• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:16
CEST 21:16
KST 04:16
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed18Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? Esports World Cup 2025 - Brackets Revealed Crumbl Cookie Spoilers – August 2025 Heaven's Balance Suggestions (roast me) The Memories We Share - Facing the Final(?) GSL
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Soulkey Muta Micro Map? BW General Discussion [ASL19] Finals Recap: Standing Tall
Tourneys
[Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier CSL Xiamen International Invitational Cosmonarchy Pro Showmatches
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Korean Music Discussion Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 715 users

Lurker bit too strong? - Page 3

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 5 Next All
MiniFotToss
Profile Joined December 2013
China2430 Posts
September 28 2015 19:45 GMT
#41
Can't disruptors handle them nicely?
I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them.
Can this work though???
MyrionSC
Profile Joined May 2015
Denmark140 Posts
September 28 2015 19:59 GMT
#42
I think it is nice that zerg finally have a strong zone control unit. Lurkers are worse in small engagements, so it might promote more small engagements attempts by protoss all around the map. We will see how it turns out.
jpg06051992
Profile Joined July 2015
United States580 Posts
September 28 2015 20:00 GMT
#43
On September 29 2015 04:45 MiniFotToss wrote:
Can't disruptors handle them nicely?
I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them.
Can this work though???


Yes they can, the Lurker is suffering from the "widow mine effect" in the sense that it is forcing a completely new level of micro and unit control that Protoss is not used to so there is som struggle, just like how Zerg had to up their micro game against Terran with the introduction of the mine. Zerg either, with super prisms being as strong as they are I think the skill cap on ZvP for both races got raised pretty dramatically.

Disruptors handle them very nicely and it also makes Templars ferociously strong in the late game, they are undoubtedly the better choice, Disruptors need to get rid of the controllable projectile thing and get it over with and make it go full Reaver. Let it just shoot the damn thing it's too much for Protoss players to do in big fights I think.
"SO MANY BANELINGS!"
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
September 28 2015 22:29 GMT
#44
On September 29 2015 05:00 jpg06051992 wrote:
Show nested quote +
On September 29 2015 04:45 MiniFotToss wrote:
Can't disruptors handle them nicely?
I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them.
Can this work though???

Disruptors handle them very nicely and it also makes Templars ferociously strong in the late game, they are undoubtedly the better choice, Disruptors need to get rid of the controllable projectile thing and get it over with and make it go full Reaver. Let it just shoot the damn thing it's too much for Protoss players to do in big fights I think.


I don't like the suggestion to replace the disruptor with the reaver, but I would be totally down for replacing the colossus with the reaver. The disruptor has effects on the game which the reaver never will have. The burst aoe of the disruptor forces micro out of the opponent, whereas the reaver's aoe can just be dealt with because of how often it attackes making it (theoretically) futile to micro against (there still is reason to micro against it ofc, just not as much as the disruptor). The colossus, however, is a bit of a lost cause when it comes to micro, and the reaver is cooler and has far more potential. The effect the disruptor has on roach/hydra off-creep will probably not be matched by a reaver, giving protoss this odd off-creep advantage since its much harder for zerg to split without the movementspeed buff.

The reaver can function as a consistent source of damage, whereas the disruptor can do what its doing now. The disruptor has such positive effects on the game that removing it would be a tragedy. Colossus can disappear for all I care. Its lame after all.
They don't want you to construct additional pylons
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 29 2015 00:25 GMT
#45
Lurkers are super damn strong atm, but i think a lot of that has to do with detection. The zergs i've played against make a good amount of overseers when they go lurkers and so hard to keep my observers alive when they keep sniping it, even if a continuously make them out of my robo (which hinders my disruptor production a lot).

Protoss lacks a relatively bulky detector which makes these engagements super hard. Terran has scans which is invulnerable detection. In ZvT, zergs have to micro very well against widow mines to win, but detection is virtually never the problem due to overseers being decently tanky, and of course, zergs can force early mine detonations before the actual engagement. Against lurkers for Protoss, you have to micro and engage well (our AoE is manual now), while also trying to keep these tiny observers alive which essentially die instantly if they are attacked. If you keep your observers in a safe position, a lot of the time they can't see a lot of lurkers cos they have such huge range.

I don't mind that lurkers are really hard to attack into. That makes total sense. But lurkers are really good offensively, and actually don't have major issues in terms of mobility and fragileness that the old swarm hosts had. I have no doubt we'll get better at playing against lurkers in the months to come, but zergs will improve at using them too.

I guess it's time to starting using their oracle detection against lurkers. IMO, the oracle as a detector is even less reliable than it was in HotS, but it's new detection in LotV is actually the most ideal one we have against lurkers.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 29 2015 00:52 GMT
#46
Lurkers are insanely good against toss ground. The problem is that adept prism pressure builds really prevent Zerg players from ever getting a critical mass of them. In the event that you make it to the late game, 99% of Protoss players are going sky anyhow, (because lurkers annihilate gateway/robo balls).

The biggest problem is that lurkers in conjunction with detection denial (sniping obs) prevents Protoss players from ever doing anything about them, ever. They are so strong that Protoss players are literally forced into going sky every single game (and will be - and not by choice - when the adept gets toned down).

Lurkers should be strong, though. I think it's fun that Zerg finally gets a unit that can stand on its own (even if it is 3 supply). The problem is that they are so late in the tech tree...

Also, hydras suck. Really bad.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
September 29 2015 01:37 GMT
#47
Pretty silly that lurkers are powerful because observers are so easy to snipe. I think opening stargate for oracle support (mostly detection) later on is a good strategy, but that leaves you open to early-ish attacks if you wanna transition back into robo tech. Surely there must be a way for observers to be more viable...
They don't want you to construct additional pylons
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2015-09-29 02:50:50
September 29 2015 02:48 GMT
#48
People keep talking storm, but what about Oracle Revelation? Also isn't Storm a good option?

Edit: New revelation also detects and has 9 range. Imho its the most op spell in the game
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
September 29 2015 03:14 GMT
#49
On September 29 2015 11:48 GinDo wrote:
People keep talking storm, but what about Oracle Revelation? Also isn't Storm a good option?

Edit: New revelation also detects and has 9 range. Imho its the most op spell in the game


I don't think storm is that great. The lurker in SC2 is MUCH different than the BW in the sense that a single one is more valuable and you wont be hitting many anyways. Also, in BW lurkers were not as powerful and you can soften them up with storms then move in with the rest of your forces. If you move in against lurkers you just die.
They don't want you to construct additional pylons
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
September 29 2015 03:18 GMT
#50
A lot of things are too strong, it is the beta. And I hope to god Blizzard balances this game to its best potential, just give it time.
AKA: TelecoM[WHITE] Protoss fighting
Dratini25
Profile Joined October 2015
10 Posts
October 02 2015 10:06 GMT
#51
Blizzard should nerf the lurkers by making the lurkers burrow time longer, and cant just dive into the ground then attacking because thats really op, and they should nerf the range to i think 7 is fair. considering their attack speed and dmg is already crazy high WITH splash that can hit up to atleast what 5 different units? so increasing their burrow time then time after that to attack and nerfing the range to 7 instead of 9 also the swarmhosts are getting buffed again, so the lurkers NEED this nerf to balance zerg out
StarStruck
Profile Blog Joined April 2010
25339 Posts
October 02 2015 10:13 GMT
#52
On September 28 2015 20:03 Sam94 wrote:
Hi,

What does everyone think about lurkers as of now in LOTV? Personally i think they are a bit too strong because of there 9 range. Unless you have skytoss in an engagment with lurkers you are not going to win a fight because they just completely destroy ground units. What do you guys think?

Thanks


Why do you think they weren't in WoL or HotS to begin with? Let alone rebus? Thank you UI. In either case, it's more fun when you have units that can be powerful.

Not like BW didn't have it's fair share of units that could hold their own.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
October 02 2015 10:14 GMT
#53
On October 02 2015 19:06 Dratini25 wrote:
Blizzard should nerf the lurkers by making the lurkers burrow time longer, and cant just dive into the ground then attacking because thats really op, and they should nerf the range to i think 7 is fair. considering their attack speed and dmg is already crazy high WITH splash that can hit up to atleast what 5 different units? so increasing their burrow time then time after that to attack and nerfing the range to 7 instead of 9 also the swarmhosts are getting buffed again, so the lurkers NEED this nerf to balance zerg out

Welcome to teamliquid.

Maybe you can take a short break in your IMBA crusade to explain a bit better exactly where you are coming from? Yes, we know the stats of the lurker, but why do these stats not fit into the current gameplay? Can you give an argument that takes all the context, timing, unit compositions, potential counters etc into account? Instead of going just "attack speed and damage crazy high, NERF!!!" that you could say about any unit if you felt like.

Maybe even give some examples from high level play where these in-context properties of the lurker are highlighted?

Good luck.
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
October 02 2015 11:34 GMT
#54
As a Terran i feel kind of lost against lurkers...
Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair.
RIP MKP
todespolka
Profile Joined November 2012
221 Posts
October 02 2015 11:38 GMT
#55
From my experience lurker seem fine. Protoss can force field units out and snipe lurkers with immortals (barrier) which happened to me a lot. Terran can just attack else where.

Liberator, tanks and disruptor seem also to work fine. But the best way is really to attack somewhere else. You need at least 4+ lurkers to be effective vs protoss and 3+ lurkers vs terran which makes it hard to defend every place at once.

Every race has the required tools to deal with lurker contains and with lurker lines. Lurkers are the only answer zerg has to control space. We should not weaken it and make it useless. I would say we wait until we have more information. We will only get good data once kespa players start to play lotv.
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2015-10-02 11:42:58
October 02 2015 11:42 GMT
#56
On October 02 2015 20:34 shid0x wrote:
As a Terran i feel kind of lost against lurkers...
Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair.


For a second is exaggerated, isnt it? Lurkers take more time to place it close to your army than a second. If you walk into lurker lines its the same as walking into tank lines. Thats just a mistake and not the fault of lurkers.

EDIT: I also saw people winning with marauder marin medivac vs lurker lines. In my experience its only a matter of skill and micro.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2015-10-02 12:36:36
October 02 2015 12:24 GMT
#57
On September 28 2015 21:01 Ramiz1989 wrote:
Show nested quote +
On September 28 2015 20:44 Sholip wrote:
On September 28 2015 20:37 Insidioussc2 wrote:
The only possible nerf I think might be suitable is lowering the speed the spikes travel. Currently it is very difficult to micro against them, units like stalker should be able to kite around lonesome lurker

What I don't like about the spikes is that they don't really "travel," but rather after a certain time, they damage everything in the spikes' line at the same time. So a unit close to the Lurker is damaged at the same time as a unit 6 spaces away. This is kind of counter-intuitive and does not fit well with the animation.

If it really works that way, then that is a bug that should be fixed.


That is how it seems to work, at least to a greater extent than in BW
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
October 02 2015 13:05 GMT
#58
On October 02 2015 20:42 todespolka wrote:
Show nested quote +
On October 02 2015 20:34 shid0x wrote:
As a Terran i feel kind of lost against lurkers...
Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair.


For a second is exaggerated, isnt it? Lurkers take more time to place it close to your army than a second. If you walk into lurker lines its the same as walking into tank lines. Thats just a mistake and not the fault of lurkers.

EDIT: I also saw people winning with marauder marin medivac vs lurker lines. In my experience its only a matter of skill and micro.


Well most of the time there's hydra along with Lurker so good luck with that.
Even if there wasn't it would still require a lot of micro on the Terran side for any effort in the zerg one.
which mean falling behind on macro and not being able to shut down any eventual harass.

Maybe somehow giving the lurker more control would even things out ( cut the auto attack or something )
RIP MKP
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 02 2015 14:25 GMT
#59
Why is everyone acting like SEEING the lurkers is the problem? That's not really it... it's fighting them that is the issue.

If you waste your disruptor shots on them the Zerg just A-moves his Hydras at you because you have no splash for 40+ seconds.

Lurkers are strong because they outrange everything Protoss has on the ground except Colossi and if you're making Colossi you're losing anyway because they're pretty bad now.

Storm is a good option but you have *VERY little wiggle room on the range. I feel like at 8 range Lurkers would still accomplish the same thing but not necessarily force air like they do now.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TorkkSC
Profile Blog Joined September 2015
29 Posts
October 02 2015 15:17 GMT
#60
Storm is a good option but you have *VERY little wiggle room on the range. I feel like at 8 range Lurkers would still accomplish the same thing but not necessarily force air like they do now.


I don't think range is much of an issue. I think having equal range with Disruptors and Storm is fine, it makes positioning that much more important. I do believe Lurkers have too much health. It takes an eternity to kill one. 2 Disruptor shots, 3 Storms, and 8 Colossus shots are the numbers for killing a Lurker. And if they're spread well, these things are almost impossible to do in a reasonable amount of time.

While I think 2 Disruptor shots for killing a Lurker is fine, they should also take only up to 2 Storms since that would take 8 seconds at most to kill, which is still a decent amount of time where your high templar are exposed in the front and your army is in the back, so the Zerg has a window of opportunity to counter micro and snipe the High Templar while not making it an impossibly long process to break a Lurker siege.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
17:00
$100 Stream Ruble
RotterdaM820
Liquipedia
CSO Contender
17:00
#43
Liquipedia
PSISTORM Gaming Misc
15:55
FSL Team League: PTB vs RR
Liquipedia
Epic.LAN
12:00
Epic.LAN 45 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 820
BRAT_OK 97
JuggernautJason47
StarCraft: Brood War
Mini 1028
Larva 586
firebathero 204
TY 117
ZZZero.O 109
Aegong 74
yabsab 16
GoRush 14
Stormgate
TKL 143
Dota 2
qojqva4281
monkeys_forever304
League of Legends
Grubby3702
Counter-Strike
fl0m2431
Stewie2K767
Heroes of the Storm
Khaldor593
Liquid`Hasu233
Other Games
Beastyqt630
Hui .199
Skadoodle170
KnowMe127
ArmadaUGS121
Sick57
ToD45
Trikslyr40
Organizations
Other Games
gamesdonequick2238
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• printf 69
• tFFMrPink 15
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 25
• HerbMon 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21565
League of Legends
• Nemesis6063
Other Games
• imaqtpie1720
• WagamamaTV277
Upcoming Events
Sparkling Tuna Cup
14h 44m
Online Event
20h 44m
Esports World Cup
2 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
3 days
Esports World Cup
4 days
Esports World Cup
5 days
CranKy Ducklings
6 days
BSL20 Non-Korean Champi…
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Liquipedia Results

Completed

CSL Xiamen Invitational: ShowMatche
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CSL Xiamen Invitational
2025 ACS Season 2
Championship of Russia 2025
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
ESL Pro League S22
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
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.