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Designated Balance Discussion Thread - Page 488

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playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2013-05-20 07:43:45
May 20 2013 07:35 GMT
#9741
Swarm hosts have ruined the game. Facing broodlords was 100x easier and a lot more balanced. On maps where you can easily control the middle with swarm hosts plus defend most of your expansions, I wish they would just give zerg an auto win and save everyone the time and trouble. Even in games where I have, literally, every expansion and the opponent just has swarm hosts, plus a few buildings, it's always tense and I have no idea, still, if I can manage to win, regardless of 10k/10k and way more psi.

Did they lose some art guys or something, too? Vipers just requiring a hive. Swarm hosts not requiring any new building. Why not just get rid of the hydra den, roach warren, etc, etc. Obviously these things were added for no good reason. Just have everything require a lair or hive. Let's just make it to where everyone is hacking and can see what zerg is making for the sake of balance, since it's such a great idea to not have any of these units require a new building.

Even on a mediocre econ, zerg can go muta, swarm host, ultra, ling? Give me a break. Time to remove the colossus bay (I would remember the name but having additional buildings is antiquated) or w/e.

I'm tired of people pretending it isn't bs and it's not flawed design to have a unit spawning free units non stop and you have to be incredibly lucky to even attack the swarm hosts. Hopefully this is a thread where you can whine... because it's not possible not to when being realistic.

If you have 100 psi or less and your opponent has every expo on the map, yet you're sticking around, something is very wrong when that makes sense to do.

User was temp banned for this post.
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2013-05-20 08:32:23
May 20 2013 08:24 GMT
#9742
On May 20 2013 16:35 playa wrote:
Swarm hosts have ruined the game. Facing broodlords was 100x easier and a lot more balanced. On maps where you can easily control the middle with swarm hosts plus defend most of your expansions, I wish they would just give zerg an auto win and save everyone the time and trouble. Even in games where I have, literally, every expansion and the opponent just has swarm hosts, plus a few buildings, it's always tense and I have no idea, still, if I can manage to win, regardless of 10k/10k and way more psi.

Did they lose some art guys or something, too? Vipers just requiring a hive. Swarm hosts not requiring any new building. Why not just get rid of the hydra den, roach warren, etc, etc. Obviously these things were added for no good reason. Just have everything require a lair or hive. Let's just make it to where everyone is hacking and can see what zerg is making for the sake of balance, since it's such a great idea to not have any of these units require a new building.

Even on a mediocre econ, zerg can go muta, swarm host, ultra, ling? Give me a break. Time to remove the colossus bay (I would remember the name but having additional buildings is antiquated) or w/e.

I'm tired of people pretending it isn't bs and it's not flawed design to have a unit spawning free units non stop and you have to be incredibly lucky to even attack the swarm hosts. Hopefully this is a thread where you can whine... because it's not possible not to when being realistic.

If you have 100 psi or less and your opponent has every expo on the map, yet you're sticking around, something is very wrong when that makes sense to do.


dude, quit whining.
first of all, if you float 10k/10k then maybe there's something wrong with your basic macro?
secondly you said absolutely nothing about how you went about trying to fight the swarm hosts, so we have no idea how dumb your attacks were.

this may be the designated balance discussion thread but that doesn't mean balance whine somehow carries any weight in any kind of discussion, if you want to be taken seriously, begin by presenting what you think is over or underpowered, in this case you seem to think swarm host are overpowered, you also go on tangents talking about some other units, but those does not seem to be the main focus.

then, once you have clearly explained what you think is over/underpowered, provide some kind of evidence of your statement, anecdotal stories is not evidence, as far as we know you could just be a player with a style that is extremely ineffective vs swarm hosts, or you could just be bad. better evidence would be actual replays or vods from competitive matches.

finally, you should either give an example of a change that would fix the issue, or admit that you do not know how to fix it.

below is an example of how to present your case better:
-------------------------------------------------------------------------------
I believe swarmhosts are overpowered in matchup(s) A(, B, C), they are too costeffective.

we can see in [replay link] that I have D mining bases vs my opponents E, and yet said opponent can stay in the game without being outmacroed, even though I played, to my knowledge, much better than my opponent, I claim this because of reason F and G.

I have no idea how to fix it though.
--------------------------------------------------------------------------------

there are 3 kinds of answers you can get from such a post:
1. agreeing posts from people who's experience match your own.
2. disagreeing posts from people who's experience contradict your own.
3. a claim that your evidence is invalid, inconclusive, or insufficient, generally with notes about why the evidence is faulty, such as points of time in replays where clearly wrong decisions were made, given the available information, and what decision should have been made instead.

p.s. when you say psi, I assume you mean the protoss supply, please just say supply instead, it's much clearer to use a universal name for all races instead of individual ones, especially since psi stands for Pounds per Square Inch, a measurement unit of pressure.
I'm better today than I was yesterday!
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2013-05-20 08:55:04
May 20 2013 08:53 GMT
#9743
On May 20 2013 17:24 Roblin wrote:
Show nested quote +
On May 20 2013 16:35 playa wrote:
Swarm hosts have ruined the game. Facing broodlords was 100x easier and a lot more balanced. On maps where you can easily control the middle with swarm hosts plus defend most of your expansions, I wish they would just give zerg an auto win and save everyone the time and trouble. Even in games where I have, literally, every expansion and the opponent just has swarm hosts, plus a few buildings, it's always tense and I have no idea, still, if I can manage to win, regardless of 10k/10k and way more psi.

Did they lose some art guys or something, too? Vipers just requiring a hive. Swarm hosts not requiring any new building. Why not just get rid of the hydra den, roach warren, etc, etc. Obviously these things were added for no good reason. Just have everything require a lair or hive. Let's just make it to where everyone is hacking and can see what zerg is making for the sake of balance, since it's such a great idea to not have any of these units require a new building.

Even on a mediocre econ, zerg can go muta, swarm host, ultra, ling? Give me a break. Time to remove the colossus bay (I would remember the name but having additional buildings is antiquated) or w/e.

I'm tired of people pretending it isn't bs and it's not flawed design to have a unit spawning free units non stop and you have to be incredibly lucky to even attack the swarm hosts. Hopefully this is a thread where you can whine... because it's not possible not to when being realistic.

If you have 100 psi or less and your opponent has every expo on the map, yet you're sticking around, something is very wrong when that makes sense to do.


dude, quit whining.
first of all, if you float 10k/10k then maybe there's something wrong with your basic macro?
secondly you said absolutely nothing about how you went about trying to fight the swarm hosts, so we have no idea how dumb your attacks were.

this may be the designated balance discussion thread but that doesn't mean balance whine somehow carries any weight in any kind of discussion, if you want to be taken seriously, begin by presenting what you think is over or underpowered, in this case you seem to think swarm host are overpowered, you also go on tangents talking about some other units, but those does not seem to be the main focus.

then, once you have clearly explained what you think is over/underpowered, provide some kind of evidence of your statement, anecdotal stories is not evidence, as far as we know you could just be a player with a style that is extremely ineffective vs swarm hosts, or you could just be bad. better evidence would be actual replays or vods from competitive matches.

finally, you should either give an example of a change that would fix the issue, or admit that you do not know how to fix it.

below is an example of how to present your case better:
-------------------------------------------------------------------------------
I believe swarmhosts are overpowered in matchup(s) A(, B, C), they are too costeffective.

we can see in [replay link] that I have D mining bases vs my opponents E, and yet said opponent can stay in the game without being outmacroed, even though I played, to my knowledge, much better than my opponent, I claim this because of reason F and G.

I have no idea how to fix it though.
--------------------------------------------------------------------------------

there are 3 kinds of answers you can get from such a post:
1. agreeing posts from people who's experience match your own.
2. disagreeing posts from people who's experience contradict your own.
3. a claim that your evidence is invalid, inconclusive, or insufficient, generally with notes about why the evidence is faulty, such as points of time in replays where clearly wrong decisions were made, given the available information, and what decision should have been made instead.

p.s. when you say psi, I assume you mean the protoss supply, please just say supply instead, it's much clearer to use a universal name for all races instead of individual ones, especially since psi stands for Pounds per Square Inch, a measurement unit of pressure.


Surprise, you play zerg. Sorry to break the news to you that some of your wins might be illegitimate. How to present the case better? How about opening your eyes? I figured most people in this thread might have played the game before. If you don't see a problem with swarm hosts, you're either plat or incredibly biased. There's nothing wrong with my macro. It's called being maxed and having every expo. It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future. If there's confusion over whether swarm hosts are imbalanced or not for you, if I said zerg had a 200 population, you'd probably still be confused, so I don't care. Wanna lecture me on the definition of population, champ?

I'm not going to post a replay of a game I won. If I'm tilted over games I won, that's a tad unusual. But when it's just blatantly ridiculous... it may as well have been a loss.

The swarm host is a replacement for the broodlord. How balanced would WoL be without vortex? It would be imbalanced. Well, what super unit is helping you fight their replacement? Since you know all the answers, maybe you can just tell me how to counter them. If zerg opens hydra into swarm hosts, can you cost efficiently trade against swarm hosts? In your games, does Toss get 3000 minerals to start with? What is it that makes up the disadvantage for toss? On maps where locust can control the middle + defend most of their expos, it doesn't even matter if you drop their main and kill everything.



Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
Last Edited: 2013-05-20 09:01:15
May 20 2013 08:59 GMT
#9744
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.
If you are not supporting K-Pop you are hurting E-Sports.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2013-05-20 12:01:03
May 20 2013 11:57 GMT
#9745
On May 20 2013 17:59 Nekovivie wrote:
Show nested quote +
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.
Big J
Profile Joined March 2011
Austria16289 Posts
May 20 2013 14:42 GMT
#9746
On May 20 2013 20:57 Xequecal wrote:
Show nested quote +
On May 20 2013 17:59 Nekovivie wrote:
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.


This is much too early to call... Mass swarm host with viper/corruptor/infestor/static support is surely an extremly strong army to attack into head on in PvZ, but so is voidray/Colossus/HT or straight up skytoss and all their variations.
From what we have seen so far those compositions often win because they are being played of a gamble or an advantage (Protoss 3base builds that are either not rushed at all or rushed badly, zergs that defend a 2base attack and then go into swarm hosts).
If there is going to be a safe way to get to them and if one side has a distinct advantage when both players end up somewhat evenly in the midgame is hard to tell at this point. And in Protoss matchups it's generally really hard to tell, as Protoss simply can't play a fast 3base build against a fast 3base build, which more often than not means that Protoss just goes with certain disadvantages into the lategame, which they have to make up with by investing into different advantages and therefore the situation is always somewhat asymetric.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
May 20 2013 14:46 GMT
#9747
On May 20 2013 23:42 Big J wrote:
Show nested quote +
On May 20 2013 20:57 Xequecal wrote:
On May 20 2013 17:59 Nekovivie wrote:
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.


This is much too early to call... Mass swarm host with viper/corruptor/infestor/static support is surely an extremly strong army to attack into head on in PvZ, but so is voidray/Colossus/HT or straight up skytoss and all their variations.
From what we have seen so far those compositions often win because they are being played of a gamble or an advantage (Protoss 3base builds that are either not rushed at all or rushed badly, zergs that defend a 2base attack and then go into swarm hosts).
If there is going to be a safe way to get to them and if one side has a distinct advantage when both players end up somewhat evenly in the midgame is hard to tell at this point. And in Protoss matchups it's generally really hard to tell, as Protoss simply can't play a fast 3base build against a fast 3base build, which more often than not means that Protoss just goes with certain disadvantages into the lategame, which they have to make up with by investing into different advantages and therefore the situation is always somewhat asymetric.


When the swarm host was first revealed, I asked the question why in the name of starcraft would they add another infinite free unit producer after they were unable or unwilling to fix the BL infestor fiasco in wol. I have no idea what they were thinking.
:)
Big J
Profile Joined March 2011
Austria16289 Posts
May 20 2013 14:50 GMT
#9748
On May 20 2013 23:46 Reborn8u wrote:
Show nested quote +
On May 20 2013 23:42 Big J wrote:
On May 20 2013 20:57 Xequecal wrote:
On May 20 2013 17:59 Nekovivie wrote:
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.


This is much too early to call... Mass swarm host with viper/corruptor/infestor/static support is surely an extremly strong army to attack into head on in PvZ, but so is voidray/Colossus/HT or straight up skytoss and all their variations.
From what we have seen so far those compositions often win because they are being played of a gamble or an advantage (Protoss 3base builds that are either not rushed at all or rushed badly, zergs that defend a 2base attack and then go into swarm hosts).
If there is going to be a safe way to get to them and if one side has a distinct advantage when both players end up somewhat evenly in the midgame is hard to tell at this point. And in Protoss matchups it's generally really hard to tell, as Protoss simply can't play a fast 3base build against a fast 3base build, which more often than not means that Protoss just goes with certain disadvantages into the lategame, which they have to make up with by investing into different advantages and therefore the situation is always somewhat asymetric.


When the swarm host was first revealed, I asked the question why in the name of starcraft would they add another infinite free unit producer after they were unable or unwilling to fix the BL infestor fiasco in wol. I have no idea what they were thinking.


And I have yet to see a boring game with swarm hosts, compared to a thousand boring games we have seen with Broodlord/Infestor.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
May 20 2013 15:14 GMT
#9749
This thread belongs in this location http://us.battle.net/sc2/en/forum/13433/
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 20 2013 15:26 GMT
#9750
On May 20 2013 23:50 Big J wrote:
Show nested quote +
On May 20 2013 23:46 Reborn8u wrote:
On May 20 2013 23:42 Big J wrote:
On May 20 2013 20:57 Xequecal wrote:
On May 20 2013 17:59 Nekovivie wrote:
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.


This is much too early to call... Mass swarm host with viper/corruptor/infestor/static support is surely an extremly strong army to attack into head on in PvZ, but so is voidray/Colossus/HT or straight up skytoss and all their variations.
From what we have seen so far those compositions often win because they are being played of a gamble or an advantage (Protoss 3base builds that are either not rushed at all or rushed badly, zergs that defend a 2base attack and then go into swarm hosts).
If there is going to be a safe way to get to them and if one side has a distinct advantage when both players end up somewhat evenly in the midgame is hard to tell at this point. And in Protoss matchups it's generally really hard to tell, as Protoss simply can't play a fast 3base build against a fast 3base build, which more often than not means that Protoss just goes with certain disadvantages into the lategame, which they have to make up with by investing into different advantages and therefore the situation is always somewhat asymetric.


When the swarm host was first revealed, I asked the question why in the name of starcraft would they add another infinite free unit producer after they were unable or unwilling to fix the BL infestor fiasco in wol. I have no idea what they were thinking.


And I have yet to see a boring game with swarm hosts, compared to a thousand boring games we have seen with Broodlord/Infestor.

Just watch it become boring after a few more games ...

At the beginning of WoL people had fun watching the deathball because it was NEW and EXCITING, but ask them now what they think of the concept and they will answer you that it is boring and bad for the gameplay. The same will happen to the rather (too?) powerful harrassment and the endless stream of Locusts which were added in HotS. So "having fun watching" is a really bad method of judging the state of the game and it should certainly not be the top criterion as you make it out to be.

The problem of Locusts really is that if there are too many of them there is nothing to counter them efficiently without losing anything.+ Show Spoiler +
To counter drop harrassment you simply need to add a few static defenses around your important bases and it is the players choice to build them or risk dying to the harrassment, but what is there to defend against these high hit point and free Locusts?
Even if it is only a few hit points lost on a single Stalker that is a win for the Zerg, because eventually the Protoss will have to replace it while the Zerg has lost nothing. Not even Siege Tanks will get rid of them quickly at 65 hit points and non-armored ... you need three hits at the core splash radius to kill them and there are not too many Locusts in that radius. Sooo ... we are back at the same old "don't let them get there" counter-strategy of Blizzard (instead of giving us units which can deal with them for an equal amount of effort, but they failed to do that with Broodlords already).

The slow and rather tedious nature of the Swarm Host attack method is pretty boring to watch too; the Broodlord at least was "close to the action" but the Swarm Host is miles away. Apart from that the Locusts are "nearly invisible" (that is only a little bit exaggerated) on creep and thus not really good to watch in the first place. Mid-brownish to dark-purple is a rather small contrast and this really does make them hard to see for a viewer. It joins most of the other Zerg units in that problem, but since they are usually much bigger AND they move faster it isnt as big of a problem for the "real Zerg units". On a sand colored map this isnt a problem, but once you have spread creep it changes again. So from a scientific POV at least your comment of "seeing" is pretty wrong at least half the time.

IMO the Locusts need to be made weak against one type of unit (light or armored) so you have a chance to block them without losing too much while keeping the "you didnt build counters to that unit and thus you die" part of it. Just change the attack from "12 vs all" to "5 + 7 vs light". There are too many Zerg units which are good against everything (= have no "bonus" damage) already ...
If you cant say what you're meaning, you can never mean what you're saying.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
May 20 2013 16:08 GMT
#9751
The complaints about the swarm host came out of left field.

Wasn't Blizzard talking about buffing the swarm host LAST WEEK because it is underutilized?

And now we've determined that it needs to be nerfed?

I love this whine, just my flavor
As it turns out, marines don't actually cost any money -Jinro
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-05-20 17:35:43
May 20 2013 16:44 GMT
#9752
On May 21 2013 01:08 Jermstuddog wrote:
The complaints about the swarm host came out of left field.

Wasn't Blizzard talking about buffing the swarm host LAST WEEK because it is underutilized?

And now we've determined that it needs to be nerfed?

I love this whine, just my flavor


How can you not see it! Man, it spawns FREEEEEEEEE units. I mean, how do you balance out free units?
Like, do you give them a timer after which they die?
Do you make them come from a unit that costs money and supply?
Do you give such a unit a siege mechanism so that its hard to get surprised by that unit?
Do you design those those free units in ways that they don't grow as well in strength in bigger numbers, by like giving that unit low range and make it very bad vs splash and balancing it in a way that it generally loses against most other units in a head on combat?
That's really ridiculous, noone will ever think about that!


On May 21 2013 00:26 Rabiator wrote:
Show nested quote +
On May 20 2013 23:50 Big J wrote:
On May 20 2013 23:46 Reborn8u wrote:
On May 20 2013 23:42 Big J wrote:
On May 20 2013 20:57 Xequecal wrote:
On May 20 2013 17:59 Nekovivie wrote:
On May 20 2013 17:53 playa wrote:If you don't see a problem with swarm hosts, you're either plat or incredibly biased. ... It's a balance thread, and I'm merely casting a vote for swarm hosts are imbalanced and there's no way they don't see a nerf in the future.


Speaking from a purely spectator point of view, we almost never see Swarm Hosts being used competitively, so what about them is actually nerf worthy?

Unless all top players have some kind of unwritten gentlemans rule where they don't make them becuase they are overpowered.Yeah...can't see that one working out.


You didn't see broodfestor in the vast majority of PvZ games at the end of WoL, either. This is because Protoss knew it was unbeatable and always aimed to end the game earlier. It's not any different now.

PvZ isn't technically "imbalanced" right now either, Protoss still has immensely strong midgame strategies that win enough to make up for the fact that the late game is an autoloss. Again, pretty much exactly like it was at the end of WoL.


This is much too early to call... Mass swarm host with viper/corruptor/infestor/static support is surely an extremly strong army to attack into head on in PvZ, but so is voidray/Colossus/HT or straight up skytoss and all their variations.
From what we have seen so far those compositions often win because they are being played of a gamble or an advantage (Protoss 3base builds that are either not rushed at all or rushed badly, zergs that defend a 2base attack and then go into swarm hosts).
If there is going to be a safe way to get to them and if one side has a distinct advantage when both players end up somewhat evenly in the midgame is hard to tell at this point. And in Protoss matchups it's generally really hard to tell, as Protoss simply can't play a fast 3base build against a fast 3base build, which more often than not means that Protoss just goes with certain disadvantages into the lategame, which they have to make up with by investing into different advantages and therefore the situation is always somewhat asymetric.


When the swarm host was first revealed, I asked the question why in the name of starcraft would they add another infinite free unit producer after they were unable or unwilling to fix the BL infestor fiasco in wol. I have no idea what they were thinking.


And I have yet to see a boring game with swarm hosts, compared to a thousand boring games we have seen with Broodlord/Infestor.

Just watch it become boring after a few more games ...

At the beginning of WoL people had fun watching the deathball because it was NEW and EXCITING, but ask them now what they think of the concept and they will answer you that it is boring and bad for the gameplay. The same will happen to the rather (too?) powerful harrassment and the endless stream of Locusts which were added in HotS. So "having fun watching" is a really bad method of judging the state of the game and it should certainly not be the top criterion as you make it out to be.

The problem of Locusts really is that if there are too many of them there is nothing to counter them efficiently without losing anything.+ Show Spoiler +
To counter drop harrassment you simply need to add a few static defenses around your important bases and it is the players choice to build them or risk dying to the harrassment, but what is there to defend against these high hit point and free Locusts?
Even if it is only a few hit points lost on a single Stalker that is a win for the Zerg, because eventually the Protoss will have to replace it while the Zerg has lost nothing. Not even Siege Tanks will get rid of them quickly at 65 hit points and non-armored ... you need three hits at the core splash radius to kill them and there are not too many Locusts in that radius. Sooo ... we are back at the same old "don't let them get there" counter-strategy of Blizzard (instead of giving us units which can deal with them for an equal amount of effort, but they failed to do that with Broodlords already).

The slow and rather tedious nature of the Swarm Host attack method is pretty boring to watch too; the Broodlord at least was "close to the action" but the Swarm Host is miles away. Apart from that the Locusts are "nearly invisible" (that is only a little bit exaggerated) on creep and thus not really good to watch in the first place. Mid-brownish to dark-purple is a rather small contrast and this really does make them hard to see for a viewer. It joins most of the other Zerg units in that problem, but since they are usually much bigger AND they move faster it isnt as big of a problem for the "real Zerg units". On a sand colored map this isnt a problem, but once you have spread creep it changes again. So from a scientific POV at least your comment of "seeing" is pretty wrong at least half the time.

IMO the Locusts need to be made weak against one type of unit (light or armored) so you have a chance to block them without losing too much while keeping the "you didnt build counters to that unit and thus you die" part of it. Just change the attack from "12 vs all" to "5 + 7 vs light". There are too many Zerg units which are good against everything (= have no "bonus" damage) already ...


Nope they did not like the deathballs, right from the start, while things like drops or phoenixes or zerglings really fascinated them.

Yes, stuff gets boring over time if you see it too often. Without an exception, pretty bold statement from you to tell me that.

Yes, you lose stuff if your opponent throws locusts at you. You also lose stuff it your opponent throws storms at you, irradiates your stuff or pokes you with higher ranged units.

Buy some glasses. You are the first and only one I have seen bringing this "I can't see zerg stuff on creep"-issue up.

Yeah, locusts and every other zerg unit could have been designed differently. Then we would hear complains about how 12+8 vs light roaches counter marines too hard and how 8+(8 vs armored) hydras are the reason why mech is unplayable and so on and so on. (and those are the values that you get if you take the averages. I can bring up the same complaint the other way around, how too few zerg units do bonus vs something and you can't counter 1-2unit spams well enough)
Soicx
Profile Joined June 2012
United Kingdom49 Posts
May 20 2013 16:48 GMT
#9753
On May 21 2013 01:08 Jermstuddog wrote:
The complaints about the swarm host came out of left field.

Wasn't Blizzard talking about buffing the swarm host LAST WEEK because it is underutilized?

And now we've determined that it needs to be nerfed?

I love this whine, just my flavor


I think the whine is essentially about the map pool rather than the unit itself. On certain maps (Daybreak in particular), swarm host play can be used both defensively and offensively at the same time. The limited number of attack paths on the map allow for swarm hosts to be burrowed at one centre base and siege the other and can be simply directed as soon as an attack moves out along one of the other attack paths.

The problem seems to be mainly in the ZvP match up as the methods for dealing with swarm host play are easily dealt with by vipers and corruptors. Due to the layout of Daybreak in particular, static defense can completely shut down any kind of drop or counter-attack harass. Swarm hosts are much more vulnerable when they have to be out of the map and could conceivably be attacks from multiple angles.

The only issue i can see here is that certain WoL maps are no longer viable for fair macro based games and its just a case of rotating them out of the map pool.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
May 20 2013 19:26 GMT
#9754
I used to play Z and I switched to P for HOTS. Sometimes I kind of miss Z, but looking at matches (and thinking about the theory), I don't think I'd be able to play against widow mines without stalkers and observers. I don't think I'd be able to play against hellbats in general.

I don't have much insight into ZvT balance, but I used to hate always being on the defensive against whatever whims T could throw. Muta/ling/bane provided a nice way to put pressure on the T and take out his tank lines, but with widow mines it seems harass is just not an option anymore. Am I missing something or is this as frustrating as it seems for Z?
aka Siyko
aldochillbro
Profile Joined July 2012
187 Posts
May 20 2013 19:48 GMT
#9755
so I've been playing pvz and not going allin...and it is so broken. I had 9 3/3 collosus, many high templar, and blink stalker and couldn't break the swarm host(3/3 as well, i think there were like 16 of them). there was no static defense or other units coming into play, just the locusts. this is broken in so many ways because it counters all "ground units". you can't get aoe to defeat it if you go skytoss because the locusts will kill the ht's long before you can storm an army and pure skytoss is very beatable as zerg(even when you somehow manage to get a maxed skytoss army).

the worst thing about them is that they're incredible mobile and there is absolutely no reason to lose a single swarm host with good control. they have a crazy range and can unburrow and move really fast.

does any zerg have a response that I can try for this? given the composition is swarmhosts, vipers, corrupters, infestors, and maybe hydras? is the answer always just to 2base allin?
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
May 20 2013 20:12 GMT
#9756
On May 21 2013 04:48 aldochillbro wrote:
so I've been playing pvz and not going allin...and it is so broken. I had 9 3/3 collosus, many high templar, and blink stalker and couldn't break the swarm host(3/3 as well, i think there were like 16 of them). there was no static defense or other units coming into play, just the locusts. this is broken in so many ways because it counters all "ground units". you can't get aoe to defeat it if you go skytoss because the locusts will kill the ht's long before you can storm an army and pure skytoss is very beatable as zerg(even when you somehow manage to get a maxed skytoss army).

the worst thing about them is that they're incredible mobile and there is absolutely no reason to lose a single swarm host with good control. they have a crazy range and can unburrow and move really fast.

does any zerg have a response that I can try for this? given the composition is swarmhosts, vipers, corrupters, infestors, and maybe hydras? is the answer always just to 2base allin?


9 Colossus is too many. You should have 4 or 5, any more don't provide any benefit as they can't all fire.

Play patiently with blink. Let gateways tank swarmhost shots when possible. Be very very fast with feedback on vipers. Don't be afraid to forcefield or storm locusts if it gives you an opportunity to move in. Make use of zealots on their bases but do not include them with your swarmhost battles. Once you bring the battle to the swarmhosts, it doesn't matter if they can unburrow because colossi burn the locusts as they spawn (hitting the swarmhosts), and there's not enough resistance for the stalkers to blink forward and kill unburrowed swarmhosts.

If it gets really lategame, implement more stargate units. Oracle + tempests will put the long stalemates back in your favor because you can pick away at everything safely.
aka Siyko
aldochillbro
Profile Joined July 2012
187 Posts
May 20 2013 20:54 GMT
#9757
On May 21 2013 05:12 fdsdfg wrote:
Show nested quote +
On May 21 2013 04:48 aldochillbro wrote:
so I've been playing pvz and not going allin...and it is so broken. I had 9 3/3 collosus, many high templar, and blink stalker and couldn't break the swarm host(3/3 as well, i think there were like 16 of them). there was no static defense or other units coming into play, just the locusts. this is broken in so many ways because it counters all "ground units". you can't get aoe to defeat it if you go skytoss because the locusts will kill the ht's long before you can storm an army and pure skytoss is very beatable as zerg(even when you somehow manage to get a maxed skytoss army).

the worst thing about them is that they're incredible mobile and there is absolutely no reason to lose a single swarm host with good control. they have a crazy range and can unburrow and move really fast.

does any zerg have a response that I can try for this? given the composition is swarmhosts, vipers, corrupters, infestors, and maybe hydras? is the answer always just to 2base allin?


9 Colossus is too many. You should have 4 or 5, any more don't provide any benefit as they can't all fire.

Play patiently with blink. Let gateways tank swarmhost shots when possible. Be very very fast with feedback on vipers. Don't be afraid to forcefield or storm locusts if it gives you an opportunity to move in. Make use of zealots on their bases but do not include them with your swarmhost battles. Once you bring the battle to the swarmhosts, it doesn't matter if they can unburrow because colossi burn the locusts as they spawn (hitting the swarmhosts), and there's not enough resistance for the stalkers to blink forward and kill unburrowed swarmhosts.

If it gets really lategame, implement more stargate units. Oracle + tempests will put the long stalemates back in your favor because you can pick away at everything safely.

9 collosus is definitely too many(not because they weren't firing) imo because that should be more than enough to stop anything on the ground. the problem i see is that i had a good spread on the collosi and they were all firing, it's just not enough be that "critical mass" lategame. the thing that really upset me was that the person i was playing against did not even use vipers and all my ht energy was going on storming the locust. even when i got a within maybe 10 seconds of walking distance from the siege line with spores/spines all the guy had to do was attack with his hydras when his contain was threatened in any way. he had 0 corrupters and 0 vipers. I HAVE to kite back in order to kill his locusts and i can never effectively move forward that way. and ya i was harrassing with zealots but even if he had terrible defense(which he didn't, he made sure to have spines, good sim city, and some units around when needed) i still need to be able to break the contain.
SiaBBo
Profile Joined February 2011
Finland132 Posts
May 20 2013 21:13 GMT
#9758
What's the fuss with the Swarm Host? I know it's hard to play against but in the end I always win with Protoss deathball (Stalker/Colossus/HT) If you have saved some Sentries you can easilly forcefield Locusts and kill them fast. Storm wreak havoc Locusts and when those are killed you can just storm Swarm Hosts and at the same time you will kill all the Locusts that are going to spawn. It is race against time: you just have to kill first Locusts fast and then there is no problem. Swarm Hosts are so slow so they can't retreat very well. If they are retreating, you should be able to kill like 50% of them while they are retreating.
ThirdDegree
Profile Joined February 2011
United States329 Posts
May 20 2013 21:25 GMT
#9759
Swarm Hosts are only hard to deal with when the zerg gets a ton of them and you don't see it coming. But really, if that's the case, it's sort of your own fault for not scouting/prepping for it. However, it is super frustrating to lose against. You just feel helpless. As far as the free units are concerned, what about doing away with the timer, and instead just have them lose HP over time. Maybe give them an HP/time buff at that point.
I am terrible
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 20 2013 21:39 GMT
#9760
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