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Designated Balance Discussion Thread - Page 312

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sevencck
Profile Joined August 2011
Canada704 Posts
July 22 2012 19:40 GMT
#6221
On July 23 2012 04:37 Toadvine wrote:
Show nested quote +
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


The difficulty is that Terran and Protoss units do not share the same radius. In any case, I don't think TvP balance is too bad, although I do think it's a stupid, stupid matchup.
I like to think that the moon is there even if I am not looking at it. -Albert Einstein
ahole-surprise
Profile Joined August 2007
United States813 Posts
July 22 2012 19:49 GMT
#6222
More than anything, the balance patch has made the game incredibly boring on top of removing all motivation to play the game.

Dear Blizzard in case you are reading this:

Your blatant imbalancing of the game in favor of zerg has not increased my anticipation of new balance changes in HoTS. Game imbalance is alone is not deal-breaking for me; the fact that you are using imbalance as a ploy to increase HoTS sales is.

In fact, because of this manipulative practice, I will actually not be buying HoTS.
You lost a customer and I will tell all my friends that starcraft2 is a garbage franchise and I will do everything I can to influence them to not purchase your games.

Sincerely
Pulp can move, baby!
conz
Profile Joined July 2011
United Kingdom163 Posts
July 22 2012 19:52 GMT
#6223
On July 23 2012 04:49 ahole-surprise wrote:
More than anything, the balance patch has made the game incredibly boring on top of removing all motivation to play the game.

Dear Blizzard in case you are reading this:

Your blatant imbalancing of the game in favor of zerg has not increased my anticipation of new balance changes in HoTS. Game imbalance is alone is not deal-breaking for me; the fact that you are using imbalance as a ploy to increase HoTS sales is.

In fact, because of this manipulative practice, I will actually not be buying HoTS.
You lost a customer and I will tell all my friends that starcraft2 is a garbage franchise and I will do everything I can to influence them to not purchase your games.

Sincerely


Wow you figured out blizzards plan all by yourself? Smart guy.
TheRealDude: you were lucky you scouted
Torra
Profile Joined October 2011
Norway469 Posts
July 22 2012 19:53 GMT
#6224
On July 23 2012 03:57 RampancyTW wrote:
Show nested quote +
On July 23 2012 03:45 sevencck wrote:
On July 23 2012 03:33 RampancyTW wrote:
On July 23 2012 03:09 sevencck wrote:
On July 22 2012 09:24 forsooth wrote:
On July 22 2012 09:03 Shiori wrote:
On July 22 2012 09:00 Torra wrote:
On July 22 2012 08:59 xPabt wrote:
I think ryung vs stephano game 3 is the epitome of zerg being too strong late game.

I was just about to say this too. That was just disgusting to watch.

Agreed. And I swear I'm going to punch out the next person that gives Stephano another free pass on the grounds that his control is "incredible." That was a fucking joke. Bl/Infestor/Ultra is absurdly cost and supply efficient.

Hey man, making lots of corruptors and parking your brood lords above ledges to prevent marines from getting right under them is really hard. Sometimes you have to select a control group of infestors and press the F key a few times too. GM level micro.

It was a genuinely good game until the giant corruptor fleet got out there. With fungals to hold the bio in place, there's just no way to get to the brood lords and kill them, and vikings are already bad enough against that army without having an upgrade disadvantage.

I probably lost 70-80% of games on ladder where Zerg got to that army comp, even before the queen buff. The only way I ever managed to kill it was by baiting Zerg into open ground and getting the most ridiculous arc in the world. Problem is, not all Zergs can be baited and not all maps have enough open ground to pull that off.

I want my old snipe back.


I agree, I think snipe was 1) prematurely nerfed, and 2) overnerfed. I think snipe should be reverted to it's original damage.

On July 22 2012 09:50 Ziggitz wrote:
On July 22 2012 09:26 Rokoz wrote:
On July 22 2012 09:07 xPabt wrote:
On July 22 2012 09:03 Shiori wrote:
On July 22 2012 09:00 Torra wrote:
On July 22 2012 08:59 xPabt wrote:
I think ryung vs stephano game 3 is the epitome of zerg being too strong late game.

I was just about to say this too. That was just disgusting to watch.

Agreed. And I swear I'm going to punch out the next person that gives Stephano another free pass on the grounds that his control is "incredible." That was a fucking joke. Bl/Infestor/Ultra is absurdly cost and supply efficient.


Ryung probably should have lost earlier after pushing out with too small an army but for stephano to win after having his expansions denied for so long and taking so many bad engagements is really just retarded. Terran taking a bad engagement means the game is over but for zerg the remax mechanic alows them to stick around and make a comeback due to the cost efficientness of thier late game army+ infestors.


I agree. I felt that Ryung had lost at one point, yet somehow he managed to comeback because Stephano did one horrible engagement when Ryung's army was at the choke point.

It's horrible to watch games with Infestor / Blood Lords because Terran simply doesn't have answer for them. Sure Terran beat that army composition from time to time but Viking / Tank / Marine / Medivac isn't the solid answer to BL / Infestor army. BC / Raven is the ultimate army composition but it's also far from solid and far too hard to achieve.


Terrans do have an answer for them, they just don't realize that maxed army engagements aren't going to go your way when the 60 supply of your army that can hit air is range 5 marines. Terrans still don't realize they need to build higher quality maxes, they still don't realize they need to build more production after they hit 200/200 to be able to remax faster, they don't realize that if you have 2000 gas in the bank at the 25 minute mark if they had expanded for more minerals and not taken more gases they would have had enough army supply to win the game earlier or they should have gone for a composition that actually spent the gas. When it comes to late game Terrans are still in the stone age in terms of strategy and mechanics.


And you don't realize that there's no advantage not mining the extra gas if you're saturated on the minerals.
2 refineries + 6 SCVs cost 450 minerals. If you don't get gas at those expos, you can instantly afford another OC with just a 100mineral investment compared to what it costs when you DO take those gases.

I'd say something like having 16 more marines at the 15 minute mark would be fairly significant.


Since you already have the 6 SCVs it's hardly fair to include their cost in the total. 2 refineries cost 150 minerals, which is probably worth the expenditure to harvest a ton of gas, even if you're unsure if you can spend it (considering especially that you're already mineral saturated). Yes, expanding to a new location is always preferable, but may not be as practical as you think. Securing a new location as Terran in TvZ is very challenging.

Also, why are we having this discussion? It's not significant enough to make a reliable difference.


Even 10 more marines at the 15 minute mark can make a huge difference in a push. Those 10 marines might delay Brood Lords by 5 minutes if they're put to good use.


You need the gases for your 3rd base to support production and upgrades. By the 15 minute mark, terran wont have gases at a 4th. Now, where does the terran magically get 10 extra marines? Even if they did somehow magically appear, 5 minutes is a long time, do they snipe a morphing greater spire twice or something?

My point is, there's never a mistake for the terran to take gases at his 3rd, in some sitautions you might even want to take gases at you're additional bases after the 3rd.

And no, you don't take scvs off gas before you're starved on minerals as well as having a low scv and mule count.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-07-22 20:01:27
July 22 2012 19:54 GMT
#6225
On July 23 2012 04:37 Toadvine wrote:
Show nested quote +
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.

Ziggitz
Profile Joined September 2010
United States340 Posts
July 22 2012 20:09 GMT
#6226
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.
xPabt
Profile Joined February 2012
226 Posts
July 22 2012 20:10 GMT
#6227
On July 23 2012 04:54 plogamer wrote:
I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.


Alot of korean terrans mix in tanks in TvP and Pro level TvP is balanced.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 22 2012 20:10 GMT
#6228
On July 23 2012 04:54 plogamer wrote:
Show nested quote +
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.


Terrans are actually doing pretty well in TvP. No idea what you're even talking about. Maybe not on the ladder, sure, but when you have Taeja's micro and can take minimal damage from storms, it's quite balanced.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 22 2012 20:10 GMT
#6229
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.

Are you talking about him being against First, or which game?
dangthatsright
Profile Joined July 2011
1158 Posts
July 22 2012 20:14 GMT
#6230
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.


He had more SCVs there earlier, but they were lost to DTs. Maybe pulling off any SCVs on gas after that happened would have been a good idea, but the way you phrased it was very misleading to someone not watching the game.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-07-22 20:17:24
July 22 2012 20:15 GMT
#6231
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.


Stop that bullshit. First killed over 20workers at the third, sure Teaja's economy management will be off after that blow.
Also the game is balanced around what people actually show, what they are capable off. Comments like yours about ecomanagement, make just as little sense as when some people critizise zerg micro, just because they don't get the difference between a move and constantly flanking, resourrounding and targetfireing (targetmoving if it is banelings) an army, like top zergs do all the time.

Top Terrans manage their eco quite well most of the time, and often times you simply cannot transfer scvs to minerals from gas, if you simply don't have the free base for it etc etc...
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-07-22 20:18:31
July 22 2012 20:18 GMT
#6232
I still can't believe we're debating whether the nightmare that Terrans are having in TvZ can be resolved by pulling SCVs off gas in the lategame. Terrans aren't getting stomped in the midgame because they don't have enough Marines or something.

Pointless theorycrafting is pointless. Let's talk about what actually happens in games.
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 22 2012 20:21 GMT
#6233
On July 23 2012 04:54 plogamer wrote:
Show nested quote +
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.



The Immortal buff didn't make it a staple unit in PvT. You see tons and tons of PvTs played without a single Immortal being made, it's mostly up to a player's preference, they have their pros and cons. In any case, I'm pretty sure that if you forced players to PvT on close air Metalopolis right now, 1/1/1 would still win almost every game, Immortal buff or no Immortal buff. Even on normal maps, 1/1/1 is still pretty good, and wins more often than not. It's just not so good as to be used in every game in a BoX anymore, like it used to.

As for the EMP thing, I don't feel like there's any need to argue about it, since we know exactly what happens when it has a radius of 2.0, and that is Protoss getting absolutely rolled in the lategame. Currently the matchup is balanced, because for every Terran loss in the lategame, they get a win with cheese or other early game shenanigans. Byun nearly won against SeeD by opening reactor hellions with a medivac every game - he should've won the series, but choked spectacularly in g4.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
sevencck
Profile Joined August 2011
Canada704 Posts
July 22 2012 20:24 GMT
#6234
On July 23 2012 05:21 Toadvine wrote:
Show nested quote +
On July 23 2012 04:54 plogamer wrote:
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.


Currently the matchup is balanced, because for every Terran loss in the lategame, they get a win with cheese or other early game shenanigans.


I don't deny that TvP balance is within an acceptable range, but this isn't particularly compelling evidence to support that contention.
I like to think that the moon is there even if I am not looking at it. -Albert Einstein
Backlash123
Profile Joined July 2012
Canada57 Posts
July 22 2012 20:27 GMT
#6235
On July 23 2012 04:54 plogamer wrote:
Show nested quote +
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.



Yes protoss units are bigger but keep in mind that the units you want to EMP (high templars, sentries etc.) are small and the collossus (the seemingly biggest army) walks on top of the other protoss units
Shiori
Profile Blog Joined July 2011
3815 Posts
July 22 2012 20:27 GMT
#6236
On July 23 2012 05:24 sevencck wrote:
Show nested quote +
On July 23 2012 05:21 Toadvine wrote:
On July 23 2012 04:54 plogamer wrote:
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
On July 21 2012 21:51 Coffee Zombie wrote:
Reverting the Queen buff probably wouldn't make people all-in more often. If the buff is reverted, Zerg players have to invest something into defense again - some gas (Roaches), lots of larvae (Lings) or attention and time (Crawler reroots), so they end up playing fair instead of broken - the whole point of the Hellion expand was to force us to play fair - and make no mistake, unhindered Zerg economy is broken. It was ok beforehand because you needed to outplay the opponent to access it. That isn't the case anymore when Queens are better in combat than Roaches, cost no gas or Larvae and don't need that much micro. And then you get mass creep to nerf midgame pushes.
It's easy and standardizes hilariously outrageous greed. I remember when insane creep spread was impressive. I remember being impressed by very greedy Lair and Hive timings. Not anymore. Because all that shit is safe and boring. What the hell is going on if you need an all-in to punish completely ludicrous greed? Not good games, of that I'm sure.*

Buffing the Terran lategame a bit is a good idea, but for goodness' sake don't leave it at that. The game is already horrible to watch because it's so binary - as Jinro put it in a comment about toss, you choose to be a rabid monkey on speed or a sedated sloth. The middleground is evaporating because noncommittal pressure has been nerfed to hell and back. And it makes for some terribly dull games.

So, if you want to keep Zerg a bit safer? (Unnecessary IMHO, there never was a problem, but anyway
Revert the Queen buff, perhaps revert some Terran early game nerfs. And then help those Zerg investments in defense work better in some way. The key is just thatb defending slows the Zerg economy back to sanity and that the defense investment allows Z to fend off the Terran harassment on equal terms.

*Addendum: More than an SC2 enthusiast, I'm an MtG player. I like combo because hey, broken things feel fun. One thing I've noticed over the years is that straight up broken shit stays fun only for a while - when you're still amazed that omfg how is this even allowed. Then it becomes so very dull. The one deck I've stayed with over the years is a concoction that can occasionally do hilariously broken things, but usually ends up playing fair in an attempt to stay alive and then sneak the brokenness in somewhere as a finishing blow or as a calculated risk. This keeps the temptation and fun of brokenness (in SC2, the unhindered Zerg economy) but delivers actual games. Plus doing ridiculous things feels like an accomplishment.

As another way to think about it, imagine if Marines automatically did the MKP thing and beat banelings? They can do that already, but it requires good calls and micro to do it. It's a ridiculous thing as a reward of great play. Standardizing antibling splits would just make that boring and stupid-feeling instead of amazing and the feeling of greatness would just wear off in short order.

Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.


Currently the matchup is balanced, because for every Terran loss in the lategame, they get a win with cheese or other early game shenanigans.


I don't deny that TvP balance is within an acceptable range, but this isn't particularly compelling evidence to support that contention.

It's also not really true. Lots of Toss cheese builds work and lots of Terrans win in the lategame.
sevencck
Profile Joined August 2011
Canada704 Posts
July 22 2012 20:29 GMT
#6237
On July 23 2012 05:27 Shiori wrote:
Show nested quote +
On July 23 2012 05:24 sevencck wrote:
On July 23 2012 05:21 Toadvine wrote:
On July 23 2012 04:54 plogamer wrote:
On July 23 2012 04:37 Toadvine wrote:
On July 23 2012 04:25 plogamer wrote:
On July 23 2012 04:02 Toadvine wrote:
On July 23 2012 03:39 sevencck wrote:
On July 22 2012 23:00 Toadvine wrote:
On July 22 2012 22:07 Sapphire.lux wrote:
[quote]
Great post this! I gues the biggest problem of SC2 is that games are very predictable, relatively speaking, and thus borring.

EDIT: and i blame Blizzard for this with their way of patching the game. Wander how the game would have looked if we had half decent maps in BETA, when most of the changes took place.


I actually blame Zerg players (well, the ones who complain about it, pros included) for the current state of the game. With pre-nerf Terran, even though they were overpowered, it was all on Blizzard and their bad decisions, and terrible maps.


With the current state of the game, I wonder if it's even fair to claim that Terran was particularly overpowered. Yes, there have been some key balance changes, but maps have also changed, metagame has changed, and I think Zerg play in particular has improved alot from what it once was. What was the balance change that altered Terran from being wildly overpowered to now being in a very questionable spot particularly in TvZ? Was it the stim nerf? The blue flame nerf (which was mostly for TvT as I recall)? The snipe nerf? The rax nerf? The bunker nerf? All of them? By that logic, then if you reverted those nerfs Terran would be OP again. Yet, I doubt it would be. I don't think Terran was particularly OP, I think there were simply some really poor maps back in 2010 and early 2011, and Zerg and Protoss only needed a couple strategic buffs in a couple areas. I'll admit there were some legitimately broken builds though (early reaper builds come to mind). I don't wanna weigh in too heavily in this debate, but in my opinion Terran has been overnerfed and Zerg overbuffed, all during a process wherein the Zerg meta was evolving more slowly than the other two races. We are now seeing the effects.


I was referring to post-release Terran. Sure, some of the nerfs they've gotten since then could be reverted right now, and not unbalance the game a whole lot. Reapers could actually get speed before factory now with 5 range Queens, BC damage could go back to 10, snipe could be unnerfed, and a bunch of other small stuff.

However, if you brought back something like BBS, EMP with 2.0 radius taking away all energy, 50 damage Tanks and 30 second Bunkers, Terran would be pretty powerful. They'd have some insanely strong cheese (it's hard enough for Protoss to defend 11/11 rax as is), 1/1/1 would be unstoppable, and endgame TvP would end with Protoss getting stomped after blanket EMPs over the whole army from three Ghosts. Not entirely sure how these things would affect TvZ, but proxies would kill hatch first openings 100% of the time.

On July 23 2012 03:46 Big J wrote:
On July 23 2012 03:20 Toadvine wrote:
So, what I'm getting from this is that it would be too difficult for Zerg players to deal with Mutas the way Protosses and Terrans do (without a single Fungal instantly shutting down infinity Mutas). I guess I can understand that. Zerg macro is so difficult, there's no way they'd be able to find the apm to move around their Corruptors and Hydras.


Well, so do you think that mutas are defendable (without going mass muta), or don't you?
Because your corruptor buff idea suggests, that they can't.

Hydras/Queens don't have blink (stalkers), huge range+splash (thors), or the costefficiency + dps of marines.
Corruptors don't have the speed, nor the damage to deal with mutas. I mean, phoenix aren't the greatest defense vs mutas, but they can be useful. Corruptors are basically like phoenix, just without micro capabilities, less dps, more armor and no antiground ability.

ZvZ without air fungal or something to make up for it at least partially will degenerate into mass muta vs mass muta. I'm not saying that this has to be bad (though I love ling/roach/hydra/infestor with Broodlords and Ultras having roles - the ZvZ we have right now and that, even if you don't like zerg, produces some of the best games like Leenock vs DRG or Coca vs Hyun)

I'm all for taking roles away from the infestor and distributing the things it does on different units, to make for a better game and less of a lategame mass infestors style that can deal with everything on it's own, but I absolutly don't think you can "just nerf it". Especially as Infestors are Zergs main antiair right now, it would break nearly every ZvX style, not just "nerf it". (and seeing how Protoss have very good winrates vs Zerg, I don't see why that matchup would need any change, apart from making carrier transitions smoother - while keeping the overall winrates the same)


Hey, I'm all for buffing stuff, and open to suggestions. Giving Corruptors splash is the simplest idea I've come up with, and doesn't affect other parts of the game too much. But if you have a better one, fire away. I'm not even proposing this as a solution to balance problems, I think it'll make the game better overall. What I take issue with are these kneejerk "IT'S IMPOSSIBLE TO DEAL WITH MUTAS WITHOUT FUNGAL" reactions. I wouldn't even mind a Spire vs Spire midgame in ZvZ, as long as there's incentive and means to transition out of it.


Just to nitpick on the bolded parts:

Protoss were beginning to figure out 1/1/1 and shutting it down before Blizzard nerfed 1/1/1.

Currently, the Terran army gets stomped after getting blanket stormed by 3 HTs.


Nobody was figuring out 1/1/1 with 50 dmg to everything Tanks. Blizzard didn't nerf 1/1/1 anyway, they buffed Immortals, which did help somewhat, but it wasn't gamebreaking. 1/1/1 got partially figured out, and new maps did the rest. But I doubt it'd be easy with pre-nerf Tanks.

And really, since Storm and EMP now have the same radius, blanket EMPs are about as effective as blanket Storms. You could experiment with having EMP take away all energy again, but giving it both that and the old radius back would lead to TvP looking the same as it did during the fall of 2011. Incidentally Fungal still has a radius of 2.0 for whatever reason.


I was talking about the final blizzard nerf to 1/1/1. If you dont think the 1 extra range to immortal made them from a situational unit to a staple unit, then I don't know what to say. Seige tanks in their current incarnation are useless in TvP.

EMPs and Storms are just so different in mechanic. Same goes for the Protoss army and Terran army.

A) EMP has to be cast first and foremost. Any EMP when HTs already blow their spells, units already take shield-damage is useless. Zealots don't even have 100 shield. Making EMP half as effective against them. Storms have the luxury of being casted on a damage army to finish them off.

B) Protoss army units are generally larger. That means that a 1.5 radius storm hits more Terran units than a 1.5 EMP hits Protoss units.

/edit

I'm not advocating for a full revert. But seriously, Terrans are at a bad bad spot.


Currently the matchup is balanced, because for every Terran loss in the lategame, they get a win with cheese or other early game shenanigans.


I don't deny that TvP balance is within an acceptable range, but this isn't particularly compelling evidence to support that contention.

It's also not really true. Lots of Toss cheese builds work and lots of Terrans win in the lategame.


Yeah, I agree.
I like to think that the moon is there even if I am not looking at it. -Albert Einstein
Ziggitz
Profile Joined September 2010
United States340 Posts
July 22 2012 20:31 GMT
#6238
On July 23 2012 05:15 Big J wrote:
Show nested quote +
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.


Stop that bullshit. First killed over 20workers at the third, sure Teaja's economy management will be off after that blow.
Also the game is balanced around what people actually show, what they are capable off. Comments like yours about ecomanagement, make just as little sense as when some people critizise zerg micro, just because they don't get the difference between a move and constantly flanking, resourrounding and targetfireing (targetmoving if it is banelings) an army, like top zergs do all the time.

Top Terrans manage their eco quite well most of the time, and often times you simply cannot transfer scvs to minerals from gas, if you simply don't have the free base for it etc etc...


No. It doesn't matter how many SCV's First killed. To bank 1500 gas with 6 extra scv's mining gas takes 4-5 minutes of not reacting to it. He lost 20 scvs at his third, meaning he absolutely did have the minerals available to saturate. Whatever economic damage First did with the DT's Taeja allowed him to do 1500 more resources worth of damage by not transferring gas scv's to minerals and somehow we should just be brushing that off in a game where the supplies rarely topped 150 for the Terran and 130 for the Protoss. That's the real bullshit.

It's not difficult to glance at your resources, see yourself banking 500 gas when you know you shouldn't be (because you actually plan out your builds and know what you should be taking in and spending on the number of bases and gases you have) and grab 6 scv's from gas and put them on minerals. Zergs do it all the time when they get hit hard by a timing attack and lose drones. If that first DT harass had worked out better and First didn't lose his third, Terrans would be going apeshit about balance and brush it off just like they did with the Taeja - Losira game on entombed valley where he banked 4k gas on 4+ bases.
Big J
Profile Joined March 2011
Austria16289 Posts
July 22 2012 20:37 GMT
#6239
On July 23 2012 05:31 Ziggitz wrote:
Show nested quote +
On July 23 2012 05:15 Big J wrote:
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.


Stop that bullshit. First killed over 20workers at the third, sure Teaja's economy management will be off after that blow.
Also the game is balanced around what people actually show, what they are capable off. Comments like yours about ecomanagement, make just as little sense as when some people critizise zerg micro, just because they don't get the difference between a move and constantly flanking, resourrounding and targetfireing (targetmoving if it is banelings) an army, like top zergs do all the time.

Top Terrans manage their eco quite well most of the time, and often times you simply cannot transfer scvs to minerals from gas, if you simply don't have the free base for it etc etc...


No. It doesn't matter how many SCV's First killed. To bank 1500 gas with 6 extra scv's mining gas takes 4-5 minutes of not reacting to it. He lost 20 scvs at his third, meaning he absolutely did have the minerals available to saturate. Whatever economic damage First did with the DT's Taeja allowed him to do 1500 more resources worth of damage by not transferring gas scv's to minerals and somehow we should just be brushing that off in a game where the supplies rarely topped 150 for the Terran and 130 for the Protoss. That's the real bullshit.

It's not difficult to glance at your resources, see yourself banking 500 gas when you know you shouldn't be (because you actually plan out your builds and know what you should be taking in and spending on the number of bases and gases you have) and grab 6 scv's from gas and put them on minerals. Zergs do it all the time when they get hit hard by a timing attack and lose drones. If that first DT harass had worked out better and First didn't lose his third, Terrans would be going apeshit about balance and brush it off just like they did with the Taeja - Losira game on entombed valley where he banked 4k gas on 4+ bases.


Yeah and on the etombed valley game, Teaja was setting up to go really long distance (building multiple CCs, banking the gas for Ravens). Well, Losira wasted his BL army, Teaja wanted to end it and got stomped by Losira's ultra/bling, because zerg can spend his bank faster than Terran. I anything, Teaja should not have moved out, but in the end it comes down to Losira getting away with too much early on and having way too many blings in the remax than he should have.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 22 2012 20:38 GMT
#6240
On July 23 2012 05:31 Ziggitz wrote:
Show nested quote +
On July 23 2012 05:15 Big J wrote:
On July 23 2012 05:09 Ziggitz wrote:
Since Taeja games have been used as examples so far. We just saw Taeja run up a 1500 gas bank with no more than 8 scv's at his third and win. I think I'm going to stick to my guns and suggest top terrans don't know how to manage their economy correctly.


Stop that bullshit. First killed over 20workers at the third, sure Teaja's economy management will be off after that blow.
Also the game is balanced around what people actually show, what they are capable off. Comments like yours about ecomanagement, make just as little sense as when some people critizise zerg micro, just because they don't get the difference between a move and constantly flanking, resourrounding and targetfireing (targetmoving if it is banelings) an army, like top zergs do all the time.

Top Terrans manage their eco quite well most of the time, and often times you simply cannot transfer scvs to minerals from gas, if you simply don't have the free base for it etc etc...


No. It doesn't matter how many SCV's First killed. To bank 1500 gas with 6 extra scv's mining gas takes 4-5 minutes of not reacting to it. He lost 20 scvs at his third, meaning he absolutely did have the minerals available to saturate. Whatever economic damage First did with the DT's Taeja allowed him to do 1500 more resources worth of damage by not transferring gas scv's to minerals and somehow we should just be brushing that off in a game where the supplies rarely topped 150 for the Terran and 130 for the Protoss. That's the real bullshit.

It's not difficult to glance at your resources, see yourself banking 500 gas when you know you shouldn't be (because you actually plan out your builds and know what you should be taking in and spending on the number of bases and gases you have) and grab 6 scv's from gas and put them on minerals. Zergs do it all the time when they get hit hard by a timing attack and lose drones. If that first DT harass had worked out better and First didn't lose his third, Terrans would be going apeshit about balance and brush it off just like they did with the Taeja - Losira game on entombed valley where he banked 4k gas on 4+ bases.

I don't think you realize that First had essentially 0 chance of winning that game. Taeja just basically needed to a-move. He didn't react to the DT harass because by the time it happened, it was irrelevant. Besides, Taeja didn't actually need more minerals.

You're grasping at straws. It's actually hilarious.
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