of each being entirely different.
Why do all the work in putting out such great graphics for wc3 if you would not fix something so simple and profound as this for the sake of what is clearly beautiful and harmonious to the community, particularly the competitive scene?
If anything, remember this about the culture of blizzard’s competitive strategy gaming scene…
-The best defense is a good offense
-Do not make units unless you are going to use them
And what does this mean for the races of NE and Zerg whos defense structures are alive? (sacrificed from drone or wisp)