• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:49
CEST 22:49
KST 05:49
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) ASL22 General Discussion
Tourneys
[ASL22] Ro16 Group D KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues [ASL22] Ro16 Group C
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6082 users

Gamers8 Main Tournament - Page 65

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 63 64 65
Kashim
Profile Joined December 2013
Poland1238 Posts
Last Edited: 2023-08-09 21:43:22
August 09 2023 12:57 GMT
#1281
Replay Pack

SC2 LP Staff, Aligulac Editor, Tournament Organiser and Admin @KashimSC2
WombaT
Profile Blog Joined May 2010
Northern Ireland27358 Posts
August 09 2023 13:13 GMT
#1282
Tank timings might end up too potent TvZ, TvP would be a concern as well.

The actual problem is just shitloads of banes lategame swarming everything, when armies are so big you can’t optimally spread your damage.

Prior to that judicious positioning and targeting can work fine.

I’m sure a fair amount of damage numbers are based on what it takes to 1 shot units, if you change this dynamic it affects early/midgame more IMO.

Iirc most HP/damage changes tend to be around specific interactions and attacks to kill/die between specific units. I.e the SCV getting a little help to tank an extra adept shot, a very specific change.

In a big giant ball though, perhaps arbitrary drops to bane HP may have the requisite effect in the ‘I have fuck you money here’s 100 banes’, without fundamentally altering interactions at earlier stages.

If it were me I’d experiment in dropping bane HP in increments of 1 until a nice equilibrium is met.

Banes hit fucking hard, if even a handful of them get cut out of getting on top of a T with a small HP nerf, or especially P, that could be bloody impactful
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Slydie
Profile Joined August 2013
2006 Posts
Last Edited: 2023-08-09 16:06:48
August 09 2023 16:02 GMT
#1283
Nerfing centrifugal hooks would be nice. If it is too much, nerf mines too as compensation. WM having the power they do feels more like a bandaid than proper design, but the problem starts with lingbane imo. Reynor and other top Zergs are obviously amazing at dealing with mines, which is an important reason why Terran can seem helpless.
Buff the siegetank
Nakajin
Profile Blog Joined September 2014
Canada8991 Posts
August 09 2023 17:03 GMT
#1284
On August 09 2023 22:13 WombaT wrote:
Tank timings might end up too potent TvZ, TvP would be a concern as well.

The actual problem is just shitloads of banes lategame swarming everything, when armies are so big you can’t optimally spread your damage.

Prior to that judicious positioning and targeting can work fine.

I’m sure a fair amount of damage numbers are based on what it takes to 1 shot units, if you change this dynamic it affects early/midgame more IMO.

Iirc most HP/damage changes tend to be around specific interactions and attacks to kill/die between specific units. I.e the SCV getting a little help to tank an extra adept shot, a very specific change.

In a big giant ball though, perhaps arbitrary drops to bane HP may have the requisite effect in the ‘I have fuck you money here’s 100 banes’, without fundamentally altering interactions at earlier stages.

If it were me I’d experiment in dropping bane HP in increments of 1 until a nice equilibrium is met.

Banes hit fucking hard, if even a handful of them get cut out of getting on top of a T with a small HP nerf, or especially P, that could be bloody impactful


I feel like if they wanted to redesign the unit entirely, mabye we could have something where baneling deal a certain amount of friendly fire but only to other baneling. Obviously it couldn't be full damage, but just something to slow the scaling of mass banes.
Writerhttp://i.imgur.com/9p6ufcB.jpg
jack_less
Profile Joined May 2022
79 Posts
August 09 2023 17:20 GMT
#1285
The water level rises, through the tears about Banes.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 09 2023 17:44 GMT
#1286
On August 09 2023 22:13 WombaT wrote:
Tank timings might end up too potent TvZ, TvP would be a concern as well.

The actual problem is just shitloads of banes lategame swarming everything, when armies are so big you can’t optimally spread your damage.

Prior to that judicious positioning and targeting can work fine.

I’m sure a fair amount of damage numbers are based on what it takes to 1 shot units, if you change this dynamic it affects early/midgame more IMO.

Iirc most HP/damage changes tend to be around specific interactions and attacks to kill/die between specific units. I.e the SCV getting a little help to tank an extra adept shot, a very specific change.

In a big giant ball though, perhaps arbitrary drops to bane HP may have the requisite effect in the ‘I have fuck you money here’s 100 banes’, without fundamentally altering interactions at earlier stages.

If it were me I’d experiment in dropping bane HP in increments of 1 until a nice equilibrium is met.

Banes hit fucking hard, if even a handful of them get cut out of getting on top of a T with a small HP nerf, or especially P, that could be bloody impactful

I generally think (outside of reworking the 'economy changes') that the best bet would be to focus on the queen, which is simply THE cornerstone of zerg players getting into the lategame as well as they do. Both due to defensive capabilities of the unit, and the creep spread making it almost impossible to really challenge bases. Ofc this is a balancing act which is very delicate, but imo there needs to be more energy drainage on the unit, i personally think it potentially shouldn't have an autoattack but attack with energy use (like the oracle in principle). If the enemy is active, that would lead to less creep and more importance on micro for the zerg / plus more decision making. I am sure there are potential problems with this (ofc also depending on the actual numbers), but i think broadly speaking it would be good for the game, even if you have to nerf some other things as a result.

Much of this could also be challenged with map design, but i probably have even less hope in maps being all the same than in some design / balance changes happening.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Slydie
Profile Joined August 2013
2006 Posts
August 09 2023 19:37 GMT
#1287
On August 10 2023 02:44 The_Red_Viper wrote:
Show nested quote +
On August 09 2023 22:13 WombaT wrote:
Tank timings might end up too potent TvZ, TvP would be a concern as well.

The actual problem is just shitloads of banes lategame swarming everything, when armies are so big you can’t optimally spread your damage.

Prior to that judicious positioning and targeting can work fine.

I’m sure a fair amount of damage numbers are based on what it takes to 1 shot units, if you change this dynamic it affects early/midgame more IMO.

Iirc most HP/damage changes tend to be around specific interactions and attacks to kill/die between specific units. I.e the SCV getting a little help to tank an extra adept shot, a very specific change.

In a big giant ball though, perhaps arbitrary drops to bane HP may have the requisite effect in the ‘I have fuck you money here’s 100 banes’, without fundamentally altering interactions at earlier stages.

If it were me I’d experiment in dropping bane HP in increments of 1 until a nice equilibrium is met.

Banes hit fucking hard, if even a handful of them get cut out of getting on top of a T with a small HP nerf, or especially P, that could be bloody impactful

I generally think (outside of reworking the 'economy changes') that the best bet would be to focus on the queen, which is simply THE cornerstone of zerg players getting into the lategame as well as they do. Both due to defensive capabilities of the unit, and the creep spread making it almost impossible to really challenge bases. Ofc this is a balancing act which is very delicate, but imo there needs to be more energy drainage on the unit, i personally think it potentially shouldn't have an autoattack but attack with energy use (like the oracle in principle). If the enemy is active, that would lead to less creep and more importance on micro for the zerg / plus more decision making. I am sure there are potential problems with this (ofc also depending on the actual numbers), but i think broadly speaking it would be good for the game, even if you have to nerf some other things as a result.

Much of this could also be challenged with map design, but i probably have even less hope in maps being all the same than in some design / balance changes happening.


This goes back to "Queen range +2", which was one of the worst patches ever, and it was never reverted.

Energy attacks does not seem fun to play against, as it would have to be borderline OP to be worth it. Being forced to choose between creep, injects and defending does not seem fun either. You already have to move the queens around.

The unit did get several nerfs, but is still extremely strong, though.
Buff the siegetank
Athenau
Profile Joined March 2015
589 Posts
August 09 2023 22:47 GMT
#1288
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.

But if the balance council were to touch banelings, they should look at reducing the building damage. Sim-city and static-d should be a natural counter to banelings, but instead it ends up being a liability once there are enough banelings on the field. Banelings are already insanely strong on an open field, they shouldn't also be able to crack open entrenched defensive positions.
Harris1st
Profile Blog Joined May 2010
Germany7402 Posts
August 10 2023 06:59 GMT
#1289
These are two seperate issues: Late game mass bane and early-midgame Zerg prowess because of Queens/ Creep.

For the latter, I do like idea of making a Queen a pure spellcaster. Though it should be more of a ghost snipe spell than oracle, otherwise Zerg air defense lacks and defending vs speedy things like Oracle / Banshee becomes undoable
Go Serral! GG EZ for Ence. Flashbang dance FTW
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 10 2023 12:39 GMT
#1290
On August 10 2023 04:37 Slydie wrote:
Show nested quote +
On August 10 2023 02:44 The_Red_Viper wrote:
On August 09 2023 22:13 WombaT wrote:
Tank timings might end up too potent TvZ, TvP would be a concern as well.

The actual problem is just shitloads of banes lategame swarming everything, when armies are so big you can’t optimally spread your damage.

Prior to that judicious positioning and targeting can work fine.

I’m sure a fair amount of damage numbers are based on what it takes to 1 shot units, if you change this dynamic it affects early/midgame more IMO.

Iirc most HP/damage changes tend to be around specific interactions and attacks to kill/die between specific units. I.e the SCV getting a little help to tank an extra adept shot, a very specific change.

In a big giant ball though, perhaps arbitrary drops to bane HP may have the requisite effect in the ‘I have fuck you money here’s 100 banes’, without fundamentally altering interactions at earlier stages.

If it were me I’d experiment in dropping bane HP in increments of 1 until a nice equilibrium is met.

Banes hit fucking hard, if even a handful of them get cut out of getting on top of a T with a small HP nerf, or especially P, that could be bloody impactful

I generally think (outside of reworking the 'economy changes') that the best bet would be to focus on the queen, which is simply THE cornerstone of zerg players getting into the lategame as well as they do. Both due to defensive capabilities of the unit, and the creep spread making it almost impossible to really challenge bases. Ofc this is a balancing act which is very delicate, but imo there needs to be more energy drainage on the unit, i personally think it potentially shouldn't have an autoattack but attack with energy use (like the oracle in principle). If the enemy is active, that would lead to less creep and more importance on micro for the zerg / plus more decision making. I am sure there are potential problems with this (ofc also depending on the actual numbers), but i think broadly speaking it would be good for the game, even if you have to nerf some other things as a result.

Much of this could also be challenged with map design, but i probably have even less hope in maps being all the same than in some design / balance changes happening.


This goes back to "Queen range +2", which was one of the worst patches ever, and it was never reverted.

Energy attacks does not seem fun to play against, as it would have to be borderline OP to be worth it. Being forced to choose between creep, injects and defending does not seem fun either. You already have to move the queens around.

The unit did get several nerfs, but is still extremely strong, though.

The whole point of this idea isn't to make the attack op, it's to make queens have less energy than they do now (which leads to less creep if you rely on them a lot to defend) + create more decision making for the zerg / more multitasking requirement when defending. I don't see how the attack would have to be op, this is supposed to be a nerf / design change which targets the current meta of having a ton of queens, always.
I mean, it's decision making, i don't see how it's particularly unfun, it's just a change from the status quo where you get the best out of every world by simply massing queens every game. I think that has to change.

On August 10 2023 15:59 Harris1st wrote:
These are two seperate issues: Late game mass bane and early-midgame Zerg prowess because of Queens/ Creep.

For the latter, I do like idea of making a Queen a pure spellcaster. Though it should be more of a ghost snipe spell than oracle, otherwise Zerg air defense lacks and defending vs speedy things like Oracle / Banshee becomes undoable


It hopefully would make the former less viable due to (hopefully) making it a little harder for zerg players to get to these extremely high income / bank scenarios, as the defense, both with extreme screepspread AND mass queen would be nerfed.
Not fully sure why you think the defense would be undoable tbh, because it's too difficult to pay attention to the defense and press a button to make queens attack? The specific numbers (and if there would be an energy drain fur simply activating) can be figured out to be 'fair' / 'balanced', but the point IS that they would struggle a little more to defend everthing so 'easily' with queens / or if they do, these queens wouldn't outright have enough energy to spread the creep to the enemy's side of the map in 5 minutes.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Scarlett`
Profile Joined April 2011
Korea (South)2417 Posts
Last Edited: 2023-08-10 14:10:44
August 10 2023 14:07 GMT
#1291
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.


Queens and Creep have been repeatedly nerfed for the past few years so not sure where this idea is coming from
+ Show Spoiler +

[image loading]


[image loading]

Progamer
Athenau
Profile Joined March 2015
589 Posts
Last Edited: 2023-08-10 15:12:46
August 10 2023 15:05 GMT
#1292
On August 10 2023 23:07 Scarlett` wrote:
Show nested quote +
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.


Queens and Creep have been repeatedly nerfed for the past few years so not sure where this idea is coming from
+ Show Spoiler +

[image loading]


[image loading]


I'm not referring to historical nerfs, but to the current state of the game. Queens were untouched and the last round of nerfs had virtually no impact on the oppressiveness of creep, so either this was intended because queens/creep aren't seen as a major issue, or it wasn't, and the change was supposed to have a larger effect.

Edit: Also, the queen range decrease doesn't count, because that was reverting a previous buff that should never have stayed in the game as long as it had.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 10 2023 15:06 GMT
#1293
On August 10 2023 23:07 Scarlett` wrote:
Show nested quote +
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.


Queens and Creep have been repeatedly nerfed for the past few years so not sure where this idea is coming from
+ Show Spoiler +

[image loading]


[image loading]


What does it say about changes which "repeatedly nerf" something for the past few years, and the outcome is still arguably (i guess you might disagree here) not enough? Personally i'd say it appears like lipservice, not actual sincere attempts at changing dynamics. Ofc i understand the idea of being conservative / careful, but still...
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Athenau
Profile Joined March 2015
589 Posts
August 10 2023 15:10 GMT
#1294
On August 11 2023 00:06 The_Red_Viper wrote:
Show nested quote +
On August 10 2023 23:07 Scarlett` wrote:
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.


Queens and Creep have been repeatedly nerfed for the past few years so not sure where this idea is coming from
+ Show Spoiler +

[image loading]


[image loading]


What does it say about changes which "repeatedly nerf" something for the past few years, and the outcome is still arguably (i guess you might disagree here) not enough? Personally i'd say it appears like lipservice, not actual sincere attempts at changing dynamics. Ofc i understand the idea of being conservative / careful, but still...

I mean, it could be that the nerfs actually did make a difference, and both were just insanely overtuned to begin with. If we still had HotS queens and creep with current mechanics and game knowledge, would the game still look the same?
JimmyJRaynor
Profile Blog Joined April 2010
Canada17805 Posts
August 10 2023 15:19 GMT
#1295
On August 07 2023 23:12 Poopi wrote:
Show nested quote +
On August 07 2023 22:58 Garnet wrote:
Were they playing with high ping?

It was around 70-80ms ping, which is the same as from France/Germany to NA east approximately

any source fot the claim Cure was at ~75 ping ?
i'm NA East and i play at ~20 ping.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
dysenterymd
Profile Joined January 2019
1250 Posts
Last Edited: 2023-08-10 15:35:53
August 10 2023 15:31 GMT
#1296
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.

But if the balance council were to touch banelings, they should look at reducing the building damage. Sim-city and static-d should be a natural counter to banelings, but instead it ends up being a liability once there are enough banelings on the field. Banelings are already insanely strong on an open field, they shouldn't also be able to crack open entrenched defensive positions.

I think a building damage nerf would be a great change, it wouldn't impact Zerg defense of early/mid-game pushes at all, which is the biggest worry about a significant baneling nerf, but it would make banelings a lot less oppressive late game for both Terran and Protoss. Maybe Terran turtle would become too hard to break, but numbers could always be fine tuned (or some other unit could be given a building breaking role?)

One of the biggest reasons it's so hard to sit back as Toss is that even if you're playing great, it's very unlikely that you'll stop +2 banes from blowing up your probes forever (especially because enough banes will just roll through any walls you build) - static D being better could make defensive Protoss more viable.
Serral | Inno | sOs | soO | Has | Classic
Poopi
Profile Blog Joined November 2010
France13018 Posts
August 10 2023 15:57 GMT
#1297
On August 11 2023 00:19 JimmyJRaynor wrote:
Show nested quote +
On August 07 2023 23:12 Poopi wrote:
On August 07 2023 22:58 Garnet wrote:
Were they playing with high ping?

It was around 70-80ms ping, which is the same as from France/Germany to NA east approximately

any source fot the claim Cure was at ~75 ping ?
i'm NA East and i play at ~20 ping.

Not just Cure, all players. Source is Kashim from ESL / Liquipedia.
You play at 20 ping on NA east by being in NA? That seems perfectly normal, ping from France to EU West is around 10-20ms.
WriterMaru
Die4Ever
Profile Joined August 2010
United States17750 Posts
August 10 2023 17:14 GMT
#1298
On August 11 2023 00:31 dysenterymd wrote:
Show nested quote +
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.

But if the balance council were to touch banelings, they should look at reducing the building damage. Sim-city and static-d should be a natural counter to banelings, but instead it ends up being a liability once there are enough banelings on the field. Banelings are already insanely strong on an open field, they shouldn't also be able to crack open entrenched defensive positions.

I think a building damage nerf would be a great change, it wouldn't impact Zerg defense of early/mid-game pushes at all, which is the biggest worry about a significant baneling nerf, but it would make banelings a lot less oppressive late game for both Terran and Protoss. Maybe Terran turtle would become too hard to break, but numbers could always be fine tuned (or some other unit could be given a building breaking role?)

One of the biggest reasons it's so hard to sit back as Toss is that even if you're playing great, it's very unlikely that you'll stop +2 banes from blowing up your probes forever (especially because enough banes will just roll through any walls you build) - static D being better could make defensive Protoss more viable.

Baneling building damage nerf is such a good idea that I can't believe I haven't seen people requesting it everywhere, it's so frustrating seeing some banelings roll into the 3rd base and kill 20 workers and the town hall there instantly
"Expert" mods4ever.com
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-08-10 18:01:05
August 10 2023 17:54 GMT
#1299
On August 11 2023 00:10 Athenau wrote:
Show nested quote +
On August 11 2023 00:06 The_Red_Viper wrote:
On August 10 2023 23:07 Scarlett` wrote:
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.


Queens and Creep have been repeatedly nerfed for the past few years so not sure where this idea is coming from
+ Show Spoiler +

[image loading]


[image loading]


What does it say about changes which "repeatedly nerf" something for the past few years, and the outcome is still arguably (i guess you might disagree here) not enough? Personally i'd say it appears like lipservice, not actual sincere attempts at changing dynamics. Ofc i understand the idea of being conservative / careful, but still...

I mean, it could be that the nerfs actually did make a difference, and both were just insanely overtuned to begin with. If we still had HotS queens and creep with current mechanics and game knowledge, would the game still look the same?

I wondered this too, though you certainly wouldn't be able to just get queens as easily as the mineral income wasn't as high from second 1 on.
In any case, i don't think it is a particularly convincing argument to showcase 'nerfs' which seemingly weren't enough, some of these seem sensible, others seem more like pretending to change anything significant, and the gameplay we still have arguably confirms this reading.
Being careful is one thing, but if you have a conviction regarding something needing a nerf, you have to change it enough for it to really matter. "time in between creep growth increased from 0.3 to 0.45" is just a joke of a change, as one example. A little more cooldown and -1 range on sight range is just as bad a change, lipservice and nothing tangible.
These are changes you make to be able to say you did something, but in reality they don't change anything worthwhile.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
August 13 2023 07:01 GMT
#1300
On August 11 2023 02:14 Die4Ever wrote:
Show nested quote +
On August 11 2023 00:31 dysenterymd wrote:
On August 10 2023 07:47 Athenau wrote:
Nerfing any part of the unholy trinity of queens-banelings-creep would require admitting that there was a problem in the first place, so I'm not hopeful.

But if the balance council were to touch banelings, they should look at reducing the building damage. Sim-city and static-d should be a natural counter to banelings, but instead it ends up being a liability once there are enough banelings on the field. Banelings are already insanely strong on an open field, they shouldn't also be able to crack open entrenched defensive positions.

I think a building damage nerf would be a great change, it wouldn't impact Zerg defense of early/mid-game pushes at all, which is the biggest worry about a significant baneling nerf, but it would make banelings a lot less oppressive late game for both Terran and Protoss. Maybe Terran turtle would become too hard to break, but numbers could always be fine tuned (or some other unit could be given a building breaking role?)

One of the biggest reasons it's so hard to sit back as Toss is that even if you're playing great, it's very unlikely that you'll stop +2 banes from blowing up your probes forever (especially because enough banes will just roll through any walls you build) - static D being better could make defensive Protoss more viable.

Baneling building damage nerf is such a good idea that I can't believe I haven't seen people requesting it everywhere, it's so frustrating seeing some banelings roll into the 3rd base and kill 20 workers and the town hall there instantly


Holy crap, same here, why did i see no one suggest this before?
I remember in WoL/HotS, baneling being able to bust down walls earlier in the game was cool and seemed fine.
Like the timing was pretty tight to barely get 6-8 banelings in time to break a depot or such, if they nerfed building damage then baneling busts would probably stop working.
Now with the econ changes, idk if banelings need to do that much damage vs walls anymore??
You could probably still do early baneling busts if you wanted, even if the building damage was nerfed a bit.

This would be a great way to help Protoss cus they seem to really lack a decent way to defend vs baneling runbys into their 3rd. Also this would really help mech (and terran in general) to help hold that 4th or 5th base against zerg easier and mitigate the ability of zerg to keep throwing tons of damage once they get a slight lead.
Banelings should be weaker vs SOMETHING in the game, they're even decent vs non-light units a lot of the time cus of the burst AOE.

Balance council please consider this!!!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Prev 1 63 64 65
Please log in or register to reply.
Live Events Refresh
Next event in 3h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 561
UpATreeSC 93
JuggernautJason43
StarCraft: Brood War
MaD[AoV]6
Dota 2
NeuroSwarm105
febbydoto8
LuMiX0
League of Legends
Doublelift5
Counter-Strike
fl0m1510
shoxiejesuss1363
pashabiceps956
Super Smash Bros
Mew2King111
Heroes of the Storm
Grubby3218
Liquid`Hasu557
Other Games
Beastyqt717
FrodaN516
shahzam434
C9.Mang0307
XaKoH 104
ZombieGrub89
Dewaltoss85
Livibee33
Railgan28
Organizations
Other Games
gamesdonequick1615
BasetradeTV33
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21612
• WagamamaTV353
League of Legends
• TFBlade1247
Other Games
• imaqtpie618
• Shiphtur144
Upcoming Events
Replay Cast
3h 11m
IntoTheTV X SOOP
14h 11m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d 1h
Replay Cast
1d 3h
IntoTheTV X SOOP
1d 14h
Replay Cast
2 days
GSL
2 days
Replay Cast
3 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
[ Show More ]
Replay Cast
4 days
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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 © 2026 TLnet. All Rights Reserved.