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Patch 7 Notes - Page 27

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mOnion
Profile Blog Joined August 2009
United States5657 Posts
March 31 2010 07:37 GMT
#521
On March 31 2010 16:23 BladeRunner wrote:
Show nested quote +
On March 31 2010 15:41 mOnion wrote:
On March 31 2010 15:39 Slayer91 wrote:
On March 31 2010 15:26 mOnion wrote:
HEY in case anyone was wondering, ZvP one hatch spire, no zerglings, just make spine crawlers. like 6 or 7 of them

Zerg is overpowered as shit now. i used to have no problems with zerg, now this matchup is trash. I've been arguing that the game is balanced amongst these haters this whole time, but this patch fucked things up.

spine crawlers are riDICULOUSLY strong. and muta are too fast and strong. this is unbelievable.


So like, turtling on 1 base to get to muta with spine crawlers.. Why not go 1-2 stargate pheonix? Pretty much lol's at muta from only 2 geysers. Not like defending off 2 base with spine crawlers, he's not at an economic advantage so you can expo even faster than him.


scouting is impossible. when i see gas like that i'm not thinking muta, i'm thinking banelings or power roaches.

its basically a coin flip.

argh sorry, in in rage mode, so my "take advice" muscles arent working.

ill try and see if i can work 2 stargates into this.


Sorry to blow wind when the fire's burning but perhaps it's time to reset your way of thinking? Clearly the patch really changed game dynamics as well as player mindset (think of how many people want to adjust their strat to try out changed units). Use this info to your advantage and reset your way of thinking about your own strat. Like another poster said, if spine crawlers are stopping your normal build, adjust it to account for something that was probably non-existent when you made the build.

Give it time to sink in before you give up your neutrality


lol you have no idea how accurate "blow wind when the fire's burning" applies ^_^ hahaha
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-31 07:56:06
March 31 2010 07:52 GMT
#522
On March 31 2010 16:37 mOnion wrote:
Show nested quote +
On March 31 2010 16:23 BladeRunner wrote:
On March 31 2010 15:41 mOnion wrote:
On March 31 2010 15:39 Slayer91 wrote:
On March 31 2010 15:26 mOnion wrote:
HEY in case anyone was wondering, ZvP one hatch spire, no zerglings, just make spine crawlers. like 6 or 7 of them

Zerg is overpowered as shit now. i used to have no problems with zerg, now this matchup is trash. I've been arguing that the game is balanced amongst these haters this whole time, but this patch fucked things up.

spine crawlers are riDICULOUSLY strong. and muta are too fast and strong. this is unbelievable.


So like, turtling on 1 base to get to muta with spine crawlers.. Why not go 1-2 stargate pheonix? Pretty much lol's at muta from only 2 geysers. Not like defending off 2 base with spine crawlers, he's not at an economic advantage so you can expo even faster than him.


scouting is impossible. when i see gas like that i'm not thinking muta, i'm thinking banelings or power roaches.

its basically a coin flip.

argh sorry, in in rage mode, so my "take advice" muscles arent working.

ill try and see if i can work 2 stargates into this.


Sorry to blow wind when the fire's burning but perhaps it's time to reset your way of thinking? Clearly the patch really changed game dynamics as well as player mindset (think of how many people want to adjust their strat to try out changed units). Use this info to your advantage and reset your way of thinking about your own strat. Like another poster said, if spine crawlers are stopping your normal build, adjust it to account for something that was probably non-existent when you made the build.

Give it time to sink in before you give up your neutrality


lol you have no idea how accurate "blow wind when the fire's burning" applies ^_^ hahaha


As if turtelling+teching beats expanding+cannons... -.-°

I've used Canons against Mutas before and it worked and now it works even better. Just go Fast-exe in PvZ with Cannons, block the ramp and u're fine - just like in SC1.

I go for fast +1 and Leg-Upgrade with 1-2 Archons and push afterwards, so you should do well against Mutas when adding some Cannons and staying in base with Archons, but you can also go for Starport first and snipe a ferw overlords, go scouting and be even better against Mutas if you prefer that.
The only Problem with FE'ing are certain stupid Maps like DO, (S)Crap Station and Kulas... On those Maps, I go for Zealot+Archons with Leg and +1 Attack very soon, push out and put up a Pylon and a few Canons at the Natural (on SS it's the 3rd - block's the way for ground-Units better) while pushing to Fall back when the opponent has too much stuff and take an Expansion when it's safe.

Archons are imba against Roaches btw. just retreat with them when they're low an health and block the Roaches with Speedlots so the Archons can regain it's shield, which is almost all of it's HP. It also allows you to go Storm very fast and have decent Anti-Air. Archons are also nice against Mass-lings, but only in combination with a lot of speedlots.
https://soundcloud.com/thesamplethief
GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-03-31 08:14:56
March 31 2010 08:08 GMT
#523
On March 31 2010 05:44 Paladia wrote:
Show nested quote +
On March 31 2010 05:18 mOnion wrote:
On March 31 2010 05:16 Paladia wrote:
Great, the race that had a 42% win rate in the top before the two nerf patches (Protoss) gets even more nerfed, while the race with above 60% win rate gets even more buffed.

Banshee buff and HT nerf makes no sense. The area storm covers was decreased by almost 50%, GG no re.


only decreased by 25%....and where are you getting your stats?
25%? Math ftl mate.

How do you calculate area of a circle?

Area = pi * radius^2

and thus Prenerf:
pi * 2^2 = 12.7
Area Storm covers: 12.7

After nerf:
pi * 1.5^2 = 7
Area Storm covers: 7

Difference in percent:
1-(7/12.7) = 45%

Total area nerf to Storm: 45%, it is possibly the biggest nerf ever done in Starcraft history.

As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80




These statistics (thanks for bringing them up!) shows definately that this patch is pure garbage.

My first thought is - they needed like ages for patch 6 and it felt okay - now they threw out that patch within days - that cant be good. Did they even tested it or where even looking at the real statistics? I dont think so.

So what we see here is propably still an effect of that cheese that worked so well for terran, however, I totally agree to the Thor changes and the Turrets. What I dont see is that they do absolutely NOTHING to change the "MMM all the way" game style of Terran.

Zerg nerfs seem totally reasonable, for my opinion so we'll see.

What I really dont get is (and yes I'm biased as a former Protoss player) that they nerf down Toss EVERY DAMN patch. I mean look at the win rate, thats ridicolous and far far away from reality.

So except a very micro-intense early zealot push, Protoss has no real opportunity for early pressure except some real gas-heavy cheese (like void ray). In mid-game Immortals seem like the only reasonable opportunity left since DT got nerfed to be only available way too late. Since the trend is towards massive-light armies what has protoss left?

Storm got such a huge nerf that you need at least 50% MORE templars to get a reasonable damage area (remember that's hell a lot of gas) and it is now totally useless in a mass muta + ling army. So what is left? Collossus - easily countered by mutas, Immortals cant attack air, sentries - you've never seen a zerg switch to mass hydras faster than that.

So all that is left is absolute cheesy play for Protoss. Sure, it is something I really liked about the race, beside the challenge to play it properly, but at least one stable standard is needed so I'm not always all-in.

If I go early gas for sentries and higher tech units - I'm screwed by mutas-lings or roaches / marauder push by terran since they slow down ALL my units. Great, just great.

I clearly see that the win rate will drop below 40% for toss since cheese barely works more than once.

EDIT: yes I am sound frustrated since every strategy that seem more or less to work in certain MU get's nerfed and screwed by a patch for no reason and nothing really changed to the troubles that REALLY concern protoss (leak of anti-air for instance).

It seems like Blizzard always looks at ONE strategy that seem to work TOO well and nerf them out if they dont like what they see. Want an example?

-3gate rush - nerfed
-warpgate rush - nerfed
-marine scv rush - nerfed
-late game stormfest - nerfed

well yeah those strategies where all overpowered and needed to dissappear but I feel that blizzard is doing changes WAY too short ranged since it focuses mainly and one side of the 3 race triangle - which will definately not lead to balance for the release date.
Team LifeStyle - it's more than a game
Mikami_
Profile Blog Joined July 2009
Estonia274 Posts
Last Edited: 2010-03-31 08:12:30
March 31 2010 08:11 GMT
#524
Nerfs protoss has been presented in the last 7 patches

Mothership:
* Vortex: The energy cost of this ability has increased from 75 to 100.
* Vortex: The target radius of this ability has decreased from 3.0 to 2.5.
* Temporal Rift: This ability has been removed from the game.
* Wormhole Transit: This ability has been removed from the game.
* Mass Recall: New Ability. Teleports all of the player's units in the target area to the

* The build time for this unit has increased from 120 to 160.
* The food cost of this unit has increased from 6 to 8.
* The number of shots fired by this unit has decreased from 8 to 6.
* The shield of this unit has decreased from 400 to 350.
* The health of this unit has decreased from 400 to 350.
* The acceleration of this unit has decreased from 1.3125 to 0.3125.
* The deceleration of this unit has increased from 0 to 1.

Gateway:
* The build time of this building has increased from 50 to 65.

Nexus
* Chrono Boost: The duration of this ability has decreased from 30 to 20. (and no longer possible to cast this ability to allies)

Zealot
* The maximum shield capacity of this unit has been decreased from 60 to 50.

Cybernetics Core
* Warp Gate research time increased from 60 seconds to 140 seconds.

Colossus
* Thermal Lances damage decreased from 23 to 20.

Observer:

* Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
* Build time increased from 33 seconds to 40 seconds.

Dark Templar
* Armor type changed from Biological-Psionic to Biological-Psionic-Light.

High Templar
* Armor type changed from Biological-Psionic to Biological-Psionic-Light.
* The Psi Storm radius has been decreased from 2 to 1.5.

Dark Shrine
* Build time increased from 80 seconds to 100 seconds.
* Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.


So what's next ? I guess immortal damage against armored units is little bit too strong
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 31 2010 08:38 GMT
#525
On March 31 2010 05:44 Paladia wrote:
As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80



Are you an idiot or are you just trolling? Firstly those stats are for 2 patches ago, back before the last patch that made an extreme nerf against terran! After that terran was pretty much the big underdog while toss and zerg were roughly equal. Also those stats are wrong, I ´pointed it out in the original thread and the keeper of the stats changed it acordingly, the real stats shows that protoss had the same race stats as zerg and terran had 2% more wins than them 2 patches ago which basically means that it was almost balanced.
http://www.esportsfrance.com/actualites/21327/

Stop posting shit please, next time actually link and you would see that those stats got removed quickly since they were faulthy, and this also goes for these guys:

On March 31 2010 08:30 Chen wrote:
Blizzard really hates protoss. seriously when the fuck are they going to stop nerfing toss and give them a buff? when their win rate gets down to 25%? 40% pre-patch and probably going to drop pretty heavily after this one...
Terran gets buffed across the board

Show nested quote +
On March 31 2010 04:41 eXigent. wrote:
On March 31 2010 04:22 CharlieMurphy wrote:
On March 31 2010 04:21 MorroW wrote:
awesome patch! liked every single thing about it


I hope you are joking

The storm nerf is not really that big, its radius decreases slightly.


Toss gets a ~40% decrease in the power of one of its most vital abilities (for those of you who are mathematically challenged, 25% decrease in radius=43.75% decrease in area) 1.5^2=2.25 vs 2^2=4
in exchange, they get a 20% buff in cannon HP...

Zerg gets a 25% nerf to the immediate cost of spores, a 25% damage buff to spines(vs non armored) AND a 27% attack rate increase.
Roach and broodlord nerf are nice, but those only apply post-hive tech, which isnt really the problem.

On March 31 2010 17:08 GoDannY wrote:
Show nested quote +
On March 31 2010 05:44 Paladia wrote:
On March 31 2010 05:18 mOnion wrote:
On March 31 2010 05:16 Paladia wrote:
Great, the race that had a 42% win rate in the top before the two nerf patches (Protoss) gets even more nerfed, while the race with above 60% win rate gets even more buffed.

Banshee buff and HT nerf makes no sense. The area storm covers was decreased by almost 50%, GG no re.


only decreased by 25%....and where are you getting your stats?
25%? Math ftl mate.

How do you calculate area of a circle?

Area = pi * radius^2

and thus Prenerf:
pi * 2^2 = 12.7
Area Storm covers: 12.7

After nerf:
pi * 1.5^2 = 7
Area Storm covers: 7

Difference in percent:
1-(7/12.7) = 45%

Total area nerf to Storm: 45%, it is possibly the biggest nerf ever done in Starcraft history.

As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80




These statistics (thanks for bringing them up!) shows definately that this patch is pure garbage.


All your arguments basically got blown to bits, stop posting so much damn crap in this thread please. These changes were fine, terran was underpowered last patch, terran was slightly overpowered 2 patches ago. Now, can people actually discuss things that are not directly wrong instead of making this forum seem like a clown school?
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
March 31 2010 08:50 GMT
#526
For all those complaining about the storm nerf, playing against it as a Zerg player I haven't seen much of a difference. It still rocks the socks off my Hydra's if I don't micro them out of it and can turn fights against me quite easily. I feel pretty indifferent about the change. I had a guy in a 2v2 use storms effectively against my Mutas effectively as well. I think that it'll just force people to place the storms better, especially against air (using the shadow/ground circles instead of hitting where they are in the air and missing with most of it).
@DBWiggin, SC2 ref
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 31 2010 08:51 GMT
#527
On March 31 2010 16:52 kickinhead wrote:
Show nested quote +
On March 31 2010 16:37 mOnion wrote:
On March 31 2010 16:23 BladeRunner wrote:
On March 31 2010 15:41 mOnion wrote:
On March 31 2010 15:39 Slayer91 wrote:
On March 31 2010 15:26 mOnion wrote:
HEY in case anyone was wondering, ZvP one hatch spire, no zerglings, just make spine crawlers. like 6 or 7 of them

Zerg is overpowered as shit now. i used to have no problems with zerg, now this matchup is trash. I've been arguing that the game is balanced amongst these haters this whole time, but this patch fucked things up.

spine crawlers are riDICULOUSLY strong. and muta are too fast and strong. this is unbelievable.


So like, turtling on 1 base to get to muta with spine crawlers.. Why not go 1-2 stargate pheonix? Pretty much lol's at muta from only 2 geysers. Not like defending off 2 base with spine crawlers, he's not at an economic advantage so you can expo even faster than him.


scouting is impossible. when i see gas like that i'm not thinking muta, i'm thinking banelings or power roaches.

its basically a coin flip.

argh sorry, in in rage mode, so my "take advice" muscles arent working.

ill try and see if i can work 2 stargates into this.


Sorry to blow wind when the fire's burning but perhaps it's time to reset your way of thinking? Clearly the patch really changed game dynamics as well as player mindset (think of how many people want to adjust their strat to try out changed units). Use this info to your advantage and reset your way of thinking about your own strat. Like another poster said, if spine crawlers are stopping your normal build, adjust it to account for something that was probably non-existent when you made the build.

Give it time to sink in before you give up your neutrality


lol you have no idea how accurate "blow wind when the fire's burning" applies ^_^ hahaha


As if turtelling+teching beats expanding+cannons... -.-°

I've used Canons against Mutas before and it worked and now it works even better. Just go Fast-exe in PvZ with Cannons, block the ramp and u're fine - just like in SC1.

I go for fast +1 and Leg-Upgrade with 1-2 Archons and push afterwards, so you should do well against Mutas when adding some Cannons and staying in base with Archons, but you can also go for Starport first and snipe a ferw overlords, go scouting and be even better against Mutas if you prefer that.
The only Problem with FE'ing are certain stupid Maps like DO, (S)Crap Station and Kulas... On those Maps, I go for Zealot+Archons with Leg and +1 Attack very soon, push out and put up a Pylon and a few Canons at the Natural (on SS it's the 3rd - block's the way for ground-Units better) while pushing to Fall back when the opponent has too much stuff and take an Expansion when it's safe.

Archons are imba against Roaches btw. just retreat with them when they're low an health and block the Roaches with Speedlots so the Archons can regain it's shield, which is almost all of it's HP. It also allows you to go Storm very fast and have decent Anti-Air. Archons are also nice against Mass-lings, but only in combination with a lot of speedlots.


so how does this fe work when they open 1 hatch mass roaches? doesnt that obliterate cannons?
Hwaseung Oz fan for life. Swing out, always swing out.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-31 09:08:06
March 31 2010 08:55 GMT
#528
Did anyone question that Blizz favours Z and that there are still things needed to be fixed? I don't think so - but nonetheless this Patch is awesome because of the Static-defense-buff.

It does look like Blizzard doesn't balance Races, but Strategys, but when they're doing that, I really don't know why Blizz doesn't start nerfing stuff like:

- Marauders: I mean - c'mon... 90% of Terran-Games are won by Marauders IMHO...

- Speedlings+Banelings: This combination is just soo strong but rather than nerfing it, it gets buffed...

- Mutas: Too strong since day1, but did Blizz ever really address that?

- Queen: Inject Larva is just way too strong and contradicts the way Zerg should be played. I mean: They have cheaper Hatcheries than any other Main-Building, but don't really need 'em? Yeah, Z doesn't need an expansion much more than the other races, but they can get away with it much easier. They have Anti-Air, Anti-Scouting and strong early defense just because of the Queen, which costs the same amount as an Orbital Command for example, but is also an attacking Unit? They don't need that much gas anymore (I'm not playing Z, but it feels that way when watching reps/vods) and have incredibly strong Units overall? No wonder 90% of the Tournaments are won by Z or have 50% Z in the Top-8.

There are also some obviously underused Units, like:

- Mothership
- Carriers
- Tanks

which could clearly use some buffs or even bigger changes...

@Changes listed for P abive: The only things I really don't agree with is the DT-nerf, because Detection isn't a big Problem for any race and if you rush for DT's (which was even hard before the nerf) you're risking sth, like in any other rush/cheese. But the big problem is: Now that DT's and HT's are nerfed, the Templar-tech makes even less sense, so Protoss' are basically forced to go stupid Collossi. -.-°
Also, DT's were a viable Strategy that wasn't cheese at all against T (and they still are, but just weaker) so that the P had a chance to get an expansion up without getting steamrolled by 1-basing or even FE'ing Terran Marauder-pushes and force the Terran to stay in the base or use up Scans etc.
The other Races have lots of options to keep the opponent in the base defending with stuff like Reapers, extremely fast Speedlings, Mutas, Bunker-Containments, Medivac-Drops (you get the Medivacs anyways...), but Protoss can only maybe pressure the opponent with offensive Pylons, but that's often not a good option when you're trying to expand and gather some intelligence about the enemy. DT's and HT-Drops were the way to go if you didn't wanna cheese with voidray-rushes and that's kinda annoying.

Blizzard just keeps pushing players into certain playstyles and into using certain Units, with not looking at the Big picture, but only on certain Strategy's.

- Why don't they get rid of this rock-paper-scissors-System with ridiculously huge DMG-Boni against certain Armor-Types?
- Why don't they implement REAL Highground-advantage?
- Why don't they care about Units which aren't used in cheese allin-strategies which are obviously too strong?


I really hope it's more a matter of time than a matter of willingness to do these changes, but I just don't see anything that gives us hope that Blizzard listens to the Top-Players, which across the board think the first two points mentioned above should be taken care of to make SC2 as good as it can get. Really: Balancing Units with a bit of HP-bonus there and a bit less DMG here is totally unimportant when comparing it with these absolutely important Gamemechanics, that would make SC2 much more versatile, interesting and strategical.

For me, it's not really all about balacing the races, but also about balancing the Units. I think for the different races, SC2 is balanced rather well, but it's the Units that are often imbalanced. It's the fact that SC2 reinforces Massing over Strategical and Intelligent play, that they basically tell you which Unit to use rather than giving the player a chance to use different Unit-combinations in creative ways to be able to counter certain other Unit-combinations, the fact that positioning is far less important, which leads to the Fact, that you're just turtelling in the base until you push out, rather than getting in an advantageous position on the Map. If you're now positioning yourself on the Map, you get no advantage except Vision and with Units like Marauders (which slow you) or Speedlings, which surround or counterattak you, staying in the base Massing up stuff is just way too good. That has nothing to do with balance between the races, but with how much fun SC2 is to play and how strategical it is, which is IMO more important now than all those little changes. I mean: Changing stuff like HP or DMG is fine, but maybe after some more important stuff that will change the whole balance possibly anyways....

And it's the fact that Blizz does all those "little" changes now that makes my think they won't do anything about the stuff mentioned above, because those little changes could become redundant and that would be soooo sad for SC2. I mean: The game is fun and all, but is sm1 here that really thinks implementing Highground-advantage and getting rid or at least reduce Bonus-DMG against certain Armor-types would in any way hurt the enjoyability of the game?
https://soundcloud.com/thesamplethief
TheDna
Profile Joined March 2010
Germany577 Posts
March 31 2010 09:08 GMT
#529
How are tanks underused ? I agree about carrier but you are super biased and are clearly a protoss.
Just listen to all korean pros saying sentrys are too strong.

Hows slings+blings overpowered? its easy to couter and good players once they figured it out will always win vs it. So are prolly all the cheeses that are played atm just give it some time..

Highground def.

But i love the hard counters and its the way SC2 should be.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-03-31 09:11:21
March 31 2010 09:09 GMT
#530
On March 31 2010 15:41 mOnion wrote:
Show nested quote +
On March 31 2010 15:39 Slayer91 wrote:
On March 31 2010 15:26 mOnion wrote:
HEY in case anyone was wondering, ZvP one hatch spire, no zerglings, just make spine crawlers. like 6 or 7 of them

Zerg is overpowered as shit now. i used to have no problems with zerg, now this matchup is trash. I've been arguing that the game is balanced amongst these haters this whole time, but this patch fucked things up.

spine crawlers are riDICULOUSLY strong. and muta are too fast and strong. this is unbelievable.


So like, turtling on 1 base to get to muta with spine crawlers.. Why not go 1-2 stargate pheonix? Pretty much lol's at muta from only 2 geysers. Not like defending off 2 base with spine crawlers, he's not at an economic advantage so you can expo even faster than him.


scouting is impossible. when i see gas like that i'm not thinking muta, i'm thinking banelings or power roaches.

its basically a coin flip.

argh sorry, in in rage mode, so my "take advice" muscles arent working.

ill try and see if i can work 2 stargates into this.


Heh, see where you're coming from though as random you never really worry about imba because you get beaten by good players in all match ups.

Here's my thought process on this matter:
A zerg's natural instinct is Fast expand. If he's 1 basing, he's basically going to try to kill you. There are 3 main rushes from 1 base gas builds

--> Roach rush
-->Baneling/Speedling Bust in
--> 4 Mutalisk rush

Assuming you're doing standard 1 gate core --> robo --> gate or 1 gate core gate-->robo, you basically do the following:
Stop chrono boosting probes earlier than normal and chrono your gateways, since he's going low econ you are really vulnerable early on, until like 6 minutes replay time. So you get 2 zealots, a fast stalker and sentry. Sentry can hold ling all-ins and stalkers stay in front to soak up baneling busts. You want to keep your gate's pumping while getting a fast immortal in case of roaches, or obs-->immortal, not certain if you can get away with obs first. So, forcefield+stall until immortal can hold off roaches, hopefully stalker hold pos on the ramp can stop him a-moving banelings up your ramp and you should know not to clump your lots/sentry together. Forcefield should also deal with all-in lings especially if you are spamming chrono on your gates. Now if nothing happens, you are pretty sure of muta, so get more stalkers until your obs is out. If you see a spire, get 1 stargate up ASAP. Using all chrono's on pheonix will quickly build up numbers. You SHOULD have roughly enough stalkers/sentry to survive 4-5 alone, the pheonix are there to stop his harass and eventually gain air dominance, and assuming you have enough forces to expand you want to get that expo down pretty fast. He basically can't keep up with pheonix production using all his gas for muta since gas for gas pheonix wins hands down no problem. Once you get air dominance he needs hydra to keep his queens alive and you just stop pheonix production and should have a comfortable advantage.

Now obviously this is kinda chancy, what I've started to do, is say: "Well, he won't have THAT many roaches off just one base and that's not that popular, immortals are pretty bad vs every other 1 base opening so why not go 3 gate mass lot/stalker/sentry. You basically have faster second gate and third gate so you can defend the all-in's more easily and if you push out to find lots of static D you must assume muta pull back add more AA and add a stargate. Again, not only does pheonix stop him harassing you it also means that he also won't be able to expand to his nat without his harass. Pheonix uses most of your gas so you will be making a lot of zealots which is excellent since he will add lings in the same proportion.

I haven't had a whole lot of experience vs 1 basing zergs but I'm just trying to add a thought process as opposed to:
"OMFG, He's going muta, crap, attack his main, omfg mass sunkens killed my army now muta rape me FUUUUUUUUUUUUUUU BLIZZZZZZZZZZ"
or the more popular
"Muta pinned me down while he took a third base and massed lots of units and steamrolled me omfg OP units!"

I do think muta are quite strong vs protoss and I hate not going pheonix vs them just because you constantly have to worry about harass and backstabs. If it's a map like desert oasis no way you can attack him without losing your entire economy and giving plenty time for the muta to stop for a cup of tea along the way back to defend.

Chen
Profile Joined June 2009
United States6344 Posts
March 31 2010 09:24 GMT
#531
On March 31 2010 17:38 Klockan3 wrote:
Show nested quote +
On March 31 2010 05:44 Paladia wrote:
As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80



Are you an idiot or are you just trolling? Firstly those stats are for 2 patches ago, back before the last patch that made an extreme nerf against terran! After that terran was pretty much the big underdog while toss and zerg were roughly equal. Also those stats are wrong, I ´pointed it out in the original thread and the keeper of the stats changed it acordingly, the real stats shows that protoss had the same race stats as zerg and terran had 2% more wins than them 2 patches ago which basically means that it was almost balanced.
http://www.esportsfrance.com/actualites/21327/

Stop posting shit please, next time actually link and you would see that those stats got removed quickly since they were faulthy, and this also goes for these guys:

Show nested quote +
On March 31 2010 08:30 Chen wrote:
Blizzard really hates protoss. seriously when the fuck are they going to stop nerfing toss and give them a buff? when their win rate gets down to 25%? 40% pre-patch and probably going to drop pretty heavily after this one...
Terran gets buffed across the board

On March 31 2010 04:41 eXigent. wrote:
On March 31 2010 04:22 CharlieMurphy wrote:
On March 31 2010 04:21 MorroW wrote:
awesome patch! liked every single thing about it


I hope you are joking

The storm nerf is not really that big, its radius decreases slightly.


Toss gets a ~40% decrease in the power of one of its most vital abilities (for those of you who are mathematically challenged, 25% decrease in radius=43.75% decrease in area) 1.5^2=2.25 vs 2^2=4
in exchange, they get a 20% buff in cannon HP...

Zerg gets a 25% nerf to the immediate cost of spores, a 25% damage buff to spines(vs non armored) AND a 27% attack rate increase.
Roach and broodlord nerf are nice, but those only apply post-hive tech, which isnt really the problem.

Show nested quote +
On March 31 2010 17:08 GoDannY wrote:
On March 31 2010 05:44 Paladia wrote:
On March 31 2010 05:18 mOnion wrote:
On March 31 2010 05:16 Paladia wrote:
Great, the race that had a 42% win rate in the top before the two nerf patches (Protoss) gets even more nerfed, while the race with above 60% win rate gets even more buffed.

Banshee buff and HT nerf makes no sense. The area storm covers was decreased by almost 50%, GG no re.


only decreased by 25%....and where are you getting your stats?
25%? Math ftl mate.

How do you calculate area of a circle?

Area = pi * radius^2

and thus Prenerf:
pi * 2^2 = 12.7
Area Storm covers: 12.7

After nerf:
pi * 1.5^2 = 7
Area Storm covers: 7

Difference in percent:
1-(7/12.7) = 45%

Total area nerf to Storm: 45%, it is possibly the biggest nerf ever done in Starcraft history.

As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80




These statistics (thanks for bringing them up!) shows definately that this patch is pure garbage.


All your arguments basically got blown to bits, stop posting so much damn crap in this thread please. These changes were fine, terran was underpowered last patch, terran was slightly overpowered 2 patches ago. Now, can people actually discuss things that are not directly wrong instead of making this forum seem like a clown school?

I was not aware that the poster of that had false data, so i apologize for that, but i fail to see how that instantly invalidates everything.
storm did get a HUGE nerf, down over 40% in power, and toss has been nerfed in every patch blizzard has thus far released. maybe i misunderstood you and you were only talking about us quoting the stats that guy posted, but since the majority of the posts you condemn are dealing with how badly one of the most important toss spells got nerfed it seems like you were calling that garbage, when we were just using simple, unassailable math to show people that a 25% decrease in radius of a spell =/= 25% decrease in power.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 31 2010 09:42 GMT
#532
On March 31 2010 18:24 Chen wrote:
Show nested quote +
On March 31 2010 17:38 Klockan3 wrote:
On March 31 2010 05:44 Paladia wrote:
As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80



Are you an idiot or are you just trolling? Firstly those stats are for 2 patches ago, back before the last patch that made an extreme nerf against terran! After that terran was pretty much the big underdog while toss and zerg were roughly equal. Also those stats are wrong, I ´pointed it out in the original thread and the keeper of the stats changed it acordingly, the real stats shows that protoss had the same race stats as zerg and terran had 2% more wins than them 2 patches ago which basically means that it was almost balanced.
http://www.esportsfrance.com/actualites/21327/

Stop posting shit please, next time actually link and you would see that those stats got removed quickly since they were faulthy, and this also goes for these guys:

On March 31 2010 08:30 Chen wrote:
Blizzard really hates protoss. seriously when the fuck are they going to stop nerfing toss and give them a buff? when their win rate gets down to 25%? 40% pre-patch and probably going to drop pretty heavily after this one...
Terran gets buffed across the board

On March 31 2010 04:41 eXigent. wrote:
On March 31 2010 04:22 CharlieMurphy wrote:
On March 31 2010 04:21 MorroW wrote:
awesome patch! liked every single thing about it


I hope you are joking

The storm nerf is not really that big, its radius decreases slightly.


Toss gets a ~40% decrease in the power of one of its most vital abilities (for those of you who are mathematically challenged, 25% decrease in radius=43.75% decrease in area) 1.5^2=2.25 vs 2^2=4
in exchange, they get a 20% buff in cannon HP...

Zerg gets a 25% nerf to the immediate cost of spores, a 25% damage buff to spines(vs non armored) AND a 27% attack rate increase.
Roach and broodlord nerf are nice, but those only apply post-hive tech, which isnt really the problem.

On March 31 2010 17:08 GoDannY wrote:
On March 31 2010 05:44 Paladia wrote:
On March 31 2010 05:18 mOnion wrote:
On March 31 2010 05:16 Paladia wrote:
Great, the race that had a 42% win rate in the top before the two nerf patches (Protoss) gets even more nerfed, while the race with above 60% win rate gets even more buffed.

Banshee buff and HT nerf makes no sense. The area storm covers was decreased by almost 50%, GG no re.


only decreased by 25%....and where are you getting your stats?
25%? Math ftl mate.

How do you calculate area of a circle?

Area = pi * radius^2

and thus Prenerf:
pi * 2^2 = 12.7
Area Storm covers: 12.7

After nerf:
pi * 1.5^2 = 7
Area Storm covers: 7

Difference in percent:
1-(7/12.7) = 45%

Total area nerf to Storm: 45%, it is possibly the biggest nerf ever done in Starcraft history.

As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.

Race	Wins	Losses	Win %	Last patch difference

Protoss 637 834 43.30% -13.52

Random 749 569 56.83% -3.23

Terran 1681 1118 60.06% 7.46

Zerg 800 721 52.60% -1.80




These statistics (thanks for bringing them up!) shows definately that this patch is pure garbage.


All your arguments basically got blown to bits, stop posting so much damn crap in this thread please. These changes were fine, terran was underpowered last patch, terran was slightly overpowered 2 patches ago. Now, can people actually discuss things that are not directly wrong instead of making this forum seem like a clown school?

I was not aware that the poster of that had false data, so i apologize for that, but i fail to see how that instantly invalidates everything.
storm did get a HUGE nerf, down over 40% in power, and toss has been nerfed in every patch blizzard has thus far released. maybe i misunderstood you and you were only talking about us quoting the stats that guy posted, but since the majority of the posts you condemn are dealing with how badly one of the most important toss spells got nerfed it seems like you were calling that garbage, when we were just using simple, unassailable math to show people that a 25% decrease in radius of a spell =/= 25% decrease in power.

It is also that the stats you were talking about were valid 2 patches ago. 1 patch terran recieved a huge nerf making them the weakest race so it was expected for them to get a buff, the nerf terran recieved last patch was much larger than the nerf protoss recieved this patch.

I know the maths about psi storm, but your whole argument that it is a flawed change since protoss was already extremely underpowered goes down the drain totally. It could be a bad change but it could also be a good change, protoss might be slightly underpowered now but it isn't extreme and to correct that they might want to buff something else than psi storm. Just because it temporarily upsets race balance do not mean that it wont be a good change in the long run.

This is why we have a beta btw, they make some changes they would never be able to make in the retail game allowing for race imbalances to see how the meta game plays out. They still have plenty of time to get it balanced, what matters is to make the game fun to play first by making the matchups play well.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 31 2010 09:44 GMT
#533
On March 31 2010 15:23 Plexa wrote:
Show nested quote +
On March 31 2010 14:59 Wings wrote:
It's not that "Storm is so bad now", rather that "storm was so ridiculously good and Blizzard realized it and toned it down."
Seriously, SC1 storm was like watching the slow tide roll in, but SC2 storm is much faster and effective now. Especially since it's harder to spot HT because of the more crowded units now.

But seriously, what about Terran tanks? The original spine of the Terran army?

What? Storm wasn't that great before the nerf, it was barely seeing use and now with the nerf it's completely useless. Given that the colossus still rapes everything there is z-e-r-o reason to tech templar anymore. It's more costly, less effective and takes longer to become effective.


feedback, well since it works vs like half of terrans units, ghosts medivac, thor, banshi, raven. vs zerg, need like 1 in your army for investors
Hwaseung Oz fan for life. Swing out, always swing out.
DreamShake
Profile Joined June 2008
Peru120 Posts
March 31 2010 10:07 GMT
#534
Good patch. For some reason I lost my first 8 games (longest losing streak I've had in sc2) right after getting this patch. I'm sure its just fluke, but still. RAGE
Money!!!
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
March 31 2010 10:12 GMT
#535
try out storms with the new patch instead of focusing on percentages. If storms are still viable it doesn't matter that their radius got nerfed by 45%. playing beta > theorycrafting(and no I don't have a key).
Do you really want chat rooms?
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 31 2010 10:14 GMT
#536
On March 31 2010 19:12 FarbrorAbavna wrote:
try out storms with the new patch instead of focusing on percentages. If storms are still viable it doesn't matter that their radius got nerfed by 45%. playing beta > theorycrafting(and no I don't have a key).


its so much harder, storm drones you need 3-4 storms to cover the min line now instead of 2. basically all your storms need to hit vs t, vs zerg its not worth getting, get collosi instead much better investment
Hwaseung Oz fan for life. Swing out, always swing out.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 31 2010 10:32 GMT
#537
On March 31 2010 19:12 FarbrorAbavna wrote:
try out storms with the new patch instead of focusing on percentages. If storms are still viable it doesn't matter that their radius got nerfed by 45%. playing beta > theorycrafting(and no I don't have a key).


You act like we haven't been playing beta and trying it out.

Storm is god-awful
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 31 2010 10:34 GMT
#538
I like the vast majority of this patch.

I think i would have prefered an increase in storm duration (still same damage but takes longer to inflict it) than smaller storm area.

I would also like to add the following to the race win rate stat debate. Protoss loosing more as a percentage does not nessessarily mean they are underpowered. There is just as much chance that protoss players are just not playing them correctly yet.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 31 2010 10:37 GMT
#539
On March 31 2010 19:34 DeCoup wrote:I would also like to add the following to the race win rate stat debate. Protoss loosing more as a percentage does not nessessarily mean they are underpowered. There is just as much chance that protoss players are just not playing them correctly yet.


Sorry, but this is a misguided argument that won't lead anywhere. You could say the same about every race and thus say none of the races needed the buffs they received and no race needs balance tweaks at all because it's just the players not playing right.

You have to balance based on the players or the game just won't be balanced
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
March 31 2010 10:39 GMT
#540
lol i played some games and must say the new storm covers nothing. rofl should i now build 100 supply just with HTs to be able storm a 50 supply T bio army marauder only? this storm nerf is just ridiculous. and instead of giving the photon some HP/Shield they should have give it more DPS like the new sunkens.
now Ts will go more often just 1 unit and adding 2-3 ghosts as "EMP aka I win Button" support.
after 2 years i reached it = marine icon
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