• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:10
CET 15:10
KST 23:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Evil Geniuses - shutting down Liquibets sc2 season 30 Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
BW General Discussion Rollback Netcode in Brood War How SKT1 S-Tiers Felt To Be Swept By Flash Top Players of October 2026 (EBPD Rankings) Sagi.gg Launcher Released
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [IPSL] IPSL Winter 26-27 Ro24 is HERE!
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Men's Fashion Thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11220 users

Designated Balance Discussion Thread - Page 72

Forum Index > SC2 General
Post a Reply
Prev 1 70 71 72 73 74 1266 Next
PPTouch
Profile Joined January 2011
99 Posts
September 06 2011 20:31 GMT
#1421
On September 07 2011 05:24 Toadvine wrote:
Show nested quote +
On September 07 2011 05:09 Belial88 wrote:
And HT is not that bad, since it gives you twilight tech to fall back on. And we see plenty of protoss go chargelot/Archon when HT aren't viable, which smashes roach/hydra. It also owns mutas. So really, HT are only weak against roaches, but blink is very strong against roaches, and it's not hard to figure out if Zerg is making roaches or not. Even then, immortal/HT is a great combo for stomping roaches.


Ok, just ignore my earlier post. I don't think there's any point in trying to discuss this with you any longer.


Don't bother, I played this guy on ladder and he paused the game for 15 minutes and whined about protoss before sending workers to mine.

Quite the player.
features
Profile Blog Joined July 2010
Ireland160 Posts
September 06 2011 20:33 GMT
#1422
On September 07 2011 04:56 Shiori wrote:
Here's the difference: going infestors as Zerg does not represent a risky investment in tech. You won't ever attack to realize that your army composition is useless. Compare protoss: if you go HTs and he goes anything but lings, hydras and/or infestors, you've lost. yeah you can try to switch into archon play, but archons are intensely expensive and still get affected by fungal.


Dont agree with that at all, HT Immortal, is a more solid, RELIABLE build than stalker Colossus, especially against roach infester.
Conveyor belt star
Seluck
Profile Joined September 2011
Russian Federation2 Posts
September 06 2011 20:42 GMT
#1423
How do you think, when Blizzard will release the patch?
BamBam
Profile Blog Joined November 2009
745 Posts
September 06 2011 21:13 GMT
#1424
On September 07 2011 03:42 sharktopus. wrote:
Show nested quote +
On September 07 2011 03:32 Orcasgt24 wrote:
Best MULE idea ever, nerf income by 35%. Those stupid things bring in way to much cash.


I'm not a huge fan of the MULE, I never thought it was an entirely fair unit. Nerfing the amount of minerals it harvests by a certain percentage would be fair in my opinion. The way it is now allows Terran to recover from cheese, all-ins, and just all around poor play too easily.

I'm just going to throw this out and see what you guys think, it's something that crossed my mind but I haven't really put any thought into how it would affect Terran's gameplay since I don't play Terran. Anyhow, what if after building an orbital, Terran had to research the ability to either MULE with it or scan with it? If they chose to MULE, they would have to get their engineering bay out and make a turret for detection, or go the starport route and get a raven.


The problem with the mule is that its a necessity in the early game. If terran did not have mules then both protoss and zerg can get such an easy economic lead by just the first 5 minuets of the game. Seriously, play a game with a terran as either race and tell him he cant mule whatsoever. Then once the game is done, take a look at the economic graph.

At the same time however, its a disaster of a mechanic when you add in gold minerals or a way to fall back when you lose with an all-in... yet still put yourself in a reasonably economic position.

What I would like is the mule to be replaced by something else. Something that can give terran a way to stay on par with other races reasonably in the economic game, but not to the extent where it is just some "super scv".
"two is way better than twice as one" - artosis
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 06 2011 21:19 GMT
#1425
I'm a Protoss player before anyone starts.
I actually think this thread is a very good idea, (partly) because I thought of it about 2 months ago but never bothered to do it (though I also did think of the idea of a dedicated balance whine thread for raging and frustration) but in the last page a lot of the posts are just... biased.
People just go to extremes and state absolutes far too often.
"Protoss deathball is unbeatable"
"Terran are better in every way"
"Zerg can take 3rds ZvP without punishment"
All of these things are people mistaking meta game problems with balance.
Examples are seen all the time. I'm gonna go with PvZ for this:
Remember when 6gate timings were the greatest shit ever? How MC could roll Zerg after Zerg without care with variations of that. Or when sentry timings were considered unstoppable? How mid game Protoss just crushed zerg with awesome timings?
Now, I think even the most die hard Zergs would admit that Protoss appear to have a disadvantage on 2 (while trying to get a 3rd) bases. I'm sure at some point in the matchup Protoss will regain that advantage, however temporarily, and learn how to punish Zerg taking fast thirds.
Right now I think Zerg have a better understanding of the matchup. That will change. Look at BW. The matchup dynamics change constantly. All the fucking time. One race gains an edge over the other, and then the other race responds. That's how a good RTS develops, and SC2 is a fucking brilliant RTS.
Mind you, that doesn't mean that the game can't be imbalanced. I don't think 46% winrate is enough to say that Protoss are too weak, but I do think that Terran being the top race consistently for and entire year says something. However, I don't know this, it's just a vague feeling. Perhaps I'm completely wrong and once Protoss 2gate expand and Zerg triple hatch first Terran will suck. Who the fucks knows?
P.S. When trying to explain why another race is having trouble, please please please don't just say that the entire race is stupid. It's inflammatory, inaccurate, and frankly, fucking stupid.
VERY FRAGILE, LIKE A BABY PANDA EGG
Jimbo77
Profile Joined March 2011
139 Posts
September 06 2011 21:19 GMT
#1426
On September 06 2011 23:00 templar rage wrote:
Your changes scream "I just want the Infestor to stop being used because I don't want to learn how to deal with it". As I stated before, this is a balance thread, not a "how can I nerf this unit as hard as possible into the ground" thread. Actual balance suggestions are obviously welcome. Outlining your plan to make the unit unusable is not. Your idea of "balance" is not having to do anything reactive at all. If you can do that, then that's actually way more like to be imbalanced, DUCY?

I don't propose any other changes because I don't believe they're needed (and I don't believe you can really change the spell without ruining it anyway). Maybe if you could take your head out of your ass and actually read my posts, you'd have seen that I said exactly that. Sorry you lose to Zergs a lot, but so do I. You don't see me sit here proposing to effectively remove the Infestor from the game.

One thing i can not understand - why are you saying again and again that i do constantly loose to zerg's infestors and that's the reason of my posting here. Really, it's strange, and, trust me, it is not. How can i analyze one's games/looses not even having any information about this one's at all?...
I still hope these changes eventually will be made to the infestors to be actually balanced.

P.S. And could you please tell me, where is the border between actual balance suggestion and "nerf it as i can't beat it" (as you stated above)?
templar rage
Profile Joined September 2010
United States2509 Posts
September 06 2011 21:33 GMT
#1427
On September 07 2011 06:19 Jimbo77 wrote:
Show nested quote +
On September 06 2011 23:00 templar rage wrote:
Your changes scream "I just want the Infestor to stop being used because I don't want to learn how to deal with it". As I stated before, this is a balance thread, not a "how can I nerf this unit as hard as possible into the ground" thread. Actual balance suggestions are obviously welcome. Outlining your plan to make the unit unusable is not. Your idea of "balance" is not having to do anything reactive at all. If you can do that, then that's actually way more like to be imbalanced, DUCY?

I don't propose any other changes because I don't believe they're needed (and I don't believe you can really change the spell without ruining it anyway). Maybe if you could take your head out of your ass and actually read my posts, you'd have seen that I said exactly that. Sorry you lose to Zergs a lot, but so do I. You don't see me sit here proposing to effectively remove the Infestor from the game.

One thing i can not understand - why are you saying again and again that i do constantly loose to zerg's infestors and that's the reason of my posting here. Really, it's strange, and, trust me, it is not. How can i analyze one's games/looses not even having any information about this one's at all?...
I still hope these changes eventually will be made to the infestors to be actually balanced.

P.S. And could you please tell me, where is the border between actual balance suggestion and "nerf it as i can't beat it" (as you stated above)?


Because your changes are so ludicrous that only someone who can't beat Infestors would actually propose them in their right mind. You don't hear people say "Oh, I beat Infestors just fine" and also call for the kind of drastic change you're suggesting. I honestly don't understand how someone can take your apparent position. It just doesn't make any sense whatsoever.

I'll admit, the border is a gray area, but there is a point where the changes are just so absurd that it's just looking to nerf the unit into oblivion. Your changes fall into that category, and as stated above, I don't understand how anyone could possibly take your position, so I define it as "QQ I can't beat infestors". If you can (probably not), try to objectively think about what your changes would do to the Infestor. Would you really still use it if your changes were implemented? I know you're going to say yes, but please try to actually back it up logically.
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2011-09-06 21:35:10
September 06 2011 21:33 GMT
#1428
On September 06 2011 07:26 Belial88 wrote:
Protoss is way too OP against Zerg in endgame. Stalker/Colossi/Sentry with HT support just owns Zerg. Stalker/Colossi kills any roach based composition, and with HT support, any infestor based composition gets rolled.

I know people like to cite the GSL stats, but if you watch all of Nestea or Losira's games, you'll see that all of them end before hive tech or even infestation pit, and all of them end with either some gimmicky all in like hydra, roach/ling, or spinecrawler timing, or overwhelming Protoss who tries to do a 2 base all-in with a 3 base economy from a fast third.

Just watch. Anypro and Hongun? These guys make 10+ gates on 2 base, or do some failed DT opener over and over. MC vs Losira/Nestea has not ever happened.

So the idea that the game is balanced or protoss is losing to Zerg because of game balance is ridiculous. These games go a certain way, and Zerg beat it, before a macro game occurs.

As Idra said, Protoss are [playing] stupid. I'm not trying to flame here, but if you watch the GSL games (please, do a search of Nestea or Losira, and watch all the ZvPs in the last.... year. Nestea has had 3 ZvPs in the last 4 months, and all of the games are just embarassingly bad by P), P always does some goofy, gimmicky strat like stargate or DT, which can be stable and great, but Zerg just hard counters it too well (still taking a fast third, etc) and just comes out ahead. From there it's GG.


Zerg has plenty of ways to deal with the Protoss death ball, and usually go into the late-game with an econ advantage as is expected out of Zerg these days, since Zerg has by far the best mechanics for fast expanding and holding it compared to Protoss. Once Zerg figured out that the way to beat Protoss late-game isn't to go roach/hydra or roach/hydra + corrupter, their win rates went up dramatically. It's not that HTs don't counter infestors, it's that broodlords backed by infestors is brutally efficient, and all Zerg needs is one good engagement without having all their infestors feedbacked (not hard when they use their overlords as a screen to block vision), after which Protoss cannot reproduce fast enough to hold the Zerg because robo units and HTs (with enough energy for storm) cannot be instantly replaced, and Protoss needs those units to be efficient.

Nestea and Losira may never have taken a Protoss to late-game, but saying that the only reason they win is because they haven't played MC is kind of ridiculous considering MC just got taken out by Moon 0-2.
Jimbo77
Profile Joined March 2011
139 Posts
September 06 2011 21:45 GMT
#1429
On September 07 2011 06:33 templar rage wrote:
Show nested quote +
On September 07 2011 06:19 Jimbo77 wrote:
On September 06 2011 23:00 templar rage wrote:
Your changes scream "I just want the Infestor to stop being used because I don't want to learn how to deal with it". As I stated before, this is a balance thread, not a "how can I nerf this unit as hard as possible into the ground" thread. Actual balance suggestions are obviously welcome. Outlining your plan to make the unit unusable is not. Your idea of "balance" is not having to do anything reactive at all. If you can do that, then that's actually way more like to be imbalanced, DUCY?

I don't propose any other changes because I don't believe they're needed (and I don't believe you can really change the spell without ruining it anyway). Maybe if you could take your head out of your ass and actually read my posts, you'd have seen that I said exactly that. Sorry you lose to Zergs a lot, but so do I. You don't see me sit here proposing to effectively remove the Infestor from the game.

One thing i can not understand - why are you saying again and again that i do constantly loose to zerg's infestors and that's the reason of my posting here. Really, it's strange, and, trust me, it is not. How can i analyze one's games/looses not even having any information about this one's at all?...
I still hope these changes eventually will be made to the infestors to be actually balanced.

P.S. And could you please tell me, where is the border between actual balance suggestion and "nerf it as i can't beat it" (as you stated above)?


Because your changes are so ludicrous that only someone who can't beat Infestors would actually propose them in their right mind. You don't hear people say "Oh, I beat Infestors just fine" and also call for the kind of drastic change you're suggesting. I honestly don't understand how someone can take your apparent position. It just doesn't make any sense whatsoever.

I'll admit, the border is a gray area, but there is a point where the changes are just so absurd that it's just looking to nerf the unit into oblivion. Your changes fall into that category, and as stated above, I don't understand how anyone could possibly take your position, so I define it as "QQ I can't beat infestors". If you can (probably not), try to objectively think about what your changes would do to the Infestor. Would you really still use it if your changes were implemented? I know you're going to say yes, but please try to actually back it up logically.

Well, grey area... that's already good. You begin to understand that there is no clear border.
Now - "I don't understand how anyone could possibly take your position"... So, it's you who don't understand? Or really there is none who can take my changes seriously? Be honest.
Do you really think there is none who think infestors is imba at now? Don't deceive yourself.
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
September 06 2011 21:48 GMT
#1430
I think the game atm seems to be revolving around the spellcasters. its rare to find a decent macro game where at least one race - normally the winning one - has their spellcaster

Infestors seem to take place in any MU
and as a terran and toss you cant let zerg have infestors without you having ghosts and HT
similarly, as toss you cant have a terran having ghosts without having HT

this is probably biased but it seems like toss are screwed in any engagement if a terran or zerg go into it with ghosts/infestors and you have no HT.

EMP can be deadly, and a combo of fungal/NP can win a battle and really punish a player for being slighlty out of position.

In PvT, i dont think the matchup would be fine without 1/1/1
EMP can be too powerful. Obviously terrans aim the emp to hit the HT. But even if you miss, it can still win you the fight, and the game.
In comparison, feedback has to be on each ghost, and storm - although incredibly strong if stood in it - is too easilly dodged and unreliable. I know you can use FF - but in order to FF a bio ball together and then storm it you need to have the sentry/ht at the front and then they'll just get EMPed.
If one EMP hits your HT, thats it, you get rolled with no AOE damage you got no chance. Even the most perfect storm will not win you an engagment outright

i hope this isnt sounding too biased, its not meant to be, it just feels like the HT is the weakest and most unreliable of all 3 spell casters and i think thats what breaks PvT
Hikari
Profile Blog Joined May 2010
1914 Posts
September 06 2011 22:03 GMT
#1431
My opinion of mules:
- Necessary to terran early game economy, esp before full mineral saturation.
- They offer a unique "investment" option for terrans. You feel slightly ahead, but not by much? Build an extra CC and turn it into an OC. 2.5 mules late you regained your investment and every extra mule become pure profit - with the added benefit of extra scv production (think of it as investing 550 for constant CB on probes ~ investment comes back in 3 minutes later)
- Very late game they allow terran to "live off" mules: leaving behind only maybe 12 scvs for gas = bigger army, but these situations 30 minutes into the game can be quite rare and unique.
- There is a tactical aspect to mules: you can save them up and float an OC over to a gold and spam mules. The gold will be depleted in record times. In combination of the "investment OC" option, this is a very strong economical benefit.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
September 06 2011 22:10 GMT
#1432
On September 07 2011 06:48 ThatGuy89 wrote:
I think the game atm seems to be revolving around the spellcasters. its rare to find a decent macro game where at least one race - normally the winning one - has their spellcaster

Infestors seem to take place in any MU
and as a terran and toss you cant let zerg have infestors without you having ghosts and HT
similarly, as toss you cant have a terran having ghosts without having HT

this is probably biased but it seems like toss are screwed in any engagement if a terran or zerg go into it with ghosts/infestors and you have no HT.

EMP can be deadly, and a combo of fungal/NP can win a battle and really punish a player for being slighlty out of position.

In PvT, i dont think the matchup would be fine without 1/1/1
EMP can be too powerful. Obviously terrans aim the emp to hit the HT. But even if you miss, it can still win you the fight, and the game.
In comparison, feedback has to be on each ghost, and storm - although incredibly strong if stood in it - is too easilly dodged and unreliable. I know you can use FF - but in order to FF a bio ball together and then storm it you need to have the sentry/ht at the front and then they'll just get EMPed.
If one EMP hits your HT, thats it, you get rolled with no AOE damage you got no chance. Even the most perfect storm will not win you an engagment outright

i hope this isnt sounding too biased, its not meant to be, it just feels like the HT is the weakest and most unreliable of all 3 spell casters and i think thats what breaks PvT


The only thing I don't agree is the bolded one Ghosts counter HTs pretty hard so you don't really want them, but Collo instead.

Pretty much agree on everything else. You also forgot to mention that HT tech is the slowest and most expensive tech from all three casters. Quite sad for a spell that makes laughable damage unless marines/hydra spend a picnic day under it.
Revolutionist fan
sharktopus.
Profile Joined April 2011
United States456 Posts
September 06 2011 23:24 GMT
#1433
On September 07 2011 06:13 Energizer wrote:
Show nested quote +
On September 07 2011 03:42 sharktopus. wrote:
On September 07 2011 03:32 Orcasgt24 wrote:
Best MULE idea ever, nerf income by 35%. Those stupid things bring in way to much cash.


I'm not a huge fan of the MULE, I never thought it was an entirely fair unit. Nerfing the amount of minerals it harvests by a certain percentage would be fair in my opinion. The way it is now allows Terran to recover from cheese, all-ins, and just all around poor play too easily.

I'm just going to throw this out and see what you guys think, it's something that crossed my mind but I haven't really put any thought into how it would affect Terran's gameplay since I don't play Terran. Anyhow, what if after building an orbital, Terran had to research the ability to either MULE with it or scan with it? If they chose to MULE, they would have to get their engineering bay out and make a turret for detection, or go the starport route and get a raven.


The problem with the mule is that its a necessity in the early game. If terran did not have mules then both protoss and zerg can get such an easy economic lead by just the first 5 minuets of the game. Seriously, play a game with a terran as either race and tell him he cant mule whatsoever. Then once the game is done, take a look at the economic graph.

At the same time however, its a disaster of a mechanic when you add in gold minerals or a way to fall back when you lose with an all-in... yet still put yourself in a reasonably economic position.

What I would like is the mule to be replaced by something else. Something that can give terran a way to stay on par with other races reasonably in the economic game, but not to the extent where it is just some "super scv".


It either needs to cost more energy, have its mining ability nerfed, or both. Have you ever seen a a Terran with enough energy on his orbitals to MULE an entire gold mineral field? it's insane.
oni_link
Profile Joined July 2010
Germany165 Posts
September 06 2011 23:48 GMT
#1434
a fine balance change would be that terran mules no longer harvest 42 gold minerals instead of the regular 30 blue.
it is true that mules on gold minerals are somewhat insane,but its also true that terran has the weakest worker mechanics being unable to chronoboost or drone explode.
?:O
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 06 2011 23:51 GMT
#1435
I still maintain that HTs need to be considered for a slight buff to offset the removal of the Amulet, which they were obviously designed in mind with.

1) A speed buff to 2.25 speed.

or

2) +1 range increase on Feedback and storm



I also maintain that it would be wise to observe how effective the HT-in-Warp-Prism thing work after 1.4 goes live before testing such changes in the next PTR.

MilesTeg
Profile Joined September 2010
France1271 Posts
September 07 2011 00:19 GMT
#1436
On September 07 2011 06:19 MCDayC wrote:
I'm a Protoss player before anyone starts.
I actually think this thread is a very good idea, (partly) because I thought of it about 2 months ago but never bothered to do it (though I also did think of the idea of a dedicated balance whine thread for raging and frustration) but in the last page a lot of the posts are just... biased.
People just go to extremes and state absolutes far too often.
"Protoss deathball is unbeatable"
"Terran are better in every way"
"Zerg can take 3rds ZvP without punishment"
All of these things are people mistaking meta game problems with balance.
Examples are seen all the time. I'm gonna go with PvZ for this:
Remember when 6gate timings were the greatest shit ever? How MC could roll Zerg after Zerg without care with variations of that. Or when sentry timings were considered unstoppable? How mid game Protoss just crushed zerg with awesome timings?
Now, I think even the most die hard Zergs would admit that Protoss appear to have a disadvantage on 2 (while trying to get a 3rd) bases. I'm sure at some point in the matchup Protoss will regain that advantage, however temporarily, and learn how to punish Zerg taking fast thirds.
Right now I think Zerg have a better understanding of the matchup. That will change. Look at BW. The matchup dynamics change constantly. All the fucking time. One race gains an edge over the other, and then the other race responds. That's how a good RTS develops, and SC2 is a fucking brilliant RTS.
Mind you, that doesn't mean that the game can't be imbalanced. I don't think 46% winrate is enough to say that Protoss are too weak, but I do think that Terran being the top race consistently for and entire year says something. However, I don't know this, it's just a vague feeling. Perhaps I'm completely wrong and once Protoss 2gate expand and Zerg triple hatch first Terran will suck. Who the fucks knows?
P.S. When trying to explain why another race is having trouble, please please please don't just say that the entire race is stupid. It's inflammatory, inaccurate, and frankly, fucking stupid.


Great post, I can't agree more.

Yeah, sorry I don't really have anything else to add, just thought the post deserved more visibility.
templar rage
Profile Joined September 2010
United States2509 Posts
September 07 2011 00:26 GMT
#1437
On September 07 2011 06:45 Jimbo77 wrote:
Well, grey area... that's already good. You begin to understand that there is no clear border.
Now - "I don't understand how anyone could possibly take your position"... So, it's you who don't understand? Or really there is none who can take my changes seriously? Be honest.
Do you really think there is none who think infestors is imba at now? Don't deceive yourself.


You're either really good at twisting words or just really bad with reading comprehension. I said there is no clear border between "legitimate change" (whatever that means) and "too much of a nerf". Just because they're a gray area doesn't mean a proposed change can't be clearly one or the other. In your case, I (and probably everyone else) think that it's clearly an over-nerf. No one is going to take your changes seriously because they're so insane. As for not understanding your position, the combination of you wanting such drastic changes and claiming to have no problem dealing with Infestors does not make sense. People just don't say "Oh, kiting roaches with marauders is easy. Let's make concussive shell a permanent effect to make it even easier". That's essentially what your position is saying.

Do you have any idea what you're talking about? Really, do you? I say something, then you say something completely unrelated and somehow think that it's relevant. Do I really think there are none who think Infestors are imbalanced? Of course not, and exhibit A is yourself. How is that relevant?

I'm not going to continue to bang my head against the wall that is your thick skull. If you can't see how bad your changes are, then I don't know what to say. You say it's obvious to everyone but Blizzard and Zergs that you're right? Well, in reality, it's obvious to everyone but you that you're FOS.
templar rage
Profile Joined September 2010
United States2509 Posts
September 07 2011 00:29 GMT
#1438
On September 07 2011 08:51 RavenLoud wrote:
I still maintain that HTs need to be considered for a slight buff to offset the removal of the Amulet, which they were obviously designed in mind with.


2) +1 range increase on Feedback and storm



I also maintain that it would be wise to observe how effective the HT-in-Warp-Prism thing work after 1.4 goes live before testing such changes in the next PTR.



The problem I have with this is that, with this change, HTs and Ghosts have 10 range on their spells, while Infestors have 9. It's already easier to nullify Infestors with Ghosts/HTs than vice-versa (due to no mana-draining spell). My opinion on the matter is to make the range on all the spells of those units the same.

I don't necessarily have a problem with a buff to HTs (though I can't really think of a viable one atm), but this one in particular seems kind of unfair.
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
September 07 2011 00:33 GMT
#1439
On September 07 2011 09:29 templar rage wrote:


My opinion on the matter is to make the range on all the spells of those units the same.

Ghosts HTs and Infestors already have the same range. But that doesn't work because EMP(a mana drain) is AOE so it gets an effective range of +1 because of the aoe. Storm and Fungal get the same benifit. 9 casting range 10 effective range.
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
sharktopus.
Profile Joined April 2011
United States456 Posts
September 07 2011 00:35 GMT
#1440
On September 07 2011 08:48 oni_link wrote:
a fine balance change would be that terran mules no longer harvest 42 gold minerals instead of the regular 30 blue.
it is true that mules on gold minerals are somewhat insane,but its also true that terran has the weakest worker mechanics being unable to chronoboost or drone explode.


Aside from using chrono boost a couple times back to back on the nexus at the start of a game to get probes out, it's really not used that much on probe production unless our mineral line is taken out by an attack and we have to try and get probe count back up as fast as possible. We have too many other things to use chrono on to spend it on probe production (warpgate research and upgrades) after the start of a game.
Prev 1 70 71 72 73 74 1266 Next
Please log in or register to reply.
Live Events Refresh
Patches Events
23:00
Patch Clash S1: Monthly #3
TKL 116
RotterdaM0
Liquipedia
WardiTV Summer Champion…
21:00
Not-Summer Champs Playoffs
WardiTV857
Rex107
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 116
Rex 107
SHIN 51
SteadfastSC 3
RotterdaM 0
StarCraft: Brood War
Jaedong 1723
Horang2 794
Mini 699
Soma 575
Light 471
BeSt 347
Snow 299
Stork 269
ZerO 228
Rush 222
[ Show more ]
firebathero 214
Soulkey 184
Hyuk 184
hero 145
Leta 99
Zeus 79
Killer 74
Mind 74
Barracks 61
Sharp 44
Mong 41
ToSsGirL 39
Hyun 38
Creator 33
Bale 32
sorry 29
Yoon 26
Trap 25
Movie 21
Hm[arnc] 20
soO 20
Terrorterran 19
JYJ 16
Sacsri 15
Rock 14
yabsab 11
Noble 10
Icarus 7
zelot 5
Dota 2
Dendi871
qojqva787
Counter-Strike
olofmeister1259
markeloff391
Heroes of the Storm
Lowko334
crisheroes318
Other Games
B2W.Neo1005
hiko698
Beastyqt584
dupreeh400
Pyrionflax285
DeMusliM247
Livibee104
ArmadaUGS61
Mew2King57
ZerO(Twitch)12
Organizations
Counter-Strike
PGL427
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV297
Upcoming Events
PiGosaur Cup
10h 50m
Kung Fu Cup
20h 50m
Replay Cast
1d 8h
The PondCast
1d 19h
KCM Race Survival
1d 19h
OSC
1d 23h
IntoTheTV X SOOP
3 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
WardiTV Invitational
3 days
IPSL
4 days
WorsT vs nOmaD
Dewalt vs andersOn
IntoTheTV X SOOP
4 days
[ Show More ]
WardiTV Invitational
4 days
IPSL
5 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.