Problem: Protoss needs to be able to scout better in the early game. Hallucination is a nice option but it costs 100/100 and precious early-game Sentry energy. Solution: Move Hallucination to the Nexus. Side Effects: Another early scouting option (makes 1-1-1 easier to hold!). Also gives another use to Nexus energy instead of pure chronoboost, consequently adding a decision-making aspect.
Still doesn't solve the problem of forcing the Protoss to go robo-tech for detection, but a step in the right direction?
On October 16 2011 08:58 Alzadar wrote: I think ONE of the fundamental imbalances in the game iS that the race that needs the least expansions has the easiest and safest time taking them by a mile, and also has by far the easiest time defending expansions. Terran can Stay on ONE base for so long and be on even footing with a two base Protoss or Zerg thanks to MULEs and extremely cost-efficient units, but at the same time they can expand with virtually no risk at any time, thanks to the ability to build a CC in-base. When a Terran expansion is busted, they can just lift off, pull their SCVs and fall back to their ramp, but a Protoss or Zerg will take crippling damage.
I'm not sure What could Really be done about it, maybe making building lift require a Factory?
The simplest solution would be to make it so CCs can't lift off. Yes, it doesn't follow the Terran trait of lift-off buildings but it puts them on equal footing with the other races in terms of risks you have to take when expanding, and gives the other races vital scouting information because they can Actually know if the Terran is planning to expand or do something else instead of going to the Natural, seeing nothing, poking up the ramp, seeing a few marines and continuing to be in the dark until appropriate tech comes out to scout effectively (Which is too late in some cases).
I'm mainly going to comment about ZvT in this post, as I am a Zerg player so don't feel I can justify comments on any Protoss match ups and feel that its hard to argue imbalance in the mirror match up of ZvZ. This is by no means a Terran OP post, in fact in regards to ZvT I think it is a very close to balanced match up, more dependent on how the metagame of the season is feeling. In fact I'M not even going to comment on the balance at First, but merely display in the simplest Way where I think the design team may have gone in the wrong direction in some regards in the transition from BW to SC2, hence making the game play (or balance) of SC2 an eternally interesting topic. This is shown in the music of Terran coming from BW to SC2; listen to these.
- SC1, man do I Love the sc1 Sound tracks from all races - Terran SC2, where did the character go? Now just some country music? Trololol?
This is also shown in the other races in their own ways, Zerg being the most tragic in my opinion, the old Sound track was so Epic, where as the SC2 make over seems overly just like soft ambient noise in the back ground. Hell, here you go (lovin' dark screeching guitar dives). The second section of that track gives me eternal Nostalgia, starting at about 4 mins.
I could go on about how graphically character was Lost (cuddly zerglings), but this thread is balance.
What does this reflect you ask? I feel this reflects somewhat where sections of the design team were simply a little out of touch with what made the original so damn amazing.
This is where the quoted posts come in. In the transition from SC1 to SC2 to say it simply, Terran building/tech and some degree research Tree has been simplified. I think an arguable part (removing lift off as was said above is uncharacteristic and an over all Bad idea) to expanding being a little too easy is that the ol' ComSat station addon was combined with the command center in SC2 to get the now orbital command upgrade. This seeming little change Actually makes Terrans lives significantly easier. It was a 50 minerals AND 50 gas investment that was stationary. It would not take off and tag along when a CC went to the expansion. Also, briefly on planetary Fortress, they imo shouldn't have survived the transition of Single player gimmicks Into multiplayer. It isn't necessary and the Pros display that to a degree by opting to use orbital in most situations (as mules and scans are very useful). It just makes match ups in lower league more painful as it an "upgrade and forget" solution to defense of expos while the other races have to take an active Effort to protect theirs from harass. The spine crawler filling the same role argument doesn't Really fit to compare. Say 3-4 crawlers, depending on how you value Gas, is equivalent. Consider how well a PF holds off a couple drop ships of marines compared to 3-4 crawlers. Its Really a no brainer.
This simplification on Terran doesn't stop there though. The Academy was completely removed, replaced by interchangeable tech labs that currently sum the majority of Terran's tech. Believe it or not, marines used to have to research (much like hydralisks still do) for 150min/150gas to get their range increased from 4 to 5 (note, this 150mineral building was also required for the old comsat addon to the CC). Removing this shortened the tech routes for Terran significantly, while also making early Marine pressure much more viable.
Another example just before mentioned is the tech lab. Interchangeable between all production buildings, unlocking most tech and research for each ONE, exceptions Only being BC, ghosts and thors. Way back when, each production building had its own tech addon. Though it would be stink to change this now, it would be a shame to so dramatically narrow the variety of play that is offered by having them interchangeable. But is it too flexible now!? What do you think!?
To compare, lets look at some changes (or a relative lack off?) to Zerg. Lings pretty much stayed the same so woot. Though for some reason, burrow was pushed back to lair. My only theory to this that at some stage they decided the combo of fast regeneration on tier one roaches made an early roach push with burrow too powerful, otherwise I am not aware why.
Hydralisks were bumped up to Lair tier 2 and received some changes (that were further changed/nerfed in beta). Perhaps strangely, although marines lost the research but retained it's benefit of extra range, hydralisks still vitally need their range upgrade and lost but did not retain their old speed upgrade. Arguably creep replaces that upgrade, though it's much easier to deal with creep tumors than the effort required to maintain them, leaving it a bit uneven due to it therefore being argued that creep effectively needs to be spread across the entire map to compensate. I'd rather have the speed upgrade but remove hydras from the units that receive creep speed bonus.
So where does this leave the game play of starcraft 2 at this day?
Well look at the huge variety of openers terran has to offer, able to get to most techs just off one base that is viable to carry through into the meta game if they don't win out right. It has also had influence starcraft 2 being a much faster paced game. Funnily though, many of these openers lead back to marine siege tank play reminiscent of BW.
On the other hand, Zerg game play is much narrower (opening wise) comparatively. Tech is slower and pretty much any 1 base ZvT build, the Zerg has committed to it. If they fail to win out right or completely cripple the terran, it is gg. No transition to metagame. For everything else, there is fast expand, to try and support any current viable Zerg strategy to deal with the quick tech being thrown at them. Zerg then gets dubbed the "reactionary race" up until you can get a solid 2-3 bases up, where the player can take a commanding role.
In my opinion, this "reactionary race" excuse is an overall design floor by blizzard that I feel would have not arisen had they tried to stick more bit more to the roots of the mechanics of Broodwar, and would also possibly cover other issues that have fruited over time.
Forgive me, I am a Zerg player and the last 2-3 paragraphs definitely carried some bias, other sections too. I'd love to hear some feed back from other peoples' point of view, taking into account what I have discussed :D
Now in saying that these changes were (shit balls, depends on your Point of view on the matter) negative (it's still a great game, but imo it could have been greater!) to the over all game play of multiplayer starcraft 2, I by no means wish that they just changed absolutely nothing; Only updating the graphics to fit up to standards of today. Rather that they went over board in changing Terran up. It is refreshing for some changes to game play/mechanics, but it is important to try and hold onto those important core mechanisms that made the original so great and full of character. But what has been changed in the over all tech of Terran, has somewhat flowed Into a change of feel of the race can not simply be reverted. Reverting most of these things would change all of the balance and is far too late to be even considered. Just a reminder, I said at the beginning, this isn't an OP post, but simply an indication where the design team went a bit off track leading to where the over all game play is now.
Perhaps in Heart of the Swarm, we won't see them just bring back old things to satisfy (Blizzard has said, set in Stone, that lurkers are not coming back for example) people like myself, but add and/or change the game to make it more remarkable than BW with Fresh content, but content that brings return of the traits of the races that made the original game so compellingly well crafted.
This interesting video sums up a very brief background on the SC:BW History, for those Less informed
Also guys, watch this. Ignore What the guy says, but it a chain of videos that can remind some of just how much starcraft 2 has been developed (I think most of the clips are pre beta) to What you see now. I Remember back when corruptors were going to have the equivalent of neural parasite xD.
There have been so many changes from beta to now, and I think starcraft 2 is well on its way to being about as balanced as a game can get, with minor adjustments (be them just to make units like hydralisks a little more interesting or something) possibly warranted before HotS.
TL;DR: Blizzard did it wrong, hopefully they make things swell in HotS.
In reference in my post, could you imagine if they made a country rendition of Hell March when they made red alert 2? It's a way bigger change than what saw in SC2, but kinda playing on the same idea. Though they still changed it going from RA to RA2 and again in RA3. Fml.
Man, maybe the nineties were just the peak of game sound tracks :/.
I still don't like all the "perfect scouting in the early game" ideas. They're just another bandaid. No race should ever need perfect scouting, nor should they have it. In BW, Protoss couldn't scout the inside of a Terran's base for a long time either, and needed a Robo for detection against a Terran core unit that always got massed in TvP (the Vulture). Still, the matchup was fine.
I'd much prefer the scouting woes to be solved by making the races more robust, so they can have safe builds that have the capacity to deal with anything. Terran has these, which is why they're the best race. Zerg has them in ZvP, although they're not easy to execute correctly; in ZvT it seems like they almost do, but Terrans constantly come up with new ways to abuse them. And in PvT, there is no build like that, not even close.
On October 16 2011 20:14 Toadvine wrote: I still don't like all the "perfect scouting in the early game" ideas. They're just another bandaid. No race should ever need perfect scouting, nor should they have it. In BW, Protoss couldn't scout the inside of a Terran's base for a long time either, and needed a Robo for detection against a Terran core unit that always got massed in TvP (the Vulture). Still, the matchup was fine.
I'd much prefer the scouting woes to be solved by making the races more robust, so they can have safe builds that have the capacity to deal with anything. Terran has these, which is why they're the best race. Zerg has them in ZvP, although they're not easy to execute correctly; in ZvT it seems like they almost do, but Terrans constantly come up with new ways to abuse them. And in PvT, there is no build like that, not even close.
For example, Marine King raping Haypro today just using mass hellions off 3 reactor factory.
On October 16 2011 20:14 Toadvine wrote: I still don't like all the "perfect scouting in the early game" ideas. They're just another bandaid. No race should ever need perfect scouting, nor should they have it. In BW, Protoss couldn't scout the inside of a Terran's base for a long time either, and needed a Robo for detection against a Terran core unit that always got massed in TvP (the Vulture). Still, the matchup was fine.
I'd much prefer the scouting woes to be solved by making the races more robust, so they can have safe builds that have the capacity to deal with anything. Terran has these, which is why they're the best race. Zerg has them in ZvP, although they're not easy to execute correctly; in ZvT it seems like they almost do, but Terrans constantly come up with new ways to abuse them. And in PvT, there is no build like that, not even close.
For example, Marine King raping Haypro today just using mass hellions off 3 reactor factory.
Those builds always have been and always will be possible to execute as well as defend. A little bit better positioning and better unit comp and MKP would have lost hard. It's almost the equivalent to rushing nydus or mass DT rush. Haypro cut corners and miscontrolled, there's nothing more to it.
I know this isn't a really huge issue, but just a little of something of what I feel. I myself do play all 3 race and although Zerg is probably my favourite but I try not to be biased. Problem: Roaches are a little too cost effective. -If you compare them among the "tank-type" units, Roaches can tank like a marauder, zealot or a stalker because of the amour bonus, their HP isn't very low either. -Roaches have pretty OK DPS, probably uncomparable to marauders but with Stalkers and Zealots they are quite equal with each being good in their own way. -Have shorter range yes, but it moves pretty damn fast with speed upgrade/on creep. And they are not melee like zealots with super slow speed that requires an expensive and long upgrade from the twilight council, the roach speed upgrade is easily accessible. -Biggest issue, it sure is cheap. If you say a Marauder is much stronger, but they costs more too. Stalkers might have speed and range, but are expensive. With that small mineral and gas cost for each roach, it makes them a very very cost effective unit.
I can't really think of a solution to this though. Increasing the cost a little might make zerg even more vulnerable to early timing attacks. By removing the base armor it would make it a not-so-useful unit seeing that it can't even attack air. Although roaches are easily countered by units like Immortals/Void rays etc. but it definitely comes out ahead of many other tier1 units in a fight (based on cost).
Roaches are like a "must have" unit in the zerg arsenal. Nevertheless, once a zerg's macro kicks in, I feel the "mass roach rally" can be very punishing in a cost effective manner.
I know some of you might see this as a 'no head no tail, no beginning no ending, no point and no solution' post, but I would still like to hear your opinions on this.
On October 16 2011 21:24 Xenorawks wrote: I know this isn't a really huge issue, but just a little of something of what I feel. I myself do play all 3 race and although Zerg is probably my favourite but I try not to be biased. Problem: Roaches are a little too cost effective. -If you compare them among the "tank-type" units, Roaches can tank like a marauder, zealot or a stalker because of the amour bonus, their HP isn't very low either. -Roaches have pretty OK DPS, probably uncomparable to marauders but with Stalkers and Zealots they are quite equal with each being good in their own way. -Have shorter range yes, but it moves pretty damn fast with speed upgrade/on creep. And they are not melee like zealots with super slow speed that requires an expensive and long upgrade from the twilight council, the roach speed upgrade is easily accessible. -Biggest issue, it sure is cheap. If you say a Marauder is much stronger, but they costs more too. Stalkers might have speed and range, but are expensive. With that small mineral and gas cost for each roach, it makes them a very very cost effective unit.
I can't really think of a solution to this though. Increasing the cost a little might make zerg even more vulnerable to early timing attacks. By removing the base armor it would make it a not-so-useful unit seeing that it can't even attack air. Although roaches are easily countered by units like Immortals/Void rays etc. but it definitely comes out ahead of many other tier1 units in a fight (based on cost).
Roaches are like a "must have" unit in the zerg arsenal. Nevertheless, once a zerg's macro kicks in, I feel the "mass roach rally" can be very punishing in a cost effective manner.
I know some of you might see this as a 'no head no tail, no beginning no ending, no point and no solution' post, but I would still like to hear your opinions on this.
Wow, someone complaining about Zergs cost efficiency... You list all the things roaches can do but you do not take concussiveshell and forcefields into account. Also massing roaches means you have to either have great multitasking or just good positioning in general to really make them cost effective. I see roaches as money dump unit but actually making it worth while depends on skill and I don't want that changed.
Every race has more than one answer to roaches and they have gone through so many changes already, so i find it a bit strange to pick on them at this point.
Problem: Blizzard taking balance information off a system that is designed to have you lose and win untill you're at 50% makes the balance information innacurate. Solution: For balance reasons, only two equally skilled players can be taken into consideration when balance is discussed. Only results from high level tournaments with more than 32 players should be taken into account when discussing balance. basically only MLG, IEM, Dreamhack, WCG and GSL should be taken into consideration, on bo3 formats. Side Effects: They cant say a PVT is balanced if a protoss wins when the matchup is beign played by a low master's terran, vs a high masters protoss. only players of the same calibre can be compared in this type of charts. for protoss to have less than 40% win rate in October in tournament results, it just makes it obvious that there are too great of discrepancies between races.
Terran
Problem: Inconsistency between the three races macro mechanics, specifically mules. It is almost rewarded to save energy into the late game, where a terran can land mules with all the accumulated energy, and gain a huge advantage over his opponent on the resources mined per minute. Solution: Only allow 1 mule active at a time per orbital command. Side Effects: Diminishes the potentially large advantage that provides late game mules from 3+ command centers. Punishes energy accumulation.
Problem: Ghost EMP. Solution: Make it either a missile that you can possibly avoid, or an area of effect that drains energy over time rather than instantly. Side Effects: The EMP range is already too great, it beign applied instantly makes it too strong of an ability, making the terran gain almost instant advantage over a protoss army that can only fight marauders with medivaks head on with shields and forcefields.
Problem: Ghost Snipe. Solution: Increase mana cost, 45 damage for 25 mana is too great. Side Effects: Marines and tanks already provide a good enough DPS, specially upgraded. Ghost Snipe's completely deny the ability of zergs to bring the stronger tier 3 units into play and making them completely useless.
---------------------------------------------
General Balance
Problem: Air units like mutalisks can easly avoid AOE Air by using hold position to avoid the splash damage, making archons and thors useless on a straight on fight vs mutas (when they're supposed to counter them). Rendering almost impossible for a protoss player to stop Mutalisk Harassement when the mutas grow too big in numbers. Solution: Grow the hit boxes of the targets, so even when "magic boxing" you can atleast hit two or three adjacent targets with archons or thors (aka hitting 3-4 mutas per hit if they're magicboxing rather than manually splitting towards different directions, rather than one). The archon atack specially should work like a cone-spell type of ability, where it hits anything that's in front of him in X range. Side Effects: Mutalisks only weakness is single target high damage. Marines, do great thanks to medivaks and their sick dps, as well as turrets thanks to scv's repair. But Protoss suffers greatly from the fact that:
1. A protoss can't easly replenish their economy after losing workers (as it denies the early army advantage on upgrades or amount of units that you so much need to be able to fight head on with the terran or protoss). Both terran and zerg have an easier time with it since a terran can use mules , and the zerg can replenish the drones quite easly
2. It makes it almost impossible to grab a 3rd base on most maps, as splitting your stalkers can lead to an end game situation where a huge flock of mutas engages the stalkers, kills them and gains too great of an advantage to overcome from that point on.
-----------------------------------------
On a side note, i think we can all agree though that the protoss army without sentries is pretty useless, which is trickier and harder to balance... they either bring the cost of the units down...
for example: Stalker 125 / 25 rather than 50 gas. And immortal's 200 / 75 rather than 250 / 75. Either that or an increase in damage is needed for the stalkers to be able to rival strong ranged units like marauders or roaches without forcefields.
On October 16 2011 19:29 robinroz wrote: Problem: Protoss needs to be able to scout better in the early game. Hallucination is a nice option but it costs 100/100 and precious early-game Sentry energy. Solution: Move Hallucination to the Nexus. Side Effects: Another early scouting option (makes 1-1-1 easier to hold!). Also gives another use to Nexus energy instead of pure chronoboost, consequently adding a decision-making aspect.
Still doesn't solve the problem of forcing the Protoss to go robo-tech for detection, but a step in the right direction?
Side effect: Disruption of probe production
I see that as a problem, That's one of the reason for the unpopularity of Motherships, How do you address that?
On October 16 2011 21:59 theOnslaught wrote: Automatic Match Making Balance Charts
Problem: Blizzard taking balance information off a system that is designed to have you lose and win untill you're at 50% makes the balance information innacurate. Solution: For balance reasons, only two equally skilled players can be taken into consideration when balance is discussed. Only results from high level tournaments with more than 32 players should be taken into account when discussing balance. basically only MLG, IEM, Dreamhack, WCG and GSL should be taken into consideration, on bo3 formats. Side Effects: They cant say a PVT is balanced if a protoss wins when the matchup is beign played by a low master's terran, vs a high masters protoss. only players of the same calibre can be compared in this type of charts. for protoss to have less than 40% win rate in October in tournament results, it just makes it obvious that there are too great of discrepancies between races.
Terran
Problem: Inconsistency between the three races macro mechanics, specifically mules. It is almost rewarded to save energy into the late game, where a terran can land mules with all the accumulated energy, and gain a huge advantage over his opponent on the resources mined per minute. Solution: Only allow 1 mule active at a time per orbital command. Side Effects: Diminishes the potentially large advantage that provides late game mules from 3+ command centers. Punishes energy accumulation.
Problem: Ghost EMP. Solution: Make it either a missile that you can possibly avoid, or an area of effect that drains energy over time rather than instantly. Side Effects: The EMP range is already too great, it beign applied instantly makes it too strong of an ability, making the terran gain almost instant advantage over a protoss army that can only fight marauders with medivaks head on with shields and forcefields.
Problem: Ghost Snipe. Solution: Increase mana cost, 45 damage for 25 mana is too great. Side Effects: Marines and tanks already provide a good enough DPS, specially upgraded. Ghost Snipe's completely deny the ability of zergs to bring the stronger tier 3 units into play and making them completely useless.
---------------------------------------------
General Balance
Problem: Air units like mutalisks can easly avoid AOE Air by using hold position to avoid the splash damage, making archons and thors useless on a straight on fight vs mutas (when they're supposed to counter them). Rendering almost impossible for a protoss player to stop Mutalisk Harassement when the mutas grow too big in numbers. Solution: Grow the hit boxes of the targets, so even when "magic boxing" you can atleast hit two or three adjacent targets with archons or thors (aka hitting 3-4 mutas per hit if they're magicboxing rather than manually splitting towards different directions, rather than one). The archon atack specially should work like a cone-spell type of ability, where it hits anything that's in front of him in X range. Side Effects: Mutalisks only weakness is single target high damage. Marines, do great thanks to medivaks and their sick dps, as well as turrets thanks to scv's repair. But Protoss suffers greatly from the fact that:
1. A protoss can't easly replenish their economy after losing workers (as it denies the early army advantage on upgrades or amount of units that you so much need to be able to fight head on with the terran or protoss). Both terran and zerg have an easier time with it since a terran can use mules , and the zerg can replenish the drones quite easly
2. It makes it almost impossible to grab a 3rd base on most maps, as splitting your stalkers can lead to an end game situation where a huge flock of mutas engages the stalkers, kills them and gains too great of an advantage to overcome from that point on.
-----------------------------------------
On a side note, i think we can all agree though that the protoss army without sentries is pretty useless, which is trickier and harder to balance... they either bring the cost of the units down...
for example: Stalker 125 / 25 rather than 50 gas. And immortal's 200 / 75 rather than 250 / 75. Either that or an increase in damage is needed for the stalkers to be able to rival strong ranged units like marauders or roaches without forcefields.
Wow...just wow Probably the most protoss bias post I've seen in a long time. TLDR: Hay Blizz, could you nerf everything that gives protoss trouble: ghosts, EMP, muta oh and make toss units cheaper, kay? thanzx >_>;;
In any case, all this fidgeting with moving Hallucination or Observers to the Nexus can be solved by simply making Cloak require a Fusion Core, like it did in the Beta.
Or, if you want it to be a Protoss change, swap Hallucination and Guardian Shield, and make Hallucination cost 75 energy. But like I said before, this is an ugly bandaid and should be reverted once some early game parity is achieved for all the races.
On October 16 2011 20:05 Sir Christoffee wrote: To compare, lets look at some changes (or a relative lack off?) to Zerg. Lings pretty much stayed the same so woot. Though for some reason, burrow was pushed back to lair. My only theory to this that at some stage they decided the combo of fast regeneration on tier one roaches made an early roach push with burrow too powerful, otherwise I am not aware why.
I think the former provides the reasoning for the latter. There is one big change for zerglings from BW to sc2, which is that they can deny scouting workers regardless of how good your opponent is at keeping their scout moving. If you can't keep the scout worker alive after zerglings come out, you can't keep tabs on the hatchery to see if burrow is being researched.
On October 16 2011 20:05 Sir Christoffee wrote: To compare, lets look at some changes (or a relative lack off?) to Zerg. Lings pretty much stayed the same so woot. Though for some reason, burrow was pushed back to lair. My only theory to this that at some stage they decided the combo of fast regeneration on tier one roaches made an early roach push with burrow too powerful, otherwise I am not aware why.
I think the former provides the reasoning for the latter. There is one big change for zerglings from BW to sc2, which is that they can deny scouting workers regardless of how good your opponent is at keeping their scout moving. If you can't keep the scout worker alive after zerglings come out, you can't keep tabs on the hatchery to see if burrow is being researched.
Actually ling dps took a huge nerf, as did the bonus from adrenal glands. In BW a ling with no upgrades would win against a Marine with no upgrades, you need two in SC2; three lings would kill a Zealot in BW, you need four in SC2, etc.
On October 16 2011 21:59 theOnslaught wrote: Automatic Match Making Balance Charts
Problem: Blizzard taking balance information off a system that is designed to have you lose and win untill you're at 50% makes the balance information innacurate. Solution: For balance reasons, only two equally skilled players can be taken into consideration when balance is discussed. Only results from high level tournaments with more than 32 players should be taken into account when discussing balance. basically only MLG, IEM, Dreamhack, WCG and GSL should be taken into consideration, on bo3 formats. Side Effects: They cant say a PVT is balanced if a protoss wins when the matchup is beign played by a low master's terran, vs a high masters protoss. only players of the same calibre can be compared in this type of charts. for protoss to have less than 40% win rate in October in tournament results, it just makes it obvious that there are too great of discrepancies between races.
Terran
Problem: Inconsistency between the three races macro mechanics, specifically mules. It is almost rewarded to save energy into the late game, where a terran can land mules with all the accumulated energy, and gain a huge advantage over his opponent on the resources mined per minute. Solution: Only allow 1 mule active at a time per orbital command. Side Effects: Diminishes the potentially large advantage that provides late game mules from 3+ command centers. Punishes energy accumulation.
Problem: Ghost EMP. Solution: Make it either a missile that you can possibly avoid, or an area of effect that drains energy over time rather than instantly. Side Effects: The EMP range is already too great, it beign applied instantly makes it too strong of an ability, making the terran gain almost instant advantage over a protoss army that can only fight marauders with medivaks head on with shields and forcefields.
Problem: Ghost Snipe. Solution: Increase mana cost, 45 damage for 25 mana is too great. Side Effects: Marines and tanks already provide a good enough DPS, specially upgraded. Ghost Snipe's completely deny the ability of zergs to bring the stronger tier 3 units into play and making them completely useless.
---------------------------------------------
General Balance
Problem: Air units like mutalisks can easly avoid AOE Air by using hold position to avoid the splash damage, making archons and thors useless on a straight on fight vs mutas (when they're supposed to counter them). Rendering almost impossible for a protoss player to stop Mutalisk Harassement when the mutas grow too big in numbers. Solution: Grow the hit boxes of the targets, so even when "magic boxing" you can atleast hit two or three adjacent targets with archons or thors (aka hitting 3-4 mutas per hit if they're magicboxing rather than manually splitting towards different directions, rather than one). The archon atack specially should work like a cone-spell type of ability, where it hits anything that's in front of him in X range. Side Effects: Mutalisks only weakness is single target high damage. Marines, do great thanks to medivaks and their sick dps, as well as turrets thanks to scv's repair. But Protoss suffers greatly from the fact that:
1. A protoss can't easly replenish their economy after losing workers (as it denies the early army advantage on upgrades or amount of units that you so much need to be able to fight head on with the terran or protoss). Both terran and zerg have an easier time with it since a terran can use mules , and the zerg can replenish the drones quite easly
2. It makes it almost impossible to grab a 3rd base on most maps, as splitting your stalkers can lead to an end game situation where a huge flock of mutas engages the stalkers, kills them and gains too great of an advantage to overcome from that point on.
-----------------------------------------
On a side note, i think we can all agree though that the protoss army without sentries is pretty useless, which is trickier and harder to balance... they either bring the cost of the units down...
for example: Stalker 125 / 25 rather than 50 gas. And immortal's 200 / 75 rather than 250 / 75. Either that or an increase in damage is needed for the stalkers to be able to rival strong ranged units like marauders or roaches without forcefields.
cheez christ you can't be serious. I mean have you even thought any of this from a non-protoss perspective? For instance the solution to the emp problem that YOU see, how is Terran supposed to deal with high templar after that?
On October 16 2011 20:05 Sir Christoffee wrote: To compare, lets look at some changes (or a relative lack off?) to Zerg. Lings pretty much stayed the same so woot. Though for some reason, burrow was pushed back to lair. My only theory to this that at some stage they decided the combo of fast regeneration on tier one roaches made an early roach push with burrow too powerful, otherwise I am not aware why.
I think the former provides the reasoning for the latter. There is one big change for zerglings from BW to sc2, which is that they can deny scouting workers regardless of how good your opponent is at keeping their scout moving. If you can't keep the scout worker alive after zerglings come out, you can't keep tabs on the hatchery to see if burrow is being researched.
Actually ling dps took a huge nerf, as did the bonus from adrenal glands. In BW a ling with no upgrades would win against a Marine with no upgrades, you need two in SC2; three lings would kill a Zealot in BW, you need four in SC2, etc.
True, however imagine BW lings with SC2 pathing...nothing would stand in their way.
On October 15 2011 15:42 kofman wrote: TvZ is balanced, the only reason why people are suddenly complaining about it is the GSL graph. However, if you actually play the MU, I think you would find that its probably the best MU in the game, both in terms of balance and gameplay. One mistake for either side could cost you the game; having a bad engagement as zerg, or getting caught unseiged as terran. It's pretty ridiculous how much people read into just a number. Remember, Nestea lost to the the best player in the world, MVP, 3-2. It could have gone either way.
This. Blizzard did a poll a while back about people's favorite matchups to watch. All the mirror match-ups were in last, with PvP at 1%. TvP was the least favorite of the other match-ups, then PvZ, and ZvT was easily on top with like 33% of the total vote.
Metagames shift. Look at winrates for Brood War in TvZ, and you'll see massive "imbalances" in the direction of one race, then the other for long periods of time. But between when Terran was winning constantly and when Zerg was winning constantly, the game wasn't patched to fix balance. People just figured out new strategies and the other race needed a while to figure out a response.
Indeed, there were long periods of time in BW, where Terran was dominating TvZ, and long periods of time where Zerg was winning more.
Now, show me a period of time where either Protoss or Zerg dominated Terran in SC2. The only time Protoss was notably ahead in PvT (at like 55% or somesuch), they instantly got KA removed, which was a huge gamechanging nerf. What's even funnier, judging by current Terran play, KA could easily be reintroduced back into the game without making PvT imbalanced. So yeah, David Kim (and the legion of Terran players whining about KA on forums) clearly don't believe in the BW doctrine of "letting it work itself out".
I'd actually prefer to have Protoss and Zerg staight-up buffed for the time being. And even though I do believe Terran is by far the best-designed race, I don't necessarily think they should be looked up to as an good example to follow. Some aspects of Terran - like Salvage or MULEs - are just stupid, and would make the game worse even if it was balanced.
@bolded part: exactly!
That's where most of the whining comes from imo. Only with Terran does Blizzard err on the side of "letting it work itself out."
Meanwhile, benign rushes like blink rush (which is a huge risk) get nerfed to the ground. I keep saying it, because I find it ridiculous. 30 seconds is way, way too huge a nerf. That's half a minute nerf on a build that wasn't even a problem!
Have you seen the list of Protoss nerfs since beta? They're huge. You've got values like "30 seconds" being thrown around. Protoss as a race was practically butchered, with entire things being removed straight up (Flux Vanes, KA). And yet 1-1-1 is metagame apparently and not imbalanced, according to Blizz.
Even the absolute earliest beta complaint from Protoss was deemed metagame. Gateway units get creamed by rax units. The complaints fell on deaf ears. This resulted in using FF to survive on 1 base and get colossus asap. The very foundations of Protoss play are based on this lopsided consideration from Blizzard.
LOL, you are complaining about the toss nerfs, while terran has definetly been nerfed the most: - bunker build time increase -reaper build time increase - seige tank damage nerf - rax build time increase - stim research time increase - hellion nerf - ghost nerf - bunker salvage decrease
Terran's been nerfed the most and they're STILL the strongest race of the three. That says a lot.
This could be evidence that Terran players are just stronger than players of the other races.
On October 17 2011 02:48 kofman wrote: This could be evidence that Terran players are just stronger than players of the other races.
This point has been raised over and over again, and there's just no reason to believe it. Why would the better players always pick Terran? This is normally the argument used for Terran biased players to clutch at straws when they see the statistics.
On October 16 2011 20:05 Sir Christoffee wrote: To compare, lets look at some changes (or a relative lack off?) to Zerg. Lings pretty much stayed the same so woot. Though for some reason, burrow was pushed back to lair. My only theory to this that at some stage they decided the combo of fast regeneration on tier one roaches made an early roach push with burrow too powerful, otherwise I am not aware why.
I think the former provides the reasoning for the latter. There is one big change for zerglings from BW to sc2, which is that they can deny scouting workers regardless of how good your opponent is at keeping their scout moving. If you can't keep the scout worker alive after zerglings come out, you can't keep tabs on the hatchery to see if burrow is being researched.
Actually ling dps took a huge nerf, as did the bonus from adrenal glands. In BW a ling with no upgrades would win against a Marine with no upgrades, you need two in SC2; three lings would kill a Zealot in BW, you need four in SC2, etc.
The difference is in this game you can mass lings so much easier than in BW. SC2 has larva inject whereas in BW you had to build a million macro hatches if you wanted a lot of lings. Giving them BW dps in this game where they can be massed so easily means mass lings would destroy every non aoe army one sided-ly.
Problem: Inconsistency between the three races macro mechanics, specifically mules. It is almost rewarded to save energy into the late game, where a terran can land mules with all the accumulated energy, and gain a huge advantage over his opponent on the resources mined per minute. Solution: Only allow 1 mule active at a time per orbital command. Side Effects: Diminishes the potentially large advantage that provides late game mules from 3+ command centers. Punishes energy accumulation.
You dont win by having a higher income. In fact, the huge influx of minerals will not speed up production for Terran at all. It is not rewarded to save energy. It is punished. Especially if the Zerg/Protoss are harassing with mutas, zerglings, warp prisms, dts, hts, zealots, phoenix, baneling bombs or infestors. Then having 6 mules at an expansion is a liability.
@sir christofee's long ass post. The only suggestions you make are switching addons. I dont think this is the reason Terran is the best.
On the other hand, Zerg game play is much narrower (opening wise) comparatively. Tech is slower and pretty much any 1 base ZvT build, the Zerg has committed to it. If they fail to win out right or completely cripple the terran, it is gg. No transition to metagame. For everything else, there is fast expand, to try and support any current viable Zerg strategy to deal with the quick tech being thrown at them. Zerg then gets dubbed the "reactionary race" up until you can get a solid 2-3 bases up, where the player can take a commanding role.
In my opinion, this "reactionary race" excuse is an overall design floor by blizzard that I feel would have not arisen had they tried to stick more bit more to the roots of the mechanics of Broodwar, and would also possibly cover other issues that have fruited over time.
This is an empty paragraph, in my opinion.
Did anyone watch Stephano vs... who was it, some korean Terran. theSTC. STC put his marines behind the mineral line at the third on shakuras in a single file line so he could kill Zerglings one at a time as stephano tried to deny his third. The marines were incredibly cost efficient. It's shit like this, Terrans.... Couldnt stalkers fit behind there? Currently, the way for Zerg to translate skill into cost efficiency is to mass zerglings and split them into as many groups as possible, attacking from a full circle. In fact, you could split the zerglings individually for tank splash, then attack using Patrol to maintain the magic box. Currently, for Protoss to match this cost efficiency, you need FF + Colossus or Storm. Storm is like the reverse of this. Its cost efficiency is based on how bad your opponent is. If hes North American, Storm is great, but if hes a Korean Master/GM, Storm probably wont do enough. Blink also allows Protoss to turn skill into cost efficiency. Warp prisms are seeing more use (there great against Terran expand builds). Collossus don't get the same results from positioning as tanks do, simply because they cant be because of the lack of siege mode. Vikings are the most kiting friendly air unit, and hellions/marines are on the ground. Every Terran unit has a clear design for more skill = more efficiency. Zerg units have an implicit design for this and Protoss units attack units (except the stalker's blink) do not. Charge? Autocast. Collossus? No siege mode/visible from high ground. Forcefield is one of the strongest spells in the game, but since its available at the 5 minute mark it is balanced accordingly. Protoss are struggling because there having trouble turning skill into cost efficiency. Zerg was like this for a while and just have lately started figuring out micro techniques. How did Zerg deal with this? Cheap defense + Strategic Evolution.
Strangely, ladder Protoss are doing just fine in North America. According to sc2 ranks. With Masters Protoss actually having a higher win rate then Terrans and Diamond Terrans having the least average points. We all knew this, though. This is merely evidence of what any educated SC2 community members know: Terran translates skill into effectiveness. No skill, no Terran. Thats why its hard to balance Terran. In fact, you cant balance Terran against Protoss right now in the way many people wish they could. Nerf ghosts? What happens to all the diamond and masters Terrans? Personally, Im fine with Terran sucking dick in all leagues except the highest (just like BW!), but its naive to say that Blizzard is stupid for not nerfing Terran. They want people to watch the game, but they make money by people buying the game and playing it. So in reality, they want it balanced at all levels.