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Esports (at least RTS) games have to be constantly iterated on with regards to balance. That tweaking is probably simple enough when it is things like giving a unit 5 more HP, but the designers can not a priori know how the game will play out on the dedicated, professional level. Maybe what strategies and mechanics that are balanced on the level of "500 hours played" works great at that level, but falls on its face and is inverted at professional levels. Then you are either left with some part of the design that is so broken that no one uses it (underpowered), or force the game into a spectator-unfriendly monoculture of single-strategy, single-unit or whatever the players had to use to adapt.

Designers of competitive RTS games rely incredibly on player feedback. And they are eager to give it.




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