• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:10
CEST 08:10
KST 15:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles3[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
Weekly Cups (June 30 - July 6): Classic Doubles The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site Flash Announces Hiatus From ASL
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Summer Games Done Quick 2025! US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 658 users

A response to SKMC, the stagnation of TvZ and TvP

Forum Index > Closed
Post a Reply
1 2 Next All
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2013-09-16 01:16:21
September 16 2013 01:05 GMT
#1
NOTE TO MODS: If this breaks any rules, feel free to lock. I don't want to incite some sort of flame war here nor balance whine. I feel the game is balanced at the moment although Zerg are ever so slightly weaker than the other two races. However, my argument of imbalance stems from the fact we do not see a wider variety of units in games.

This is a response to SKMC’s thoughts on SC2
http://www.teamliquid.net/forum/viewmessage.php?topic_id=427728

I don’t know how to word this without sounding overly whiny. I really do not like the direction StarCraft II is going and I hope that Blizzard realizes this and gives Heart of the Swarm a ‘Final Fantasy XIV: A Realm Reborn’-style overhaul in terms of multiplayer unit design and balance philosophies.

I did say Heart of the Swarm by the way. HotS took three years to release after WoL and with the way the Korean and North American scenes especially are currently going, Blizzard cannot afford to wait another two years to prepare and release Legacy of the Void and hope to fix things then. Who knows how many viewers and players StarCraft II could face to lose by then.

We’ve already seen MLG come close to dropping SC2 entirely after it was confirmed their next event in Raleigh had replaced the game with Dota 2 and currently 2014 seems like a worrying year for the game.

Likewise in Korea we’ve seen teams such as Woongjin Stars and STX Soul lose their title sponsors and rumours that next year could be the last SC2 Proleague. There are even (badly kept) secrets going around that the motivation for MVP, Incredible Miracle and Prime to leave eSF and buddy up with KeSPA was that they could compete in an upcoming LoL Proleague. This has been all but confirmed as MVP has been bought out by Samsung.

Also, we've seen quite a few pros speak out against the lack of feedback Blizzard has taken about the game, which has even led to SKMC slamming the metagame in a recent blog post. I also feel like the problem that MC mentions of the metagame being one-dimensional is why we've seen players like JangBi, Sea, Jinro and Bisu retire so soon. JangBi was a two-time OSL champion who was suddenly denied of a third Golden Mouse by being told to play a completely different game. Sea retired and returned to Brood War's (now amateur and not KeSPA dominated) scene because he disliked StarCraft II. Bisu and Jinro retired more-so due to declining results but both look back on the golden days of Brood War.

Anyway, before I go off on too much of a tangent, here is the jist of what I am trying to say. Bear in mind I am going to keep this exclusive to just Terran because their metagame on average is the most one-dimensional and horribly designed out of any race.

The vast majority of key Terran units are horrifically underpowered and need a significant buff, if not complete overhaul. All factors of the Terran composition need a significant rework. Bio and Widow Mines need to be toned down while Mech and Sky Terran need to be significantly overhauled.

David Kim has promised time and time again to look at Mech then spends months desiring to make minor tweaks in order to tweak the current metagame which is completely broken.

Let me summarize the complete metagame for Terran in non-mirror matchups:

TvP: Marine, Marauder, Medivac, Hellbat, Viking, Ghost vs Zealot, Stalker, Sentry, Colossus, High Templar, Archon.

The specific problem with TvP is that in almost every single professional level TvP I have ever watched since Wings of Liberty came out, we see the same one-dimensional bio viking ghost versus all of the Protoss splash damage units and what determines whether the Terran wins or loses is how well Protoss can hold drop aggression and pick the perfect engagements. The only time you will ever see any sort of variation in terms of TvP is in the low leagues or with a few rare players like HTOMario and GoOdy who will go Mech. In fact, scratch that because GoOdy opted to play PvP instead of TvP in tournaments by late WoL because Mech was impossible to play.

The reason why you barely see Mech or Sky Terran in TvP is because it has a history of being horrifically underpowered. SC2 bonjwa and 4-time GSL champion LG-IM.Mvp once said it was impossible to win using Mech. If somebody of his skill level is saying this, it is definitely true.

I can highlight a number of problems with playing Mech in TvP such as:
  • Susceptibility to early game aggression. Whereas going bio could help you hold certain aggressive builds like 3 gate pressure iinto expand, 4 gate, 3 gate blink stalker, 3 gate robo, going Mech will get you build order countered.
  • Early expands often not being safe enough. Whereas in TvZ a fast expand into hellions is viable, the same build in TvP is only possible against a greedy, passive Protoss. And since it’s very difficult to scout early game aggression without a scan, it puts you in a weaker spot.
  • Unless you have a criticial mass of (or around 16+) Siege Tanks backed by Hellbats and a good angle of engagement, the Protoss will win an engagement decisively, counterattack and wreck you. That is because of several big reasons such as Siege Tanks being nerfed and much of the Protoss composition being haphazardly designed to counter Mech. (explained more below.

The weakness of the Siege Tank - stemming from it dealing 35 (50 vs Armored) instead of 70 Explosive damage - is why Mech is currently underpowered and can be entirely hard-countered if you know your opponent is playing it.

Did you know for instance that:
  • Siege Tanks take 5 hits to kill Zealots in both Brood War and StarCraft II. However, Charge not only closes the gap quicker than Leg Enhancements but also guarantees the Zealot a hit on a Siege Tank. This means that Zealots (still) hard-counter the Siege Tank.
  • Stalkers have 20 less Life than the Dragoon but take an extra hit to kill? This is becuase the Siege Tank does 20 less maximum damage than it could in Brood War. The Blink ability also breaks the balance between Stalkers and Siege Tanks by allowing them to Blink on top of a tank line, abusing both the ‘dead zone’ of individual Siege Tanks and friendly-fire mechanics. Thus, Stalkers hard-counter the Siege Tank.
  • Archons were the second-tankiest unit against Siege Tanks in Brood War (second only to the Ultralisk) and were an expensive but effective adversary against the Siege Tank, taking six hits to kill due to them being a Large unit. In StarCraft II they are the second tankiest unit in the game, taking eleven hits to kill because they are not Armored and thus only take 35 damage. This means that Archons WTFPWN Siege Tanks.
    Colossus take seven hits for a Siege Tank to kill. They are tankier than the BW Archon used to be. Its predecessor, the Reaver, slithered at about a quarter of the speed and took three hits to kill. Thus, Colossi WTFPWN Siege Tanks.
  • The Immortal is the single tankiest unit in the game against the Siege Tank, and are overly tanky against all hard hitting units. They take fourteen hits for a Siege Tank to kill and are only tier 2. Even if you EMP an Immortal, they still take four hits to kill (the same as a Stalker.) Words cannot describe how dunked a Siege Tank line gets when Immortals are in the mix.

A lot of pro and amateur gamers have suggested that the Immortal be nerfed or removed but let me reassure you on one thing. The Immortal isn’t the only problem. The Siege Tank is. It deals reduced damage against all Protoss units and no longer works as a method of unit control. For instance you never see a bio player able to suddenly switch into Biomech or Mech because Siege Tanks are now so weak at zone control because everything can now a-move and ROFLstomp it.

The only way to legitimately come close to victory using Siege Tanks now is to pray your opponent doesn’t drop or take every base on the map then turtle and simcity to perfection. Only an abundance of Orbital Commands makes this remotely possible,

Bio is mobile, has the clout to actually take down the Protoss tier 3 provided it hasn’t reached a critical mass and thanks to the abundance of Stimivacs, can really punish a Protoss player with multi pronged drop aggression just for leaving their base. Likewise, if you lose a bio army, you can remake it with ease provided you have the economy and production to back it up. This lets you be liberal about drop harassment and whittle down a Protoss opponent quite effectively if they leave themselves open.

TvZ: Marine, Marauder, Medivac, Widow Mine vs Zergling, Baneling, Mutalisk, Ultralisk.

There is a reason we see biomine in every single TvZ. It is:
  • Cheap - Doesn't cost much to commit to.
  • Expendable - Lose your army? You can remake it instantly. Look at a lot of TvZs and TvPs where Innovation reaches 3 bases and uses his patented bio train to unleash relentless, nonstop aggression.
  • Punishing - This is why you see mutalisks every game. If you can't snipe Terran drops in time, multi pronged drops are going to wreck your economy and number of bases in seconds. This is ABSOLUTELY NOT WHAT TIER 1 UNITS SHOULD DO
  • Easy - Widow Mines will do much of the work for you. Sure you may need to micro bio in a few engagements but if you are good at that, you are golden.
  • Aggressive - Suits anybody with an aggressive playstyle.
  • Defensive - It's better at defending a lot of ultra early game timings like ling baneling all ins and ling bane roach all ins or early muta than mech or sky terran is.
  • Powerful - Watching any pro level Terran game makes this word speak for itself.
These seven words describe MMMM in a nutshell. Sure, the only weakness of MMMM is a lack of early game map presence, which can fortunately be obtained with a fast expand into reactor Hellion opening

Widow Mines are so game breakingly overpowered that they have entirely phased out the Siege Tank. They take less time to root than a tank takes to siege up, even before the Drilling Claws upgrade, deal much greater single target damage, has higher splash damage versus light units (40 compared to the 35 of Siege Tanks), are relatively cheap, can be massed in complete abundance and do spell damage (which makes armor/weapon upgrades irrelevant.)

We seldom see pure Mech in TvZ due to its weak anti-air only solvable by a large number of Thors and a large number of Vikings coupled with Ravens to throw down PDDs. Of course you would likely get completely fucked by 40 to 50 mutalisks by the time this transition happens. And no, Thors will not help you because their splash damage does not work in the StarCraft II game engine. This is thanks to magic-boxing, a micro trick that has made meching Terrans cry manly tears for three years straight.

The Goliath was perfect. The Warhound (which was originally intended to replace the Thor and function as anti-air) would have worked perfectly too. Why did David Kim replace the Goliath with a slow, expensive and ultimately flawed behemoth?

The buff to Mutalisks giving them increased movement speed and quadrupled health regeneration has made them an even bigger threat in TvZ. The Swarm Host also allows you to throw free units and overwhelm a Tank line at a cost of nothing. And no, Sky Terran won’t work either as any Zerg with a brain would have brought Spore Crawlers..

The Ultralisk is also far tankier against the Siege Tank than it is against the Widow Mine. Widow Mines deal 40 splash (or 125 single target) damage against an Ultralisk which is anywhere between 8% and 25% of their health pool. This is despite the Ultralisk having 100 more HP than it did in Brood War. Likewise, the Siege Tank deals 20 less damage to them than it used to and takes 11 hits (due to their health regen) instead of the 6 they used to take.

This is why Mech is never used to TvZ. It is weaker than bio, more expensive than bio, and is more punishing than bio.

Of course there is one composition that doesn’t die instantly to Widow Mines and that is Roach Hydra. Unfortunately, said composition is far more expensive, far more susceptible to drops (due to the lack of Mutalisks able to pick off multi pronged Stimivac drops) and sucks even more in a straight up engagement than pure ling bane, even with Infestor support.

Other points:

Siege Tanks are more expensive in SC2 than in Brood War. In Brood War they cost 100 Minerals and 150 Gas. In StarCraft II, they cost 125 Minerals and 150 Gas and have done so since Wings. Not even the removal of Siege Mode as a researchable upgrade has improved their rate of usage.

This is despite dealing less damage.

Siege Tanks also have smart-targeting, which clearly helps when they are criticially massed, but even then units such as Vipers punish them for totally sieging up. While this may explain their lessened damage, the irrelevance of Mech in HotS only cements the point that it's clearly not working further.

Ten suggestions to improve Heart of the Swarm’s metagame:

I am by no means qualified to suggest balance changes. However, the ones I suggest are looking at current problem areas.

1. Nerf bio. Marines need to deal less damage yet still be able to take on airborne units. Even a damage nerf by 1 (and maybe a small health buff to compensate) is good enough. The Marauder either needs removal or a numbers nerf to not be so effective in the later game. Tier 1 should never be the entire solution to later tiers of units.

2. Buff Siege Tank damage to 35 (60 vs Armored, 80 vs Massive.) This will let them three-shot Stalkers, still 4-shot Immortals with an EMP landed down and still keep Roach Hydra just as tanky. This will however greatly improve buff their performance against Ultralisks, Colossus Thors and Archons while not affecting their currently intended counters (Chargelots, Immortals, air units, Swarm Hosts, Vipers.) Even if you have to remove smart targeting and make them overkill units so that we are forced to spread them in all situations, I feel this is a very fair trade-off. Nobody likes the idea of clumped up deathballs anyway.

3. Remove Blink as an ability and replace it with something different like maybe an ability that temporarily gives the Stalker extra range and damage. Blink Stalkers currently outright break the possibility of there ever being mech TvPs due to the sheer strength of Blink Stalker all ins. Temporary extra range and damage could also help greatly against Mutalisks.

4. Buff Psionic Storm damage back to 100 from 80. This was the way it used to be in Brood War.

5. Remove the Widow Mine and replace it with an entirely different unit. Ideally a small anti-air unit creatable from the Reactor but requiring Armory tech. Maybe the Goliath or the (original) Warhound?

6. Allow Hellions to drop Spider Mines in Hellion mode (but make it a researchable upgrade, and make them produce Spider Mines like Carriers produce Interceptors.) This can solve a few issues with zone control that the removal of the Vulture caused.

7. Nerf Hellbat damage by half but greatly buff their health and give them a base Armor of 1. This is what David Kim should have originally done with the Hellbat, not tried to increase their cargo size then nerf their damage to prevent Hellbat drops. The hellbat drops occurred because Hellbats were not fulfilling their original role.

8. Reduce the cost of Point Defense Drones to 75 from 100. This will allow Ravens to cast them upon creation with the Corvid Reactor upgrade.

9. Remove Battlecruiser energy and make Yamato Cannon free but cooldown based. A lot of worthy counters to the Battlecruiser already exist.

10. Remove Medivac boosts. They are the sole reason why Zerg have to make Mutalisks in ZvT. Terrans also had zero problems with dropping without these moronic ‘stimivacs’ put in game.
partydude89
Profile Blog Joined August 2012
1850 Posts
September 16 2013 01:08 GMT
#2
would be cool if you made all your changes into a test map.
#1 Official Hack Fan|#2 Bomber behind Wintex.|Curious|Life|Flash|TY|Cure|Maru|sOs|Jin Air Green Wings fighting!|SBENU Fighting!|
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
Last Edited: 2013-09-16 01:11:50
September 16 2013 01:11 GMT
#3
I can't speak to the balance issues themselves but nerfing bio would make Terran seemingly unplayable wouldn't it?

I don't know if you could balance out a Spider Mine in this game either, since part of the unit pathing makes your army clump up a lot right? So wouldn't getting struck by a spider mine be almost fatal (or close to it)?

Psi Storm in BW wasn't 100 damage, as I remember. It was 112 and would basically make High Templar ridiculously strong in every matchup (with the aforementioned unit clumping), and its crazy 28 DPS.

In the end it looks like you want to play Brood War or watch Brood War. That's great, so do I. But there is Brood War which you can already watch, so why not let SC2 be SC2 and not BW:HD?
kiss kiss fall in love
MadJack
Profile Blog Joined March 2010
Peru357 Posts
September 16 2013 01:12 GMT
#4
doesnt this belong in blogs ?
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
Jawra
Profile Joined June 2011
Sweden146 Posts
September 16 2013 01:14 GMT
#5
I agree with proposed changes through 1-10, especially Siegetank buff, Spidermine replacing and Medivac boost removal.
Spidermines from Hellions would make Mech mobile again, which is all Blizzard wants - active, intense gameplay(best case scenario, we got Vulture back - for the microportion).

Medivac Boost makes it so easy to just throw out drops one by one with a pretty much guaranteed net win, and with that ability, Blizzard balances everything based around the assumption that we all spam Medivacdrops now, which I seriously dislike having to do.
killerdog
Profile Joined February 2010
Denmark6522 Posts
September 16 2013 01:15 GMT
#6
I think a big problem is just how common tournaments are right now. There isn't really a 1-2 month period without a tournament being played for big balance changes like this to be tested properly without potentially ruining an mlg or a dreamhack event by having some really abusive strat win every game.

Take LoL as an example, every year they start a new season, and between seasons (after the finals but before the next year of lcs starts) they have an "off season" where they make big changes, like reworking lots of items or changing major game mechanics like jungle, and just have no big tournaments in that period to give them the freedom to test shit out.

I don't know whether this was one of blizzards aims with making wcs (create a time period void of major play so they could test stuff) but until they have a period where they can truly mess with game balance without risking screwing a tournament over, I don't see any changes anywhere near as drastic as the ones you've suggested coming before Legacy of the void.
TimKim0713
Profile Joined June 2012
Korea (South)221 Posts
September 16 2013 01:18 GMT
#7
Am I seeing "Starcraft: BroodWar 2" Instead of Starcraft 2: HoTS?
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2013-09-16 01:20:10
September 16 2013 01:18 GMT
#8
On September 16 2013 10:11 IntoTheheart wrote:
I can't speak to the balance issues themselves but nerfing bio would make Terran seemingly unplayable wouldn't it?

I don't know if you could balance out a Spider Mine in this game either, since part of the unit pathing makes your army clump up a lot right? So wouldn't getting struck by a spider mine be almost fatal (or close to it)?

Psi Storm in BW wasn't 100 damage, as I remember. It was 112 and would basically make High Templar ridiculously strong in every matchup (with the aforementioned unit clumping), and its crazy 28 DPS.

In the end it looks like you want to play Brood War or watch Brood War. That's great, so do I. But there is Brood War which you can already watch, so why not let SC2 be SC2 and not BW:HD?

No, but I really don't like the idea that units like Siege Tanks are more expensive and not serving their purpose. I suppose Psionic Storm could be an issue in SC2 due to the engine mechanics and the Spider Mine would likely need reworked stats.

I'm not suggesting Lurkers either. I like the Swarm Host although certain elements (such as being able to offensively lay down creep and plant a load of Spore Crawlers beside it really break its balance. In addition, you never see them in TvZ because bio can completely stomp Swarm Hosts.
lokes
Profile Blog Joined November 2011
Argentina80 Posts
September 16 2013 01:18 GMT
#9
You forgot that tanks do splash damage.
FrogsAreDogs
Profile Blog Joined June 2012
Canada181 Posts
September 16 2013 01:18 GMT
#10
Hi, interesting post. Unfortunately I do not agree with several points (mostly regarding the siege tank). If you want, I can give a proper reply in the future when I have time.
YO
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
Last Edited: 2013-09-16 01:21:26
September 16 2013 01:20 GMT
#11
damn thats some horrible ideas you got there

also stop comparing bw with sc2, it literally makes 0 sense to argument "thats how it was in bw", cuz its not bw
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
Last Edited: 2013-09-16 01:21:44
September 16 2013 01:20 GMT
#12
On September 16 2013 10:18 Clbull wrote:
Show nested quote +
On September 16 2013 10:11 IntoTheheart wrote:
I can't speak to the balance issues themselves but nerfing bio would make Terran seemingly unplayable wouldn't it?

I don't know if you could balance out a Spider Mine in this game either, since part of the unit pathing makes your army clump up a lot right? So wouldn't getting struck by a spider mine be almost fatal (or close to it)?

Psi Storm in BW wasn't 100 damage, as I remember. It was 112 and would basically make High Templar ridiculously strong in every matchup (with the aforementioned unit clumping), and its crazy 28 DPS.

In the end it looks like you want to play Brood War or watch Brood War. That's great, so do I. But there is Brood War which you can already watch, so why not let SC2 be SC2 and not BW:HD?

No, but I really don't like the idea that units like Siege Tanks are more expensive and not serving their purpose. I suppose Psionic Storm could be an issue in SC2 due to the engine mechanics and the Spider Mine would likely need reworked stats.


What do you think is the purpose of a tank anyway? That will probably make discussion easier.

Because my current views are that it can control space and defend really well, which if generally can. But it looks like a lot of Protoss units can crush through them given the right engagement.


edit: It sounds like you want to make a lot more units viable in a lot more matchups, which I'd agree with but on the other hand giving people too many options to choose from will make balancing it a nightmare.
kiss kiss fall in love
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 16 2013 01:21 GMT
#13
On September 16 2013 10:18 lokes wrote:
You forgot that tanks do splash damage.

As they did in Brood War.
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2013-09-16 01:24:54
September 16 2013 01:23 GMT
#14
So basically you want Blizzard to release this new expansion that's basically BW but better graphics?

why is all this cry about TvP being just one-dimensional when it comes to army composition...what about the Protoss POV? why can't they make Skytoss viable against bio then so we don't have to go colo/ht/deathball?
Wingblade
Profile Joined April 2012
United States1806 Posts
September 16 2013 01:24 GMT
#15
If somebody of his skill level is saying this, it is definitely true.


This is a classic example of a logical fallacy, argument from authority.

We talk all the time about making mech viable against ground units. I have an idea, let's also make Skytoss viable against Terran bio. Protoss has been playing the same thing against Terran for years too.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 16 2013 01:25 GMT
#16
Looks like a long post that says "I want to be able to go mech in all matchups", with a a healthy dose of "stream numbers support my opinion that this is an awful game and also my balance whine".
I'm not stupid, a marauder just shot my brain.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
Last Edited: 2013-09-16 01:29:07
September 16 2013 01:26 GMT
#17
Thus, Stalkers hard-counter the Siege Tank.

Sweet mother of god.

The changes you suggest are way to tvp focused. You're making HUGE changes to pvz as a result. In a very, very bad way.
Refer to my post.
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
Last Edited: 2013-09-16 01:31:55
September 16 2013 01:29 GMT
#18
I would like to see blizzard implement a permanent PTR included in the normal Bnet client where you could opt into test environment with live balance changing as a means to create a live data farming environment based around existing metrics (League, MMR, Spending Skill, etc.)

Like the game as is? No need to change continue on your normal ladder experience. Contribute data and help progress certain elements of balance if you should so choose. Seeing as how few professionals are likely to partake, as what good does practicing theoretical changes provide them it could provide Blizzard with insight into what they always say is important: lower level accessibility.

Any changes to the proper ladder announced as usual, professionals adapt and things move on.
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
September 16 2013 01:32 GMT
#19
A siege tank in BW cost 150 min and 100 gas...

http://wiki.teamliquid.net/starcraft/Siege_Tank
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 16 2013 01:32 GMT
#20
On September 16 2013 10:25 Jerubaal wrote:
Looks like a long post that says "I want to be able to go mech in all matchups", with a a healthy dose of "stream numbers support my opinion that this is an awful game and also my balance whine".

In all honesty, I want to play more than one style with the assurance it is viable assuming both players are at the same mechanical level.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
GuemChi 1077
Leta 803
PianO 356
Snow 188
Dewaltoss 63
yabsab 29
Bale 14
Free 12
Sacsri 10
Movie 9
Dota 2
ODPixel164
League of Legends
JimRising 710
Counter-Strike
Stewie2K1193
Other Games
summit1g10345
WinterStarcraft414
monkeys_forever288
Tasteless148
Mew2King135
SortOf96
NeuroSwarm52
Organizations
Other Games
gamesdonequick38149
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH333
• practicex 38
• AfreecaTV YouTube
• intothetv
• sooper7s
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
League of Legends
• Rush1350
• Lourlo1107
• masondota2388
• HappyZerGling96
Other Games
• Scarra3333
• Shiphtur345
Upcoming Events
Sparkling Tuna Cup
3h 51m
WardiTV European League
9h 51m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
17h 51m
The PondCast
1d 3h
WardiTV European League
1d 5h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 9h
Replay Cast
1d 17h
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
3 days
Classic vs Cure
[ Show More ]
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.