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Designated Balance Discussion Thread - Page 783

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larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-11-19 21:32:40
November 19 2013 21:30 GMT
#15641
This patch is like the queen buff.

The dark age is coming. The dark ago for humanity only, not for Protoss and the all mighty Oracle.

I am calling it that this problem will persist for a very very long time, just like the queen buff, until they finally admit and realize the problem.

The more wrong is the patch, the longer is for Blizzard and David Kim to admit their mistake. There is something psychological going on there.
TheDwf
Profile Joined November 2011
France19747 Posts
November 19 2013 21:43 GMT
#15642
On November 20 2013 06:14 Courthead wrote:
Show nested quote +
On November 19 2013 15:54 Wingblade wrote:
On November 19 2013 10:43 Courthead wrote:
FYI after a week of play with the latest patch, there are now TWICE as many Protoss players in GM leagues across each server as there are Terrans: http://www.sc2ranks.com/stats/race

I really think TvP is a completely broken match-up nowadays. Protoss has always been quite strong in the late game, but they now have innumerable all-ins in the early game that are extremely strong, even when scouted, and quite easy to execute. In addition, the mothership core provides such an extreme defensive advantage that there aren't many openings for Terrans early-game. Given the state of the game, I will never, ever, ever understand why Blizzard thought that oracle play needed a buff.

The solution, in my opinion, would be to retract the unnecessary oracle buff, and possibly nerf the starting energy of the mothership core. Admittedly, I'm not sure how this would affect other match-ups, but the Protoss defensive advantage in TvP is quite ridiculous. The fact that the new HOTS units for Terrans (mines and hellbats) have been nerfed into near-uselessness in the match-up doesn't help much either, because some of our only anti-economy early game options revolved around dropping those units in mineral lines.


Sorry, but bo1s with more than likely completely unknown opponents(barcodes) are not exactly a metric for balance. In fact, this is the first time I recall in SC2 history where anyone even attempted using these statistics.


99.9999% of people play StarCraft on ladder, and yet your argument is that winrates on ladder is not "a metric for balance"? What?

What, then, should we use for balance? Should 100% of the balance equation be based on small, statistically insignificant tournaments comprised of 16-32 players? Btw I'm not the first to point out winrates and racial makeup of ladder as a evidence of game imbalance. David Kim and Blizzard do it all the time.

The inescapable fact is that the NA league is 29% Terran and 30% Protoss, but the Grandmaster league is 41% Protoss and 20% Terran. In other words, it's much easier for Protoss players to get high win rates, which is the very definition of imbalance.

Interestingly enough, the same thing can be observed on all servers:

[image loading]

Racial distribution as of today, source nios.kr. Korean Terrans were even a bit less represented in the last weeks of the last season, but otherwise the 20-25/40-45/35 distribution is remarkably unchanged since I started checking those numbers at the end of September.
Bagi
Profile Joined August 2010
Germany6799 Posts
November 19 2013 22:09 GMT
#15643
I don't even want to think how much of an outcry there was if terran had 47% of a GM ladder.
TheDwf
Profile Joined November 2011
France19747 Posts
November 19 2013 22:14 GMT
#15644
On November 20 2013 07:09 Bagi wrote:
I don't even want to think how much of an outcry there was if terran had 47% of a GM ladder.

Marine removed from the game in the following week.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 19 2013 22:20 GMT
#15645
On November 20 2013 03:56 ffadicted wrote:
Show nested quote +
On November 20 2013 03:45 Bagi wrote:
Translation: only the siege tank is a siege unit.

Okay bro, thats great, thanks for your contribution.

Don't be salty

Brood Lords, Tanks, Tempests and Swarm Hosts are the only good used siege units in the game. Storm is great space control, but it lacks true siege ability due to the fact it can't attack buildings.
You guys are making up your own RTS definition of siege instead of the classic warfare definition of siege. If you want to do that, that's fine, just make sure before you post you state that you're making up your own definition tbh so ppl don't get confused.

How you guys think that colossi are actually good large space control units in the game make me laugh. You acknowledge colossi encourage A-moving deathball, yet claim colossi are siege units. The level of self-contradiction in this page is too damn high.


The classic siege weapon is a tent and patience. Long range units in real life are suppression units.

In real life, a siege is setting a tent near the enemy town and waiting till they surrender.

Artillery =\= siege
Bombers =\= siege
Cannons =\= siege

All those things are used in every fighting scenario the commander can afford to have them in, including sieges.

But if you to go by classic "real life warfare" definition of siege, it is called a tent and rations.
Hark, what baseball through yonder window breaks?
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
November 19 2013 22:21 GMT
#15646
wow protoss doubles terran... come on blizzard!!
savior did nothing wrong
ganil
Profile Joined August 2009
253 Posts
November 19 2013 22:30 GMT
#15647
To be honest this is the same distribution as before. Terran has always been underrepresented since... can't even remember. Something like early 2011 and I'm not even sure.
Courthead
Profile Joined October 2006
United States246 Posts
Last Edited: 2013-11-19 22:37:51
November 19 2013 22:32 GMT
#15648
On November 20 2013 06:43 TheDwf wrote:
Show nested quote +
On November 20 2013 06:14 Courthead wrote:
On November 19 2013 15:54 Wingblade wrote:
On November 19 2013 10:43 Courthead wrote:
FYI after a week of play with the latest patch, there are now TWICE as many Protoss players in GM leagues across each server as there are Terrans: http://www.sc2ranks.com/stats/race

I really think TvP is a completely broken match-up nowadays. Protoss has always been quite strong in the late game, but they now have innumerable all-ins in the early game that are extremely strong, even when scouted, and quite easy to execute. In addition, the mothership core provides such an extreme defensive advantage that there aren't many openings for Terrans early-game. Given the state of the game, I will never, ever, ever understand why Blizzard thought that oracle play needed a buff.

The solution, in my opinion, would be to retract the unnecessary oracle buff, and possibly nerf the starting energy of the mothership core. Admittedly, I'm not sure how this would affect other match-ups, but the Protoss defensive advantage in TvP is quite ridiculous. The fact that the new HOTS units for Terrans (mines and hellbats) have been nerfed into near-uselessness in the match-up doesn't help much either, because some of our only anti-economy early game options revolved around dropping those units in mineral lines.


Sorry, but bo1s with more than likely completely unknown opponents(barcodes) are not exactly a metric for balance. In fact, this is the first time I recall in SC2 history where anyone even attempted using these statistics.


99.9999% of people play StarCraft on ladder, and yet your argument is that winrates on ladder is not "a metric for balance"? What?

What, then, should we use for balance? Should 100% of the balance equation be based on small, statistically insignificant tournaments comprised of 16-32 players? Btw I'm not the first to point out winrates and racial makeup of ladder as a evidence of game imbalance. David Kim and Blizzard do it all the time.

The inescapable fact is that the NA league is 29% Terran and 30% Protoss, but the Grandmaster league is 41% Protoss and 20% Terran. In other words, it's much easier for Protoss players to get high win rates, which is the very definition of imbalance.

Interestingly enough, the same thing can be observed on all servers:

[image loading]

Racial distribution as of today, source nios.kr. Korean Terrans were even a bit less represented in the last weeks of the last season, but otherwise the 20-25/40-45/35 distribution is remarkably unchanged since I started checking those numbers at the end of September.


So we have to ask ourselves, if it's literally 100% easier for certain races to achieve success on ladder, what does that say about game balance? What does that say about how we should be dealing with those expressing frustration at ladder play? What does that say about Blizzard's repeated pronouncements that "everything looks good"?

At the end of the day, skill will always be the primary factor in determining how far one can advance. But shouldn't we, as players, be holding Blizzard to a higher balance standard than this? Making a perfectly balanced game is tough, but in the face of statistics like this, it's a bit infuriating to here them spew nonsense like, "We think things are balanced."

The ladder deserves to be just as balanced as the pros are.
Be someone significant.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
November 19 2013 22:34 GMT
#15649
On November 20 2013 07:30 ganil wrote:
To be honest this is the same distribution as before. Terran has always been underrepresented since... can't even remember. Something like early 2011 and I'm not even sure.


It wasn't 2T-1T last season, much more like 25/40 but well, it's getting worse.
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2013-11-19 22:40:58
November 19 2013 22:38 GMT
#15650
It's still about the same. Back in the day, at the release of the game and during the beta, there was quite a lot of terrans. Percentages were about 40p 40t 20z or something like that (top 200 before gm league).
Then terrans have been nerfed till they occupied 20~25% of the gm league and it never changed since then with protoss and zerg increasing/decreasing depending of the meta/patches. Sometimes it's a little less, sometimes it's a little more, but I think you get y point.

I'm not saying that pvt doesn't outright sucks for terrans because protoss has a billion all in, unbeatable lategame and stupidly good defences, but... it has always been like that xD. It's more like a game design problem and it's not going to be fixed easily.
Courthead
Profile Joined October 2006
United States246 Posts
November 19 2013 22:40 GMT
#15651
My point is: why does it matter that the ladder has been imbalanced for a long time? Why are they continuing to nerf Terran and buff Protoss despite this imbalance? They aren't even acknowledging it.
Be someone significant.
ganil
Profile Joined August 2009
253 Posts
November 19 2013 22:42 GMT
#15652
On November 20 2013 07:40 Courthead wrote:They aren't even acknowledging it.


Exactly ^^'. They don't give a shit about that so there is no point arguing I think.
ZenithM
Profile Joined February 2011
France15952 Posts
November 19 2013 22:45 GMT
#15653
I fear this patch as the second coming of the queen patch. I don't think it will result in nearly single-handedly destroying all watchability of SC2 as a competitive game like the queen patch did (at least in my eyes), but I'm on the look out :D
Last time that happened, matchups winrates were at like 50-50 across the board too, and that's apparently Blizzard's cue to make it more like 37-63 :D
vRadiatioNv
Profile Joined August 2010
United States139 Posts
November 19 2013 22:47 GMT
#15654
On November 20 2013 07:32 Courthead wrote:
Show nested quote +
On November 20 2013 06:43 TheDwf wrote:
On November 20 2013 06:14 Courthead wrote:
On November 19 2013 15:54 Wingblade wrote:
On November 19 2013 10:43 Courthead wrote:
FYI after a week of play with the latest patch, there are now TWICE as many Protoss players in GM leagues across each server as there are Terrans: http://www.sc2ranks.com/stats/race

I really think TvP is a completely broken match-up nowadays. Protoss has always been quite strong in the late game, but they now have innumerable all-ins in the early game that are extremely strong, even when scouted, and quite easy to execute. In addition, the mothership core provides such an extreme defensive advantage that there aren't many openings for Terrans early-game. Given the state of the game, I will never, ever, ever understand why Blizzard thought that oracle play needed a buff.

The solution, in my opinion, would be to retract the unnecessary oracle buff, and possibly nerf the starting energy of the mothership core. Admittedly, I'm not sure how this would affect other match-ups, but the Protoss defensive advantage in TvP is quite ridiculous. The fact that the new HOTS units for Terrans (mines and hellbats) have been nerfed into near-uselessness in the match-up doesn't help much either, because some of our only anti-economy early game options revolved around dropping those units in mineral lines.


Sorry, but bo1s with more than likely completely unknown opponents(barcodes) are not exactly a metric for balance. In fact, this is the first time I recall in SC2 history where anyone even attempted using these statistics.


99.9999% of people play StarCraft on ladder, and yet your argument is that winrates on ladder is not "a metric for balance"? What?

What, then, should we use for balance? Should 100% of the balance equation be based on small, statistically insignificant tournaments comprised of 16-32 players? Btw I'm not the first to point out winrates and racial makeup of ladder as a evidence of game imbalance. David Kim and Blizzard do it all the time.

The inescapable fact is that the NA league is 29% Terran and 30% Protoss, but the Grandmaster league is 41% Protoss and 20% Terran. In other words, it's much easier for Protoss players to get high win rates, which is the very definition of imbalance.

Interestingly enough, the same thing can be observed on all servers:

[image loading]

Racial distribution as of today, source nios.kr. Korean Terrans were even a bit less represented in the last weeks of the last season, but otherwise the 20-25/40-45/35 distribution is remarkably unchanged since I started checking those numbers at the end of September.


So we have to ask ourselves, if it's literally 100% easier for certain races to achieve success on ladder, what does that say about game balance? What does that say about how we should be dealing with those expressing frustration at ladder play? What does that say about Blizzard's repeated pronouncements that "everything looks good"?

Except you cannot conclude that from these numbers at all. Maybe the reason most people don't play Terran is that they think it's stale using Marines as the primary unit in every single match up (which is exactly what most people complain about). There can be plenty of other reasons as well but you cannot conclude from those numbers that Terran is underpowered or to what degree it may be underpowered.
Crackpot
Profile Joined May 2013
58 Posts
November 19 2013 22:48 GMT
#15655
What are you guys talking about? I was discussing about "how you can fix the deathball-mechanics of protoss" and you guys discuss about the definition of Siege units?

If you have mass Zealots and one Stalker, fighting against Marines behind Supply-depots, then the Stalker is your sieging unit because he outranges his enemy and takes down the enemy fortification. It's about what you use units for. And Colossi are designed to outrange nearly everything.

Back to topic. Slowing down Colossi would change some things right? Reavers in SCBW were damn slow too and still pretty effective.

I think I should just try out decreasing Colossi speed in Mapeditor.

peace
Empirimancer
Profile Joined July 2011
Canada1024 Posts
November 19 2013 22:50 GMT
#15656
On November 20 2013 07:40 Courthead wrote:
My point is: why does it matter that the ladder has been imbalanced for a long time? Why are they continuing to nerf Terran and buff Protoss despite this imbalance? They aren't even acknowledging it.


Because they change stuff for the pro level, not for amateurs, even GMs. Because the percentage of players playing a race isn't very strong evidence of how strong it is. And because some changes are made to encourage certain types of gameplay, not for balance.

Big J
Profile Joined March 2011
Austria16289 Posts
November 19 2013 22:55 GMT
#15657
On November 20 2013 05:58 FabledIntegral wrote:
Show nested quote +
On November 19 2013 20:32 Big J wrote:
On November 19 2013 17:17 FabledIntegral wrote:
On November 19 2013 17:00 Bagi wrote:
On November 19 2013 16:32 FabledIntegral wrote:
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.

Always I think, they fixed them targeting medivacs at one point but other than that they seem to randomly target ground and air.

At least I am hotwired to grab my thors and shift-click through the mutas in any engagement right after I've done the same with my tanks against any banes.


No, it's never been random. It's always targeted air as a priority, although they did patch it to not auto-target nonaggressive air units, such as overlords, medivacs, etc. Throughout all of WoL and part of HOTS I believe it always targeted aggressive air, until recently.


I don't think it prioritized Air in general.
I think they just happen to attack mutalisks more often, since they are close to the Thors when magicboxing (and proximity plays a role when autochoosing targets) and Thors have more weaponrange on air than on ground, so they lock on an airtarget first in case mutas and zerglings are equally close to the Thor.
But I think when you lead with the ling/bling, they will always prioritize the ling/bling, unless they kill one and the next closest target is a mutalisk.


Sorry, you're wrong, not really sure how else to say it lol. As mentioned, I used Thors in every TvZ, I definitely knew the prioritization. Even if the lings came in first, the Thor would auto switch from targeting ground to air as soon as the mutas flew in.


Ok sounds weird, but maybe you are right. I'm not that familiar with the editor, though I haven't seen a value that orders units to prioritize others, though I think I've seen a number that says how a unit has to be prioritized by all others (the one they tweaked on the widow mine in the HotS beta).
So it sounds kind of weird to me that the Thor would have its own behavior that differs from how other units prioritize stuff. Though then again that could be hidden somewhere in the weapon section or something... fuck the editor... that's really the biggest issue this game ever had. Had it been intuitive right from the start, we'd have tons of popular custom maps and casual players...


On November 20 2013 03:56 ffadicted wrote:
Show nested quote +
On November 20 2013 03:45 Bagi wrote:
Translation: only the siege tank is a siege unit.

Okay bro, thats great, thanks for your contribution.

Don't be salty

Brood Lords, Tanks, Tempests and Swarm Hosts are the only good used siege units in the game. Storm is great space control, but it lacks true siege ability due to the fact it can't attack buildings.
You guys are making up your own RTS definition of siege instead of the classic warfare definition of siege. If you want to do that, that's fine, just make sure before you post you state that you're making up your own definition tbh so ppl don't get confused.

How you guys think that colossi are actually good large space control units in the game make me laugh. You acknowledge colossi encourage A-moving deathball, yet claim colossi are siege units. The level of self-contradiction in this page is too damn high.


From Wikipedia:
A siege engine is a device that is designed to break or circumvent city walls and other fortifications in siege warfare. Some have been operated close to the fortifications, while others have been used to attack from a distance.

So since nearly everything can kill walls/buildings/fortifications in SC2 (unlike in real life where a sword or a bow couldn't tear down a wall), I guess everything has to be considered a siege weapon "by classic warfare definition of siege".


Noone said Colossi are "space control" units. They were said to be "siege units" by common usage of meaning "they outrange most common stuff, in particular static defenses". If you have a better definition, I would love to hear it.
But since you (imo rightfully) call the Broodlord a good siege unit, I can't really think you will be able to come up with a reasonable definition that will include the Broodlord but exclude the Colossus, since they have similar range and its pretty unclear which one has a better damage output* for a similar cost.

*since a broodlord whose broodlings don't get killed will get quite a big damage output after some time with 8dps+(6.2dps per living broodling; maximum amount of ~5), while the Colossus has 18.2dps per target it hits.
Deleted User 137586
Profile Joined January 2011
7859 Posts
November 19 2013 22:56 GMT
#15658
On November 20 2013 07:47 vRadiatioNv wrote:
Show nested quote +
On November 20 2013 07:32 Courthead wrote:
On November 20 2013 06:43 TheDwf wrote:
On November 20 2013 06:14 Courthead wrote:
On November 19 2013 15:54 Wingblade wrote:
On November 19 2013 10:43 Courthead wrote:
FYI after a week of play with the latest patch, there are now TWICE as many Protoss players in GM leagues across each server as there are Terrans: http://www.sc2ranks.com/stats/race

I really think TvP is a completely broken match-up nowadays. Protoss has always been quite strong in the late game, but they now have innumerable all-ins in the early game that are extremely strong, even when scouted, and quite easy to execute. In addition, the mothership core provides such an extreme defensive advantage that there aren't many openings for Terrans early-game. Given the state of the game, I will never, ever, ever understand why Blizzard thought that oracle play needed a buff.

The solution, in my opinion, would be to retract the unnecessary oracle buff, and possibly nerf the starting energy of the mothership core. Admittedly, I'm not sure how this would affect other match-ups, but the Protoss defensive advantage in TvP is quite ridiculous. The fact that the new HOTS units for Terrans (mines and hellbats) have been nerfed into near-uselessness in the match-up doesn't help much either, because some of our only anti-economy early game options revolved around dropping those units in mineral lines.


Sorry, but bo1s with more than likely completely unknown opponents(barcodes) are not exactly a metric for balance. In fact, this is the first time I recall in SC2 history where anyone even attempted using these statistics.


99.9999% of people play StarCraft on ladder, and yet your argument is that winrates on ladder is not "a metric for balance"? What?

What, then, should we use for balance? Should 100% of the balance equation be based on small, statistically insignificant tournaments comprised of 16-32 players? Btw I'm not the first to point out winrates and racial makeup of ladder as a evidence of game imbalance. David Kim and Blizzard do it all the time.

The inescapable fact is that the NA league is 29% Terran and 30% Protoss, but the Grandmaster league is 41% Protoss and 20% Terran. In other words, it's much easier for Protoss players to get high win rates, which is the very definition of imbalance.

Interestingly enough, the same thing can be observed on all servers:

[image loading]

Racial distribution as of today, source nios.kr. Korean Terrans were even a bit less represented in the last weeks of the last season, but otherwise the 20-25/40-45/35 distribution is remarkably unchanged since I started checking those numbers at the end of September.


So we have to ask ourselves, if it's literally 100% easier for certain races to achieve success on ladder, what does that say about game balance? What does that say about how we should be dealing with those expressing frustration at ladder play? What does that say about Blizzard's repeated pronouncements that "everything looks good"?

Except you cannot conclude that from these numbers at all. Maybe the reason most people don't play Terran is that they think it's stale using Marines as the primary unit in every single match up (which is exactly what most people complain about). There can be plenty of other reasons as well but you cannot conclude from those numbers that Terran is underpowered or to what degree it may be underpowered.


That doesn't make sense. That would suggest that there are less terran players all together, but that's not true. Terrans are only underrepresented at higher levels, which suggests that it's harder to reach higher levels with terran. The sad thing is, I can barely remember a time when this wasn't the case.
Cry 'havoc' and let slip the dogs of war
vRadiatioNv
Profile Joined August 2010
United States139 Posts
November 19 2013 23:06 GMT
#15659
On November 20 2013 07:56 Ghanburighan wrote:
Show nested quote +
On November 20 2013 07:47 vRadiatioNv wrote:
On November 20 2013 07:32 Courthead wrote:
On November 20 2013 06:43 TheDwf wrote:
On November 20 2013 06:14 Courthead wrote:
On November 19 2013 15:54 Wingblade wrote:
On November 19 2013 10:43 Courthead wrote:
FYI after a week of play with the latest patch, there are now TWICE as many Protoss players in GM leagues across each server as there are Terrans: http://www.sc2ranks.com/stats/race

I really think TvP is a completely broken match-up nowadays. Protoss has always been quite strong in the late game, but they now have innumerable all-ins in the early game that are extremely strong, even when scouted, and quite easy to execute. In addition, the mothership core provides such an extreme defensive advantage that there aren't many openings for Terrans early-game. Given the state of the game, I will never, ever, ever understand why Blizzard thought that oracle play needed a buff.

The solution, in my opinion, would be to retract the unnecessary oracle buff, and possibly nerf the starting energy of the mothership core. Admittedly, I'm not sure how this would affect other match-ups, but the Protoss defensive advantage in TvP is quite ridiculous. The fact that the new HOTS units for Terrans (mines and hellbats) have been nerfed into near-uselessness in the match-up doesn't help much either, because some of our only anti-economy early game options revolved around dropping those units in mineral lines.


Sorry, but bo1s with more than likely completely unknown opponents(barcodes) are not exactly a metric for balance. In fact, this is the first time I recall in SC2 history where anyone even attempted using these statistics.


99.9999% of people play StarCraft on ladder, and yet your argument is that winrates on ladder is not "a metric for balance"? What?

What, then, should we use for balance? Should 100% of the balance equation be based on small, statistically insignificant tournaments comprised of 16-32 players? Btw I'm not the first to point out winrates and racial makeup of ladder as a evidence of game imbalance. David Kim and Blizzard do it all the time.

The inescapable fact is that the NA league is 29% Terran and 30% Protoss, but the Grandmaster league is 41% Protoss and 20% Terran. In other words, it's much easier for Protoss players to get high win rates, which is the very definition of imbalance.

Interestingly enough, the same thing can be observed on all servers:

[image loading]

Racial distribution as of today, source nios.kr. Korean Terrans were even a bit less represented in the last weeks of the last season, but otherwise the 20-25/40-45/35 distribution is remarkably unchanged since I started checking those numbers at the end of September.


So we have to ask ourselves, if it's literally 100% easier for certain races to achieve success on ladder, what does that say about game balance? What does that say about how we should be dealing with those expressing frustration at ladder play? What does that say about Blizzard's repeated pronouncements that "everything looks good"?

Except you cannot conclude that from these numbers at all. Maybe the reason most people don't play Terran is that they think it's stale using Marines as the primary unit in every single match up (which is exactly what most people complain about). There can be plenty of other reasons as well but you cannot conclude from those numbers that Terran is underpowered or to what degree it may be underpowered.


That doesn't make sense. That would suggest that there are less terran players all together, but that's not true. Terrans are only underrepresented at higher levels, which suggests that it's harder to reach higher levels with terran. The sad thing is, I can barely remember a time when this wasn't the case.

Except the people who are higher on the ladder most likely practice more often. If the playstyles are stale they will be less likely to continue playing. If I only play an hour or two every day at a low level I probably wouldn't get bored with Terran. Again, you cannot draw conclusions of balance off these numbers alone.
H0i
Profile Joined October 2010
Netherlands484 Posts
November 19 2013 23:08 GMT
#15660
What you should keep in mind is the differences between ladder and tournaments. Terran has always performed quite well in tournaments, and 8/16 blizzcon players were terran. This is statistically significant because blizzcon was the result of almost a year of tournaments.

Sure I'd rather see a more balanced ladder, but there are many factors at play. Protoss are stronger in Bo1 formats and when the opponent doesn't know who they are. This is true, for example because of the many all ins they have. Ladder is Bo1 and because of barcodes you won't know who your opponent is most of the time. Tournaments are almost never Bo1 and you always know who you're playing.

If blizz balanced the game to create equal race distribution in GM, then what would happen is terrans would do disproportionately well in tournaments, and the KR ladder top GM would be mostly dominated by terran.

Ladder and tournaments are different. Balancing for both isn't bad, but tournament balance should never be sacrificed to create more ladder balance. The ladder problem is a design issue, not so much a balance issue. Terrans are far more predictable than protoss in a ladder game. Patches would help, different terran playstyles would help. But terran isn't dying just because they're underrepresented on the ladder. Tournaments are more important.
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