• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:55
CET 11:55
KST 19:55
  • 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 !1Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win1Weekly 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
Full List of Coinbase Toll Free Support Numbers ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle
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
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months [BSL21] RO8 Bracket & Prediction Contest BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals [BSL21] RO8 - Day 1 - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Current Meta Simple Questions, Simple Answers Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread The 2048 Game Path of Exile
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 Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread European Politico-economics QA Mega-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
How Sleep Deprivation Affect…
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: 1193 users

Designated Balance Discussion Thread - Page 1250

Forum Index > SC2 General
Post a Reply
Prev 1 1248 1249 1250 1251 1252 1266 Next
EatingBomber
Profile Joined August 2015
1017 Posts
January 05 2016 08:18 GMT
#24981
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.
CheddarToss
Profile Joined September 2015
534 Posts
January 05 2016 08:34 GMT
#24982
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.
Weltall
Profile Joined December 2015
Italy83 Posts
January 05 2016 10:39 GMT
#24983
My protoss POV

vs Terrans
while i got an high winrate vs terrans with adepts all in, my win% is slowly going down in this matchup. This is because mostly terrans starting to cheese me so badly off 1 base, with lib+tank+marine or they just manage to defend drops with fast stim builds, tanks, cyclones. So i'm currently facing more late game pvt, and I admit sometimes I have really bad times, expecially when terran just sits with towers+tanks+libs+mines and take all expansion he can. These games go over 40 minutes, while I can't do anything: towers give total map awarensess while tank+lib+mines melts everything. The only thing I can do is going air, but few scans just scout my switch and I die to mass lib, vikings etc etc. I think this matchup will reveal, as soon as all terrans figure out a build to stay safe from adepts all ins, the hardest for protoss.

vs Zergs
In this matchup, I feel like zergs gives the tempo. He decide when you have to defend, when you have to attack, when you have to gg. Zergs have plenty of super aggressive starts, like pool first, ling drops, ravager rush, and all these starts manage to put him forward, thanks to fast expansions and to the delayed protoss natural or third base. In hots, protoss had the FFE when we want to be almost safe from everything, now every opening has his drawbacks. Starting off 1 base it's pretty safe but leaves u so far behind that ur only chance is to all in.

So here is my conclusion: why protoss, expecially on this expansion, has to be the "kill other before 8 min mark"?
I think it's not a matter of units stats: there is no buff/nerf that would allow protoss race to be correcly inserted in lotv. It's mainly a design problem: with the nerf to warp mechanics we miss the chance to reinforce fast our attacks or defenses. You could buff again colossus for example, but like in hots, we would have to rush colossus again to just stand the transition to early to mid game, and to have something good in late game.

So I thought that protoss need a design buff, without altering units stats. The main issue vs terrans and zergs is the tech switch: If you need to adapt fast to enemny composition, you just can't, because going from full robo to full stargate requires more and more minutes.

I think it could be useful to add Robowarp and Starwarp. Yea, the chance to warp units out of robotics and stargate.

Requisite will be:
Robowarp -> researched from cybernetics core for 50/50 after a robotics bay is build (so u need robo fac+bay in order to research this)
Starwarp -> researched from cybercore core 50/50 after a fleet beacon is build.

This way protoss can switch in a bunch of minutes to heavy robo or heavy stargate composition as fas he has resources to do it.

This kind of design change, will help protoss to face mid game with faster mid tier units, while allowing him to counter switches from terran and zergs in late game. Also, the higher requisite in tech and time, would it allow it to popup only in the mid/late game, preventing powerful all ins in the early game.

What you guys think about this?
RaFox17
Profile Joined May 2013
Finland4581 Posts
Last Edited: 2016-01-05 11:01:26
January 05 2016 11:01 GMT
#24984
On January 05 2016 17:34 CheddarToss wrote:
Show nested quote +
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
January 05 2016 11:06 GMT
#24985
On January 05 2016 20:01 RaFox17 wrote:
Show nested quote +
On January 05 2016 17:34 CheddarToss wrote:
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.

What else, though? Against mutalisks you need a mobile and fast unit. This is phoenix and blink stalker. Muta regen killed the storm response from WoL. Mutalisk is the only unit in the game which required multiple balance patches for ALL 3 races! Instead of chaning mutalisk they are bending everything else around the unit...
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Big J
Profile Joined March 2011
Austria16289 Posts
January 05 2016 11:20 GMT
#24986
On January 05 2016 20:06 deacon.frost wrote:
Show nested quote +
On January 05 2016 20:01 RaFox17 wrote:
On January 05 2016 17:34 CheddarToss wrote:
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.

What else, though? Against mutalisks you need a mobile and fast unit. This is phoenix and blink stalker. Muta regen killed the storm response from WoL. Mutalisk is the only unit in the game which required multiple balance patches for ALL 3 races! Instead of chaning mutalisk they are bending everything else around the unit...

You give the obvious alternative yourself. nerf the muta, don't buff the stalker.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
January 05 2016 11:36 GMT
#24987
On January 05 2016 20:20 Big J wrote:
Show nested quote +
On January 05 2016 20:06 deacon.frost wrote:
On January 05 2016 20:01 RaFox17 wrote:
On January 05 2016 17:34 CheddarToss wrote:
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.

What else, though? Against mutalisks you need a mobile and fast unit. This is phoenix and blink stalker. Muta regen killed the storm response from WoL. Mutalisk is the only unit in the game which required multiple balance patches for ALL 3 races! Instead of chaning mutalisk they are bending everything else around the unit...

You give the obvious alternative yourself. nerf the muta, don't buff the stalker.

That is my answer from the start of HotS, but Blizzard is bender
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
January 05 2016 11:40 GMT
#24988
On January 05 2016 19:39 Weltall wrote:
My protoss POV

vs Terrans
while i got an high winrate vs terrans with adepts all in, my win% is slowly going down in this matchup. This is because mostly terrans starting to cheese me so badly off 1 base, with lib+tank+marine or they just manage to defend drops with fast stim builds, tanks, cyclones. So i'm currently facing more late game pvt, and I admit sometimes I have really bad times, expecially when terran just sits with towers+tanks+libs+mines and take all expansion he can. These games go over 40 minutes, while I can't do anything: towers give total map awarensess while tank+lib+mines melts everything. The only thing I can do is going air, but few scans just scout my switch and I die to mass lib, vikings etc etc. I think this matchup will reveal, as soon as all terrans figure out a build to stay safe from adepts all ins, the hardest for protoss.

vs Zergs
In this matchup, I feel like zergs gives the tempo. He decide when you have to defend, when you have to attack, when you have to gg. Zergs have plenty of super aggressive starts, like pool first, ling drops, ravager rush, and all these starts manage to put him forward, thanks to fast expansions and to the delayed protoss natural or third base. In hots, protoss had the FFE when we want to be almost safe from everything, now every opening has his drawbacks. Starting off 1 base it's pretty safe but leaves u so far behind that ur only chance is to all in.

So here is my conclusion: why protoss, expecially on this expansion, has to be the "kill other before 8 min mark"?
I think it's not a matter of units stats: there is no buff/nerf that would allow protoss race to be correcly inserted in lotv. It's mainly a design problem: with the nerf to warp mechanics we miss the chance to reinforce fast our attacks or defenses. You could buff again colossus for example, but like in hots, we would have to rush colossus again to just stand the transition to early to mid game, and to have something good in late game.

So I thought that protoss need a design buff, without altering units stats. The main issue vs terrans and zergs is the tech switch: If you need to adapt fast to enemny composition, you just can't, because going from full robo to full stargate requires more and more minutes.

I think it could be useful to add Robowarp and Starwarp. Yea, the chance to warp units out of robotics and stargate.

Requisite will be:
Robowarp -> researched from cybernetics core for 50/50 after a robotics bay is build (so u need robo fac+bay in order to research this)
Starwarp -> researched from cybercore core 50/50 after a fleet beacon is build.

This way protoss can switch in a bunch of minutes to heavy robo or heavy stargate composition as fas he has resources to do it.

This kind of design change, will help protoss to face mid game with faster mid tier units, while allowing him to counter switches from terran and zergs in late game. Also, the higher requisite in tech and time, would it allow it to popup only in the mid/late game, preventing powerful all ins in the early game.

What you guys think about this?
you have good winrate pvt and you complain about terran beeing op? dude youre making me mad.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
Maxie
Profile Joined August 2010
Sweden2653 Posts
January 05 2016 13:04 GMT
#24989
On January 05 2016 20:20 Big J wrote:
Show nested quote +
On January 05 2016 20:06 deacon.frost wrote:
On January 05 2016 20:01 RaFox17 wrote:
On January 05 2016 17:34 CheddarToss wrote:
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.

What else, though? Against mutalisks you need a mobile and fast unit. This is phoenix and blink stalker. Muta regen killed the storm response from WoL. Mutalisk is the only unit in the game which required multiple balance patches for ALL 3 races! Instead of chaning mutalisk they are bending everything else around the unit...

You give the obvious alternative yourself. nerf the muta, don't buff the stalker.


Please no, muta are weak enough (in ZvT). I do wish liberators were a little worse against them, but that's more about wanting the playstyle to be more viable rather than a real balance problem.

As for ZvP, don't archons kick muta ass too? At least in a straight up fight.
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2016-01-05 14:09:00
January 05 2016 14:07 GMT
#24990
On January 05 2016 22:04 Maxie wrote:
Show nested quote +
On January 05 2016 20:20 Big J wrote:
On January 05 2016 20:06 deacon.frost wrote:
On January 05 2016 20:01 RaFox17 wrote:
On January 05 2016 17:34 CheddarToss wrote:
On January 05 2016 17:18 EatingBomber wrote:
This discussion is so silly - both sides are just talking past each other and bringing up points that are fundamentally flawed, while using refutations that are themselves flawed as well.

Phoenixes vs Mutalisks - Obviously there is a problem when the only solution Protoss has against massed Mutalisks is massed Phoenixes, but then again, there are several ways to deal with this problem - Protoss players in Wings of Liberty would perform Immortal-Sentry all-ins every game to either kill the Zerg before he amasses Mutalisks or force him to spend so much resources and larvae on defense that a Mutalisk tech switch would be unviable. Here is the thing - this is not a balance problem, as both sides technically have ways to kill the other side or defend well against their attack - this is a design problem, and it is the hard-counter system that dictates that you must build X to defend against Y, or risk dying. This is seen in all parts of the game, not just PvZ. Problem is bio? Solution is 8 armour, nigh-invincible Ultralisks. Problem is Ultralisks? Solution is Ghost. Problem is Ghost? Solution is Infestors/Mass Lings. Same thing applies here. Problem is Mutalisk? Solution is Phoenix. Problem is even more Mutalisks? Solution is Phoenixes with range. And so the madness continues.

I know of a nice way to fix this problem regarding Mutalisks in PvZ. Just give stalkers an AA bonus vs light and be done with it.

Let´s just make sure that we don´t become like Hots, where stalkers were the universal unit to counter anything from Z.

What else, though? Against mutalisks you need a mobile and fast unit. This is phoenix and blink stalker. Muta regen killed the storm response from WoL. Mutalisk is the only unit in the game which required multiple balance patches for ALL 3 races! Instead of chaning mutalisk they are bending everything else around the unit...

You give the obvious alternative yourself. nerf the muta, don't buff the stalker.


Please no, muta are weak enough (in ZvT). I do wish liberators were a little worse against them, but that's more about wanting the playstyle to be more viable rather than a real balance problem.

As for ZvP, don't archons kick muta ass too? At least in a straight up fight.


Everything kicks Muta's ass in a straight up fight (except Vikings).

Mutalisk aren't ever supposed to engage in fights they can't win, which is why they're such a massive snowball unit.
RoomOfMush
Profile Joined March 2015
1296 Posts
January 05 2016 14:13 GMT
#24991
Why do mutalisks have that super fast regeneration again? [serious answers, please!]
Wouldnt everybody be better off when we trade fast mutalisk regeneration with higher {hp / dps / some other buff} ?

There wasnt fast regeneration in BW and mutas were still useful. In my opinion fast regeneration is a problematic feature in an RTS game.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 05 2016 14:23 GMT
#24992
The amount of Zerg QQ in here…

The problem is obviously not the strength of the Muta in a straight up fight. It’s the Muta transition/remax after a big fight.

1) All Zerg units are produced from the same structure, the Hatchery, and come out of larvae. Therefore, it’s impossible to know what units Zerg is making.
2) By the mid-late game the Zerg already has most of his tech buildings.
3) Therefore the Zerg can quickly remake a lot of one unit without the opponent’s knowledge. The presence of a Spire doesn’t necessarily mean Muta are coming. Just as the presence of a Roach Warren doesn’t mean the Zerg will continue to make Roaches.

The Mutalisk requires a very specific response from Protoss. After a big fight, where both players trade armies and the Protoss doesn’t have the ability to just force a fight at the Zerg base, the ONLY thing that deals with Mutas are Phoenixes. Otherwise, here is what happens:

Zerg flies around doing basically free damage wherever it can, never engaging the Protoss army, denying expansions, killing workers, and setting itself up for the NEXT transition.

How many games have we seen where the Protoss dedicates so much to fighting the Muta that the Zerg just goes back into Hydras or whatever and rolls over him?


Muta transitions are even better in LotV than they were in HotS because of the LURKER. The Lurker counters all Protoss ground except the Disruptor and is very good at making it hard to fight. It stalls and allows the Zerg to build up a huge resource bank because it’s hard to engage.

Once the Protoss commits to enough Disruptors Zerg can either switch into Ultras or Muta. 2 different units that just APPEAR in mass quantities and require drastically different responses. And both counter disruptors.

Now do you see?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
playa
Profile Blog Joined December 2010
United States1284 Posts
January 05 2016 15:13 GMT
#24993
I'm glad I don't play. Tech switches have always been an added muta imbalance. The heart of the problem is phoenixes don't even counter mutas: in real games, people make other units to deal with your phoenixes, thus you can't counter mutas. You never get a fair fight. And, even if you did/could, you would be left with phoenixes vs ground units (such a reward..). The phoenix player has to be way better than the Zerg player, to win, if they go mutas. Thus, you should always try to go mutas... and hence glaring imbalance.
Merkmerk
Profile Joined August 2010
United States96 Posts
Last Edited: 2016-01-05 15:16:55
January 05 2016 15:15 GMT
#24994
if your Zerg opponent has the immense amount of gas for a muta switch transition then you've done something wrong and were already losing

phoenix shut down any normal muta play completely to an absurd degree. it's not like normal unit counters. 5 phoenix will shit on 15 muta.

so if you're ignoring how useless muta are against the common stargate openers now and just complaining that you let a zerg get 4000 gas for a massive 40 muta switch, then i think you need to examine where your gameplay went wrong

3-4 disruptors will deal with lurkers all day. lurkers are not mobile units, and fortunately for you the 4th base on most maps is pretty hard to defend, let alone the 5th or higher

zerg is not 'making whatever he wants' off 3 bases

anyhow all of you protoss whiners about mutas should probably play zerg and try muta against protoss above a gold level and see what happens, and see how easy it is to muta switch

then come back here and recant your position after getting wiped out by phoenix contain openings and all of the timing pushes

Yodeleihelaihee
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
January 05 2016 15:23 GMT
#24995
On January 06 2016 00:15 Merkmerk wrote:
if your Zerg opponent has the immense amount of gas for a muta switch transition then you've done something wrong and were already losing

phoenix shut down any normal muta play completely to an absurd degree. it's not like normal unit counters. 5 phoenix will shit on 15 muta.

so if you're ignoring how useless muta are against the common stargate openers now and just complaining that you let a zerg get 4000 gas for a massive 40 muta switch, then i think you need to examine where your gameplay went wrong

3-4 disruptors will deal with lurkers all day. lurkers are not mobile units, and fortunately for you the 4th base on most maps is pretty hard to defend, let alone the 5th or higher

zerg is not 'making whatever he wants' off 3 bases

anyhow all of you protoss whiners about mutas should probably play zerg and try muta against protoss above a gold level and see what happens, and see how easy it is to muta switch

then come back here and recant your position after getting wiped out by phoenix contain openings and all of the timing pushes


It's not like pros never did muta switch that worked... but hey, they are not above gold...
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Weltall
Profile Joined December 2015
Italy83 Posts
January 05 2016 15:23 GMT
#24996
On January 05 2016 20:40 MiCroLiFe wrote:
Show nested quote +
On January 05 2016 19:39 Weltall wrote:
My protoss POV

vs Terrans
while i got an high winrate vs terrans with adepts all in, my win% is slowly going down in this matchup. This is because mostly terrans starting to cheese me so badly off 1 base, with lib+tank+marine or they just manage to defend drops with fast stim builds, tanks, cyclones. So i'm currently facing more late game pvt, and I admit sometimes I have really bad times, expecially when terran just sits with towers+tanks+libs+mines and take all expansion he can. These games go over 40 minutes, while I can't do anything: towers give total map awarensess while tank+lib+mines melts everything. The only thing I can do is going air, but few scans just scout my switch and I die to mass lib, vikings etc etc. I think this matchup will reveal, as soon as all terrans figure out a build to stay safe from adepts all ins, the hardest for protoss.

vs Zergs
In this matchup, I feel like zergs gives the tempo. He decide when you have to defend, when you have to attack, when you have to gg. Zergs have plenty of super aggressive starts, like pool first, ling drops, ravager rush, and all these starts manage to put him forward, thanks to fast expansions and to the delayed protoss natural or third base. In hots, protoss had the FFE when we want to be almost safe from everything, now every opening has his drawbacks. Starting off 1 base it's pretty safe but leaves u so far behind that ur only chance is to all in.

So here is my conclusion: why protoss, expecially on this expansion, has to be the "kill other before 8 min mark"?
I think it's not a matter of units stats: there is no buff/nerf that would allow protoss race to be correcly inserted in lotv. It's mainly a design problem: with the nerf to warp mechanics we miss the chance to reinforce fast our attacks or defenses. You could buff again colossus for example, but like in hots, we would have to rush colossus again to just stand the transition to early to mid game, and to have something good in late game.

So I thought that protoss need a design buff, without altering units stats. The main issue vs terrans and zergs is the tech switch: If you need to adapt fast to enemny composition, you just can't, because going from full robo to full stargate requires more and more minutes.

I think it could be useful to add Robowarp and Starwarp. Yea, the chance to warp units out of robotics and stargate.

Requisite will be:
Robowarp -> researched from cybernetics core for 50/50 after a robotics bay is build (so u need robo fac+bay in order to research this)
Starwarp -> researched from cybercore core 50/50 after a fleet beacon is build.

This way protoss can switch in a bunch of minutes to heavy robo or heavy stargate composition as fas he has resources to do it.

This kind of design change, will help protoss to face mid game with faster mid tier units, while allowing him to counter switches from terran and zergs in late game. Also, the higher requisite in tech and time, would it allow it to popup only in the mid/late game, preventing powerful all ins in the early game.

What you guys think about this?
you have good winrate pvt and you complain about terran beeing op? dude youre making me mad.


i'm sayng we are in some-kind of hots situation. In hots protoss sucks in early-mid while terran do best in midgame. It has been asked to devs to nerf midgame terrans and protoss late game, to give them some early power. They did nothing in hots, while they nerfed rauders in lotv and added adepts.

In lotv it's pretty same: protoss has good early now, but imho their late sucks, while a good terran who plays with new units is really powerful. My winrate are good just because I end game early, this absolutly doesnt mean this matchup is balanced. Protoss should get some early nerf and some late boost, since ht cannot provide enought damage vs bio terran and distruptors does not provide a costant damage to opponent (i think it's near 0 vs a good terran..they already learnt to split vs banelings, they splits also vs distruptors).

DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-01-05 15:31:04
January 05 2016 15:29 GMT
#24997
On January 06 2016 00:15 Merkmerk wrote:
if your Zerg opponent has the immense amount of gas for a muta switch transition then you've done something wrong and were already losing

phoenix shut down any normal muta play completely to an absurd degree. it's not like normal unit counters. 5 phoenix will shit on 15 muta.

so if you're ignoring how useless muta are against the common stargate openers now and just complaining that you let a zerg get 4000 gas for a massive 40 muta switch, then i think you need to examine where your gameplay went wrong

3-4 disruptors will deal with lurkers all day. lurkers are not mobile units, and fortunately for you the 4th base on most maps is pretty hard to defend, let alone the 5th or higher

zerg is not 'making whatever he wants' off 3 bases

anyhow all of you protoss whiners about mutas should probably play zerg and try muta against protoss above a gold level and see what happens, and see how easy it is to muta switch

then come back here and recant your position after getting wiped out by phoenix contain openings and all of the timing pushes



Disruptors 2 shot lurkers. So 4 disruptors will kill 2 Lurkers assuming you land the shots. Then you still have a lot of Hydras to deal with. Fighting the Lurkers takes time. If he shows up with 6 lurkers and I've got 4 Disruptors it takes a full minute of landing perfect Disruptor hits on cooldown to kill them. During that time the Zerg is sitting there mining and building his bank while denying/slowing your 4th.

The minute it takes to get through 6 Lurkers (with perfect micro) is enough time for Zerg to start making Muta and send you on a Wild goose chase. Even if it's not 40 Muta.... 15-20 or so is still enough to do a lot of economic damage.

If he snipes my observer... it takes longer. If he repositions his Lurkers and I miss a Disruptor shot... it takes longer.

And in the end he doesn't have to go Muta, he can go Ultras.

It's like you've never played the game...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-01-05 15:32:50
January 05 2016 15:31 GMT
#24998
On January 06 2016 00:23 deacon.frost wrote:
Show nested quote +
On January 06 2016 00:15 Merkmerk wrote:
if your Zerg opponent has the immense amount of gas for a muta switch transition then you've done something wrong and were already losing

phoenix shut down any normal muta play completely to an absurd degree. it's not like normal unit counters. 5 phoenix will shit on 15 muta.

so if you're ignoring how useless muta are against the common stargate openers now and just complaining that you let a zerg get 4000 gas for a massive 40 muta switch, then i think you need to examine where your gameplay went wrong

3-4 disruptors will deal with lurkers all day. lurkers are not mobile units, and fortunately for you the 4th base on most maps is pretty hard to defend, let alone the 5th or higher

zerg is not 'making whatever he wants' off 3 bases

anyhow all of you protoss whiners about mutas should probably play zerg and try muta against protoss above a gold level and see what happens, and see how easy it is to muta switch

then come back here and recant your position after getting wiped out by phoenix contain openings and all of the timing pushes


It's not like pros never did muta switch that worked... but hey, they are not above gold...


Right. Jaedong basically won every game with Muta switches. But he's bad right?

And Solar won his first LotV tournament with Muta switches. But he's such a gold player.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Merkmerk
Profile Joined August 2010
United States96 Posts
January 05 2016 15:40 GMT
#24999
Lol again the infinite gas zergs - guess I forgot to get that option at Zerg skill

Why not just go Templar archon carrier disruptor void Ray?

Oh that's right because it costs gas. When you whiners act like 2k gas comes banked easy for a 20 Muta switch or 'just go ultras' you're proving your bronze level status

If that is happening in your games you deserve to lose for letting your opponent get a huge Econ uncontested

Lurkers cost a lot of gas. The research takes a while. You can't have lurkers and Muta switch and hive and ultras and upgrades at the same time

Sounds like y'all are just getting outplayed sry
Yodeleihelaihee
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 05 2016 15:55 GMT
#25000
On January 06 2016 00:40 Merkmerk wrote:
Lol again the infinite gas zergs - guess I forgot to get that option at Zerg skill

Why not just go Templar archon carrier disruptor void Ray?

Oh that's right because it costs gas. When you whiners act like 2k gas comes banked easy for a 20 Muta switch or 'just go ultras' you're proving your bronze level status

If that is happening in your games you deserve to lose for letting your opponent get a huge Econ uncontested

Lurkers cost a lot of gas. The research takes a while. You can't have lurkers and Muta switch and hive and ultras and upgrades at the same time

Sounds like y'all are just getting outplayed sry


I just explained to you exactly how Zerg banks the gas for a Muta switch.

There are several pro games to prove it as well. I'm not at home right now but look up Solar vs Parting from the first LotV tournament and you'll see exactly that. Parting goes Disruptors, to deal with the ground army, Solar makes Mutas and wins.

You're not even debating balance right now... you're saying that things that happened don't happen.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Prev 1 1248 1249 1250 1251 1252 1266 Next
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #115
MilkiCow vs ReBellioNLIVE!
CranKy Ducklings107
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 225
StarCraft: Brood War
Sea 4048
Rain 2474
Hyuk 1232
GuemChi 1160
Bisu 692
Jaedong 662
BeSt 455
actioN 454
Larva 437
EffOrt 253
[ Show more ]
Soma 214
firebathero 176
Light 130
Sharp 118
Aegong 115
Dewaltoss 110
Hyun 105
ZerO 91
hero 88
Killer 65
Rush 65
JYJ 45
Mind 26
sorry 25
Mong 25
Terrorterran 13
Noble 12
Bale 7
Dota 2
singsing2996
BananaSlamJamma376
420jenkins116
XcaliburYe98
capcasts88
League of Legends
JimRising 373
C9.Mang0364
Counter-Strike
olofmeister1773
shoxiejesuss707
allub201
oskar112
Other Games
Fuzer 233
Pyrionflax224
B2W.Neo148
Mew2King42
Trikslyr28
ZerO(Twitch)13
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 887
Other Games
gamesdonequick527
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH245
• LUISG 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota274
League of Legends
• Jankos1883
Upcoming Events
WardiTV 2025
1h 5m
Spirit vs YoungYakov
Rogue vs Nice
Scarlett vs Reynor
TBD vs Clem
uThermal vs Shameless
PiGosaur Cup
14h 5m
WardiTV 2025
1d 1h
MaNa vs Gerald
TBD vs MaxPax
ByuN vs TBD
TBD vs ShoWTimE
OSC
1d 4h
YoungYakov vs Mixu
ForJumy vs TBD
Percival vs TBD
Shameless vs TBD
The PondCast
1d 23h
WardiTV 2025
2 days
Cure vs Creator
TBD vs Solar
WardiTV 2025
3 days
OSC
3 days
CranKy Ducklings
3 days
SC Evo League
4 days
[ Show More ]
Ladder Legends
4 days
BSL 21
4 days
Sparkling Tuna Cup
4 days
Ladder Legends
5 days
BSL 21
5 days
Replay Cast
5 days
Monday Night Weeklies
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
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
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 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
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.