• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:59
CEST 16:59
KST 23:59
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo14Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted J188 – Nhà Cái Cá Cược Trực Tuyến Đẳng Cấp Châu Á Code S Season 2 (2026) - RO8 Preview TL Poll: How do you feel about the 5.0.16 PTR balance changes?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Battle cruiser feet vs Carrier fleet BGH Auto Balance -> http://bghmmr.eu/ Fact based Zerg Upgrade Tier List vespene.gg — BW replays in browser Data needed
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia {D-2} Late to making 20.06.2026 memorable [p]94718
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10919 users

Gamers8 Main Tournament - Page 65

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 63 64 65
Kashim
Profile Joined December 2013
Poland1227 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 Ireland27013 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
1943 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
Canada8990 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
1943 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
571 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
Germany7244 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)2399 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
571 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
571 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
Canada17617 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
France12938 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 States17737 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 States10373 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
GSL
12:00
GSL CK #4 (PTR) - Day 1
Solar vs ClemLIVE!
SHIN 1007
IntoTheiNu 488
CranKy Ducklings SOOP268
Rex49
Liquipedia
WardiTV Spring Champion…
11:00
Playoffs
WardiTV1144
TaKeTV 471
TKL 306
IndyStarCraft 167
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SHIN 1007
TKL 306
IndyStarCraft 167
Rex 49
StarCraft: Brood War
Britney 47553
Mini 2434
Horang2 823
Zeus 511
Hyuk 497
firebathero 442
actioN 289
ggaemo 284
BeSt 219
Mong 126
[ Show more ]
Leta 123
Hyun 100
Pusan 66
Movie 58
ToSsGirL 38
910 32
Barracks 32
scan(afreeca) 31
JYJ 23
Aegong 23
Sacsri 18
JulyZerg 18
Shine 15
ajuk12(nOOB) 11
Rock 7
Dota 2
XaKoH 490
420jenkins370
BananaSlamJamma211
Counter-Strike
fl0m6768
byalli464
Heroes of the Storm
Khaldor318
Other Games
gofns34554
tarik_tv9148
singsing2794
B2W.Neo1138
Lowko560
Mlord511
crisheroes314
KnowMe56
DeMusliM42
Trikslyr31
Organizations
Other Games
EGCTV740
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Response 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2718
• Nemesis2314
Counter-Strike
• C_a_k_e 1598
Upcoming Events
IPSL
1h 1m
Bonyth vs Dewalt
BSL22 NKC (BSL vs China)
4h 1m
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
9h 1m
WardiTV Spring Champion…
20h 1m
GSL
21h 1m
IPSL
1d 1h
Hawk vs Julia
Patches Events
1d 2h
BSL22 NKC (BSL vs China)
1d 4h
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
1d 9h
WardiTV Weekly
1d 20h
[ Show More ]
Monday Night Weeklies
2 days
Sparkling Tuna Cup
2 days
The PondCast
3 days
Douyu Cup 2020
4 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
5 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
6 days
Maestros of the Game
6 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
uThermal 2v2 2026 Main Event
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #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
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.