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Designated Balance Discussion Thread - Page 323

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4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2012-07-26 19:53:36
July 26 2012 19:52 GMT
#6441
Terran is terrible for ladder play nowdays, usualy they do a bit better in tournies.
ReaperCo
Profile Joined April 2012
Sweden46 Posts
July 26 2012 19:57 GMT
#6442
On July 27 2012 01:35 Asmodeusx wrote:
Complaint

Problem: Corruptors counter protoss air too well and render carriers useless
Solution: Reduce base armor of the Corruptor by 1 and test it.
Side Effects: Corruptors will be weaker to vikings, it might affect ZvT but Zerg does very well in this MU. Psionic storm is not affected by armor so the templar vs corruptor balance will be unchanged.

Thoughts?

Hm okej if thats a big problem why not buff carriers instead? That sound insane "buffing carriers" so i don't know i dont feel that late game toss is unbalanced at all.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
July 26 2012 20:07 GMT
#6443
On July 27 2012 01:35 Asmodeusx wrote:
Complaint

Problem: Corruptors counter protoss air too well and render carriers useless
Solution: Reduce base armor of the Corruptor by 1 and test it.
Side Effects: Corruptors will be weaker to vikings, it might affect ZvT but Zerg does very well in this MU. Psionic storm is not affected by armor so the templar vs corruptor balance will be unchanged.

Thoughts?


Actually, have you ever tried facing carriers (a "critical mass") with corruptors? Going carriers, you'll obviously have upgrades. Fully upgraded carriers vs unupgraded corruptors is just a massacre. It's actually disgusting to watch. Gibs all over the place.

I think what is making corruptors good against carriers is that their bonus dmg to massive may be a little much, but also, and I called this one a long time ago, zergs are starting to upgrade their air almost every game now. Some are upgrading atk and carapace on air even if they are going heavy ground. Those upgrades help sooo much against carriers.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
July 26 2012 20:15 GMT
#6444
The carrier's problem is that colossus force a response that counters them pretty hard and colossus are generally better in terms of cost, production and effectiveness. Carriers are also kind of boring in SC2 and on their way out anyways so I don't think I'd bother.
sieksdekciw
Profile Joined April 2012
240 Posts
July 26 2012 20:17 GMT
#6445
On July 27 2012 04:46 Big J wrote:
Show nested quote +
On July 27 2012 04:42 Shiori wrote:
On July 27 2012 04:40 Big J wrote:
On July 27 2012 04:38 ganil wrote:
@monkybone
Your sarcasm detector is broken, you should fix it.


nope; sieksdekciw wanted to point out that the seasons before this, Kas and Happy were supergood and this season they aren't and therefore the game is broken. No sarcasm involved.

I think he's actually just adding another small piece to the puzzle. Obviously it's false that Kas/Happy not being top of ladder indicates anything with certainty, but to see such a large drop-off in the Terran representation right around the time that a pretty controversial patch hits alongside a bunch of huge metagame changes that are widely considered by professionals to have made the matchup more Zerg favoured is very consistent. If anything, he's just showing another way in which the "Zerg op vs Terran" hypothesis accounts for a sudden change in the ladder representation.


yeah agree. But he was obviously at least partly wrong and it was not meant to be sarcasm.

How was I partly wrong?
It has been two seasons in which zergs totally dominate EU ladder. Only juggernauts as Kas, Beasty and Happy seemed to hold on.

Today, when I look @ sc2ranks, I see a bunch of zergs I've never heard of, also tosses. Almost no terrans, and where there are, they are famous pros, or at least names we see often on gm and as ESL/eu playhem winners/runner ups.

Look at this:
[image loading]

Again, I repeat

Top 200:

protoss: 95
random: 1
terran: 42
zerg: 87

This is not balance nor is a laughing matter. It is not that suddenly zerg players 'figured out the game'. Here is the problem:

Problem
Queen is an all functions unit that ensures macro mechanics, heals EVERYTHING, mobile anti air, mobile early game defense, ensures late game superiority by spreading creep which gives zerg army vision AND mobility AND stops building placement. Zerg, as the race with the strongest economy if left untouched, can after the patch just focus on making drones, resulting in absurd games where zerg takes 3-rd hatch virtually uncontested vs toss and terran, while not making fighting units and continuing drones, making zerg safely approach late game with eco advantage.

So, zerg not only approaches late game safely cause of queen, but zerg approaches it with an advantage in eco. In addition, zerg late game units are stronger than terran's, so terran is double behind. Also, late game zerg army is ridiculously easy to control as compared to a terran composition and fungals and banes make one mistake costing you the game, something that terran doesn't have an equivalent to.

Solution
Queen has to lose one or more of versatile functions, so zerg actually can be contested in early to mid game, so terran doesn't enter late game with such a disadvantage. Blizzard said it 'as terran, if you did not do damage early to mid game, you will enter late game at a disadvantage'. My proposed solution is to make creep inject and tumor spread be channeling abilities, that will occupy the queen all of the time. This way, reaper openings and hellion openings won't be immediately stopped after the first queen pops out, and zerg players might have to choose whether to defend his drones with queens, or focus on economy and make units. But it definitely shouldn't be that the queen gives both an eco boost and such powerful defensive capabilities.

Problem 2
Zergs nowadays make infestors to counter EVERY possible tech terran has. Whether it is battlecruisers, ravens or marines, even tanks, infestors have a range of useful abilities that just demolish every composition cost effectively. Due to fungal range, it is very easy to cast out of distance and very hard to react to. What is more, once it hits your army, there is nothing you can do but to sit and take it. Due to brood lord range, it is very hard to actually approach the infestor with the only thing that remotely counters it (the ghost). What is more, even if you do, your ghost will die almost for sure, and due to infestor size, you can hit at most 2-3 infestors with an emp. So what you achieved is actually lose your ghost but the infestors are alive. Or you can kill an infestor with snipe, die to broodlings, in which case you have lost more resources than the zerg.

Solution 2
Fungal has to have either lower range, do less damage, be over less area, be non instant, or all of the above. This way, zerg late game compositions will be approachable and one mistake on the terran side wouldn't cost them the game.

ReaperCo
Profile Joined April 2012
Sweden46 Posts
July 26 2012 20:17 GMT
#6446
On July 27 2012 05:07 danl9rm wrote:
Show nested quote +
On July 27 2012 01:35 Asmodeusx wrote:
Complaint

Problem: Corruptors counter protoss air too well and render carriers useless
Solution: Reduce base armor of the Corruptor by 1 and test it.
Side Effects: Corruptors will be weaker to vikings, it might affect ZvT but Zerg does very well in this MU. Psionic storm is not affected by armor so the templar vs corruptor balance will be unchanged.

Thoughts?


Actually, have you ever tried facing carriers (a "critical mass") with corruptors? Going carriers, you'll obviously have upgrades. Fully upgraded carriers vs unupgraded corruptors is just a massacre. It's actually disgusting to watch. Gibs all over the place.

I think what is making corruptors good against carriers is that their bonus dmg to massive may be a little much, but also, and I called this one a long time ago, zergs are starting to upgrade their air almost every game now. Some are upgrading atk and carapace on air even if they are going heavy ground. Those upgrades help sooo much against carriers.

Your right the buff to massive units may be the thing that make them good against carriers, but you cant remove that from corrupters because thats needed against colossus.
Account252508
Profile Joined February 2012
3454 Posts
July 26 2012 20:22 GMT
#6447
--- Nuked ---
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
July 26 2012 20:23 GMT
#6448
On July 27 2012 05:15 Resistentialism wrote:
The carrier's problem is that colossus force a response that counters them pretty hard and colossus are generally better in terms of cost, production and effectiveness. Carriers are also kind of boring in SC2 and on their way out anyways so I don't think I'd bother.


True that... but what about carrier/HT? There's the obvious gas problem, but storm vs. semi-slow/stacking air units can be huge. Once you down their first round of corruptors, the damage is done. Carriers will rip apart a zerg's base so fast, I don't think they'll ever be able to get up enough corruptors again.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
meadbert
Profile Blog Joined October 2010
United States681 Posts
Last Edited: 2012-07-26 20:27:00
July 26 2012 20:25 GMT
#6449
On July 27 2012 05:17 sieksdekciw wrote:
Show nested quote +
On July 27 2012 04:46 Big J wrote:
On July 27 2012 04:42 Shiori wrote:
On July 27 2012 04:40 Big J wrote:
On July 27 2012 04:38 ganil wrote:
@monkybone
Your sarcasm detector is broken, you should fix it.


nope; sieksdekciw wanted to point out that the seasons before this, Kas and Happy were supergood and this season they aren't and therefore the game is broken. No sarcasm involved.

I think he's actually just adding another small piece to the puzzle. Obviously it's false that Kas/Happy not being top of ladder indicates anything with certainty, but to see such a large drop-off in the Terran representation right around the time that a pretty controversial patch hits alongside a bunch of huge metagame changes that are widely considered by professionals to have made the matchup more Zerg favoured is very consistent. If anything, he's just showing another way in which the "Zerg op vs Terran" hypothesis accounts for a sudden change in the ladder representation.


yeah agree. But he was obviously at least partly wrong and it was not meant to be sarcasm.

How was I partly wrong?
It has been two seasons in which zergs totally dominate EU ladder. Only juggernauts as Kas, Beasty and Happy seemed to hold on.

Today, when I look @ sc2ranks, I see a bunch of zergs I've never heard of, also tosses. Almost no terrans, and where there are, they are famous pros, or at least names we see often on gm and as ESL/eu playhem winners/runner ups.

Look at this:
[image loading]

Again, I repeat

Top 200:

protoss: 95
random: 1
terran: 42
zerg: 87

This is not balance nor is a laughing matter. It is not that suddenly zerg players 'figured out the game'. Here is the problem:

Problem
Queen is an all functions unit that ensures macro mechanics, heals EVERYTHING, mobile anti air, mobile early game defense, ensures late game superiority by spreading creep which gives zerg army vision AND mobility AND stops building placement. Zerg, as the race with the strongest economy if left untouched, can after the patch just focus on making drones, resulting in absurd games where zerg takes 3-rd hatch virtually uncontested vs toss and terran, while not making fighting units and continuing drones, making zerg safely approach late game with eco advantage.

So, zerg not only approaches late game safely cause of queen, but zerg approaches it with an advantage in eco. In addition, zerg late game units are stronger than terran's, so terran is double behind. Also, late game zerg army is ridiculously easy to control as compared to a terran composition and fungals and banes make one mistake costing you the game, something that terran doesn't have an equivalent to.

Solution
Queen has to lose one or more of versatile functions, so zerg actually can be contested in early to mid game, so terran doesn't enter late game with such a disadvantage. Blizzard said it 'as terran, if you did not do damage early to mid game, you will enter late game at a disadvantage'. My proposed solution is to make creep inject and tumor spread be channeling abilities, that will occupy the queen all of the time. This way, reaper openings and hellion openings won't be immediately stopped after the first queen pops out, and zerg players might have to choose whether to defend his drones with queens, or focus on economy and make units. But it definitely shouldn't be that the queen gives both an eco boost and such powerful defensive capabilities.

Problem 2
Zergs nowadays make infestors to counter EVERY possible tech terran has. Whether it is battlecruisers, ravens or marines, even tanks, infestors have a range of useful abilities that just demolish every composition cost effectively. Due to fungal range, it is very easy to cast out of distance and very hard to react to. What is more, once it hits your army, there is nothing you can do but to sit and take it. Due to brood lord range, it is very hard to actually approach the infestor with the only thing that remotely counters it (the ghost). What is more, even if you do, your ghost will die almost for sure, and due to infestor size, you can hit at most 2-3 infestors with an emp. So what you achieved is actually lose your ghost but the infestors are alive. Or you can kill an infestor with snipe, die to broodlings, in which case you have lost more resources than the zerg.

Solution 2
Fungal has to have either lower range, do less damage, be over less area, be non instant, or all of the above. This way, zerg late game compositions will be approachable and one mistake on the terran side wouldn't cost them the game.


What is weird is that 5 of top 7 players in NA are Terran right now.
7 of top 20 in Korea.
Why the disparity?
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 26 2012 20:25 GMT
#6450
I'll be making a post on TL later as well as a video giving urgent feedback on HOTS because earlier today with my stream I just figured out that Blizzard is actually nerfing lategame TvP with HOTS because of how they say they are going to change the ghost.

So, yes, Terran is being nerfed again. If you do not know what i'm talking about, i'm speaking of the ghost cooldown change with cloak. It's a nerf to lategame Terran nuke harrass and the ghost in general.
Sup
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 26 2012 20:27 GMT
#6451
On July 27 2012 05:25 avilo wrote:
I'll be making a post on TL later as well as a video giving urgent feedback on HOTS because earlier today with my stream I just figured out that Blizzard is actually nerfing lategame TvP with HOTS because of how they say they are going to change the ghost.

So, yes, Terran is being nerfed again. If you do not know what i'm talking about, i'm speaking of the ghost cooldown change with cloak. It's a nerf to lategame Terran nuke harrass and the ghost in general.


Don't worry avilo, you'll solve that problem by a-moving over the Protoss in the midgame with mech. That's what David Kim says.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Lefiathen
Profile Joined December 2011
70 Posts
July 26 2012 20:35 GMT
#6452
i jsut want to say something about mutalisk.

This is a RTS game, real time STRATEGY game

Can someone explain how exaclty massing spines and massing mutas is exactly strategy?

Thats the only thing that i think should be nerfed, just because its insanely good, and its not strategy at all, they have nerfed things that requiere no strategy before so i hope they do that with the mutalisk

I think in HotS terran should use bio mech, like MMM Viking and battle hellion
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 26 2012 20:40 GMT
#6453
On July 27 2012 05:35 Lefiathen wrote:
i jsut want to say something about mutalisk.

This is a RTS game, real time STRATEGY game

Can someone explain how exaclty massing spines and massing mutas is exactly strategy?

Thats the only thing that i think should be nerfed, just because its insanely good, and its not strategy at all, they have nerfed things that requiere no strategy before so i hope they do that with the mutalisk

I think in HotS terran should use bio mech, like MMM Viking and battle hellion

Make marines and/ or thors and a couple of tanks. Before moving out spam turrets and go kill him.
Head Coach Park: "They should buff tanks!"
Shiori
Profile Blog Joined July 2011
3815 Posts
July 26 2012 20:47 GMT
#6454
On July 27 2012 05:25 avilo wrote:
I'll be making a post on TL later as well as a video giving urgent feedback on HOTS because earlier today with my stream I just figured out that Blizzard is actually nerfing lategame TvP with HOTS because of how they say they are going to change the ghost.

So, yes, Terran is being nerfed again. If you do not know what i'm talking about, i'm speaking of the ghost cooldown change with cloak. It's a nerf to lategame Terran nuke harrass and the ghost in general.

lategame TvP is fine.
Account252508
Profile Joined February 2012
3454 Posts
July 26 2012 20:49 GMT
#6455
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
July 26 2012 20:55 GMT
#6456
On July 27 2012 05:17 sieksdekciw wrote:
Show nested quote +
On July 27 2012 04:46 Big J wrote:
On July 27 2012 04:42 Shiori wrote:
On July 27 2012 04:40 Big J wrote:
On July 27 2012 04:38 ganil wrote:
@monkybone
Your sarcasm detector is broken, you should fix it.


nope; sieksdekciw wanted to point out that the seasons before this, Kas and Happy were supergood and this season they aren't and therefore the game is broken. No sarcasm involved.

I think he's actually just adding another small piece to the puzzle. Obviously it's false that Kas/Happy not being top of ladder indicates anything with certainty, but to see such a large drop-off in the Terran representation right around the time that a pretty controversial patch hits alongside a bunch of huge metagame changes that are widely considered by professionals to have made the matchup more Zerg favoured is very consistent. If anything, he's just showing another way in which the "Zerg op vs Terran" hypothesis accounts for a sudden change in the ladder representation.


yeah agree. But he was obviously at least partly wrong and it was not meant to be sarcasm.

How was I partly wrong?
It has been two seasons in which zergs totally dominate EU ladder. Only juggernauts as Kas, Beasty and Happy seemed to hold on.

Today, when I look @ sc2ranks, I see a bunch of zergs I've never heard of, also tosses. Almost no terrans, and where there are, they are famous pros, or at least names we see often on gm and as ESL/eu playhem winners/runner ups.

Look at this:
[image loading]

Again, I repeat

Top 200:

protoss: 95
random: 1
terran: 42
zerg: 87


Well then you are not following the scene. All of those zerg players in the top20 have been GM for quite some time now.
I'm not saying that Zergs aren't doing very well in TvZ, but if you haven't heard of players like VortiX, Dimaga, Slivko, Snute, Nerchio or Naugrim, then I have to tell you you are simply uninformed. (yeah, I agree that I don't really know anything about the other zergs in the top20, apart from having read their names before when looking at GM stats).

But as said, Happy and Kas have already been #1 this season etc, and you are arbitrarily giving this stat, because as pointed out, in NA and Korea you would find way more Terrans.

Furthermore it is COMPLETELY HILARIOUS, that you point out that based upon that evidence, Zerg should get nerfed, while Protoss, which are represented more EVERYWHERE, seem to be fine for you.
Asmodeusx
Profile Blog Joined July 2012
286 Posts
Last Edited: 2012-07-26 20:57:58
July 26 2012 20:57 GMT
#6457
On July 27 2012 05:07 danl9rm wrote:
Show nested quote +
On July 27 2012 01:35 Asmodeusx wrote:
Complaint

Problem: Corruptors counter protoss air too well and render carriers useless
Solution: Reduce base armor of the Corruptor by 1 and test it.
Side Effects: Corruptors will be weaker to vikings, it might affect ZvT but Zerg does very well in this MU. Psionic storm is not affected by armor so the templar vs corruptor balance will be unchanged.

Thoughts?


Actually, have you ever tried facing carriers (a "critical mass") with corruptors? Going carriers, you'll obviously have upgrades. Fully upgraded carriers vs unupgraded corruptors is just a massacre. It's actually disgusting to watch. Gibs all over the place.


Forget i posted anything, this is obviously not the place to discuss anything reasonable. Oh my god.
Hermetis Vögelein ist mein Nahm verlahs meine Flügel und werde zahm.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
July 26 2012 21:02 GMT
#6458
On July 27 2012 04:50 Toadvine wrote:
Show nested quote +
On July 26 2012 05:15 NewbieOne wrote:
On July 25 2012 23:20 DarkLordOlli wrote:
On July 25 2012 23:08 Shiori wrote:
On July 25 2012 22:52 Charon1979 wrote:
Anyone who thinks you can't dodge Storm to a meaningful degree needs to watch Taeja vs First from MLG Summer Arena.


You always take minimum of 20 damage. Yes, you dont take the full 80 but there is "hidden" damage.
Even if I pull back my units perfectly, I get damaged by the storm AND get free hits from the toss army. Fungal roots you but in most cases zerg units are medium ranged or melee units, so you can always fight back. You cant fight back AND dodge the storm. If you decide to fight back, you take even twice the damage of fungal. The number of free hits storm generates on a zerg army is quite huge, maby not so huge against T because they are already at range and a step back means the stalker are out of range too.

But it doesn't actually matter as much against Z because Storm doesn't 1-shot kill Roaches, Broodlords, or Corruptors. It does 1-shot kill Marines, which is why Terran needs to be dodging it. I'm going to be completely honest and tell you straight up that if you think Storm is actually really strong against anything other than Muta/Ling/Bane, you're kidding yourself. It's just extra AoE damage for the late game in most situations. I mean, don't get me wrong, it certainly helps to throw down Storms on a Zerg army, but it definitely won't be the deciding factor in the battle like it is against Terran. Fungal is a problem because it prevents the Fungaled player from actually doing any micro. At all. If a bunch of air units somehow get Fungaled, they are dead and cannot be saved. That's just kind of shitty in my opinion. Even though Storm does more damage, if you have fast reaction time you can minimize the damage even if you're not expecting to be Stormed. Against Fungal, Protoss and Terran lose the primary advantage they have at that point in the game: mobility.

Landing Storms and using Ghosts effectively against a player with strong mechanics is extremely hard, especially since overmaking either of the two units can make you lose. I'm not trying to say that Infestor control is easy, but landing good Fungals is not difficult in the sense that you simply wait for your opponent to clump up (which will always happen regardless of how good one's army control is) and seize the opportunity. What sucks about this is that literally 1 second of a mistake can be capitalized on to definitely kill the units in question. Since most of T/P lategame against Z consists in dancing all over the map without directly engaging, getting Fungaled basically means you need to abandon that part of your army to die, since it's not feasible to save it by engaging the Zerg.

You also fail to point out that in any cases, the player who gets Fungaled doesn't want to "fight back" at that point. If I'm blinking around with 10 Stalkers and they eat a Fungal, what comfort is it to know that they can fight back as they get swarmed by 30 Roaches and Broodlords? They're still not going to kill a single unit before they die. Same with Terran. Who cares if the Terran player killed 5 or 6 Lings for the price of 15 Marines and two Medivacs? The biggest problem is that Fungal can be chained, meaning that as long as the Zerg has energy, the other player can't micro. Let that sink in. Why would you want a sell that eliminates micro, does damage, and has no disadvantages, in this game? At least in BW, Stasis just took units out of the battle for awhile. At least Storm is cast by a slow unit, does its damage over 4 seconds, and can be dodged. At least EMP can never outrightly kill a unit and doesn't impede its movement speed.

What's the downside to Fungal? It does less damage than Storm? Sure, but Storms rarely hit for their full ticks anyway. Against Terran, the damage Fungal does to bio is enough that it doesn't really matter if it does less than Storm, since bio units have low health. Against Toss, the damage isn't the problem: it's the root. If you want to see what I mean, look at PvP. Storm is fucking worthless against pretty much every composition except Chargelot/Archon. Toss units have shields which means that the Storm rarely does anything, especially given the existence of Blink/Charge. Fungal, on the other hand, keeps Toss units from engaging in a proper position, does enough damage to kill Sentries after a couple of chains, and even freezes massive units (possibly the most unnecessary part of the spell).

Don't talk about how good Storm is against Zerg when you have Fungal Growth. I would gladly trade Storm for the ability to Fungal a Muta flock and basically ensure that every single Muta dies, or for the ability to stop retreating Lings/Roaches in their tracks, or for the ability to freeze Corruptors over my army so that my Stalkers can kill them.

EDIT: besides, by the time Protoss has Templar+ a large army, you will almost definitely have BL/Infestor, which means that your Roaches only serve the purpose of killing any aggressively Blinking Stalkers. There's no need to attack a 200/200 Protoss army with 20 Roaches. It's suicide with or without Storm.


I 100% agree. Not saying that Fungal is imbalanced but it's definitely the most cost efficient spell in the game if used correctly. Zerg and terran players have been complaining about Forcefields forever because they negate micro... well, Fungal also does damage, keeps units in place completely and hits air.


The problem with FF negating micro wouldn't be that big if Terrans had a symmetrical opportunity to negate micro of the Toss. Right now, FF shuts down most early aggression and messes up Terran armies in the field far beyond defensive use, while being easier to use than to avoid or deal with. This asymmetry itself is a pain. I'd suggest at least increased energy cost for FF to reduce the problem of FF spamming and delay Toss's ability to land a ton of them (making it harder while still possible to bust naturals and deny bunker repair). And/or make the FF attackable by something, e.g. concussive shots or EMP or just a ton of HP but still capable of being attacked by everything. This would be to prevent Toss, especially on lower levels, from being able to cut enemy armies in halves for easier destruction.

So:
Problem: Protoss can a bit too efficiently/easily negate rushes, cut field armies apart to destroy them half by half, cut off bunker repairs.
Solution: Increase FF energy cost from 50 to 60.
Effect: First FF comes slightly later (and can't be cast fresh out of gate) but the delay adds up with next FFs and there is only 3, not 4, that a single sentry can do when on full mana. Casting three in a row would require 180 and not 150 energy. Six sentries could cast a max of 18, not 24 FFs. This would somewhat reduce field armies getting slaughtered in early to mid game, limit the extent of negating Terran or Zerg micro, limit the extent to which Toss can deny bunker repair when n-gating, make it slightly harder to block the ramp off indefinitely (perhaps by requiring one more sentry for the job). This would also reduce luck factor or the ability for single ability spam to negate overall skill.
Side effect: Less sentry-centred play on ladder or sentry-based play forced to include a little more sentries, reducing the muscle part of the army (so you can't have plenty of blockers and a small group of damage dealers). More active Tosses, more real/varied battles (as opposed to the standard mill of chunking and chafing).
Additional argument: FF seems to be intended as a ramp protection device and minor battlefield nuisance. The necessity to protect ramps has decreased with the nerf to Terran stim rushes and the slight nerf to barracks build time, and perhaps ramp vision nerf. There is no need to keep FF abusable in the battlefield. Toss would still be able to do all the things he can do now, just with a less overwhelming effect.

Overall I'd say the biggest balance issues lie with:

- PvT early / midgame
- TvP lategame
- PvZ + TvZ lategame

and I'm not sure if there's a good solution for zergs against the immortal/sentry all in, but that does seem rather strong to me.

I'm not talking about super lategame here because that's either not yet figured out completely (TvZ, TvP) or rather balanced (PvZ).


I tend to think PvT early game is balanced because in the earliest stages Toss is either equally or more powerful than Terran. Due to both FF and stim nerf the only mortal danger Toss had is averted, the rest IMHO the Toss can deal with, it doesn't pack such a punch compared to stim rushes from before the nerf. Especially in lower skill brackets, Terran can die very easily in the early game while Toss would need to die to 3 marauder push or something on the cheesy side.


Any nerf to FF would be a huge nerf to PvZ, in particular against roach/ling midgame aggression. Protosses barely hold it nowadays with builds which optimize the amount of Sentries you get and at what time you get them. If you make it any more difficult, you'll only start seeing 2 base all-ins in PvZ.

Besides, the part about "FF negating rushes too easily" sounds like ladder QQ from a Terran who did an awful attack, and got punished just like he should have. Terrans have ton of early game aggression that is barely affected by FF (like 1/1/1 or marine/hellion with a medivac). In any case, Protoss can only rely on FF for defense because maps allow for it, and for a good reason too, but you can always complain to mapmakers if you want to.

I do understand the complaint about gateway all-ins and FF blocking repair, but it's a precarious balance. Without those all-ins, Terran would safely go 3 OC every game, and have a major midgame advantage for free. I do agree that those all-ins feel kind of stupid, but it's easy to fuck the matchup (which is quite balanced atm) by fiddling with them. For the record, I used to advocate a 10 second cooldown on FF and Sentries starting with 75 energy, and I think that is a much more elegant solution to the problem (you need X Sentries to place X FFs at the same time, which would require gateway all-ins vs Terran to have huge Sentry counts, making the atttack itself weaker).

The only kind of aggression that isn't affected by sentries is an attack that features siege tanks. Which - outside of certain timings - are seriously bad for the investment they require. The hellion/marine/medivac trickery you cite doesn't really count, because it only holds true until 4+ stalkers are out and - considering the tech investment of the terran - this happens only with gas opening against nexus first. You deserve to die if you go nexus first against gas opening and the terran has to work hard with his control to pull it off.

So yeah.. sentry shuts down most early-mid game aggression by the terran.

So make bunkers and spines (rooted only) massive. Or supply depots (raised).
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 26 2012 21:04 GMT
#6459
On July 27 2012 05:49 monkybone wrote:
Show nested quote +
On July 27 2012 05:47 Shiori wrote:
On July 27 2012 05:25 avilo wrote:
I'll be making a post on TL later as well as a video giving urgent feedback on HOTS because earlier today with my stream I just figured out that Blizzard is actually nerfing lategame TvP with HOTS because of how they say they are going to change the ghost.

So, yes, Terran is being nerfed again. If you do not know what i'm talking about, i'm speaking of the ghost cooldown change with cloak. It's a nerf to lategame Terran nuke harrass and the ghost in general.

lategame TvP is fine.


And thus a nerf is fine.


It worked out great for TvZ!
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
sieksdekciw
Profile Joined April 2012
240 Posts
Last Edited: 2012-07-26 21:12:17
July 26 2012 21:08 GMT
#6460
On July 27 2012 05:55 Big J wrote:


Furthermore it is COMPLETELY HILARIOUS, that you point out that based upon that evidence, Zerg should get nerfed, while Protoss, which are represented more EVERYWHERE, seem to be fine for you.

Ah, toss. To be COMPLETELY HONEST, I never actually said that I am fine with toss either.

What is more, I have pointed out in many posts and on many occasions that I believe the skill requirement for is a bit too low. It is the race that requires the least apm, facilitates a moving, and has the strongest units.

However, since the toss problem and the broken warp gate mechanics have been addressed many times on TL, especially in the previous months, I believe I have nothing more to say about toss but my recommendation of nerfing warpgate/zealot health so a late game engagement near your base doesn't outright kill the terran.

I post only when I have something constructive to suggest, which is what I did with my proposal for the queen's abilities to become channeling. You trying to twist my post to sound like a balance whine is not really appreciated. Only thing I got out of it is that you are a zerg player uncertain if he is going to retain his league once the inevitable nerfs come.

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