Goodspeed wrote:There is definitely no building rotation in competitive SC2 play. Either that or the pros don't use it. There isn't in AoE2 either. The reason is fairly obvious and was explained earlier ITT by Mitoe.
One thing I think they could change and would improve the game in the eyes of many naysayers is removing decks and HC levels.
Removing HC levels is a nobrainer, removing decks less so. My reasoning: I think the fact that you need to commit to a certain (fairly large, admittedly) selection of strategies before the game begins is bad game design. It's not much of an issue with 25-card decks but it's still there to some extent. I also don't like how easily scoutable certain strategies (e.g. FI) are by looking at the opponent's deck. In short, the existence of decks doesn't add options, it removes them.
I know this is a minor issue to anyone who actually plays the game, but every time I see people argue that AoE3 is a shitty game they bring this up. They say "I don't like that you are committed to a single strategy before the game starts" which is non sense of course, and they say "I don't like how certain decks counter others" which is also non sense, but nevertheless if you remove decks you might gain these people's interest.
Horrible idea. Should you pick a very boomy/etc. deck you commit on something and you deserve to be awarded with that. If your port deck runs with 5 eco ups you deserve to have a better late game eco compared to the port player who puts the explorer card, rangefinding, ronin, 8 halbs and 600f in.
Also commiting under a TC with the knowledge that 5 ronin could pop up there *anytime* is just abnoxious.
It
removes strategial options.
If you choose to not run 3 caravels in exchange for 1k coin you deserve to lose water.
If you decide to not put in CM, etc...
It seperates good players from worse players. Anticipation, adaption, game sense.