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Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) - Page 4

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goody153
Profile Blog Joined April 2013
44282 Posts
2 hours ago
#61
Outside pre-lair scouting like protoss seems to have tools enough to contest zerg.

The lack of scouting ability is just so massive cause the response zergs could do from misinformation is lethal and they can even play mindgames with cancelled lair or even cancelled spire (i forgot which game that was). Like terran doesnt have the scouting problem. Neither does zerg.

Another thing is probably anti-hydra bust map design but idk what would that look cause i remember those map design you can also be contained easily.

But like other than buffing protoss scouting directly through a patch (which opens a can of worms) then it has to be from map design.

On July 15 2026 03:18 EndingLife wrote:
I never understood the scouting problem in PvZ. Especially with players that have 200-250+ "E"apm. The only time scouting zerg should be hard is when zerg goes 9 pool speed or overpool speed. If the probe gets in zergs main and zerg doesn't have ling speed, it's not very hard to run around, juke and jive and mineral click at home to avoid the non-speedlings until zerg has 100 gas for lair. Zerg can't really delay lair until the probe dies as the first corsair or two will wreck havoc until scourge are out. No lair = pretty much only hydra or eco cheese. Bisu keeps his probe alive for 5 minutes. Corsair is out around 5:20 - 5:30 with forge FE. A little slower with gate FE. If there's no lair, I don't see the need to make more than 1 or 2 corsair.

You say that but several better players than you aka top protoss pros cant consistently scout with probes which is their only option pre-corsair and dies alot to lack information even when try hard to scout.
this is a quote
Soulforged
Profile Blog Joined February 2007
Latvia979 Posts
2 hours ago
#62
Terrans do not have a scouting problem because of bunker cost, build time and repair potential, relative to the incoming threat and speed potential. The window is shorter and the defensive tools are stronger. They'd also have a scouting problem otherwise.
TMNT
Profile Joined January 2021
3245 Posts
Last Edited: 2026-07-15 13:54:42
1 hour ago
#63
Back to the topic of maps this season, I think there are a few things to clarify from the video, because several things people say in that video are either not true or too soon to declare.

910 claims that Attitude and Octagon are the "balanced" maps this season.
Reality: the current win rates on those maps are:
- Octagon: PvZ 50%, PvT 38%, ZvT 46%
- Attitude: PvZ 37%, PvT 38%, ZvT 49%
This just solidifies the idea that Terran-favored maps are somehow considered balanced maps in the pro scene.

ASL map pool continues to push advantage towards Protoss via gimmick maps
This at first appeared to be obvious with the fastest mineral on Odyssey, but with the rest of the map being still that of a melee map, and after some revisions to "nerf" Protoss on this map, the current record looks like this:
- Odyssey RE: PvZ 16-18, PvT 4-12, ZvT 19-19

And for the other new maps:
- Colorless: PvZ 12-20, PvT 13-5, ZvT 34-17
- Aiolos: PvZ 11-13, PvT 10-15, ZvT 21-24
- Backrooms: PvZ 6-7, PvT 2-5, ZvT 21-33

So nowhere near obvious: out of the 8 win rates for Protoss matchups, only 1 at the moment is above 50%. In fact it could very well end up detrimental to Protoss.

The worst map pool ever for Zerg
Hmm, not so sure. I mean it's not good either given the 3 "balanced" maps are still Terran heavens, but the 4 new maps at the current point in time don't look any worse than last season. Colorless may very well end up a Zerg map. The current win rates of Zerg on this map are 67 and 63% and when you look at the map layout you can see why: all the expansions are very secured and hard to push into, and there is practically just 1 small choke you have to defend (bit like Roaring Currents). Also main base is very susceptible to drop.

[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7009 Posts
21 minutes ago
#64
Today MP was finalized. But i have the feeling we will see more odyssey updates before ASL start.

2026-07-15

(2) Colorless Fate 1.1
▶ 1.05 → 1.1 Modifications
- Gas amount at 5 o'clock/11 o'clock multi-base decreased from 5000 to 3500
- Gas amount at center multi-base increased from 2500 to 3500
- Gas amount at 6 o'clock/12 o'clock multi-base increased from 3500 to 5000
- Minor terrain adjustments



(3)Aiolos

▶ 0.92 → 1.0
- Resource gathering rate adjustment
- Terrain advantage/disadvantage adjustment

(2) Odyssey

▶ 1.96 → 2.0
- Changed the entire Center area to unbuildable except for the area below the large hill entrance
- Modified some resource gathering rates

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