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Blizzcon 2010 Coverage: Class Q&A

Na ovom Class Q&A Panel-u govorili su Greg Street (Lead Systems Designer), Chris Sierhut , Owen Langren, Ian Hasekostis. Svi Blizzard zaposleni su članovi sistem dizajn tima (system design team) i dali su odgovore na razna postavljena pitanja. 
Originally Posted by Blizzard Entertainment
Q: How do you avoid the slipper slope of designing classes based around roles rather than a unique feel for each class?
A: We try to make the resource systems for the classes feel unique, so even though you do the same thing, picking up a class feels different.

Q: Are we ever going to be able to change our class? I've been playing a Warrior for a long time and have wanted to switch to a Paladin. (insert Paladins are OP QQ)
A: Not really. We don't want to add quests so that when you feel Rogues are doing better than you that you just switch your class to a Rogue. We want the classes to be balanced instead so you feel like sticking with your class.

Q: Racials are a trainwreck right now. Haste vs underwater breathing. Are you ever going to get to the point where we have a consistent useful activated ability, a passive for each, and whatever else? Right now they're all over the board.
A: To be honest, probably not. If you take that troll mage with activated haste into the arena, and you get feared, then you wish "Aw man I wish I was undead again".

So, no, they're not going to be the same. We're mindful of keeping the relative power balance the same though. Like how we changed the worgen 1% damage bonus because it was very powerful as a passive.

Q: Can we give the Alliance goblins and worgen and we get murlocs?
A: Murlocs are special to all of us. We can't give them to anyone.

Q: Are you happy with Vengeance right now for tanks? It punishes survival gearing especially.
Gearing for survival vs threat has always been a tradeoff to an extent, block and expertise vs dodge and parry gear. Having to make that tradeoff is interesting, but when Vengeance falls off it does feel crappy.

Vengeance is a rolling average over time, so a few dodges and parries shouldn't hurt you. That said it shouldn't feel mandatory. It's to help tanks feel like they're scaling more with DPS.

With Wrath you had Misdirect and Tricks, and we want that to be more on the tanks shoulders to generate more threat and do decent damage at the same time.

Q: Why do we have to take PvP talents now to reach the 31 point talent? Like the Shaman talent to take less magic damage?
A: Well isn't that useful in PvE too? I mean if you're not tanking most of the damage will be magic based. So that's really something that helps your healers use less mana.

That's part of the reason we changed things is so you could take these "utility" talents to help your healers, increase survivability, etc.

Well I play a mage, so I shouldn't be taking damage anyway.
Right, in a perfect world something like Combat Res wouldn't be needed either because no one would die. But that isn't the case.

Death Knight
As a DK, I've experienced a lot of prejudice as a tank. A lot of people kick me out of the raid. Are you going to make them more viable?
My guild used a DK tank. It had a bad rep because you could start at 55, so people that didn't know what they were doing could get there. And you'd be competing with them. But we think they're viable. We also tried to make the tree fun and unique compared to the other tanks, like with the DK mastery.

How are you going to make sure Runic Empowerment doesn't become overpowered like original sword spec, Windfury, etc.
We don't think it will ever have that kind of balance problem. It mostly is designed to give you extra resources to spend.

Q: Wild Mushrooms, currently it does a lot of damage if you stack 3 on top of each other. It has a small range though, and the targeting makes it a bit hard to stack on them. Are there any plans to change it at all?
A: I don't think players have grasped the best way to use it yet. In beta we see Ferals putting mushrooms where adds spawn, then detonate when they spawn. That's a pretty good use of it.

The gameplay though is that you have to stack them if you want to do good burst damage.

There are two groups of druids on the forums right now. Those complaining about the new tree, and those curious about the change to Nomnomnom.
We introduced a new glyph to let you use the old Tree of Life model. Personally, I loved Nomnomnom, but these guys all told me we had to change it.

But why the change?
It's an internet meme that will be less funny in a year, and will embarrass us in 3 years.

Q: Are Hunters ever going to get a fun "melee" enchant or are we going to be stuck with the same enchants?
A: For now you're going to be stuck, but we're going to be evaluating the scopes to make them more interesting. So if you get that cool proc enchant, it will come through that.

Q: Hunters are the only class in the game with a minimum range. This hurts us a lot in raids. They can stand directly in front of you, they can repeatedly stand in front of you and use a ranged attack, why can't Hunters do the same thing and stack near the boss?
A: It's a theme for the class. Larger hit boxes on bosses cause a problem, and that's something we'd like to address.

Well is there something to be done to give us an advantage for that?
You can shoot while moving for one, mages can't do that. Rogues can't really do anything while running from spot a to spot b, but you can. Different classes, different situations.

Q: Can Grand Crusade be changed to proc other effects so it's not worse than Reckoning?
A: We definitely want to tweak it so that it's not weaker than Reckoning, but that is mostly numbers not adding more effects.

Q: Other classes have multiple types of schools, Paladins holy only. And there's nothing to allow you to resist it. Why is that? It makes them feel like a steamroller.
That's why we've changed it over time for Ret to have more physical abilities than holy. We can't really give them another school because they're... holy. As a quick followup, holy doesn't really have as much of an advantage anymore, because we don't really make gear with resists anymore. If you're losing to a paladin it's probably not because of holy damage.

Q: Why did you add Holy Power? Where did it come from to give Paladins combo points?
We decided mana feels good until it runs out. It's dependable over short periods of time then it goes away. The idea was "Oh the mana bar constantly goes down, then it gets filled again." You were playing off of cooldowns, playing whack-a-mole.

Ultimately they needed a real resource. Sort of that build up and then hit really hard kind of deal. It's not really like combo points, you can kind of ignore it where a Rogue can't. It's a new resource though where we'll have to iterate, but we wanted to get away from the cooldown whack-a-mole gameplay for Paladins.

Q: Paladin healing is not as potent at 85 as the others but they have a lot more mana.
A: We've tweaked that a lot and Paladin healing is a lot more potent now at 85.

Q: Holy Power generation is gimped for generation of threat overall. Do you have any plans to give Judgment a guaranteed proc for Holy Power? Or maybe a chance to proc free Holy Power? Do you have any ideas to fix this problem?
A: One trap we want to avoid is that you can keep Inquisition and Holy Shield up at the same time. We don't want you to have both of your "finishers" that buff you up at the same time.

But one problem is warriors are generating too much threat. We fixed that last week.

We changed it so Divine Plea will generate 3 Holy Power when used so you can start with Holy Power on the pull.

Q: Zealotry clashes with Ret's mastery and the Divine Purpose talents. It's sort of reducing how many Crusader Strikes we can generate (wat?). Do you feel it's clashing, or that you'll reevaluate it as a talent?
A: We're looking at it. Some people claim it's not a dps increase at all, but we're confused by that. We might change it so Divine Purpose procs 3 Holy Power while Zealotry is up.

Q: How do you feel about the Shadow Priest mastery balance?
With mastery we're trying to really give each spec that feeling of awesome for their specific style of play. We want to change your gameplay up with mastery. Shadowpriests have been known for being these incredibly bursty casters, in PvE we want you to capture that vibe, that explosion of awesome. We're going to be tweaking the numbers over time to get it right obviously. We want to make sure to control the burst damage potential as much as possible.

Q: Healing through Smite isn't much better than healing from a Shadow Priest. Are you happy with that?
A: Yeah we're happy with it, it isn't compelling on live because healers still have unlimited mana, but it's working well in beta.

Q: As Disc, Power Word: Shield feels too powerful right now. Are you planning to diversify it so I don't have to just spam Power Word: Shield?
This is probably on live? It's a numbers thing, really. In beta you're not supposed to be able to sustain chaining Power Word: Shield. It's not reflected on live currently, which kind of sucks.

Q: Are there plans to add a disparity between the weapons for rogues so that we can have something other than a fast dagger in the offhand?
A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand. Or we could change weapons a little, but we like having a variety of weapons for rogues to use.

Q: The dps for rogues, Mutilate is great but Combat and Subtlety are way behind right now. Especially Combat, where's that at?
A: Combat needs help. Next beta build, the mastery for Combat is being roughly quadrupled. One of their passive damage spec bonuses will be brought up too. We want it to be up there with Assassination.

The overall intended design of Combat is the macro specialization, paying attention to Bandit's Guile in conjunction with trinkets, etc.

Q: What is the intent behind Bandit's Guile? The damage is kind of low with Rupture so you only really Eviscerate still.
A: The intent is that when you're on a single target for a long time, it's cyclical damage, it rises then stays there for a while, then resets. It's so you can use your trinkets or cooldowns when it's at its peak.

Q: Right now Demon Soul seems like a trinket, and doesn't feel fun, why did you think warlocks needed an ability like that?
A: The design intent for pretty much all the classes, we didn't want to give anyone another "Frostbolt" ability. We wanted to give players stuff that they used in specific situations because of how many keybinds people have already.

Q: Inner Rage, why did it change from a passive to an active?
A: Inner Rage was a solution to the problem of a warrior that generated too much rage. We think it could be useful for protection where you turn it on. If it becomes a problem where warriors won't need it, we can change it. We have to see all the scaling and how it works out with haste, higher gear levels, etc.

Blizzcon 2010 Coverage: Cataclysm Cinematic

Cinematic panel nije imao mnogo toga da pokaže sem 90% slika i video zapisa, gde su nam cinematic developeri govorili kako su napravili prvo model Deathwing-a, koji je po veličini veći od fudbalskog terena, sa najviše detalja na jednom modelu kojeg su ikada napravili. Pored toga tu je bilo informacija kako su napravili Cataclysm Cinematic, na koje su probleme nailazili i kako su bili uradjeni efekti. Na kraju smo odgledali premijerni Worgen Cinematic Ingame Video!

Worgen Cinematic Ingame Video
Izrada Modela Deathwinga:
Slike prikazuju artwork Deathwinga, i njegov postepen razvoj do 3d modela. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/deathwing] width=[180] height=[140]}

Izrada Cinematic Videa:
Slike prikazuju kako su cinematic developeri modelirali video zapise.
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/video] width=[180] height=[140]}

Izrada Efekta:
Slike prikazuju kako su effect developeri posle modeliranja komplet video zapisa ubacili efekte. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/effects] width=[180] height=[140]}

BlizzCon 2010 Coverage: StarCraft II Art

Development Stage: StarCraft II Art (21:00 - 22:00)
Da li je neko rekao Samwise Didier? Da, upravo tako! Tu je ceo art team na development panelu, i spremni smo da počnemo sa StarCraft II Artom! Prikazivaće nam i objašnjavaće art za nove custom mape: Samwise, Alen, Jay i Brian.
  • Blizzard DotA je čist primer oživljavanja likova iz WC3 u SC2 engineu
  • U Left 2 Die baneling postaje Baboomer, Brutalisk je Hunterling, Infestor je Choker, Overseer postaje Spotter i Ultralisk postaje Stank i svi imaju nove modele i lude teksture na sebi
  • U doti imamo blademaster modele za obe strane, kao i mountain king koji liči na maraudera više, i skroz je melee nabudžen i spreman da ubija! Takođe, abomination je tu sa unikatnim modelima, kao i Grunty murloc marinac, i naravno Sylvanas Windrunner sa naravno dva modela za obe strane u doti! Tu je i Tauren Marinac, i naravno Aiur Chef koji izgleda nenormalno smešno - Zealont sa tiganjem i kuvarskom kapom.
  • Detalji efekata su mnogo kompleksniji, kao na primer kada vaš lik dobije nivo u doti, ili kada umre, i svi efekti su skroz nenormalni i pršte na sve strane.
  • Animacije: Kod blademastera na primer, animacija je tiho prikradanje kada je sve bliže i bliže meti da je napadne, ili na primer kada uradi whrilwind na više meta itd... Sylvanas (archerka) ima klasičnu archer animaciju, dok Mountain King ima vrlo smešne animacije napada i pokreta jer je sav mali i debeo kao marauder. Tauren marinac je praktično krava s puškom i repom koji se random pomera kada treba o.O, dok Abomination ima samo jedno oko, njegov stomak je vrlo živ, i creva mu se vide sa svih strana, dok salo skakuće kada napadne nekoga...
  • Environment: u Aiur Chefu sve izgleda kao kuhinja, imate rernu, vagu, i frižider i zamrzivač! Takođe, imaćete noodle, jaja, batake, sir i tako dalje... i naravno power upove kojima ćete sabotirati druge igrače!
  • Okruženje dota mape je izuzetno detaljno i kule izgledaju kao šahovske figure. Knight kule izgledaju kao konji u šahu, i naravno Rook kule su vrlo unikatne i na kraju King kule, koje kada se unište je game over (nexus, world tree, kako god to zovete sada u doti ili lolu). Takođe, ima healing padova.
  • Cela dota mapa izgleda kao šahovska tabla i arena i klasično ima tri puta na mapi.
  • Programi koji se koriste najviše u ovom procesu su Photoshop, 3D Studio Max, Maya..
  • Blizzard DotA je ubedljivo najomiljeniji mod art tima do sada.
  • Art direction će biti identičan kao i za WoL za Heart of the Swarm. Takođe, možete da očekujete čak i veću rezoluciju nekih stvari u samoj igri.
  • Cliffovi u SC2 imaju preko 200 verzija. Dakle, sve ivice u igri za brda, i sve ostalo je zaista kompleksno.
  • Cinematics tim je pravio mnogo postera, sličica i detalja u samoj kampanji
  • I za kraj Samwise nam je prikazao concept art za Heart of the Swarm! Kao i animaciju infested bunkera za Heart of the Swarm!

BlizzCon 2010 Coverage: StarCraft II Multiplayer

Development Stage: StarCraft II Multiplayer (22:30 - 23:30)
Tu su David Kim, Matt Cooper i Dustin Browder! Pričaće o onome šta planiraju i kako balansiraju igru u multiplayeru.
  • Svaka alatka koju je blizzard ikada probao za balans nije uspela 100%. Rešenje je bilo da se sve alatke koriste u isto vreme! Na primer neke:
  • Community! Fansajtovi, igrači, pro igrači i njihov feedback o samoj igri. Community je najbolji izvor balansiranja same igre, i prosto što se više postuje i igra to će igra biti balansiranija.
  • Pro feedback je komplikovan, jer pro igrači se uvek fokusiraju na jednu rasu, i ne predstavljaju uvek isti, objektivni feedback za balans.
  • Tournament igre su najbolji izvor saznanja za bagove i sitne greške u igri.
  • Fruit Dealer je pobedio kada su svi mislili da su zergovi bili underpowered i tako blizzard je ostavio zergove za sada i optimizovali ostatak igre u detalje.
  • Igra se ne balansira samo za diamond ligu, jer ako neko u bronze pobeđuje na vrlo čudan način, naravno da će se igra patchovati kako bi se i druge lige izblansirale bez stvaranja dodatnih problema i imbalansa.
  • Spreadsheetovi su vrlo korisni za analiziranje damage per seconda, udarca, random brojeva i analiziranje svih igara. Igra je vrlo kompleksna kada krene borba, i tako mora svaka stotinka da se računa.
  • Programi specijalizovani u analizi microa, terena, i borbe resursa, gde se računa koliko resursa je izgubljeno, koliko je sačuvano i sve ostalo nakon borbe određenih vojski.
  • Blizzard naravno ima replayeve svih živih igrača na battle.netu, i prosto na taj način mogu da subjektivno ocene vašu igru i tako vide koje jedinice jesu izbalansirane a koje ne, i kakve situacije mogu da se dogode.
  • Vrlo kompleksa matematička procedura se koristi za prosek pobeda između rasa, i postoji u pozadini ratio pobeda svih mogućih liga i rasa.
  • Pro igrači sa njihovim feedbackom (subjektivnim) donose dosta interesantnih informacija oko blanasa direktno blizzardu.
  • Blizzard će i dalje gledati najviše PvT matchup, i svestan je da ovakav matchup ima nekih problema. Analiza i dalje traje vrlo aktivno širom sveta.
Q: Da li ćemo moći ikada da igramo offline i da uzimamo achievemente?
A: Pričaćemo o tome, ali ne trenutno.
Q: Šta mislite da ubacite bonus damage na mutalisku na +3 light?
A: Ne verujemo da mutalisk ima problema trenutno. On jeste jak na početku air wara, ali kasnije je zaista izbalansiran.
Q: Kada ćemo imati full customizable keybindinge?
A: Postoji interfejs za to. Ali je zaista komplikovan. Moramo da ga uprostimo i onda ćemo ga izbaciti vrlo uskoro za vas u patchu.
Q: Kada će custom map marketplace izaći?
A: Verovatno kada izađe HotS.
Q: Proxy rushevi ili Thor rushevi... kako pokušate da izbalansirate te strategije?
A: Vrlo lako izbalansiramo ovakve strategije, jer ti rushevi nisu nepobedivi, i jesu jedna opcija za napad. Koristie radnike, radite nešto sa t1, i prosto ako ste igrali multiplayer challenge biće vam mnogo lakše!
Q: Kako da kaunterujem mass hidre sa protosom?
A: Zavisi šta je mass, ali definitivno želite da izbacite hidre sa creepa i da ih napadnete sa brzim jedinicama. Zealot charge, sentryji.
Q: Da li ćete unaprediti scorescreen gde ćemo moći da vidimo mnogo više detalja, damage, jedinice, resursi, apm graf itd?
A: Mnogo ćemo unaprediti score screen. Najkasnije u HotS. Definitivno.
Q: Da li je bila ideja da zerg uvek outmacroje protivnike pošto ne može da napravi choke i da funneluje jedinice tek tako kao što rade terani i protosi?
A: Zergovi su unikatni, mi želimo da terani budu choke rasa, dok su zergovi swarm rasa. Želimo da vidimo mnogo creepa na mapi, želimo da vidimo haos na mapi i invaziju overlordova kao što radi Fruit Dealer. Morate da budete agresivni i u macrou.
Q: Da li mislite da warp gate tehnologija dolazi previše rano?
A: Nadamo se da je warp gate sasvim ok. Jer, zerg može da rodi od jednom 25 zerglinga na primer, terani mogu da imaju reaktore i mule boostove, pa tako mislimo da warp in rushevi nisu više toliko efikasni :)
Q: Da li mislite da je hunter seeker missile underused?
A: Nerfovali smo Ravene zbog toga što strategije sa hunter seeker missile mogu biti zaista ružne i neizbalansirane. Ali takođe nećemo ni buffovati. Slažemo se da je missile malo sada underused. Videćemo!
Q: Kako gađate patcheve za tournamente?
A: Trudimo se da major tournamenti ne budu pogođeni glavnim patchevima kada je neko bitno finale. Trudimo se da razvijemo tournament servere gde ima nezavisnih verzija igara i da se tournament održi na istoj patch verziji kroz ceo svoj tok.
Q: Što thor pobeđuje 1v1 protiv Ultraliska?
A: Jer nisu namenjeni da ih tako napadnete. Oni imaju svoju posebnu ulogu za određene situacije. Nećete koristiti ultraliske da ubijete thorove ako pored toga ima marinaca!
Q: Da li imate statistike koje računaju i gde se igrači spawnuju i njihov win loss ratio tada?
A: Da, možemo da vidimo gde su se spawnovali igrači i videti ako su zbog toga pobedili ručno, ali sistem očigledno ne može da nam kaže da je jedan igrač pobedio jer se spawnovao direktno iznad drugog i takve stvari :)

Steelseries Scope, Cataclysm MMO Mouse i periferije

Da skrenemo malo pažnju sa Blizzcon 2010, Steelseries nas je obavestio da su najavili nove periferije, koje se tiču World of Warcraft Cataclysm, kao i Score - naočare koje će vam pomoći da vidite igru kristalno jasno i bolje.
SteelSeries Scope:
Informacije o Steelseries Scope možete dobiti na:
{yoogallery src=[/images/stories/news/steelseries/scope/] width=[345] height=[200]}
World of Warcraft Cataclysm MMO Mouse
Ono što nas je najviše zadivlo to je Steelseries Cataclysm Licensed mouse, koji na sebi ima 14 pogramiranih tastera koje možete da bindujete  direktno u igri, profile za 10 karaktera koji se čuvaju direktno na mišu, ergonomičan dizajn.
Tehničke specifikacije ovog miša su, 11,750 FPS-a, 5040 DPI, 2.5m kabla, lift distance 1-5mm.  Ovaj miš pustiće se u prodaju 7. Decembra 2010 godine kad i Cataclysm izlazi u prodaju, a njegova cena biće oko 100$.
{yoogallery src=[/images/stories/news/steelseries/mouse/] width=[230] height=[180]}

Mouse Pads:
Tri različite Qck Gaming podloge za miševe koji na sebi imaju artwork Cataclysm nastavka.
{yoogallery src=[/images/stories/news/steelseries/mousepad/] width=[230] height=[180]}

Steelseries je najavio Steelseries Shift: Cataclysm Keyboard zajedno sa odvojenim keysetom
{yoogallery src=[/images/stories/news/steelseries/keyboard/] width=[230] height=[180]}

Blizzcon 2010 Coverage: Costume Contest

Sinoć nisam uspeo da objavim sve slike sa Blizzard Costume takmičenja. Bilo je vrlo interesantnih takmičara sa vrlo unikatnim kostimima, i verovatno je samom žiriju i bilo teško da odluči ko će da pobedi. Slede slike par takmičara u njihovim kostitima. 
{yoogallery src=[/images/stories/news/blizzcon/2010/costume] width=[180] height=[140]}
Njih petoro je izabarno u finalnom krugu.
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/finalist] width=[230] height=[180]}
Treće mesto  uzela je devojka u svom kostimu koji predstavlja Ysera, drugo Mesto Uzeo je muškarac koji predstavlja Illidan Stormrage, a prvo mesto uzela je devojka u svom kostimu koji predstavlja Diablo 3 Monka!
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/winners] width=[230] height=[180]}

StarCraft II Invitational Tournament and Showmatch - Day 1 Recap

Quote from: Daxxarri
The air in the Anaheim Convention Center was electric as the StarCraft II Invitational kicked off at BlizzCon today. Thousands of StarCraft II eSports enthusiasts filled the seats of the RTS Tournament Stage to watch as a field of 16 top players, selected from each region after months of fierce ladder competition, finally met to see whose skills would earn them glory and cash prizes worth over $45,000!

The games were shoutcasted by an all-star team including Nick "Tasteless" Plott, Dan "Artosis" Stemkoski, and Sean "Day[9]" Plott, not to mention Blizzard's own Rob "Voice" Simpson and StarCraft II Game Director Dustin Browder.

Since the tournament encompasses so many games, the majority of the matches were played offstage -- but you can find an up-to-date bracket of all the BlizzCon 2010 StarCraft II Invitational Tournament games on the BlizzCon Tournament page here. That page will be updated with replays of these epic games soon!

Showmatch - SlayerS_`BoxeR` vs. Fruit Dealer

In what was possibly the most anticipated match of the day, BoxeR, known throughout the eSports community as a strategic innovator and a living legend of the StarCraft: Brood War professional gaming scene, faced off against the universally hailed and extremely skilled champion of the TG-Intel GSL Season 1 tournament, Fruit Dealer (AKA Cool). The RTS Tournament stage was thronged by a roaring crowd full of fans cheering both players, eager to witness the battle between these two titans. Would Fruit Dealer's mad skills and cool resolve be enough to best the legendary BoxeR? Would BoxeR, experienced and respected but relatively new to the StarCraft II scene, manage to take down the reigning champion and emerge victorious? Spoilers ahead!

The showdown started with a match on the Lost Temple. The action was fierce, with both players drawing explosive cheers from the crowd with their world-class play. BoxeR almost took the win early in the match with a brutal, expertly micro-ed marine and marader timing push, but Fruit Dealer managed to eke out a defense and went on to keep BoxeR contained in the south of the map, countering BoxeR's signature inventive play and surprises with almost supernatural skill to finally come out on top.

The second game took place on Metalopolis. BoxeR punished Fruit Dealer's early expansion and almost took the entire match by sealing the zerg into their starting position with a pair of well-placed bunkers. While a move like that might seal the fate of a lesser player, Fruit Dealer broke through, and in an incredibly gutsy move, took the rich mineral patch adjacent to BoxeR's terran base to get back into the game. This match was marked by incredible back-and-forth action, and things looked grim for Fruit Dealer as BoxeR made a heavy mech push with calculated siege tank placement to eventually wipe out Fruit Dealer's game-saving rich mineral base, but yet again, Fruit Dealer managed to take the win with a mix of steely-nerved macro and the liberal application of roaches and banelings drops.

These wildly entertaining and tense games were an epically satisfying conclusion to the first day of StarCraft II action, but we’re just getting started -- so don’t forget to join us for the conclusion of the BlizzCon StarCraft II Invitational tomorrow. If you weren't able to join us at the convention this year but want to witness these epic battles firsthand, you can catch tomorrow's action via the BlizzCon 2010 tournament stream or on DIRECTV.

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