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I think you grossly overestimate Blizzard's grasp of balance when compared to the SC/SC2 communities' grasp of balance. Compare the solutions and balance opinions of Dustin "Rocks are Balanced" Browder to Sean "Day[9]" Plott, for example.

In the mutalisk stacking example, it ended up being a very good thing in terms of metagame balance. At the time, top Zerg players were having tremendous problems breaching Terran static defenses, and it proved to be relatively "fair" for them to have that option in the mid-game. Also worth noting is that just because it's simple doesn't make it easy; it still required good APM/Micro to manage and a solid understanding of the magic-boxing techniques.

Even now, in SC2, the idea that workers don't collide with each other when given a command to mine a remote mineral patch is necessary at high levels of play to use the drone drilling technique in order to avoid a pylon ramp-block, which is an extremely simple technique for the protoss to use, but disproportionately difficult situation for the Zerg to deal with. Even with the drone drilling technique, it's still relatively uphill and requires good micro. (see http://www.youtube.com/watch?v=M9CA9AahV1E )

As for the complicated "Blizzard Approved" maps, they're present in the ladders, but most have tweaks. Of particular note are the GSL (A/THE pro-league in south korea) maps that actually include a neutral supply depot at the bottom of the main ramp to prevent pylon ramp-blocks from being viable so as to prevent drone drilling from being necessary.

Similarly, KESPA (korean e-sports association) was one of the driving forces for map balance in brood war, and their version of the Lost Temple was considered very balanced for reasons much more strategically significant than "people like it".




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