Please bring interest back in StarCraft 2 Posted August 13, 2011 Just 1 think to add to the discussion... Though, removing interrest is a nice thing,.. it opens up the door to more creative playing. AND,.. it finally makes H/VH feel like... uh,.... hard... though I did like the extra interrest to just try and get as many fruit kills as I can. But the changes to interrest between VE and VH are just... weird... 1% VE, 1.25% E, 1.5% N, 1.75% H, 2% VH. Isn´t it just the point that, very easy, should also be, very easy? because, this makes it hard for a very easy player to keep up with a normal player,.. Even if that VE player plays a bit better then the normal. I don't know if its intended, but, at this moment if 2 equally skilled people will get in a standard play, 1 on VE, 1 on normal... whatever the VE player does. The normal will win because he can accumulate more money. In my Eyes, the scale should be the other way round: 2% VE, 1.75% E, 1.5% N, 1.25% H, 1% VH. In this case,.. the very easy player will have less of a trouble keeping up with normal and hard players. (though as I found when playing very hard... without the extra interrest, even with 2%, it becomes challenging to really efficiently get to the fruit lvl with enough thowers to get many fruitkills) I agree with the early comment that the new interrest, in the form of, cutting the cost of reselling elemental towers (at the invest of 2 vespene gas) to 0 also gives a nice extra gameplay element. btw,.. im just ratling, I hope i did not offend people. If very hard had 1% interest you might as well rename the mode to -Impossible . As difficulties scale, monster hp increases and damage dealt by towers fall by a whopping 50%. Bounty aside, if you have half the money, deal half the damage, and have to face creep with 50% more HP, you're at 2*2*1.5 disadvantage or factor of 6 disadvantage. Now with 2% interest the comparison goes as follows. 0.5 * 2.0* 1.5 or a factor of 1.5 disadvantage. Obviously the numbers may be off or hypothetical, but it seems logical at the time of posting haha. So case in point, if you're looking at it in a money comparison, very hard would be balanced if each tower was as effective as a very easy tower. However, 4 very hard towers = 1 very easy tower currently, so they need the extra money to sustain.