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Community Feedback Update - June 26

Forum Index > Legacy of the Void
90 CommentsPost a Reply
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Lorning *
Profile Blog Joined April 2011
Belgica34432 Posts
Last Edited: 2015-06-27 13:42:39
June 26 2015 21:11 GMT
#1
David Kim has posted a balance update considering the community feedback
Source: http://us.battle.net/sc2/en/forum/topic/18194514747

Thank you for the responses regarding last week’s update and the continued discussion on those topics. Let’s get right into the topics for this week.


Ghosts

New Ghost ability
Before we discuss the new ability, we’d like to point out that the beta exists so that we can test various changes, and some will be bigger changes like this. As we’ve pointed out before, we’re still in beta and nothing is final. If we end up feeling the change doesn’t work, it’s easy to just revert the change, and there was no harm done. On the other hand, by trying out bigger changes such as this one, we can learn more about a tool that the Ghost can potentially use, or even give us more ideas in terms of what else we can try next. We saw a range of responses to this change, from those immediately dismissing the change based on the description to some analyzing the changes and providing constructive feedback. In order to help the development process and work together, the first type of stance mentioned above helps no one, and the second type of stance is what we do internally. We’d really like to give shout-outs to people who are also willing to work for the better of the game like this.

Getting into the details of where we’re at with this ability. We agree with you guys in that this is probably not the final version of the ability. This ability was created with two main factors in mind:
Something fills the role of Snipe
Snipe, at its core, was used to help take down larger units (before it was changed to mostly focus on eliminating High Templars).
The problem was that there was little micro on both sides, since Snipe is instant burst damage. And it was moved to a spot where it’s rarely used due to how it was used. Games where Snipe would take down a few critical units instantly and the game would end.

Something that has more interaction, unlike Snipe.
There are many potential interactions with the new ability. Say one of my Carriers got tagged. Now I can make a choice out of many options: I can move that Carrier out of range to not take additional damage from the Vikings, focus fire down the drone, move back out of range if too many drones were used in a specific location, or not care and deal damage through the armor debuff.
Compare this with being hit with Snipe: he used Snipe enough times to kill my Broodlord or he didn’t and my Broodlord survived. There really isn’t a choice for me here.

It’s too early to make a judgment on this new ability, but that was our thoughts regarding why we wanted to try this ability out. One point we saw from the community was that the fantasy of the new ability isn’t as strong for the Ghost as Snipe was. We agree here, and this will need to factor into the final decision when we decide to keep, improve, redesign, or revert this change.


Medivac
New Medivac upgrade
As with the Ghost ability, this was a bigger change we wanted to test that isn’t final.

Here are our thoughts behind this change:
Splash damage options have been buffed against Bio
Lurkers and Ultralisks for Zerg.
While we don’t exactly know where Disruptors will end up, we’d like the unit to be in a very powerful place against Bio.

If we had to buff Bio, we thought we’d buff in an area that’s the most exciting.
So in this specific case, the ability wasn’t added because Marine drops were underpowered, but we wanted to try this buff to see if a strategy that we want to see a lot of in Void could also be more interesting after the upgrade has been purchased. For example, even in some cases where lots of Mutalisks are flying around, it may be possible to do a forced drop.
We’ve also tried straight up buffs in main engagements, but we felt this route helped distinguish bio play more so from Mech play.
Mech can be more about the direct engagement strength whereas Bio, while it may be weaker in Void due to changes to other races, we wonder if they can hold up better due to stronger harassment play.

We obviously don’t know the full effect of the changes, and also it’s not possible to make a call on whether this was a good add or not this early, but we just wanted to clear up our thoughts behind this change.


Disruptor

Disruptor Update
We’ve been testing various changes here and we want a version of the Disruptor where each hit isn’t that big, but it’s possible to save and reuse each Disruptor so there’s a lot more micro and decision making needed on both sides. This week we’re trying a version of the Disruptor that has much less impact per hit, but stays in its “phased out” mode for a few seconds after the hit has gone off. One concern here is that the Disruptor could feel too difficult to kill, and this is why we’d like to internally explore more in detail before deciding on the list of changes for the beta.


Passive abilities vs. Active abilities


assive abilities vs. Active abilities
One thing we’d like to clear up here is that we iterate and polish our design philosophies and processes as well. What we said ~10 years ago regarding this topic is a good example of us having changed our stance in an area. We have design philosophies we follow and try our best to improve over time. Currently, we believe both active abilities and passive abilities can offer interesting additions to the game. But with that said, if there are specific, solid suggestions on a new unit improvement in this area, we agree that could be a potential win. But we’d like to consider this on a case by case basis and just saying “get rid of all actives on new units” isn’t very helpful. It’s also incorrect to say that active abilities are always more difficult to use than passive abilities. For example, outside of high-level play, the passive Voidray ability was very difficult to use for lower-level players because it’s very difficult to have the powered up state stay on and the exact right times. In comparison, pressing one button to activate all your Voidrays for a power boost right when you need it is much easier for lower-level players to use.

We’d like to also point out there are different degrees of active abilities. The Liberator’s active isn’t something that must be done at that split second moment and also doesn’t need to be done with completely accurate and precise clicks. Compare this to the Disruptor’s active ability where you have to manually micro each one to each different location after using the ability. In this specific situation, the reason Disruptors require such high micro is because we agree with community suggestions that Protoss can use more skill differentiating units especially during engagements, whereas Terran has a lot of it so we went with easier to use units on that side.


Medivacs picking up siege mode Siege Tanks

Thanks to your feedback, we’re exploring potential ways to tone down the Siege Tank without nerfing it too much. We’re not saying we know for certain if the current version is too strong, but we’re exploring this area internally to see what we can find. This week, we’re trying a version where the pick-up is instant (but the tank still stays in Siege Mode), and when this type of Siege Tank is dropped, the tank itself needs time to set up at that new location. This way, there’s a bit of a delay before firing each shot, and the Medivac is still free to move around since both the pick-up and drop on this side is instant. We don’t know what the optimal number of seconds will be for the tank to set up, but it’s something we’re playing around with.


Other thoughts

Some additional thoughts on other threads and topics this week:
An Archon Mode suggestion thread discussed displaying more clearly which player within a team just made a cool move. Our previous thought was that in Archon Mode, it’s about the team doing cool stuff as one person, and less about each person doing cool stuff individually. But after reading the thread and comments within it, we’re wondering if the other route can be cooler. We don’t have immediate solutions here, but we’ll be discussing and exploring options our end regarding this topic.
We’ve seen a few different threads on strategies regarding the Overlord drop change. It’s always great to see this kind of discussion as it helps in our balance discussions.
We also wanted to give BasetradeTV a shout out here, because the uptime of their stream on various events is really impressive to us.


Also (not from D. Kim)

On June 27 2015 06:43 dislike wrote:
Show nested quote +

We also wanted to give BasetradeTV a shout out here, because the uptime of their stream on various events is really impressive to us.


Shoutout to TakeTV for 76 days IN A ROW streaming HotS and LotV! These guys are a real treat for the german community. Also: Its HOMESTORY CUP NEXT WEEK EVERYBODY!


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Community News
TL+ Member
Geiko
Profile Blog Joined June 2010
France1939 Posts
June 26 2015 21:19 GMT
#2
Nothing about GEM

But I agree with a lot of his reasoning. These community updates are really a nice thing.
geiko.813 (EU)
TelecoM
Profile Blog Joined January 2010
United States10666 Posts
June 26 2015 21:21 GMT
#3
Awesome! Thanks for sharing, I hope they really add ladder soon...it will increase the player pool on the beta a lot.
AKA: TelecoM[WHITE] Protoss fighting
Hider
Profile Blog Joined May 2010
Denmark9362 Posts
Last Edited: 2015-06-26 21:32:22
June 26 2015 21:24 GMT
#4
It’s too early to make a judgment on this new ability,


I am of the opinion that game designers (or those aspiring to be) have a tendency to overanalyze certain decisions. You can always find arguments to justify certain abilities and talk about the interactions - especially if you compare it to Snipe which was very flawed on the Ghost (as he pointed out).

However, when it comes to whether an ability should stay in the game or not, you should ask your self whether its actually fun to use or not. That's not something that requires months of playtesting to realize. From my experience, abilities needs a very clear and obvious effect on the gameplay in order to feel fun, and this is the problem with single-target debuffs. They do not have such an obvious effect.

You are never going to feel like this WOW I just casted this sick -3 armor debuff on the Ultralisk. That was really fun!!!

On the other hand, you will hear players say Sick Storms as landing Psi Storm can be very rewarding.

Instead, when you force players to cast these abilities you turn their attention away from what I define as fun micro. That is moving your units around the map instead of spamming boring abilities.

This way, there’s a bit of a delay before firing each shot, and the Medivac is still free to move around since both the pick-up and drop on this side is instant. We don’t know what the optimal number of seconds will be for the tank to set up, but it’s something we’re playing around with.


Seems like a good solution.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-06-26 21:31:56
June 26 2015 21:27 GMT
#5
Good post, Thank you David Kim.

He gave some really good reasons to the changes. And i agree with what he said.
But still nothing on the Ravager... i mean they see that its not used at all except for some ZvZ and nothing.

I also hope they make the Disruptor work well cuz it looks that they might remove it if things dont keep working.
Also no word on 4gate adept all in still killing bio everytime.
"The Fractured but Whole"
Spect8rCraft
Profile Joined December 2012
649 Posts
June 26 2015 21:29 GMT
#6
The siege tank thing sounds like dropping a siege tank with the animation automatically played when it drops.

It sounds more restrictive than if the medivac dropped an unsieged tank that could be sieged at a moment's notice.
ejozl
Profile Joined October 2010
Denmark3340 Posts
June 26 2015 21:39 GMT
#7
Really good points.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Hez
Profile Joined July 2011
United States31 Posts
June 26 2015 21:40 GMT
#8
You are never going to feel like this WOW I just casted this sick -3 armor debuff on the Ultralisk. That was really fun!!!


I would think that if the debuff animation is obvious enough to notice it was done, and the debuff is severe enough to have a large effect, It could be very noticeable to see a large unit go down much faster than it would have otherwise. I could see that as satisfying. It could feel tactical that you sabotaged this unit in a fight and that's what swayed the battle in your favor.
Even if I knew that tomorrow the world would go to pieces, I would still plant my apple tree. -Martin Luther
dislike
Profile Joined April 2011
Germany54 Posts
Last Edited: 2015-06-26 21:44:00
June 26 2015 21:43 GMT
#9

We also wanted to give BasetradeTV a shout out here, because the uptime of their stream on various events is really impressive to us.


Shoutout to TakeTV for 76 days IN A ROW streaming HotS and LotV! These guys are a real treat for the german community. Also: Its HOMESTORY CUP NEXT WEEK EVERYBODY!

On topic: really looking forward to the next patch. Disruptor just ....well...kill me everytime.
dislike_this!
ejozl
Profile Joined October 2010
Denmark3340 Posts
June 26 2015 21:43 GMT
#10
On June 27 2015 06:29 Spect8rCraft wrote:
The siege tank thing sounds like dropping a siege tank with the animation automatically played when it drops.

It sounds more restrictive than if the medivac dropped an unsieged tank that could be sieged at a moment's notice.

Agree.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Lorning *
Profile Blog Joined April 2011
Belgica34432 Posts
June 26 2015 21:47 GMT
#11
On June 27 2015 06:43 dislike wrote:
Show nested quote +

We also wanted to give BasetradeTV a shout out here, because the uptime of their stream on various events is really impressive to us.


Shoutout to TakeTV for 76 days IN A ROW streaming HotS and LotV! These guys are a real treat for the german community. Also: Its HOMESTORY CUP NEXT WEEK EVERYBODY!

On topic: really looking forward to the next patch. Disruptor just ....well...kill me everytime.

You're most def right, included it in the OP
Community News
TL+ Member
_indigo_
Profile Joined August 2010
Slovenia171 Posts
Last Edited: 2015-06-26 21:51:06
June 26 2015 21:49 GMT
#12
At this point, after thinking it out, I am willing to give the Ghost DRONE ability a chance. If you really wanna be active with bio and drop even more with the direction of the game in LotV, there is just no time to use Snipe separately.

But the Drone can be placed on a certain spot on the map and afterwards it will target the units itself - while your full attention goes to the army, picking off tagged units, splitting, kiting etc.

I just feel it's a bit underwhelming. Maybe the numbers are good ultimately, but precisely because it's beta i'd like to see Blizzard buff the Drone somehow so it will actually be used, tested and people will be excited about it. Nerf it later, if needs be, but without testing you won't even have a chance to nerf it, because rarely anyone will use it.

My suggestion is:
1) either make the drone target 2 units for -2 armor and make a CHEAP upgrade so they can target 3 units and have more HP (the drone itself)
2) or keep the -3 armor and 1 unit tag but make a CHEAP upgrade where the drone can target 2 units for -3 armor

I miss upgrades similar to combat shields and marauder slow, not everything has to cost 200/200. What do you guys think?
I have seen it all, and everything is just as senseless as chasing the wind.
dislike
Profile Joined April 2011
Germany54 Posts
June 26 2015 21:49 GMT
#13
Nice! They both really deserve more credit and support for the impact they have.
dislike_this!
Hider
Profile Blog Joined May 2010
Denmark9362 Posts
Last Edited: 2015-06-26 22:11:19
June 26 2015 21:51 GMT
#14
On June 27 2015 06:40 Hez wrote:
Show nested quote +
You are never going to feel like this WOW I just casted this sick -3 armor debuff on the Ultralisk. That was really fun!!!


I would think that if the debuff animation is obvious enough to notice it was done, and the debuff is severe enough to have a large effect, It could be very noticeable to see a large unit go down much faster than it would have otherwise. I could see that as satisfying. It could feel tactical that you sabotaged this unit in a fight and that's what swayed the battle in your favor.


Based on some experience working with a lot of different types of abililties in the editor in order to understand the variables that makes abilities fun/not fun, I found that abilities typically feel less satisfactory if the advantage only becomes apparenty over a longer time period + takes skill to use optimally.

This is why the most fun abilities typically can deal significant damage and are "skillshots". On the other hand, "guranteed" abilities that makes your army +5% better are very boring.

E.g. do you feel satisfaction fighting a 0/0 army with your 1/0 army (assuming same composition)? Your units perform better, but it doesn't really make it more fun.

Or do you feel satisfaction placing PDDs?

On the other hand, Psy Storm = Bam units dead, and it came as a result of me casting the ability very well.

Based on feedback from the community, it would surprise me if my theory is wrong here. I have yet to see this ability getting any positive feedback at all.

And that was my original point: It doesn't take a lot of time to playtest this ability. Either its fun to use or its not.

That's not to say that debuff-abilities cannot work, but they need to be much more extreme in their effects and should be AOE-based. Blinding Cloud for instance is an example of a succesful debuff-ability as the effect becomes immediate obvious + it takes skill to use it optimally. You can see when a player casts a bad or a good Blinding Cloud but can you really do that with this ability?
caznitch
Profile Joined July 2012
Canada645 Posts
June 26 2015 21:56 GMT
#15
I'm getting the feeling that the LoTV Design Philosophy was developed after watching the Simpsons, specifically S5E22:


Skinner: Well, I was wrong. The lizards are a godsend.
Lisa: But isn't that a bit short-sighted? What happens when we're overrun by lizards?
Skinner: No problem. We simply unleash wave after wave of Chinese needle snakes. They'll wipe out the lizards.
Lisa: But aren't the snakes even worse?
Skinner: Yes, but we're prepared for that. We've lined up a fabulous type of gorilla that thrives on snake meat.
Lisa: But then we're stuck with gorillas!
Skinner: No, that's the beautiful part. When wintertime rolls around, the gorillas simply freeze to death.
why?
ejozl
Profile Joined October 2010
Denmark3340 Posts
June 26 2015 21:59 GMT
#16
On June 27 2015 06:49 _indigo_ wrote:
At this point, after thinking it out, I am willing to give the Ghost DRONE ability a chance. If you really wanna be active with bio and drop even more with the direction of the game in LotV, there is just no time to use Snipe separately.

But the Drone can be placed on a certain spot on the map and afterwards it will target the units itself - while your full attention goes to the army, picking off tagged units, splitting, kiting etc.

I just feel it's a bit underwhelming. Maybe the numbers are good ultimately, but precisely because it's beta i'd like to see Blizzard buff the Drone somehow so it will actually be used, tested and people will be excited about it. Nerf it later, if needs be, but without testing you won't even have a chance to nerf it, because rarely anyone will use it.

My suggestion is:
1) either make the drone target 2 units for -2 armor and make a CHEAP upgrade so they can target 3 units and have more HP (the drone itself)
2) or keep the -3 armor and 1 unit tag but make a CHEAP upgrade where the drone can target 2 units for -3 armor

I miss upgrades similar to combat shields and marauder slow, not everything has to cost 200/200. What do you guys think?

I think if it's too weak they could make it an aura with unlimited selection, but mb increased energy cost?
As for the upgrades, I for sure would like more upgrades in general in the game, but for the Ghost they could just revert the Energy upgrade, so it's not already on the Ghost from start. Or one that increases sight range or something.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
_indigo_
Profile Joined August 2010
Slovenia171 Posts
Last Edited: 2015-06-26 22:01:08
June 26 2015 21:59 GMT
#17
@ Hider

Not everything should be about "fun" "fun" "fun" - i feel this fun thing is getting forced on the game, while the actual players want to see how their plan came together and all units together worked towards a win.

And in this case, you have your bio and you carefully place Drones and they work together towards the win in the battle. I couldn't care less if this ability is "fun", because there are A LOT of fun abilities in the game and a lot of opportunities for dropping and playing wild.

What's really important is for the Drone to properly signal what is happening - both to the player and to the viewer. So you can really see which unit is affected - and let the "fun" factor be in this visual aspect.
I have seen it all, and everything is just as senseless as chasing the wind.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 26 2015 22:00 GMT
#18
I see sense in a lot of what he's saying.

Except the Ghost ability, that's still just an anti Ultra band aid no matter how he tries to spin it. If you have Ghosts against Carriers you are going to carpet EMP like crazy not "snipe" some of the armor for individual Carriers. The only other unit with lots of armor is the BC but there again, if you have Ghosts you are going to want to EMP to deny Yamato.

If the Ultra is such a big problem for Bio, maybe a more elegant solution would be to have Bio transition/add some Mech or Air support that is capable of killing Ultras; like Tanks were in BW. So maybe buff Tanks against massive (maybe an upgrade?) :D You give a new dimension to Bio lategame vs Zerg.
Head Coach Park: "They should buff tanks!"
_indigo_
Profile Joined August 2010
Slovenia171 Posts
June 26 2015 22:05 GMT
#19
On June 27 2015 07:00 Sapphire.lux wrote:
I see sense in a lot of what he's saying.

Except the Ghost ability, that's still just an anti Ultra band aid no matter how he tries to spin it. If you have Ghosts against Carriers you are going to carpet EMP like crazy not "snipe" some of the armor for individual Carriers. The only other unit with lots of armor is the BC but there again, if you have Ghosts you are going to want to EMP to deny Yamato.

If the Ultra is such a big problem for Bio, maybe a more elegant solution would be to have Bio transition/add some Mech or Air support that is capable of killing Ultras; like Tanks were in BW. So maybe buff Tanks against massive (maybe an upgrade?) :D You give a new dimension to Bio lategame vs Zerg.


This is exactly why I think the Drone should become something that can be used in the lategame (when everything has lots of armor) vs everything basically. For this to work, Drones would need to affect more targets at once.

Making an ability specifically vs Ultras is not a good design choice BUT why not try to see if this can be used for other purposes, before it gets scrapped.
I have seen it all, and everything is just as senseless as chasing the wind.
Hider
Profile Blog Joined May 2010
Denmark9362 Posts
Last Edited: 2015-06-26 22:15:55
June 26 2015 22:06 GMT
#20
Not everything should be about "fun" "fun" "fun" -


That couldn't be more wrong. The reason most gamers play games is to have fun! This is how you sell games and each ability/unit should pass the "fun"-test. If it cannot pass, you need to go back to the drawing table.

That's not to say that high skill cap/action/micro/multitasking are mutually exclusive with "fun". In fact they are often correlated. But in some situations, it's easy to be a developer on only focus on high mechanical skillcap and forget why you actually are making the game in the first place.

I couldn't care less if this ability is "fun", because there are A LOT of fun abilities in the game and a lot of opportunities for dropping and playing wild.


Then why have the ability at all in the game if it isn't fun to use? Remember this ability is only in the game as a consequence of the Ultralisk getting overbuffed. Why not just nerf Ultralisk armor instead?
Also why settle with mediocricity. If you can have multiple fun abilities and units in the game, why be satifised with just a couple?
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