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On July 30 2012 03:13 ReaperCo wrote: My dream in sc2 now is that dustin nerf zerg so we become a insane race in the balance prospective, and we have to fight thats where zerg belonngs. Then the terrans can come with there tanks like they want and just crush everything. ...?
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On July 30 2012 03:16 Toastie.NL wrote:Show nested quote +On July 30 2012 03:13 ReaperCo wrote: My dream in sc2 now is that dustin nerf zerg so we become a insane race in the balance prospective, and we have to fight thats where zerg belonngs. Then the terrans can come with there tanks like they want and just crush everything. ...? i'm serious. I rather be nerfed and be respected then be op and whined on.
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On July 30 2012 03:20 ReaperCo wrote:Show nested quote +On July 30 2012 03:16 Toastie.NL wrote:On July 30 2012 03:13 ReaperCo wrote: My dream in sc2 now is that dustin nerf zerg so we become a insane race in the balance prospective, and we have to fight thats where zerg belonngs. Then the terrans can come with there tanks like they want and just crush everything. ...? i'm serious. I rather be nerfed and be respected then be op and whined on. I think I understand what you are saying. Image if symbol had his massive breakthrough back when zerg was considered weak, he would be considered one of the best players by everyone. But since he makes his huge breakthrough right after the queen buff, there will always be people that think (unjustly) that he is only good because the queen buff made zerg OP.
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On July 30 2012 03:32 convention wrote:Show nested quote +On July 30 2012 03:20 ReaperCo wrote:On July 30 2012 03:16 Toastie.NL wrote:On July 30 2012 03:13 ReaperCo wrote: My dream in sc2 now is that dustin nerf zerg so we become a insane race in the balance prospective, and we have to fight thats where zerg belonngs. Then the terrans can come with there tanks like they want and just crush everything. ...? i'm serious. I rather be nerfed and be respected then be op and whined on. I think I understand what you are saying. Image if symbol had his massive breakthrough back when zerg was considered weak, he would be considered one of the best players by everyone. But since he makes his huge breakthrough right after the queen buff, there will always be people that think (unjustly) that he is only good because the queen buff made zerg OP. While I agree that Symbol is a really good player, you have to admit a lot of good zerg players suddenly became top contenders in the period following the patch. But hey, maybe it's just a coincidence. Maybe one of them had a revelation a shared it with the others, hive mind style.
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On July 30 2012 04:00 Zane wrote:Show nested quote +On July 30 2012 03:32 convention wrote:On July 30 2012 03:20 ReaperCo wrote:On July 30 2012 03:16 Toastie.NL wrote:On July 30 2012 03:13 ReaperCo wrote: My dream in sc2 now is that dustin nerf zerg so we become a insane race in the balance prospective, and we have to fight thats where zerg belonngs. Then the terrans can come with there tanks like they want and just crush everything. ...? i'm serious. I rather be nerfed and be respected then be op and whined on. I think I understand what you are saying. Image if symbol had his massive breakthrough back when zerg was considered weak, he would be considered one of the best players by everyone. But since he makes his huge breakthrough right after the queen buff, there will always be people that think (unjustly) that he is only good because the queen buff made zerg OP. While I agree that Symbol is a really good player, you have to admit a lot of good zerg players suddenly became top contenders in the period following the patch. But hey, maybe it's just a coincidence. Maybe one of them had a revelation a shared it with the others, hive mind style. I do think there were a lot of zergs who did not make good early game decisions, which the additional range gives them a lot more leeway in how they react to early pressure. Symbol was not one of them, but I think he did have an unfortunately timing when he became good. He is one of zergs that made huge advancements in his playstyle, which gets overshadowed with how many rising zergs there were immediately following the patch.
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On July 30 2012 02:56 ReaperCo wrote:Show nested quote +On July 30 2012 02:15 Bagi wrote:On July 30 2012 02:08 ReaperCo wrote: All the players that say zerg is op, you dont have any meat on you legs before you se the statistics. I still think terran is the only race that you can say was imbalanced at one point i think it is as good as any other race right now but no one knows. Have you seen the graph of tournaments zerg won? It was something like 25 zerg, 10ish protoss, less than 5 for terran. Its about as bad as when terran was at its most imbalanced point. Maybe it is psychology after the ghost nerf terrran feels weak for some reason and after some time they become as good as before,
I don't know why people say stuff like this. I mean, the unit was a lot better before. Why would people assume it's "psychology"? It's been a really long time.
Patch 1.0 zerg was objectively awful. Everyone agrees, literally everyone. It wasn't psychology. What would it take to convince you that there's an actual problem with balance now?
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The balance is quite OK at the moment in all the match ups at the moment since anyone can win at any time, but the quality of the balance and how interesting the games are based on it is arguable, particularly vZ MUs. We are experiencing a Z dominance for the moment because of a psychological momentum gained from the buff and recent surge of victories. In a game where confidence is so vital it can make a race appear "OP". You have to admit that there are a lot of P and T that are playing from a position of inferior confidence.
Even watching these MUs it becomes even more painfully clear where you are watching, what feels like, an uphill battle where P and T are thinking: i) Oh no I can't let Z be to comfy early-mid game I have to harass or do some timing. ii) I can't compete with their late game army which is so powerful how do I not die until the late-late game? iii) I'm trying a lot of new/adjusted builds and nothing is working, what can I do? Consider, especially, iii, where T and P are trying to adjust to this new Zerg dominance. You can't expect to miraculously find a build to counter their style, there are going to be a lot of failures, especially as the game matures it becomes progressively harder and harder to iron out new builds. This repeated failure definitely causes damage to confidence in players.
Now lets consider the actual balance. When you consider the armies it's quite clear that both Terran and Protoss are more cost efficient and thus Zerg need more units to be competitive. As many people have pointed out in this thread there seems to be a slight advantage for the Zerg in this regard because they can make too many units. Thus the cost efficiency of the other two armies are greatly reduced. We can rule out an imbalance in the unit department and hone into the macro mechanics. Zergs should be ahead in the supply count and base count but at the moment it seems that the supply count is a bit too high. This allows the Zerg to control the game from early to late game which then tapers off at the late-late game. We know there are some really powerful builds that can really kill the Zerg which can't be ignored but we also need to acknowledge the lack of choice for the other races in more standard/macro builds to be competitive. This is why we see a lot of these timing builds off 2 bases mostly because they are the most cost efficient.
This is not a statement of Zerg being immune to anything thrown at them but rather a consideration of whether a larva minimal early game defense is beneficial. If we can compare to BW for a moment we can see that larva management was a lot more crucial in all stages of the game. With queens being quite good at holding off practically all early game pressures a lot of the hard decisions of larva management are downplayed. I do not feel like, after some thought, that a nerf to queens or larva inject is needed. What I feel like is needed are small adjustments.
Remove queen range and make it an upgrade from the hatchery. Even though the range buff affects the hellion openings most directly it also makes the queen a lot more effective in all base defense engagements. By making it a researchable upgrade it doesn't revert any buff and still allows at least a good defense against the powerful hellion openings. The pro side of this is that Zerg has to invest at least something and is a perfect option to either get or ignore - not something gained for something completely free (thinking off concussive shells). Obviously it should be cheap but should cost some gas with a timing not too fast but something any Zerg can comfortably attain as a reward when they scout properly, or deadly if they do not. I feel like this would put a greater emphasis on better scouting from the Zerg and more intense denying of it by the Terran. It would add to the skill cap and open up the strategy rather than completely removing it.
Even though Zergs can power very hard on drones and really dominate the macro game it can't be directly blamed on larva inject. Nerfing larva inject would make those devastating 2-base all ins unstoppable and thus imbalanced. Still we are left with the fact that Zergs have a bit more than is balanced. In my opinion this is because Zergs can take a 3rd extremely quickly and hold it easily in standard conditions. Since Zergs need to be a base ahead to be cost efficient that being able to hold that 3rd should be easy and hard to be taken down by the P/T. This leaves the the timing of the 3rd as suspect. We all know too well how Zerg can massively out supply their opponents and it really boils down to the time it takes for them to take and fully saturate that 3rd. This allows an explosion of supply compared to the opponent. It doesn't last forever but it does accelerate the production a bit too far and creates too much pressure for the opponent which forces 2 base timings. The easiest way to delay the timing of the 3rd would be to incorporate destructible rocks or neutral buildings at the 3rd.
This results in, unlike a nerf to larva inject, no production nerf in the early or late game which the Zerg needs. There is the consideration that this would make the 2 base all ins against the Zerg slightly stronger, and honestly more attractive (also consider that it's very map dependent), however, on the other side it relieves that time bomb pressure and makes the avenues of mid game pressures/skirmishes instead of all ins a lot more attractive. Better players who are confident will in most cases opt for longer macro based games coupled with the option of mid-game skirmishing will result in less boring all ins and more exiting mid-games which transition into better late games.
Now I'd like to discuss the Infestor ability fungal. I personally feel quite torn on it and consider my aforementioned solutions quite adequate. Still it seems that this ability is quite controversial and vehemently discussed across the community. If we look at the history of fungal and Infestors it's actually quite comical really: even though fungal was changed from an 8s root and received buffed damage in return, in an era where Infestors were barely used because they were "crap", I would wager that practically all Zergs would want the old 1.0 fungal if they had a choice. Infestors went from completely underused and under appreciated to the staple unit of the Zerg in ALL match ups. Though somewhat akin to FF in the fact that it disables micro the biggest difference between them is that FF does not disable abilities, movement, or deal direct damage in a large area. We can see now that there are plenty of ways to counter act FF smartly even if they are placed well. The fungal is instant and disables some abilities, movement, and deals direct damage.
One of the greatest synergies of fungal, especially since Infestors are core units in every MU, is how it allows Zergs to completely own the air in cooperation with Corruptors. Corruptors already defeat the AA of the other factions cost effectively even without using their corrupt ability and when they engage in conjunction with fungals there are very few options for either P/T to engage Zergs in the air. What this results is in the removal of many strategies that could be utilized through more air play. I think that fungals not rooting air units should be tested on the PTR at least (damage unchanged). Even though Carriers/BC+Ravens are quite potent P/T still has to invest a lot of infrastructure while Broodlords being standard in ZvP/T allows Z the ability to create a lot of Corruptors to compete. This would open up more viable avenues to approach that BL/Infestor army.
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I want to see a Zerg prove to me how the Roach is not cost-efficient against Protoss next time they say their units are weak but numerous.
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I think that one of the most important things that has been said here in the last few pages, is that the TvZ matchup has devolved into the Terran player doing something extreme, causing a much more coinflippy type of game rather than a great game to watch such as an old school back and forth macro game.
We are constantly seeing these proxy rax type of plays, and honestly, even as a Terran player, I just fast forward through those games because a large portion of the opener revolves around chance. Now we are seeing builds such as the Gumiho 4 early CC build. This type of major risk play is fun here and there for a BOx, but it is not fun when it becomes the standard, which as of now it is in TvZ. Safe standard openings just get you rolled by a 5 minute third and either a strong "non all in all in" that they drone hard behind, or 17 minute Tier 3.
The forced extremism for Terran is making this boring to watch, and frustrating to play.
PS - Psychology has nothing to do with this issue. Zerg building zero units and being completely safe for 8-10 minutes by building no larve costing queens is not a figment of our Terran imagination. Zerg tier 3 rolling over any composition we can create is not in our minds. Trying to snipe and missing with one click which causes the ghosts to be unselected and having to start all over and basically being dead by then is not created by our alternate personality.
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On July 30 2012 06:33 Shiori wrote: I want to see a Zerg prove to me how the Roach is not cost-efficient against Protoss next time they say their units are weak but numerous.
Even though in a 1v1 situation a roach is extremely efficient against a Stalker. However, I think at the highest levels Protoss is quite cost efficient against roaches due to FF. Even though it depends, skill wise, more on the Protoss to make the engagements cost efficient I don't think we can state that roaches, as a unit, are cost efficient when you consider army comps.
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After playing on ladder all day I'm absolutely certain that TvZ is imbalanced. Zerg can put on All-in strength pressure without being anywhere close to all-in. It's ridiculous.
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On July 30 2012 06:49 BeyondCtrL wrote:Show nested quote +On July 30 2012 06:33 Shiori wrote: I want to see a Zerg prove to me how the Roach is not cost-efficient against Protoss next time they say their units are weak but numerous. Even though in a 1v1 situation a roach is extremely efficient against a Stalker. However, I think at the highest levels Protoss is quite cost efficient against roaches due to FF. Even though it depends, skill wise, more on the Protoss to make the engagements cost efficient I don't think we can state that roaches, as a unit, are cost efficient when you consider army comps. Sentries aren't exactly cheap, though, and most Protosses are packing 6-8 of them when they do that fast third strategy. That's 600-800 gas. That's a LOT of gas.
If we use the 2.5 minerals = 1 gas ratio, 1 Roach is 137.5 resources and 1 Sentry is 300. This isn't even considering the scarcity of gas until 3 base. The problem is that Roach/Ling is so cheap that you can tech behind it, whereas Stalker/Sentry/Immortal is basically something you have to keep making until you are sure that the battle is over.
Stalker = 250 resources. Immortal = 500 resources. A Protoss player needs to be making tonnes of these units just to hold against Roach/Ling, which is one of the cheapest armies in the game. Once Infestors get on the field, we need to move up to the even more expensive Colossi/HTs.
Seriously, the only time Zerg actually spends the money deserved for its efficiency is when it gets BLs. At least those cost a lot.
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Once you put down a gas it is 1:1 ratio and workers mining them both with about equally speed, so that "2.5 ratio" is totally BS.
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On July 30 2012 07:23 etofok wrote: Once you put down a gas it is 1:1 ratio and workers mining them both with about equally speed, so that "2.5 ratio" is totally BS. There are two gas geysers. There are 8 mineral patches.
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And minerals are 5 per trip and gas is 4 per trip, if want to get technical.
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On July 30 2012 07:23 etofok wrote: Once you put down a gas it is 1:1 ratio and workers mining them both with about equally speed, so that "2.5 ratio" is totally BS. This is because you can only mine so much gas at a base, and gas is a more valuable resource which is the limiting factor in all teching builds at any point. Is there a reason terran makes 2 more rax instead of 2 more factories/starports in their 1 base marine-tank-banshee allin? It is because gas is a scarce source so "gas units" are higher valued in general, gas also drives a lot of potent game-changing things. Upgrades, powerful units, infrastructure.
If it were truly 1-1 ratio of gas-mineral, I'd switch to terran again and go 1 rax 2 fac 2 port on 1 base and produce 2 tanks and 2 banshees at a time and terrorize the ladder.
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Bosnia-Herzegovina261 Posts
On July 30 2012 06:33 Shiori wrote: I want to see a Zerg prove to me how the Roach is not cost-efficient against Protoss next time they say their units are weak but numerous.
If there were no Force Fields, Roaches would be overpowered, and are very cost efficient in straight up battle, but due to Force Fields, they can become very cost inefficient, that depends on where the Protoss engages and how good he is at protecting his army from the Zerg flood.
Someone up there posted a resource ratio between a Sentry and a Roach. Yes, indeed, Sentries cost a lot more, but 2 Sentries can render triple the army cost useless, so they pay for themselves in that manner, they are not a fighting unit, they are a spell caster. I've lost too many times to a Protoss player that Force Fields my ramp and almost my entire army is stuck in my base or outside of my base without any possibility of getting in.
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On July 30 2012 07:23 etofok wrote: Once you put down a gas it is 1:1 ratio and workers mining them both with about equally speed, so that "2.5 ratio" is totally BS. I didn't know there was 8geysers per base....
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On July 30 2012 06:27 BeyondCtrL wrote: The balance is quite OK at the moment in all the match ups at the moment since anyone can win at any time, but the quality of the balance and how interesting the games are based on it is arguable, particularly vZ MUs. We are experiencing a Z dominance for the moment because of a psychological momentum gained from the buff and recent surge of victories. In a game where confidence is so vital it can make a race appear "OP". You have to admit that there are a lot of P and T that are playing from a position of inferior confidence.
Even watching these MUs it becomes even more painfully clear where you are watching, what feels like, an uphill battle where P and T are thinking: i) Oh no I can't let Z be to comfy early-mid game I have to harass or do some timing. ii) I can't compete with their late game army which is so powerful how do I not die until the late-late game? iii) I'm trying a lot of new/adjusted builds and nothing is working, what can I do? Consider, especially, iii, where T and P are trying to adjust to this new Zerg dominance. You can't expect to miraculously find a build to counter their style, there are going to be a lot of failures, especially as the game matures it becomes progressively harder and harder to iron out new builds. This repeated failure definitely causes damage to confidence in players.
Now lets consider the actual balance. When you consider the armies it's quite clear that both Terran and Protoss are more cost efficient and thus Zerg need more units to be competitive. As many people have pointed out in this thread there seems to be a slight advantage for the Zerg in this regard because they can make too many units. Thus the cost efficiency of the other two armies are greatly reduced. We can rule out an imbalance in the unit department and hone into the macro mechanics. Zergs should be ahead in the supply count and base count but at the moment it seems that the supply count is a bit too high. This allows the Zerg to control the game from early to late game which then tapers off at the late-late game. We know there are some really powerful builds that can really kill the Zerg which can't be ignored but we also need to acknowledge the lack of choice for the other races in more standard/macro builds to be competitive. This is why we see a lot of these timing builds off 2 bases mostly because they are the most cost efficient.
This is not a statement of Zerg being immune to anything thrown at them but rather a consideration of whether a larva minimal early game defense is beneficial. If we can compare to BW for a moment we can see that larva management was a lot more crucial in all stages of the game. With queens being quite good at holding off practically all early game pressures a lot of the hard decisions of larva management are downplayed. I do not feel like, after some thought, that a nerf to queens or larva inject is needed. What I feel like is needed are small adjustments.
Remove queen range and make it an upgrade from the hatchery. Even though the range buff affects the hellion openings most directly it also makes the queen a lot more effective in all base defense engagements. By making it a researchable upgrade it doesn't revert any buff and still allows at least a good defense against the powerful hellion openings. The pro side of this is that Zerg has to invest at least something and is a perfect option to either get or ignore - not something gained for something completely free (thinking off concussive shells). Obviously it should be cheap but should cost some gas with a timing not too fast but something any Zerg can comfortably attain as a reward when they scout properly, or deadly if they do not. I feel like this would put a greater emphasis on better scouting from the Zerg and more intense denying of it by the Terran. It would add to the skill cap and open up the strategy rather than completely removing it.
Even though Zergs can power very hard on drones and really dominate the macro game it can't be directly blamed on larva inject. Nerfing larva inject would make those devastating 2-base all ins unstoppable and thus imbalanced. Still we are left with the fact that Zergs have a bit more than is balanced. In my opinion this is because Zergs can take a 3rd extremely quickly and hold it easily in standard conditions. Since Zergs need to be a base ahead to be cost efficient that being able to hold that 3rd should be easy and hard to be taken down by the P/T. This leaves the the timing of the 3rd as suspect. We all know too well how Zerg can massively out supply their opponents and it really boils down to the time it takes for them to take and fully saturate that 3rd. This allows an explosion of supply compared to the opponent. It doesn't last forever but it does accelerate the production a bit too far and creates too much pressure for the opponent which forces 2 base timings. The easiest way to delay the timing of the 3rd would be to incorporate destructible rocks or neutral buildings at the 3rd.
This results in, unlike a nerf to larva inject, no production nerf in the early or late game which the Zerg needs. There is the consideration that this would make the 2 base all ins against the Zerg slightly stronger, and honestly more attractive (also consider that it's very map dependent), however, on the other side it relieves that time bomb pressure and makes the avenues of mid game pressures/skirmishes instead of all ins a lot more attractive. Better players who are confident will in most cases opt for longer macro based games coupled with the option of mid-game skirmishing will result in less boring all ins and more exiting mid-games which transition into better late games.
Now I'd like to discuss the Infestor ability fungal. I personally feel quite torn on it and consider my aforementioned solutions quite adequate. Still it seems that this ability is quite controversial and vehemently discussed across the community. If we look at the history of fungal and Infestors it's actually quite comical really: even though fungal was changed from an 8s root and received buffed damage in return, in an era where Infestors were barely used because they were "crap", I would wager that practically all Zergs would want the old 1.0 fungal if they had a choice. Infestors went from completely underused and under appreciated to the staple unit of the Zerg in ALL match ups. Though somewhat akin to FF in the fact that it disables micro the biggest difference between them is that FF does not disable abilities, movement, or deal direct damage in a large area. We can see now that there are plenty of ways to counter act FF smartly even if they are placed well. The fungal is instant and disables some abilities, movement, and deals direct damage.
One of the greatest synergies of fungal, especially since Infestors are core units in every MU, is how it allows Zergs to completely own the air in cooperation with Corruptors. Corruptors already defeat the AA of the other factions cost effectively even without using their corrupt ability and when they engage in conjunction with fungals there are very few options for either P/T to engage Zergs in the air. What this results is in the removal of many strategies that could be utilized through more air play. I think that fungals not rooting air units should be tested on the PTR at least (damage unchanged). Even though Carriers/BC+Ravens are quite potent P/T still has to invest a lot of infrastructure while Broodlords being standard in ZvP/T allows Z the ability to create a lot of Corruptors to compete. This would open up more viable avenues to approach that BL/Infestor army.
Awesome well thought out post, ignored. Welcome to the balance thread!
I agree with lots of it, although as a toss, i dont think removing fungal rooting air would be balanced. I always used to play a pheonix to force hydra while teching to colossus style, which stomped right up untill zergs started using fungals to deal with air 
Perhaps the opposite with rooting in place but no damage to air? that would give zergs a micro advantage in air, but not increase total dps stomp for air vs air domination? That might still be too strong, but at least it might promote some intersting play?
What do you think? 
EDIT: Btw, when i say still too strong, i mean too strong of a nerf to fungal vs air, NOT that even with that nerf, fungal would still be too strong
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