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On May 06 2012 05:42 Postaljester wrote: if you want terran to be stronger late game, or p to be weaker, terrans mid game will have to be cut down. nerf medivacs heal rate and marauders damage a bit or something along those lines.
You realize this nerfs the late game as well right...
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Let Medivacs heal units while they are moving, this would afford the terran bioball more durability vs protoss splash, the amount that medivacs actually heal during intensive micro is miniscule at the moment, maybe even make it an upgrade, instead of the..uh..current upgrade medivacs have.
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On May 06 2012 08:43 Filter wrote:Show nested quote +On May 06 2012 08:36 HolyArrow wrote:On May 06 2012 08:15 Filter wrote: Here's some stats from the 2012 s2 GSL Code S/Code A season.
Sub 10 minutes it's even, Terran has 8 wins and toss has 8 wins 10-15 Minutes Toss has an Edge Terran 17 wins, Toss 22 wins 15-20 Minutes Toss with a small Edge Terran 6, Toss 7 wins 20 Minutes+ Terran 2, Toss 1
The stats are in real time not blizzard time (Gom TV), and the situations where Terran won late game are because Protoss players blundered (Think MC showing all his sentries, and warping in pylon against Maru) not because they out macro'd.
It's even worse if you look at the last two weeks, Terran has 12 wins to Protoss' 18 in sets and of those 12 wins 4 were marine/bunker rush all ins.
There's also a clear dominance of Protoss players that have finally "got" the PvT matchup, Squirtle and Oz both have disastrous PvT win/loss ratios before the burst of protoss players and are now nearly unbeatable in the mu. The guy who started the current trend of heavy Templar use? Parting.. who has never lost a PvT at all outside of the team league. (Seriously, he's 9-0 vs. Terran)
The stats are not a huge indicator all the time of how a matchup is performing, but from personal experience and watching a ton of tournaments anytime a Terran player tries to go late game with a protoss player who is within a level or two of his skill the Protoss player basically never loses, unless the Terran player is ultra aggressive early.
I love this game, but this matchup is so clearly one sided lategame. This matchup also hinges on HARD counter units so badly that it's really frustrating. Starcraft was always about skill both in micro and macro and not in hard counters. Nearly every unit in the matchup hard counters something else, without any input from the other player.
The matchup is fundamentally broken somewhere, and sadly I think it starts with the marine. Marines are so strong that protoss need multiple ways to deal with them... but the solutions blizzard have implemented don't allow Terran players to get creative, to use skill to get around them while the counter units come into play. If you don't have vikings for whatever reason you get slaughtered by colossus, if you have too many vikings the rest of the protoss ball destroys you AND the slow reactionary ability of Terran gets made worse by warpgate.
Get rid of the Colossus, slow the damage output of everything down and spread it out more (Make Marauders do less to stalkers, but more to Zealots for starters) and give Protoss their reavers back. Where are you getting those stats from? http://www.gomtv.net/records/index.gom?searchType=3&race=P&vsrace=T&season=2012&leaguetype=20&leagueid=27062&gamever=0&mapid=0We clearly see that Protoss has a losing Match winrate and a dead even set winrate, yet your numbers indicate that Toss has more wins, and the numbers don't even add up to the numbers on the gom records page. I didn't count any of the up/down games, just the Code S/Code A stuff. The up/down games usually have a lot of players on a horrible downturn against extremely good players on a big upswing, so it's not really a great indication of equal skills. (The up/down games are also almost two months old)
I don't really think you can make that judgement, and I find it quite arbitrary. One could just as easily interpret it as "extremely well-established, skilled players who are comfortable in the booth against relatively new and inexperienced up-and-comers". As for the age of the up/downs, they were still played under the same balance patch.
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On May 06 2012 08:43 naastyOne wrote:Show nested quote +On May 06 2012 08:15 Filter wrote:
The matchup is fundamentally broken somewhere, and sadly I think it starts with the marine. Marines are so strong that protoss need multiple ways to deal with them... but the solutions blizzard have implemented don't allow Terran players to get creative, to use skill to get around them while the counter units come into play. If you don't have vikings for whatever reason you get slaughtered by colossus, if you have too many vikings the rest of the protoss ball destroys you AND the slow reactionary ability of Terran gets made worse by warpgate.
Get rid of the Colossus, slow the damage output of everything down and spread it out more (Make Marauders do less to stalkers, but more to Zealots for starters) and give Protoss their reavers back. Wrong. The Colossus->Reaver thing changes nothing. Marauders >Colosus, Splitting of marines and marauders>Colosus. And Colosi suck vs Thor, Tank, and Viking. Problem, though, is the immortal which counters tanks all to well, and makes the needs for something low-damage but rapid-fining in mech arsenal(i guess warhound would do good in this department). Vikings could do, but they will kill colosi from air far better, eliminating the need for tanks. HT, on the other hand, hard-counter terran T3, and air units except Viking, and (more or less)Ghost, and Bio-ball. AND unlike Colosi, you can warp in HTs, and as soon as you`re out of storms you can merge into archons. And unlike Colosi archons are not vulrnable to air, and can shoot air. Colosi are good, their substitution will give nothing, while nerfing HTs to not counter everything terran has(as it was done with Snipe countering anything Zerg has) Will make a difference.
Marauders are beyond useless against Zealots, and you can't split vs. Colossus (They have concave AoE, you'd have to actually split into a line to avoid their AoE.) Marauders can't get anywhere near the Colossus unless you land a perfect flank. There's a reason Terrans have to be so marine heavy in this matchup. The fact that you can't split vs. Colossus, combined with a Templar storm is what crushes the marine ball more often than not. Trying to kite Chargelots, while storm dodging and splitting to not have a concave is impossible. You 100% need vikings to deal with Colossus and you can't fight until they're gone. Removing feedback, or removing Thor/BC energy would be a great start to bringing the matchup back to normal, even removing smartcast for templar would be cool. (Great toss players like parting would still dominate, but your average joe would have a hard time casting his storms individually.)
The Colossus isn't just a bad unit in PvT, it's a bad unit in all matchups. Protoss need to go war of the worlds in PvP lategame, Zerg need masses of Corrupters in late game PvZ. Reavers would change all that, they'd be great utility units to support a gateway force, or even some air units too. I think the Immortal needs balancing too personally, nerf the supply cost/general cost and cut it's damage down a LOT (let it keep the shield though) would be pretty cool along with adding Reavers.
There's just so much untapped potential in the matchups for Protoss because Colossus are so good at causing an instant win situation. You can NOT out micro a player with 3+ Colossus and a good gateway force without having the hard counter to Colossus, it's actually impossible.
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On May 05 2012 17:36 Talack wrote:Show nested quote +On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : /
Step off your high horse, mighty one.
I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now.
Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds.
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On May 06 2012 08:56 Cloud9157 wrote:Show nested quote +On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds.
have decent obs scouting like 2 stalkers and a cannon and guess what. no drop
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Russian Federation142 Posts
On May 06 2012 08:34 Endymion wrote: they're just talking about the flow of the game in my opinion... I don't think it's a bad thing. Look at ZvT in broodwar, the flow of aggression constantly swaps between zerg and terran (1st terran can be agressive with marines, then zerg with mutas, then terran can push when they have vessels, then zerg can push when they have swarm), zvt favored Z pretty heavily in the late game (from my experiences) thus it was important for the terran to do a lot of damage during their push with initial vessels (and to maintain a high vessel count throughout the entire late game) That's also the reason why terran was impossible to play for non-koreans. Defenders have to do far less work than their aggressive opponents. Protoss had to defend long enough for terrans to starve themselves/wait for arbiter tech, and zerg had to wait until defilers. I don't think that SC2 should be emulating the horrid terran late-game aspect of BW.
Also, it was less the case in BW. Terrans could rely on units other than marines as the backbone of their armies past a point where they're too difficult to control against the massive aoe of late game armies. This at-least let the terrans play late-game.
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On May 06 2012 09:01 darthfoley wrote:Show nested quote +On May 06 2012 08:56 Cloud9157 wrote:On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. have decent obs scouting like 2 stalkers and a cannon and guess what. no drop
Drop more units. You get the advantage of knowing how much is there, whereas Protoss has to try and react on time with warp ins/moving some units to the location. Marauders shit all over Stalkers and anything armored for that matter.
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On May 06 2012 08:53 Province wrote: Let Medivacs heal units while they are moving, this would afford the terran bioball more durability vs protoss splash, the amount that medivacs actually heal during intensive micro is miniscule at the moment, maybe even make it an upgrade, instead of the..uh..current upgrade medivacs have.
a good player will micro marine/marauder only, without moving medivacs. i dont think we terrans need this.
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On May 06 2012 09:08 Cloud9157 wrote:Show nested quote +On May 06 2012 09:01 darthfoley wrote:On May 06 2012 08:56 Cloud9157 wrote:On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. have decent obs scouting like 2 stalkers and a cannon and guess what. no drop Drop more units. You get the advantage of knowing how much is there, whereas Protoss has to try and react on time with warp ins/moving some units to the location. Marauders shit all over Stalkers and anything armored for that matter.
Yes drop more then the P will go kill your base then come back to mop up the small drop force.
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On May 06 2012 09:45 YyapSsap wrote:Show nested quote +On May 06 2012 09:08 Cloud9157 wrote:On May 06 2012 09:01 darthfoley wrote:On May 06 2012 08:56 Cloud9157 wrote:On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. have decent obs scouting like 2 stalkers and a cannon and guess what. no drop Drop more units. You get the advantage of knowing how much is there, whereas Protoss has to try and react on time with warp ins/moving some units to the location. Marauders shit all over Stalkers and anything armored for that matter. Yes drop more then the P will go kill your base then come back to mop up the small drop force.
Attacking off of 2 bases into a terran that is currently dropping your main base is pretty much a sure fire way to lose the game. No one base races better than a two base terran.
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So first off, I play Terran in high masters on EU and I've beaten as far as top 16 gm protoss in 'standard' games. I'm by no means the best player, but I like to think I generally have a pretty good idea of what's going on and how it feels to play and execute some of these things discussed.
TvP is an extremely frustrating matchup to play these days, I hesitate to use the word imbalanced but there are some fundamental issues that sadly won't be adressed untill HoTS by the look of things. I think everyone can agree that terran has an advantage early > midgame and protoss has an advantage lategame which turns out to be a fairly flawed design. It's not very entertaining to either play or watch games with only strong all-in timings or a very one sided lategame. Having a race play against a clock sadly puts us in that spot, and it's a little disheartherning to read an official statement that heralds no upcomming changes any time soon.
As time passes and people get better games simply go on for longer becausepeople have better position of units, more fleshed out timings, tigther builds and not to mention overall better decision making and unit control. So as previously stated a design that puts one side on a clock will become more and more of a balance issue as time elapses. It becomes increasingly harder to do damage to players because of these things. I also want to note that in the general meta game protoss players have figured out that they can just sit and not attack unless they are almost maxed or if the terran does something incredibly greedy, attacking someone who is already playing very defensive obviously doesn't make it any easier.
There are a lot of game specific things you can complain about, drops, mules, stim, emp, warpgate reinforcement rate, collosus/storm/archon splash, chargelots but I feel like most of them are relatively within reason depdending on the map and style of the players who play. Ultimately all these things are part of the who has the stronger or weaker early > mid > lategame and that discussion could be a million pages long and we'd still conclude that generally speaking terran wins early, protoss wins late.
I've read a lot of posts from generally midrange ladder players suggesting that terrans explore other unit compositions outside of mmmvg. Pardon me for my arrogance, but this more than often makes me think that these people have never sat down and played a midrange master+ TvP that went longer than 20 minutes. WIth that said I don't think these arguements can be entirely dismissed, maybe every knowledgeable terran player is wrong and maybe in the future we'll discover that some combination of other units works wonders. However I personally doubt that and I feel like it's not a waterproof arguement for or against balance in the matchup.
There's a final thing I want to vent while I'm at it. Protoss undeniably requires a lot of skill and it's a very diffrent skillset from terrans. Most notably how to split your army to defend multiple location. But the actual battle apm feels incredibly skewed in favour of the protoss player. The viking vs collosus vs stalker vs bio dance is fine, the emp/snipe vs feedback/storm is fine and by all means should put the players on a fairly equal playing field.
"Wait what? I have to split and stutter step multiple groups of bio at the same time?" "But im not a korean 400 battle apm bonjwa terran." "Yeah I guess I lose"...
I promise you every single terran has thought that a couple of times recently, unless they're korean pro's whose ID's is composed of 3 letters starting with M.
TvP will remain frustrating to play for everyone by the looks of it, and while the overall statistics might remain fairly even I'm afraid it involes a lot of 1's.
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On May 06 2012 09:59 Plansix wrote:Show nested quote +On May 06 2012 09:45 YyapSsap wrote:On May 06 2012 09:08 Cloud9157 wrote:On May 06 2012 09:01 darthfoley wrote:On May 06 2012 08:56 Cloud9157 wrote:On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. have decent obs scouting like 2 stalkers and a cannon and guess what. no drop Drop more units. You get the advantage of knowing how much is there, whereas Protoss has to try and react on time with warp ins/moving some units to the location. Marauders shit all over Stalkers and anything armored for that matter. Yes drop more then the P will go kill your base then come back to mop up the small drop force. Attacking off of 2 bases into a terran that is currently dropping your main base is pretty much a sure fire way to lose the game. No one base races better than a two base terran.
Well obviously you dont push out when your on 2 base do you unless its some sort of a timing? If its a 3 base situation, then the P will just go kill you.
I mean, the whole idea of "drops" is to do DELAY the P. Whether its by eco damage or destroying tech buildings or having P to turn his forces back w/e. But devoting more on drops just means that the T is that much more desperate because the T army cannot tackle the P army.
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On May 06 2012 10:20 YyapSsap wrote:Show nested quote +On May 06 2012 09:59 Plansix wrote:On May 06 2012 09:45 YyapSsap wrote:On May 06 2012 09:08 Cloud9157 wrote:On May 06 2012 09:01 darthfoley wrote:On May 06 2012 08:56 Cloud9157 wrote:On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. have decent obs scouting like 2 stalkers and a cannon and guess what. no drop Drop more units. You get the advantage of knowing how much is there, whereas Protoss has to try and react on time with warp ins/moving some units to the location. Marauders shit all over Stalkers and anything armored for that matter. Yes drop more then the P will go kill your base then come back to mop up the small drop force. Attacking off of 2 bases into a terran that is currently dropping your main base is pretty much a sure fire way to lose the game. No one base races better than a two base terran. Well obviously you dont push out when your on 2 base do you unless its some sort of a timing? If its a 3 base situation, then the P will just go kill you. I mean, the whole idea of "drops" is to do DELAY the P. Whether its by eco damage or destroying tech buildings or having P to turn his forces back w/e. But devoting more on drops just means that the T is that much more desperate because the T army cannot tackle the P army.
Well from that description, it sounds like you were behind anyways and the drops were a desperate attempted to get back to solid footing. There are so many points during the game when drops can be used, people cannot write them off as useless just because they say "well, then there are 2 stalkers and one cannon". If drops were not effective, the players was most likely using them poorly or at the incorrect time.
Most of the terran I play against who complain made really poor decisions during the match. They blame protoss, warp ins, or chargelots, but they got themselves into the positions where I had a huge advantage. It is like a protoss complaining to a zerg when the protoss let them get to 90 drones a huge bank and 4 bases.
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On May 06 2012 08:56 Cloud9157 wrote:Show nested quote +On May 05 2012 17:36 Talack wrote:On May 05 2012 17:15 Cloud9157 wrote: I'm seriously lol'ing at these whines about storm. You contributed nothing to the discussion but looking like an idiot. Bravo, you and your race are one step backwards now : / Step off your high horse, mighty one. I don't get the random whines about storm now. It has never been touched(unless you want to count KA as a nerf to it) directly. Terran has always had to deal with it, and apparently its just becoming a big issue now. Seriously, first Colossi, then Chargelot Archon a while back, and now Storm? I don't understand it at all. The weakness to Protoss in TvP has ALWAYS been drops. Sniping forges will shut down a Protoss so damn hard. Drop 8 Marauders near them, press "T" and watch as the Forge implodes in a matter of seconds. One High Templar. 2 Clicks. 20 supply gone.
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Meanwhile Polt is 4-2 against MC at IPL fight club.
Many of those games reached 3+ bases.
Let me guess MC must have screwed up badly because a "properly played P" is unbeatable lategame?
Lol, yeah lategame P is strong but the better player *gasp* usually wins. MVP said it, Hero said it, Squirtle said it.
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On May 06 2012 10:42 windsupernova wrote: Meanwhile Polt is 4-2 against MC at IPL fight club.
Many of those games reached 3+ bases.
Let me guess MC must have screwed up badly because a "properly played P" is unbeatable lategame?
Lol, yeah lategame P is strong but the better player *gasp* usually wins. MVP said it, Hero said it, Squirtle said it.
Don't make that argument. It only invites the "Well I can only win if I have 400 AMP" response. This is then followed by the argument that protoss players can win with 20 AMP because of A-move zealots, archons and colossi. Then protoss post that it is not true and we go round and round and round.
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well thats why the koreans protoss and terrans dont cry about balance. the better player still wins
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On May 06 2012 10:42 windsupernova wrote: Meanwhile Polt is 4-2 against MC at IPL fight club.
Many of those games reached 3+ bases.
Let me guess MC must have screwed up badly because a "properly played P" is unbeatable lategame?
Lol, yeah lategame P is strong but the better player *gasp* usually wins. MVP said it, Hero said it, Squirtle said it.
Are you joking? Seriously every time you come into these threads it's some kind of half truth. You wanna know how it happened from someone with no point to prove? MC won game 1 when it went to late, late game. After that he tried to get 3 bases at 7minutes and a standard 2 base medivac timing was too much to defend and he lost.
The next game he lost, he 2 base allin'd and would have been better off handing over his keyboard to Polt as he botched the attack horrifically. Next game DT warp prism off of 2 base GOT DESTROYED along with the DTs killing less than 10 SCVs, he spams zealots while getting double upgrades and pushes with storm after barely getting his third up to win the game.
Oh yeah there was a 4 gate allin on Tal Darim in there too, oops...
Polt proceeded to wreck MC after his initial blink pressure backfired as he got rolled by a medivac stim timing...still 2 base vs 2 base.
Last game he picked Metropolis, opened nexus first, and Polt went for a 2 rax stim timing killing the nexus AND THEN took an expo himself.
But yes 3+ bases for many games here let me be sarcastic on my high horse proving my point with irrefutable logic. Every person in the RO8 who claimed the matchup was balanced and the better player won, + Show Spoiler +
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On May 06 2012 11:03 Badfatpanda wrote:Show nested quote +On May 06 2012 10:42 windsupernova wrote: Meanwhile Polt is 4-2 against MC at IPL fight club.
Many of those games reached 3+ bases.
Let me guess MC must have screwed up badly because a "properly played P" is unbeatable lategame?
Lol, yeah lategame P is strong but the better player *gasp* usually wins. MVP said it, Hero said it, Squirtle said it. Are you joking? Seriously every time you come into these threads it's some kind of half truth. You wanna know how it happened from someone with no point to prove? MC won game 1 when it went to late, late game. After that he tried to get 3 bases at 7minutes and a standard 2 base medivac timing was too much to defend and he lost. The next game he lost, he 2 base allin'd and would have been better off handing over his keyboard to Polt as he botched the attack horrifically. Next game DT warp prism off of 2 base GOT DESTROYED along with the DTs killing less than 10 SCVs, he spams zealots while getting double upgrades and pushes with storm after barely getting his third up to win the game. Oh yeah there was a 4 gate allin on Tal Darim in there too, oops... Polt proceeded to wreck MC after his initial blink pressure backfired as he got rolled by a medivac stim timing...still 2 base vs 2 base. Last game he picked Metropolis, opened nexus first, and Polt went for a 2 rax stim timing killing the nexus AND THEN took an expo himself. But yes 3+ bases for many games here let me be sarcastic on my high horse proving my point with irrefutable logic. Every person in the RO8 who claimed the matchup was balanced and the better player won, + Show Spoiler +
What is it about that series that proved the match up is imbalanced? Polt showed the strength of terran mid game timings in two of the games and how easily the toss all-ins that people have been whining about can be stopped in another two games. Like a lot of people have been trying to say- terran's mid game strength makes up for toss's late game strength and this series showed that pretty well.
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