- Draco
Does PvZ Matchup Need Balancing? - Page 3
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Timebon3s
Norway699 Posts
- Draco | ||
TMNT
2734 Posts
On October 07 2021 16:43 Zealgoon wrote: You might as well make an argument for nerfing zealots because gateway expand is harder for Z to defend than for P to execute. Not the central point of this thread but I have to say this is not true at all. They are equally difficult, if not harder for P to execute. Just think about it: - how many times have you seen P ending the game immediately with Gate expand? - how many times have you seen it resulting in zerlings flooding the P main Gate expand is like the opposite of 973: you don't have the potential to end the game immediately, but if it backfires, you lose immediately. | ||
bovienchien
Vietnam1152 Posts
TvZ: 9 Rax, 16 CC, 5 Rax into mech, 2 Bases M&M + Valky timing push TvP: 3 Tank from 2 fac push, 16 CC, +2/1 from 2 bases timing push ZvP: you know them ZvT: 9 pool, 2 Hatch Muta, Crazy Zerg PvZ: +1 Speed Zealot, 5 Gate Ranged Goons, Corsair/Reaver PvT: ask to Arto All of league OSL, MSL, ASL, KSL, BSL... Always there are 3 races in the round of 8 from hundred participants. This shows P = T = Z in all the match. I think you should read topic: Why does flash play terran? https://tl.net/forum/bw-strategy/573908-why-does-flash-play-terran | ||
Jealous
10156 Posts
What Protoss needs, if it needs anything at all, is innovation. We saw it with the return of Shuttle-oriented PvT (with modernization, of course). We saw it with GFE in PvZ. Innovations may have slowed to some extent, at least in the eyes of the casual viewer like you and I, due to the nature of competitive Brood War in 2021. But, that may be just appearances. I don't think competitive BW is done evolving, the right players just need the right incentive. For example, with the retirement/leaving of many old heads from the scene, new power dynamics and ideas may come to the forefront. We could be looking at a (relatively) dramatically different BW in the next few years, both in terms of who is at the top and how the match-ups are being played by those individuals, which will in turn trickle down to us plebians. In summary, stop balance whining. It's not productive in any sense of the word and it's beyond a dead horse or even glue topic at this point. Think instead about how Protoss can change the dynamic. Practice instead, for the purposes of improving your play. | ||
M2
Bulgaria4116 Posts
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EndingLife
United States1594 Posts
Protoss needs that gas to compete with 4 gas zerg when they take the natural of another main, then the main for free. | ||
castleeMg
Canada761 Posts
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bovienchien
Vietnam1152 Posts
![]() Terran has most champion titles in the history because standard maps which favor Terran. Fighting Spirit 1.3 is standard and so much maps similar it. | ||
Leonix
161 Posts
On October 07 2021 04:34 Moopower wrote: I think all zerg progamers can agree that ZvP for them is the easiest match up by default. Why is this nearly always the case? I have 2 reasons to explain for this disparity in results. 1. Protoss lack of early game scouting in combination of Zerg's volatility/adaptability. 2. Disparate risks/rewards inherently favor Zerg in this match up. If anyone can pull up the statistics of how often PvZ ends with Zerg cheesing/ all-in or doing some variation of some aggressive strategy that can still transition into mid/lategame, I'd like to see that. Because when I watch this match up, it seems protoss loses to some kind of aggression play before it develops to mid/late game at least 30% of the time or more. This goes into my 2nd point, we all should agree that the higher the risk, the higher the reward should be. If zerg does a 4 pool that's a high risk but the reward is you'll win the game if its successful. I think that's a fair trade-off for the decision you make. No one should agree that an all-in strat you decide to do should go unpunished if it fails. But that's kind of what we are looking at here in the ZvP match up albeit not as high of a degree as a 4 pool high risk/high reward, but still the ratio between the risk that zerg takes to do a hydra bust or ling bust is relatively small compared to the advantage that zerg gets even if it doesn't outright win them the match. Hydra bust in the past back in the late 2000s used to be punished heavily if it failed and Protoss would have a macro advantage by mid game but modern Zerg strategies today have become so efficient that Zerg can just force Protoss to make cannons and then time up their drone macro cycles to come back into the game without a hitch and it's like it becomes still an even game at worst for Zerg. My solution to solve this PvZ imbalance would be for blizzard to patch Zerg hydra upgrades to either cost a little more or take a little longer. Because if you think about it, this hardly affects ZvT and doesn't affect ZvZ at all. It only applies to early zerg aggression against protoss, when they have shitty options for scouting. Probe will get killed by speedlings and basically have to hope zerg is incompetent enough to allow a probe to sneak in to scout Hydras at the right time, or wait until corsairs which can often times be too late where Protoss is forced to sacrifice probes to stay alive, and then zerg equalizes any economic advantage Protoss should've had. I know many will say well Corsairs technically can scout a hydra bust as long as stargate timing was fast enough and the sair goes along the pathway hydras would go, but even then Protoss is still forced in a lose-lose scenario because they have to sacrifice their economic advantage to still stay alive even if the game continues. Their econ advantage is equalized because of probes having to buy time for cannons warping in. The intel that corsairs give is still too late to punish zerg for going for a hyper aggressive strategy. This doesn't even mention or go into late game PvZ where Zerg has more cost efficient defense and atking options. A sunk, lurker, spore defense can hold almost a maxed Protoss army, think about Larva vs Rain in ASL season 3. Yes I realized Rain suicided his army, but the point still stands, Zerg static def is much more cost effective than Protoss static def options. It seems Protoss has to stay much more on top of Zerg in skill if he wants to win more. In late game, defiler swarm + cracklings and lurkers can take down any defensive structure and protoss have to rely on HTs and reavers stationed at the proper locations because of army movement is much slower, reinforcing battles and war of attrition nearly always go in zerg's favor as long as they were relatively evenly matched in skill and performance in the game. In early game, and late game, it's said Zerg maxed out army is much scarier than maxed protoss army. So the only way for Protoss to win is to take advantage in mid game or late game exchanges to cap Zerg from exponentially growing out of control. Once Zerg starts winning, it becomes much more impossible to win, where as the reverse isn't true. If Protoss starts winning, Zerg can make a comeback more easily than Protoss can in the same position. And looking at Zero's macro hydra style, it seems few protosses can actually handle a huge hydra army build where there's just not enough units for Protoss to be pumping out and the supplies become relatively even in number. When historically Protoss should always be 20 supply ahead. Protoss seems to have much less windows of advantage and have a higher hill to climb at each stage of the game as well as possibilities of comebacks. How often do you see Zerg winning despite Protoss being 30-50 supply ahead vs Protoss being 10 supply behind if we take into account Zerg units take much less supply so the equivalent scenario would be Protoss being 10-20 supply behind. Why not make Gates shoot like cannons ? | ||
Timebon3s
Norway699 Posts
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Sybris
Canada28 Posts
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Soulforged
Latvia918 Posts
Mineral-only 3rds, wide-open 3rds, 3ds with multiple passages into them that can fit like 6+ hydras at a time... Any two of these points and that 3rd might as well not be there at all. | ||
PhilGood2DaY
Germany7424 Posts
You can create maps where T>>>>P is true P>>>>Z is true and Z>>>>>T is true. Match ups are not balanced or imbalanced. The better the map pool the better the balance. End of story. | ||
oxKnu
1181 Posts
On October 07 2021 21:44 Jealous wrote: The reason why your arguments are so readily dismissed is because in every era of post-patch Brood War there were low level whiners with tooootally valid analysis for why X match-up is broken and needs to be fixed, otherwise Brood War is DOOMED! However, as players rise and fall, new ideas come to the forefront, and old meta becomes outdated, it becomes clear that the issue wasn't the race balance, or one specific build. Maps were updated, new strategies and timings are developed, and the pendulum swings again. This is why your rants fall on deaf ears - everyone who has been around long enough has seen this thread a hundred times in the past two decades. Your [i]specific[i] issues and hypotheses are functionally irrelevant when looked at through this lens, one that takes in the entirety of Brood War history. What Protoss needs, if it needs anything at all, is innovation. We saw it with the return of Shuttle-oriented PvT (with modernization, of course). We saw it with GFE in PvZ. Innovations may have slowed to some extent, at least in the eyes of the casual viewer like you and I, due to the nature of competitive Brood War in 2021. But, that may be just appearances. I don't think competitive BW is done evolving, the right players just need the right incentive. For example, with the retirement/leaving of many old heads from the scene, new power dynamics and ideas may come to the forefront. We could be looking at a (relatively) dramatically different BW in the next few years, both in terms of who is at the top and how the match-ups are being played by those individuals, which will in turn trickle down to us plebians. In summary, stop balance whining. It's not productive in any sense of the word and it's beyond a dead horse or even glue topic at this point. Think instead about how Protoss can change the dynamic. Practice instead, for the purposes of improving your play. Innovation with what? Severely restricting the opening builds of one race and your take is: more innovation is needed. If that one race is locked in at all times in the early part of the game into one small portion of the game-tree than how will that foster innovation? Are the Zergs supposed to play like mindless drones and execute the same strategies until Protoss adapts and somehow bridges that gap? You don't seem to grasp how game theory works. And saying that some new Protoss has to come along and be as good as Bisu was but also introduce new elements and execute them flawlessly is pretty far-fetched. Balance is settled on the performance of average Tier 1 players, not outliers. In the whole history of this game no one has looked comfortable in PvZ except Bisu in his glory days, and that says a lot. Somehow expecting that to morph into some new age where meta-changes will over-haul that historical fact after such a long time with the game being actively played as an esport is delusional. There's plenty of data available and that reality suggests otherwise. | ||
HC_Rain
1 Post
This is my first post here, but I have been a BW fan for over 12 years now, since the 2009/10 Proleague. I watched hundreds of games over the years, and still enjoy it. Hopefully BW will stay for many more years, despite the generation change that is happening right now. In relation to the OP- I am no specialist, and do not play the game. But I can draw some conclusions from the many games of BW that I have seen over the years. And what stunned me most over the years was the 'easiness' with which Protoss can die early-game to zerg agression. One mistake, and you're done for. This was true even during the era of Jangbi and Bisu, and it still seems to hold true today. I can understand that the game can be somewhat imbalanced in a particular matchup during one stage or another; but that overall, it evens out. It is part of the beauty of BW. I can also understand how maps play a huge role, I witnessed it myself in KSL 5 with one of the very few Toss victories over the last three years. And on top of this, I do not remember seeing a late game scenario where I thought to myself that this game is imba, even in PvZ. Zerg has crackling, defilers, plus mobility, and can shred a base in mere seconds. But Toss has its tools as well- mainly the might of the Archon, HT, Zealot deathball, supported by Reavers. So in my view, in such late-game scenarios, it's the players quality that makes a difference. However, it is early game PvZ that perplexes me and has done so for many years now! To a casual viewer like myself (but with some good understanding of the fundamentals of the game due to the sheer number of matches watched) it seems brutal, if not outright unfair. I have seen countless games where Zerg can cheese, fail, and still end up in a better spot than Toss, because the latter built a few extra cannons. And if Zerg plays well, the scouting probe will die.... and in such cases, the first corsair comes usually too late to spot a cheese. Toss is blind, sometimes for over a minute after the probe dies. And in an early game situation, this can be deadly. Some might say that there are some seemingly unfair situations in TvZ as well; however, from what I have seen, they usually do not happen in such early stages of the game, and definitely not to this extent. The lack of early scouting option for Toss seems to be the real issue here. I have seen over the past 12 years dozens of new maps, a few important meta-changes, and many old and new players........ and the issue of early game PvZ is still the same. It might probably be the main reason why Toss never seems to win any important tournament. With or without Flash in the scene, their record at the highest level (ASL, KSL, even KCM) is abysmal. Hell, Mini's performance in the ASL 11 finals, especially the 'no-scout' build, seems like a desperate attempt at circumventing this early game disadvantage for Toss. It is a welcome innovation, but it implies enormous risks and it probably won't work in the long term, once Zerg players figure out what to do. So what can be done? Perhaps, as one earlier poster suggested, 'innovation' is the keyword here. Perhaps someone will finally come up with a solution for this. Who knows, maybe Mini or someone like him. Or perhaps something can be done map-wise, although in this regard, I doubt that anything short of using specifically tailored-maps for different matchups is possible (improbable due to the sheer amount of practice it would require). And this leaves us with the third possibility.... some balance fine-tuning. Delaying hydra upgrades, faster cannon warp time or something like this. The specifics should be decided by the progamers anyways. But what I don't understand is why people here are so reluctant, borderline aggressive, when someone mentions even a minor patch? Koreans can test this, just like they do with the maps, and decide if it is the right way to go or not. I don't understand how can this be an issue for Blizzard either, if the community makes a unified stance. I am no IT-specialist, but how hard can it be to modify one or two numeric values for an upgrade? My point is that I enjoy this game a lot, and I would want the scene to remain alive for as long as possible. But between the downtrend of RTS games, the generation change that is happening right now in BW, and the various betting scandals surrounding the Korean scene, this is not by any means a given. If you add to all this the issue of one race underperforming at the highest levels for years now.....well, I am afraid it will brake the camel's back. | ||
Timebon3s
Norway699 Posts
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TMNT
2734 Posts
There's just no equivalent of that build in other match-ups. It's like Protoss doing a proxy 9 9 and still be able to transition into midgame without any hiccups. Regurgitating generic points like Protoss needs innovation or it will be balanced by maps is just lazy because you're basing your entire argument on something intangible/unattainable. Worse than that is the elitist attitude by claiming "I have seen the game longer than you so your point is worthless". | ||
oxKnu
1181 Posts
On October 08 2021 00:02 HC_Rain wrote: And this leaves us with the third possibility.... some balance fine-tuning. Delaying hydra upgrades, faster cannon warp time or something like this. The specifics should be decided by the progamers anyways. But what I don't understand is why people here are so reluctant, borderline aggressive, when someone mentions even a minor patch? Koreans can test this, just like they do with the maps, and decide if it is the right way to go or not. I don't understand how can this be an issue for Blizzard either, if the community makes a unified stance. I am no IT-specialist, but how hard can it be to modify one or two numeric values for an upgrade? The replies in here are actually quite mild I would say. The Koreans are way more zealous over this than Westerners. Very reluctant to any kind of balance discussion, let alone the possibility of changes. However, as stated by Flash and Bisu a few years ago, most pro-gamers are reluctant for any kind of change to the gameplay of BW because they are afraid of Blizzard under-cutting the game and leaving them with an unplayable game while they're trying to make a living off of it. | ||
SirGlinG
Sweden933 Posts
On October 07 2021 09:47 ggsimida wrote: the intern won't be too happy to hear this! "ahh maan geeez I already look at the remastered forum like once a year, I really need to do more Come on?!" | ||
WGT-Baal
France3374 Posts
On October 07 2021 23:53 oxKnu wrote: Innovation with what? Severely restricting the opening builds of one race and your take is: more innovation is needed. If that one race is locked in at all times in the early part of the game into one small portion of the game-tree than how will that foster innovation? Are the Zergs supposed to play like mindless drones and execute the same strategies until Protoss adapts and somehow bridges that gap? You don't seem to grasp how game theory works. And saying that some new Protoss has to come along and be as good as Bisu was but also introduce new elements and execute them flawlessly is pretty far-fetched. Balance is settled on the performance of average Tier 1 players, not outliers. In the whole history of this game no one has looked comfortable in PvZ except Bisu in his glory days, and that says a lot. Somehow expecting that to morph into some new age where meta-changes will over-haul that historical fact after such a long time with the game being actively played as an esport is delusional. There's plenty of data available and that reality suggests otherwise. Jealous has been around forever, as well as several people who posted in this thread. what he says makes sense. You are never "locked" in a build. The meta just seems that way, until someone breaks it. 1-1-1 or the goliath build for TvZ were massive meta changes, Bisu's reaver opening dismantling of the 973 a couple years ago was equally amazing, even if it didnt catch on. Arbiter play in PvT, and shuttles now. Dark Archons vs Mutas, 2 hatch muta timings ZvT due to T adapting to 3 hatch timings over time etc. Everything changes eventually. 973 isnt even an "old" strat. We are seeing a lot of 6 hatch hydra play nowadays too. I remember when i started Hydras were actually a decent ZvP strats, and you fought it with mass archons/zealots. Those were the days. You also opened one base play. Any sort of FE was considered either utter madness on the maps then or pure genius, depending on execution. If 973 is still a major issue in a couple years on every type of map, then yes we can have the discussion. But the current PvZ winrates seem pretty decent. Now if 2 AI with perfect control played each other and 973 100% crushed P then yeah maybe, but BW isnt a game of perfect play. Gate FE forces mistakes. You re saying drone drills or ling micro should deal with it, and it does, but the catch is while you do it you re not doing anything else. Maps also help, specifically distance to a base and natural layout. If you play bloodbath, 4 pool will kill you given even skill. It s not a balance issue, just a map issue. Nobody looked as good as Bisu during the entirety of the game? That s just plain wrong, check out Free's stats in that era. Your perception is warped because Jangbi and Best were PvT monsters, but PvT is not always every P s best MU. Kal and Free had great PvZ, Nal_ra was amazing with his FFE and sair/reaver back then too. Even before that Garimto was also very famous for his PvZ. Bisu had the flashiest, most entertaining PvZ, style-wise, so he is remembered more. As for the meta, a lot of Korean pros spent tons of hours on a select few builds and are not keen on changing unless they are already championship level, innovative (think Shine) or in a Bo1 sniping situation. With the loss of proleague the dedicated sniping builds and prep vanished, which doesnt help the problem. | ||
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