Developer's Corner: 1v1 Game Balance

Since the release of Wings of Liberty, the StarCraft II balance team has been diligently studying how the game is being played, playing it ourselves, and seeing how evenly the three races match up on the battlefield. While we regularly examine Battle.net player data and statistics from all regions, the information we're examining in this blog was pulled exclusively from the North American region for simplicity's sake. 

Protoss are played 38.5% of the time.
Terran are played 38.0% of the time.
Zerg are played 23.5% of the time.

These are overall percentages, but they're mirrored in nearly the same exact separation through each of the leagues. This clearly shows that zerg are played less often than the other races. When we look at things like the Top 200, we like to have this data in-hand so we can ensure that it's proportionate to the amount of each race actually being played. We don't want to have a huge chunk of zerg players sitting somewhere further down, unable to rise through the ranks.
 

Let's take a look at win percentages on a race-versus-race basis. This is something else we look at to see how matchups are faring over many games. These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios.

Win % in Diamond (accounting for player skill)
49.6% win rate for Protoss when fighting Terran.  
52.8% win rate for Protoss when fighting Zerg.
49.6% win rate for Terran when fighting Zerg.  

Win % in Platinum (accounting for player skill)
56.3% win rate for Protoss when fighting Terran.  
47.3% win rate for Protoss when fighting Zerg.
44.5% win for Terran when fighting Zerg.  

Win % in Gold (accounting for player skill)
61.0% win rate for Protoss when fighting Terran.  
61.1% win rate for Protoss when fighting Zerg.
49.5% win rate for Terran when fighting Zerg.  

Win % in Silver (accounting for player skill)
63.6% win rate for Protoss when fighting Terran.  
50.7% win rate for Protoss when fighting Zerg.
51.6% win rate for Terran when fighting Zerg.  

Win % in Bronze (accounting for player skill)
59.0% win rate for Protoss when fighting Terran.  
55.1% win rate for Protoss when fighting Zerg.
45.4% win rate for Terran when fighting Zerg. 

As you can see there are some issues with protoss vs. terran in many of the leagues.  From our own play experience, as well as feedback from the community, this matches pretty closely with what we're already aware of. We're working on solutions. What we're also aware of is that, while the numbers don't necessarily support the need for zerg changes across all leagues, the feedback from the community as well as our own play experience tells us that improvements are necessary to make zerg matchups feel and play better.
 

The balance changes in our next patch will primarily focus on improving the zerg.  

Here are a few of the changes we currently have planned: 

•    We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

•    Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

•    The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

•    The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

•    We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids.  We don't expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.

 

We want our avid and talented StarCraft II players to know that we're here, we're listening, and that our intent is to continue making careful and measured approaches to balance based on community and fansite feedback, our numbers and data, watching pro players and tournaments, and our own time on Battle.net playing the game alongside you.

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showtime #581
showtime
10/14/2010
Supply requirement before rax is good. The real problem is proxy barracks w/ marines + bunker rush. Reapers are nothing but a sideshow, scout them out and easily stopped. 1 stalker = the end of all reapers. 1 marauder = the end of all reapers. Speedlings or now roach w/ range same thing. All this crying about void ray? Gimme a break. Marines own void rays so hard I don't even know where to start. You can pump 4 marines before a void even gets to your base and that is that. Only time they can be devestating is if you don't scout and they surprise you, but same goes for anything.

Attention blizzard: You should be nerfing MARAUDERS before anything else. Marauders are effective from the beginning of the game to the very last second, they hold their own vs. all ground units, mineral for mineral they are the best. Concussive shell is broken in early game. Reduce their life or make concussive shell research require a factory. Too many people are in diamond just because they know how to make marauders. It's sad, you make voids/banshees/mutas, HARD counters, and still they keep making marauders, why? They are so damn effective that they won their way into diamond by making barracks and mashing DDDDDDDDD on them and pressing attack+move w/ a marauder ball.
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RocKM #391
RocKM
10/14/2010
It's funny how putting arbitrary restrictions that didn't happen before on a races tech tree is accepted as "balance" as long as its not THEIR race getting the arbitrary restriction. Yes Toss need Pylon first, Zerg need Pool first. But that was how the original tech tree has and alwas been. Thats how the game plays. Its like Blizz makes the design decision to make the game "faster" and oops! this race is too fast! lets screw w/ the existing Tech Tree! Note for the not so obvious having a Depot First before Barracks means not just Terran loosing the proxy option or delaying Reapers. It effectively slows the whole Terran Tech tree by adding the need for a Depot to be built first before they can churn anything out or go Tier 2

IIRC the original QQ for rush was when Zerg pooled far too fast and got the Ling rush out from SC1 far too early before anyone walled or got defenses up. So what did Blizz do? Did they add some crap about no Pool for Zerg till build 2 Overlords First! or must have Evo Chambers built first... No.. what they did was tweak the build time/cost of the Pool. Problem solved. The viability of the Ling tactic is still there w/o compromising either the full Tree and completely changing the Zerg game. A proper balance means keeping existing options viable by tweaking the system and not throwing a wrench in the works by adding some arbitrary change that completely changes how one race is played.
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CurufinweCVA #435
CurufinweCVA
10/14/2010
@RocKM: I agree with rock, you guys are making something that is quite simple into something very complicated. Just IMO, althought thx for the work and responding to the comunity thuogh ^^
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JDizzle #916
JDizzle
10/19/2010
@RocKM: I don't understand how you can compare a pylon to a spawning pool. You have to build a pylon then your gate and then produce units. Now you have to build your SD then your rax and then produce units. Once zerg drops their pool they can instantly start pumping out units.
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BroWiTheFro #258
BroWiTheFro
10/14/2010
I would like to see the terran not be able to fricken repair its mech units or its buildings so fast. Cap the the number of repairing SCVs at 5 or something. It annoys me so much when i cannot break down a terran wall just because they have 10 scvs repairing the building! and dont even get me started on the planetary fortress.. the ONLY expansion that can hold off a large army just by having workers at it.
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RocKM #391
RocKM
10/14/2010
@Stan: Or you could.. you know.. focus fire on the SCV's first instead of the buildings? SCV's are yummy targest for Mutas, Banshees and Collossi... among other things.

Thats just as silly as saying I can't kill the Terran Infantry Blob coz they keep getting healed by the Medivac. >.>
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Audio #705
Audio
10/14/2010
@RocKM: medivacs can only heal one target.........
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Crix #571
Crix
10/14/2010
@Stan: expo is nothing without workers...
u just need to eliminate the workers by harassing
zerg - mutal
toss - colo, blink stalk, templar, and even phoenix
terran - banshee, tanks, hellions<-not used often, and viking behind minerals
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Lethan #193
Lethan
10/13/2010
The cheese from terran can be more difficult to counter du to the fact that they can build their racks anywhere on the map without any requirement. So a good placement of barracks on the map can win games if unscouted. I just think it is fair to have more time to scout the map when you see an empty terran base. Early victory should'nt be win by scouting LUCK, we all do want SKILLED player to wins. So that supply requirement is good to me. As a zerg player it is true that reapers wont be too good against zerg, especialy with the increase in range for the roaches, with good macro reapers could kill roaches (even queen), but now I gess it wont work anymore, also this increase range I think will help defend against helion rush. I may be wrong but i think terran will now be pretty nerfed against zerg which I dont realy complain as a zerg player but I agree with anyone having concerned about ZvT matchup.
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Craeshen #478
Craeshen
10/14/2010
@Lethan: zerg can build anywhere as well they just need too plop down a creep tumour first imho the most frustrating thing a terran player can face is a micro'd ball of armor upped muta's
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Chipmunk #530
Chipmunk
10/14/2010
@Craeshen: Can a Zerg creep tumor in the first 2 minutes of the game to plop down the "secret building" (would say pool, but you need pool to get queens for the tumor itself)? Overlords don't poop until Lair, so that option is off the table in this comparison.
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TwitchCattz #526
TwitchCattz
10/13/2010
zerg might be played less because it has no interesting fun units to play with.. while terran has, ravens, ghosts, nukes, scans, mules, planetary fortress, repair, walls, cloaked units, the ability to build anywhere, flying buildings, and the awesome folding up siege tank kinda stuff too. and toss has warpin, cloaked units, storm... you get the idea, Zerg just doesn't have many cool fun things to do... thats my theory anyways..
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FeralGamer #712
FeralGamer
10/14/2010
@Poit: Nydus worms. They're pretty cool. And their a pain to deal with.
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NeSfiVe #892
NeSfiVe
10/13/2010
yea, i rather see protoss void rays get nerfed than reapers.
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@Anchovyisjin: agreed!
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Narcissus #928
Narcissus
10/13/2010
BUFF ZERG MOAR
NERF TERRAN MOAR
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ShADoWFlaME #169
ShADoWFlaME
10/13/2010
@Connor: noob
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HeadHunter #298
HeadHunter
10/13/2010
these changes arnt anything extreme i mean forget the reapers do something to maruaders
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Dominoe #119
Dominoe
10/13/2010
whelp...reapers will officially be useless now, when a factory is required, early reaper pushes will be fruitless against zerg, without reaper speed, speedlings will be too fast on creep and will slaughter any reapers sent in.

Blizzard may as well just remove reapers from the game completely, as they are completely useless mid to late game
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LayinThePipe #539
LayinThePipe
10/13/2010
@Dominoe: thats not necessarily true..i 2 pronged attack with an economy buster with reapers mid game all the time. especially useful on expansions throughout any stage of the game. People just tend to not think outside the box, because they focus on reaper rush cheese.
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Crix #571
Crix
10/14/2010
@Puzzi: of course using reaper at mid stage or end stage of the game requires lots of macro... its not easy for normal players to accomplish such a feat
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Awesomonewb #584
Awesomonewb
10/13/2010
This is definitely a good thing. I mean. You need to be like SUPER pro if you want to be a high level zerg player.
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Butler #503
Butler
10/13/2010
okay im bad at this game but i gave it some thought and what i think is that if you increased the queens air attack strenth it would help alot from a quick push of 3 or 4 voidrays in the back of your base killing everything in 20 secs.
also i dont have a problem with reeprs, have i been owned by them, yes but its just the fact that early reepers can be solved by a well placed spine crawler with speedlings then a two or three roaches and if you see them still massing reepers get mudas.
and just in general i think that zerg complain alot because they have almost no hard counters late game to the popular turdleing strats, or the ones they do are counterd by basic units that they would already have the option to make, and if they scouted with the all seeing scan then they would make the basic counters. like ultras destroyed by a focous fireing marauder ball. or prety much all zerg air gets owned by meerly 7 or 8 vikeings
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Dionysus #358
Dionysus
10/13/2010
my favorite part of this blog post -- the title (irony)
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gooberlious #215
gooberlious
10/13/2010
@Dajuda: huh? i don't get it
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@maga: his comment is hard to understand, but it makes you think... they write 1vs1 balance... meanwhile, blizzard stipulates that they are going to nerf reapers since they own 2vs2... that definetetly makes no sense to me
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Lezil #276
Lezil
10/13/2010
well, reaper speed in a factory wont slow me down much in team games, it will still be the same
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Sweetmoe #997
Sweetmoe
10/13/2010
@LezilDark: Nice troll there. 100 gas and time of factory being built will nullify early reaper use for sure. 100 gas = 2 reapers. By the time this happens zerg will scout it and have their roches (now with more range to counter reapers) and all your efforts will be in vain. These two nerfs are unnecessary and with time will be realized.
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Lezil #276
Lezil
10/13/2010
well, reaper speed in a factory wont slow me down much in team games, it will still be the same
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YESHHH ZERG FTW!!!!!
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WEAPON #678
WEAPON
10/13/2010
@XeroChao: I second that.
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Corsana #899
Corsana
10/13/2010
@WEAPON: I third this
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pyro #411
pyro
10/13/2010
who else noticed that even though the post says pvt is imba, there is nothing done to fix that matchup?
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Chwonek #578
Chwonek
10/13/2010
@Pyro: Did you also notice how in diamond Terran win slightly more? Yea, so I wouldn't say there is a glaring imbalance here
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Wong #476
Wong
10/13/2010
@Chwonek: its just because more ppl play terrans!
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sofakartoffl #813
sofakartoffl
10/13/2010
@Wong: that does not make sense!
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@Pyro: Agreed! make protoss weaker(void rays)... leave terran alone... buff zerg a little(good call on the melee range)
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Kurohige #537
Kurohige
10/13/2010
A ray nerf would be nice, maybe just require a bit more to tech into them. As for the reapers, well it's not just for 1v1 kiddies. Pretty damn sure that anyone playing 2v2+ got pretty tired of seeing one side of any team all terran pumping reapers, dodging every static defense and then just cluster banging them out one base at a time (in b4 wah this is impacting esport)

As for the roach, it's a nice start but why don't you guys really look at things. Here's a hint, it isn't structure health that's an issue nor range of a single unit. More like the AA void created when the roach was nerfed in beta, the health of some units and of course the cost of some units for their HP levels (IE (yes it's been beaten to death but) Hydra 100 min, 50 gas, 80 HP, 33 Sec build, 2 Supply) when compared to units of other races the hydra comes up short in speed and health. I'd love to see the speed bonus mutation make a come back but at the expense of less motility on creep don't need them to be hunter killer style.

Just a though, Oh and thanks for listening on the Factory requirement for reaper speed now can we think about the academy for stim and armory for conc grenades? :D
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AKfortyseven #354
AKfortyseven
10/13/2010
@DrInsaneO: im surprised that void rays arent nerfed yet :(
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NighTKiLLeR #640
NighTKiLLeR
10/13/2010
Graham: your right..void rays are strong..they should do something about them..and not reapers