On May 19 2026 15:56 rotta wrote: I just want to see the rarely/never used units and spells buffed somehow
Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.
That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans
The game is balanced around being a ground map because Zerg air sucks too much in Brood War
If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate
i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved
On May 19 2026 17:00 Crimson)S(hadow wrote: i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved
Only 50 gas per devourer, way cheaper than making 8-10 scourges per BC to kill them. which often doesn't even work... I wonder how many devourers to kill 2 bc's are needed
I am always wondering if there would be a way to "unlock" the whole Ghosts portion of Terran without necessarily making them stronger in the process. But it's not just a unit that is useless but it comes with multiple buildings (attachment), mechanics (nukes) and several upgrades which are all useless (read: not cost-effective or attention-economy-effective). It's just too obvious that all of this was designed for single player missions where you pilot a single Ghost. And, sure, once in a blue moon someone does something cool with Ghosts, but the fact that this stands out so much and everyone remembers it just underscores how useless they are so that anyone making use of them instantly stands out. But to be fair, I fail to see a version of the Ghost that does not make Terran stronger, so probably not possible.
But I like to dream up a world in which Ghosts are a viable or even core late game component in both TvZ and TvP. So here are some ideas for changes that I do not consider "balance" but just wild ideas:
- Merge Wraith and Ghost cloak into a single upgrade (you can research it at any one of the addon buildings) [so you can already have this once we get to the late game] - Increase the effect of damage & armor upgrades on Ghosts to +3 damage +2 armor [relevant for..] - The Ghosts vision upgrade allows them to hit units under dark swarm [..killing lurkers under dark swarm] - Lockdown works on all flying units (instead of all mechanical) - Medic's Restauration spell is changed from single unit to small AOE, cost is increased [so there is at least a theoretical counter to red or green goo, but it's costly and micro intense]
- Scout supply reduced to 2, costs reduced to 200/100 - Scout ground attack damage increased from 8 to 12 and ground cooldown reduced from 1.26 to 0.92 (same as air) [so two scouts can two shot a drone/probe] - Scout ground & air attack upgrade scaling increased to +3 per upgrade - Scout movement speed upgrade cost reduced to 100/100 and time reduced from 105 to 80 - Scout vision upgrade now grants them detection but only right under them (very small area), cost is up to 200/200 [so you can kill burrowed units or even DTs or Wraith if you micro well]
- Devourer .. I have no idea.. anyone?
[Edit, probably a good idea to explain the rationale of those changes. Also, changing up things (in a sensible way) is a good thing for any game, League is a good example]
On May 19 2026 17:00 Crimson)S(hadow wrote: i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved
Only 50 gas per devourer, way cheaper than making 8-10 scourges per BC to kill them. which often doesn't even work... I wonder how many devourers to kill 2 bc's are needed
just tested, assuming 0/0 upgs for both, 3 devourers is not enough for 2 BCs, but 4 devourers beats 2 BCs very comfortably
On May 19 2026 15:56 rotta wrote: I just want to see the rarely/never used units and spells buffed somehow
Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.
That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans
The game is balanced around being a ground map because Zerg air sucks too much in Brood War
If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate
Change it so irridate is affected by armour on biological units, this way devourer does not die in one irridate cast.Alternatively increase Devourer HP by 10.
Otherwise i would be looking at improving protoss against hydra bust, probably just decrease cost of cannon to 125, increase speed of HT warp and decrease storm research cost to 150/150.Everyone agrees PvZ is imbalanced at highest levels, but better to start with very minor changes and see how it affects it, seen so many games where a tiny handful of seconds against a hydra bust would continue the game.
I can't do yet another patch discussion, but... the comsat as an addon sucks ass. That said and keeping balance whine as of last 3-4 years in mind, maybe Terran deserves that added inconvenience for being the statiscally better race.
The in game timer was both the best and worst feature to be added ever. Real old graphics are still superior to the redumbed one. I miss playing 1.16.1
Scout is expensive as fuck and could use a tiny tiny upgrade, but the reality is that Protoss doesn't need that, in the same way ghost and devourer don't need a buff.