• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:48
CET 18:48
KST 02:48
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1636 users

Beta Balance Update #12 - Page 22

Forum Index > StarCraft 2 HotS
491 CommentsPost a Reply
Prev 1 20 21 22 23 24 25 Next All
Spyridon
Profile Joined April 2010
United States997 Posts
January 21 2013 01:52 GMT
#421
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.
nmetasch
Profile Joined April 2012
United States600 Posts
January 21 2013 02:15 GMT
#422
After having watched a game of catz i have major optimism for the burrow change. He was doing crazy stuff like burrow banelings around expo to pop up and kill the second its planted, microing with it, like major fun stuff to watch. It was a crazy game. This has so much potential.
Donger
Profile Joined October 2009
United States147 Posts
January 21 2013 02:27 GMT
#423
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.


SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.
TheSambassador
Profile Joined May 2010
United States186 Posts
January 21 2013 02:53 GMT
#424
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.


Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-21 05:18:11
January 21 2013 05:09 GMT
#425
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

On January 21 2013 11:53 TheSambassador wrote:
Show nested quote +
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.
If you cant say what you're meaning, you can never mean what you're saying.
aksfjh
Profile Joined November 2010
United States4853 Posts
January 21 2013 05:40 GMT
#426
On January 21 2013 14:09 Rabiator wrote:
Show nested quote +
On January 21 2013 10:52 Spyridon wrote:
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

Show nested quote +
On January 21 2013 11:53 TheSambassador wrote:
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.

Seems like quite a huge investment compared to what they have to do now to drone up hard, make 4-6 queens.
Rabiator
Profile Joined March 2010
Germany3948 Posts
January 21 2013 06:10 GMT
#427
On January 21 2013 14:40 aksfjh wrote:
Show nested quote +
On January 21 2013 14:09 Rabiator wrote:
On January 21 2013 10:52 Spyridon wrote:
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.

BW didnt have Banelings (tier 1), burrowed moving Roaches (tier 1.5) and far more detection (at least for Zerg and Terrans).

Spawn Broodlings was on a non-massed unit ... hardly anyone ever built Queens in BW, but for Vipers that will be a totally different thing since they not only have abduct but also "dark swarm" and the energy recharge drain.

On January 21 2013 11:53 TheSambassador wrote:
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.

Baneling Nest 100/50
Burrow 100/100
Baneling 50/25

Not that much of an investment if you compare it to other races ... Terrans for example with 200/100 for factories EACH or 25/50 gas for EACH tech lab/reactor. The whole point of early burrowed Banelings is to be safe and drone up hard behind that, but apparently you missed that entirely.

Seems like quite a huge investment compared to what they have to do now to drone up hard, make 4-6 queens.

Those 4-6 Queens cant shut down harrassment as hard as Banelings can ... in ZvZ ... and burrow is really useful to really prevent harrassment on its own by forcing scans from Terrans. So burrow on its own really works against every kind of harrassment without the Banelings (which are most likely useful only against other Zerg or Terrans which you know will not go Banshee harrassing you). Early burrow has the potential of being just as bad as Queen range increase to shut down the harrassment necessary to keep Zerg economy in check.
If you cant say what you're meaning, you can never mean what you're saying.
BigRedDog
Profile Joined May 2012
461 Posts
January 21 2013 07:34 GMT
#428
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....
Big Red Dog!
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
January 21 2013 08:17 GMT
#429
On January 21 2013 16:34 BigRedDog wrote:
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....

It's a nice change from the free double FE zerg gets now in WOL..
Discarder
Profile Joined July 2012
Philippines411 Posts
January 21 2013 08:35 GMT
#430
On January 21 2013 17:17 maartendq wrote:
Show nested quote +
On January 21 2013 16:34 BigRedDog wrote:
As a zerg player, against Terran, I am very cautious of the siege tanks with siege ability by default.

This means that Terran can attack with marines and tanks very early. I need every possible units and abilities to hold back the attack. Burrowed will be a good investment/insurance. In case I see the terran moving out. Burrowed zerglings/banglings and roaches and prepare to defense.

I think it is a good idea to burrowed in the expansion not on top of the expansion..but between the CC and the mineral line. When they send their SCVs, unburrowed and attack or denote the banglings. Though this will not be any time soon as it takes time to research burrow and get banglings....

It's a nice change from the free double FE zerg gets now in WOL..


in TvP it also completely shuts down fast gateway attacks with your tier 1 units able to burrow, regenerate and fight again.. really classy
You can take the lion out of the jungle, but you can't take the jungle out of the lion
Donger
Profile Joined October 2009
United States147 Posts
January 21 2013 08:49 GMT
#431
On January 21 2013 11:53 TheSambassador wrote:
Show nested quote +
On January 21 2013 11:27 Donger wrote:
SC:BW had lurkers that would decimate low hp units like terran bio if the terran didn't have mobile detection. As burrow was hatchery tech lurkers were lair tech. The dynamic was, terran can put pressure on zerg until lurkers came out and then tehy didn't push out until they had science vessels allowing the zerg to expand. SC2 is now similar to BW however banelings destroy low hp units like terran bio. Banelings and burrow on hatchery tech would force terran to have mobile detection. If you wanted it to be like BW even more you would move the banelings nest to lair tech.


Do you even know how much an investment it is to go baneling nest + burrow + banelings early game?

You are SEVERELY overestimating the amount of power burrowed banelings provide and underestimating the investment it is to get them early.

Hell, most of the time you don't even move out with marines in SC2 early game. Hellion openers are still going to be standard for the map control that they provide. Burrowed banelings do next to nothing to hellions (Queens are plenty good at dealing with them).

You are making up problems.



I think you missed my point. I was trying to show how having things like BW does not necessarily translate to being better because how other units/mechanics work in SC2.

My opinion on the burrow change, I think it's too early to tell whether or not burrow as a hatchery tech is a problem. Not enough people have played around with getting quick burrow against T and P for anyone to argue either way.
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 09:55 GMT
#432
Am i the only one feeling that we should really just have 2 races. T and Z.
Since Blizzard has no intention of making Protoss a fun race to play with.

Blizz:
"We found time warp to be imba vs Terran so placed it on the momma core of which you can have only one of."
"Our aim is to make all oracles deadweight expensive observers once the enemy has 1-2 turrets in base."
"Oh yes and Infestor range is now 10 to allow maximum chaining of fungals to kill entire armies while working on your fith base droning non stop." BUT that time warp had to go omw imba!

I havent seen a single replay where a pro used it at all and i watch casts daily.


BLizz:
We realise that infestor fungal together with Hydras will decimate void rays because they have such short range but HEY void ray vs Hydra was imba because of the charge... that do no extra damage vs them.. Add the timer! Make it visible! SkillRays are IMBA! Increase the food count make the P army smaller! Make it such Infestor + crack Hydras will decimate any Void ray, Zeolot army. Sprinkle in some corruptors to burst down any clos and we have our wish! Imba zerg yet again."

Comon... WOL voids were stronger when charged up fully yet that was no problem.. Now u have speed hydras and its a problem now??..

Blizz.
"Oh give Protoss the Core. Easy defense early right! Make it darn expensive so he has to make a tech choice to get it."
"Make sure they are not stronger defensively than queens! We cant have Protoss expanding too much.. Barely enough energy for 1 charge up on a SINGLE nexus. We must allow Zerg to 4 hatch into a 5th (ala catz) without allowing Protoss an early third."

We seeing 4 hatch before pool builds vs Protoss with queens and speedlings that cant be stopped easily. All this while denying protoss a third. Fortunately P can defend a single expo with their core. Rubbish...

Blizz:
"Lets give the core that have limmited energy a warp back BUT when an oke warp back NERF it so its a 5 sec delay before the units appear and is shown to the attacking force. This way the attacking enemy can see the warp back coming, move thier units onto the shades and burst them down as soon as they land not allowing any micro.
BUT HEY we seeing lots of Nydus worm play which we really happy about. Zergs attacking with IT.....core cant.. and also retreating back into them saving all units inside. Good we happy."

My point is..
I feel for every ability Protoss get every time it gets nerfed Sooo much its no fun and always somehow inferior to something Zerg has..


ch4ppi
Profile Joined July 2010
Germany802 Posts
January 21 2013 10:11 GMT
#433
Wait what you do complain about the Infestor having Range 10 now?
Have you been checking out the Patch History of the Infestor?
Dodgeable, weaker Fungal, IT less Eggheatlh, significantly weaker lategame...

Charged up VR might be stronger, but you do know that getting an Infestor charged up in a battle was nearly unrealistic, thats why Corrupter were actually good counter to them, while they now have pretty tought time, because the VR can choose when to do full dmg.

I am not saying there is no need for future patches that also deal with Protoss problems, but you are really overdoing it here.
Excludos
Profile Blog Joined April 2010
Norway8225 Posts
January 21 2013 10:17 GMT
#434
On January 21 2013 18:55 Swartblits wrote:
Am i the only one feeling that we should really just have 2 races. T and Z.
Since Blizzard has no intention of making Protoss a fun race to play with.

Blizz:
"We found time warp to be imba vs Terran so placed it on the momma core of which you can have only one of."
"Our aim is to make all oracles deadweight expensive observers once the enemy has 1-2 turrets in base."
"Oh yes and Infestor range is now 10 to allow maximum chaining of fungals to kill entire armies while working on your fith base droning non stop." BUT that time warp had to go omw imba!

I havent seen a single replay where a pro used it at all and i watch casts daily.


BLizz:
We realise that infestor fungal together with Hydras will decimate void rays because they have such short range but HEY void ray vs Hydra was imba because of the charge... that do no extra damage vs them.. Add the timer! Make it visible! SkillRays are IMBA! Increase the food count make the P army smaller! Make it such Infestor + crack Hydras will decimate any Void ray, Zeolot army. Sprinkle in some corruptors to burst down any clos and we have our wish! Imba zerg yet again."

Comon... WOL voids were stronger when charged up fully yet that was no problem.. Now u have speed hydras and its a problem now??..

Blizz.
"Oh give Protoss the Core. Easy defense early right! Make it darn expensive so he has to make a tech choice to get it."
"Make sure they are not stronger defensively than queens! We cant have Protoss expanding too much.. Barely enough energy for 1 charge up on a SINGLE nexus. We must allow Zerg to 4 hatch into a 5th (ala catz) without allowing Protoss an early third."

We seeing 4 hatch before pool builds vs Protoss with queens and speedlings that cant be stopped easily. All this while denying protoss a third. Fortunately P can defend a single expo with their core. Rubbish...

Blizz:
"Lets give the core that have limmited energy a warp back BUT when an oke warp back NERF it so its a 5 sec delay before the units appear and is shown to the attacking force. This way the attacking enemy can see the warp back coming, move thier units onto the shades and burst them down as soon as they land not allowing any micro.
BUT HEY we seeing lots of Nydus worm play which we really happy about. Zergs attacking with IT.....core cant.. and also retreating back into them saving all units inside. Good we happy."

My point is..
I feel for every ability Protoss get every time it gets nerfed Sooo much its no fun and always somehow inferior to something Zerg has..




What are you on about? Protoss has never been as fun to play as it is right now. You can literally choose freely to tech to whatever you want. And you can be out on the map of you want to. Oh, is that a drop or a counterattack behind you? CHING and you're back to base to defend.
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 10:20 GMT
#435
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..


Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
January 21 2013 10:25 GMT
#436
On January 21 2013 10:52 Spyridon wrote:
Show nested quote +
On January 21 2013 00:50 SiroKO wrote:
And moving the Evolve Burrow upgrade to the Hatchery will obviously open the gates to some ridiculous and unscoutable Zerg all-in/traps, which will add even more randomness/camping, basically 2 of the 3 main reasons why I believe Starcraft II can't compare yet to SC1 and even Warcraft3.


Wait.... so moving Evolve Burrow to hatchery... something that was in SC1... is making the game less enjoyable than SC1?

I don't see how that logic makes any sense at all....

Nearly every change to Zerg in HotS was influenced by something in SC1. From Hydra speed, to Ultralisks, to Burrow, to "Dark Swarm", even Abduct is used in nearly the same exact way as Spawn Broodlings since it is used to take out a single unit. Swarm Hosts are basically a dumbed down harder to use version of Lurkers.

If anything, HotS has brought things closer to BW. At least for Zerg. The complaints should be that Zerg doesn't have anything really "new", just things we lost from BW that we should have had in WoL.


Everything you've said about zerg changes is pretty true, but the viper cloud is disrutption web rather than Dark Swarm :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
playnice
Profile Joined October 2011
Malaysia302 Posts
January 21 2013 10:35 GMT
#437
On January 21 2013 19:20 Swartblits wrote:
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..



Which custom game are you talking about?
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 11:00 GMT
#438
Talking about the momma core!
Uber hero unit meaning you can have only 1.
Has timewarp, town portal and nexus overcharge. You think u have it bad with your 5 infestors with gland upgrade regening energy... NOT..enough.. energy for overcharge.. WHy the F did i get this thing?! gg
BerthaG
Profile Joined December 2012
France74 Posts
January 21 2013 11:02 GMT
#439
On January 21 2013 19:20 Swartblits wrote:
Yes i am overdoing it I know.
But i swear to you the Protoss race owner at blizzard is a real wuss nerd sitting with a small voice just accepting any and all nerfs thrown at Protoss.

Really the race starts out with these nice abilities which always end up being nerfed into obscurity FORCING yet another 2-3 base, 3 base max.. turtle death ball. It makes Protoss play bland as hell.

Meanwhile Z gets binding cloud, hook, 10 range fungals. No evo spore crawlers. Awesome synergy nydus + swarm host play etc etc..
P gets these useless flyers called tempest, nerfed void rays, an energy driven oracle that can do 1 harras and get countered by a single spore colony making them useless. A hero catser unit being capable of throwing out 10 speels with little energy..
We right back to the deathball again.. Arent they supose to make skytoss viable? Make P a bit more dynamic.
Yet its these short sighted nerfs to anything protoss always. Get creative on P please omw.
It seems every Blizz official is a zerg fanboy..




I felt the same, just do like me switch Z.Or stay on WOL. untill stats from results shows the evidence
Never surrender
Swartblits
Profile Joined December 2012
5 Posts
January 21 2013 11:11 GMT
#440
I switched to random actually.
Going from P to Z is fairly easy due to the both being able to mass units quickly.
Finding going to Terran being hardest since you need so myuch more production.
Thinng is i cant help getting bonkers whenever i see my favorite Protoss Race owner on Blizz side getting a wedgie yet again, and not having a single f*^&^* spark of creativity.
Prev 1 20 21 22 23 24 25 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
17:00
WWG Masters Showdown
SteadfastSC52
Liquipedia
WardiTV 2025
11:00
Championship Sunday
SHIN vs ClassicLIVE!
WardiTV2538
ComeBackTV 1368
TaKeTV 682
Rex133
CosmosSc2 105
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 133
CosmosSc2 105
ProTech89
SKillous 58
SteadfastSC 52
DivinesiaTV 19
BRAT_OK 14
MindelVK 14
StarCraft: Brood War
Calm 3215
Shuttle 627
Light 249
Last 146
Mini 120
hero 119
firebathero 117
Hyun 105
ggaemo 86
Dewaltoss 30
[ Show more ]
910 27
soO 19
Killer 14
Terrorterran 11
HiyA 10
Dota 2
Gorgc7537
singsing3722
qojqva2347
syndereN355
Counter-Strike
pashabiceps1402
allub217
chrisJcsgo45
fl0m0
Heroes of the Storm
Khaldor685
Liquid`Hasu419
Other Games
FrodaN1037
Beastyqt336
KnowMe326
ToD230
Liquid`VortiX154
ArmadaUGS99
Mew2King79
QueenE69
B2W.Neo11
Organizations
Other Games
PGL949
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 30
• HeavenSC 23
• Reevou 7
• Adnapsc2 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• HappyZerGling68
Other Games
• Shiphtur77
Upcoming Events
BSL 21
2h 12m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
15h 12m
Wardi Open
18h 12m
Monday Night Weeklies
23h 12m
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.