Mixed difficulty balance in StarCraft 2 Posted July 18, 2011 Just an opinion, but is there really a value having a competitive battle with mixed difficulty? As dg86 said, and I agree, as long as you have a player on an easier difficulty push one on a harder difficulty, it will continue to have issues. Mixed diff competitive is like having a sports league that matches up amateurs with professionals and then punishing the professionals with a huge handicap. What's the point? The way I see it, standard mode is your mixed difficulty game, competitive mode should have the difficulty either set by host (if host picks the option) or most voted if picked by players. There's no real value in having competitive mixed difficulty. This way, it also differentiates the game types a bit more. Most games I get end up being standard, precisely because of the mixed difficulty issue on competitive. ============= On the semi-related note of difficulty balance, very hard is... incredibly hard. There's no reward for playing very hard because you fall way behind interest-wise against normal players, even with the increased bounty on very hard creeps (which I do agree with). The increased bounty comes far too late in play to push it on par with a normal player with a huge stockpile that's been interest gaining since wave 5. I suggest either an increase of bounty for harder difficulty that kicks in earlier, or a boost in interest rates for high difficulties. If competitive mixed mode stays, make very hard viable with perhaps a even bigger bounty increase, since interest comes even less into play. Thoughts?