• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:04
CEST 11:04
KST 18:04
  • 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] Ro24 Preview: Summer's End7Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2 Weekly Cups (August 10-16): SHIN doubles
Tourneys
2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2) PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion How Famous was FlaSh before his Debut? Are you ready for ASL 22? NEW HYPE VIDEO [ASL22] Ro24 Preview: Summer's End [Personal Project Share] Terran Defense v0.60
Tourneys
[ASL22] Ro24 Group A [ASL22] Ro24 Group B [ASL22] Ro24 Group C KCM Race Survival 2026 Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread The Letting Off Steam Thread European Politico-economics QA Mega-thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6108 users

Designated Balance Discussion Thread - Page 920

Forum Index > SC2 General
Post a Reply
Prev 1 918 919 920 921 922 1266 Next
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
March 16 2014 14:31 GMT
#18381
On March 16 2014 23:28 bo1b wrote:
Show nested quote +
On March 16 2014 23:23 Faust852 wrote:
On March 16 2014 23:22 bo1b wrote:
On March 16 2014 23:19 TheDwf wrote:
On March 16 2014 23:06 Salient wrote:
@Dwarf: You have no idea what you are talking about. Ohana, Akilon, and Belshir had many less blink in points ( compared to Polar Night, Heavy Rain, etc.)

First, my nickname is not "Dwarf".

Second, please read what I wrote. I said: "Funny how three of the maps you mention (Ohana, Akilon Wastes, Bel'shir Vestige) are exactly the same or worse than Bel'shir Vestige or Daedalus when it comes to Blink." I didn't mention Heavy Rain or Yeonsu.

Third, you're the one who has no clue.

Polar Night = 4 entrances: front at the natural; rocks at the natural; close third to main; front of the natural to main.
Ohana = 4 entrances: front at the natural; rocks at the natural; vertical third to main; outside to main ramp.
Akilon Wastes = 4 entrances: front at the natural; rocks at the natural; vertical third to natural; close third to main.

Difference? None.

Daedalus = 3 entrances: front at the natural; ramp between main and natural; third to main.
Bel'shir = 3 entrances: front at the natural; ramp between main and natural; outside to main.

Difference? None.

It would also make tvz disgusting if we brought back ohana and bel'shir, pvz would have 4 maps with a guaranteed strategy.


Bel'shir did offer some of the best TvZ last year. Disgusting right.

I think it would be pretty terrible, mech vs sh with narrow corridors like that.



You mean like Heavy Rain where Jjakji did 2 of the most epic TvZ Mech of the year against Hyun and Revival ?
Big J
Profile Joined March 2011
Austria16289 Posts
March 16 2014 14:33 GMT
#18382
On March 16 2014 23:06 Salient wrote:
@Dwarf: you have no idea what you are talking about. Ohana, Akilon, and Belshir had less blink in points ( compared to Polar Night, Heavy Rain, etc.)


Ohana was pretty decent for blink allins, Akilon too.
The main point though is the following:
Because of blink allins, a quarter of the maps historically used would currently be considered problematic. Another quarter or more would still give that allin a reasonable winrate. Independed wether you put Ohana in the first or second category, it is too much. Even if the game is balanceable by maps, I don't see why we have to take that option if it limits the game to narrow map usage where you cannot do any strategy or tactical move requiring a cliff, just because one build breaks such setups.

If there is a way to nerf down blink rushes, I don't see why we wouldn't take that option instead, it's really not like Protoss needs to be able to perform those in any matchup to be competitive. If it breaks macro games, we are talking. But if we find ways that do not break macro games, then nerf the rush not the maps.

Imo an easy way to fix it would be to give the blink research an extra requirment, say a forge. Tinkering with the research time has probably been done enough, and tinkering with the blink itself is too much of a macro nerf.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 16 2014 14:34 GMT
#18383
On March 16 2014 23:31 Faust852 wrote:
Show nested quote +
On March 16 2014 23:28 bo1b wrote:
On March 16 2014 23:23 Faust852 wrote:
On March 16 2014 23:22 bo1b wrote:
On March 16 2014 23:19 TheDwf wrote:
On March 16 2014 23:06 Salient wrote:
@Dwarf: You have no idea what you are talking about. Ohana, Akilon, and Belshir had many less blink in points ( compared to Polar Night, Heavy Rain, etc.)

First, my nickname is not "Dwarf".

Second, please read what I wrote. I said: "Funny how three of the maps you mention (Ohana, Akilon Wastes, Bel'shir Vestige) are exactly the same or worse than Bel'shir Vestige or Daedalus when it comes to Blink." I didn't mention Heavy Rain or Yeonsu.

Third, you're the one who has no clue.

Polar Night = 4 entrances: front at the natural; rocks at the natural; close third to main; front of the natural to main.
Ohana = 4 entrances: front at the natural; rocks at the natural; vertical third to main; outside to main ramp.
Akilon Wastes = 4 entrances: front at the natural; rocks at the natural; vertical third to natural; close third to main.

Difference? None.

Daedalus = 3 entrances: front at the natural; ramp between main and natural; third to main.
Bel'shir = 3 entrances: front at the natural; ramp between main and natural; outside to main.

Difference? None.

It would also make tvz disgusting if we brought back ohana and bel'shir, pvz would have 4 maps with a guaranteed strategy.


Bel'shir did offer some of the best TvZ last year. Disgusting right.

I think it would be pretty terrible, mech vs sh with narrow corridors like that.



You mean like Heavy Rain where Jjakji did 2 of the most epic TvZ Mech of the year against Hyun and Revival ?

There have been amazing games on daedalus point tvp, amazing games zvp on yeonsu, I'd argue that the potential for amazing games doesn't remove the very easy fall back of a terrible raven/viking/tank vs sh/muta style ala reality vs soulkey.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2014-03-16 14:40:22
March 16 2014 14:38 GMT
#18384
On March 16 2014 23:34 bo1b wrote:
Show nested quote +
On March 16 2014 23:31 Faust852 wrote:
On March 16 2014 23:28 bo1b wrote:
On March 16 2014 23:23 Faust852 wrote:
On March 16 2014 23:22 bo1b wrote:
On March 16 2014 23:19 TheDwf wrote:
On March 16 2014 23:06 Salient wrote:
@Dwarf: You have no idea what you are talking about. Ohana, Akilon, and Belshir had many less blink in points ( compared to Polar Night, Heavy Rain, etc.)

First, my nickname is not "Dwarf".

Second, please read what I wrote. I said: "Funny how three of the maps you mention (Ohana, Akilon Wastes, Bel'shir Vestige) are exactly the same or worse than Bel'shir Vestige or Daedalus when it comes to Blink." I didn't mention Heavy Rain or Yeonsu.

Third, you're the one who has no clue.

Polar Night = 4 entrances: front at the natural; rocks at the natural; close third to main; front of the natural to main.
Ohana = 4 entrances: front at the natural; rocks at the natural; vertical third to main; outside to main ramp.
Akilon Wastes = 4 entrances: front at the natural; rocks at the natural; vertical third to natural; close third to main.

Difference? None.

Daedalus = 3 entrances: front at the natural; ramp between main and natural; third to main.
Bel'shir = 3 entrances: front at the natural; ramp between main and natural; outside to main.

Difference? None.

It would also make tvz disgusting if we brought back ohana and bel'shir, pvz would have 4 maps with a guaranteed strategy.


Bel'shir did offer some of the best TvZ last year. Disgusting right.

I think it would be pretty terrible, mech vs sh with narrow corridors like that.



You mean like Heavy Rain where Jjakji did 2 of the most epic TvZ Mech of the year against Hyun and Revival ?

There have been amazing games on daedalus point tvp, amazing games zvp on yeonsu, I'd argue that the potential for amazing games doesn't remove the very easy fall back of a terrible raven/viking/tank vs sh/muta style ala reality vs soulkey.


It won't change depend the map imo, hell it's even the contrary, because The terran might be much more aggressive on map with narrow path, because it's much easier to lock down some paths with fewer tanks, leaving a big chunk of the army free to move. +On Bel'shir there are a shit ton of Cliff, giving even more incentive into attacking for the terran.
And you still can play bio on these map, Bel'shir is known to the heavy style on the 4th of the zerg for exemple.

IIRC, the worst game mech vs SH was on one of the most open map ever, Star Station.
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
Last Edited: 2014-03-16 14:42:45
March 16 2014 14:40 GMT
#18385
On March 16 2014 23:27 Salient wrote:
Show nested quote +
On March 16 2014 23:22 bo1b wrote:
On March 16 2014 23:19 TheDwf wrote:
On March 16 2014 23:06 Salient wrote:
@Dwarf: You have no idea what you are talking about. Ohana, Akilon, and Belshir had many less blink in points ( compared to Polar Night, Heavy Rain, etc.)

First, my nickname is not "Dwarf".

Second, please read what I wrote. I said: "Funny how three of the maps you mention (Ohana, Akilon Wastes, Bel'shir Vestige) are exactly the same or worse than Bel'shir Vestige or Daedalus when it comes to Blink." I didn't mention Heavy Rain or Yeonsu.

Third, you're the one who has no clue.

Polar Night = 4 entrances: front at the natural; rocks at the natural; close third to main; front of the natural to main.
Ohana = 4 entrances: front at the natural; rocks at the natural; vertical third to main; outside to main ramp.
Akilon Wastes = 4 entrances: front at the natural; rocks at the natural; vertical third to natural; close third to main.

Difference? None.

Daedalus = 3 entrances: front at the natural; ramp between main and natural; third to main.
Bel'shir = 3 entrances: front at the natural; ramp between main and natural; outside to main.

Difference? None.

It would also make tvz disgusting if we brought back ohana and bel'shir, pvz would have 4 maps with a guaranteed strategy.


The issue with Deadalus is the size of the blink in space in the natural AND main. It has a huge cliff face. Bigger by far than the good old maps I mentioned. And those old maps could be revised or just used for inspiration (e.g. make Ohana a bit longer with a bit wider chokes). I'm trying to be constructive here. But I feel like many people in this thread just QQ, blame Blizzard, and aren't open to other ideas.


It is not QQ. I just don't think that balancing protoss through maps is a good approach at all.
You either remove all maps that give protoss any bigger advantages (and IEM stats, although small show 86% win rate for strongest version of 2 base blink) which would probably make for very similar games all the time (granted, seeing 2 base blink 6/9 TvPs is equally predictable), or make a map pool that equally favors other races to "balance things out". For example leaving Deadalus as it was before the ramp reduction to make it great for zerg against protoss.

But we all saw how bad that looked like, even casters who usually remain professional, constantly kept bringing up how bad map is.

I am not even sure how a map that gives terran a potential 86% win rate strategy against protoss would look like. Or how would such map affect TvZ.

I just feel like it would make a mess out of things. That approach could maybe work long after Lotv release and when the game gets figured out for the most part, but right now I see it causing more problems than benefits.

We all know that MSC is the main issue behind the strength of the blink. The unit was originally designed to be attached or tethered to the nexus but Blizzard changed the design to give protoss "cool new abilities" to use.

It did help make PvP better than in WoL but it created a mess in other matchups, especially TvP. Not to mention that MSC being only a defensive unit would probably help PvP even more because even now we see way more 1 base play than in other 2 mirror matchups so it is still hard to safely expand, just not as hard as in WoL.

And now you have people acting like protoss was unable to survive mid game TvP at all in WoL and that MSC is crucial for the matchup which isn't true at all.
Djangoobie
Profile Joined February 2014
13 Posts
March 16 2014 15:00 GMT
#18386
As a spectator I can't stand watching Blink "all-ins", it's really ruining the game. The patch didn't seem to have much effect in this regard. On some maps it changed, but one some it's nearly impossible to defend. After watching CJ Hero play lately, I can see he always goes Blink all-in when he doesn't have much faith in fighting a normal match. It's really boring to watch.

I don't think the issue is Blink. It's the coolest ability protoss has and it's enjoying to watch when crazy micro happens. It's Timewarp in combination with the MSC that is the problem.

Just some random ideas:
Timewarp
- Description: Make Timewarp a sentry skill, remove it from the Mothership Core. When doing blink all-ins the stalker count gets lowered because they have to build sentries. Stalkers also can't destroy critical high ground tech without getting punished.
- Cast range: I don't want it to be a spell that can trap whole armies from a distant. So it should have a short casting range, but not too short.
- Radius: As big as a Force Field.
- Duration: 15s. Same as FF.
- Cost: 40-45 energy.

Force Fields
- Description: Divide Force Fields in 2 spells. One Force Field which is destructible(~50 energy) and one expensive Force Field which can't be destroyed(~60 energy) like the current. Destructible Force Fields should have some reasonable amount of health to hold of zerglings and banelings, but should be weaker against ranged units, like Hydras or Roaches.

This would create more fun to watch games. Players also have to use sentry energy more efficient. For example they can cast several Force Fields + one or two small Timewarps to intentionally trap them in choke points. They can also slow down locusts more efficient. Of course just an idea, I don't play SC2 so don't know if changes like this will break everything.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 16 2014 15:01 GMT
#18387
On March 16 2014 23:38 Faust852 wrote:
Show nested quote +
On March 16 2014 23:34 bo1b wrote:
On March 16 2014 23:31 Faust852 wrote:
On March 16 2014 23:28 bo1b wrote:
On March 16 2014 23:23 Faust852 wrote:
On March 16 2014 23:22 bo1b wrote:
On March 16 2014 23:19 TheDwf wrote:
On March 16 2014 23:06 Salient wrote:
@Dwarf: You have no idea what you are talking about. Ohana, Akilon, and Belshir had many less blink in points ( compared to Polar Night, Heavy Rain, etc.)

First, my nickname is not "Dwarf".

Second, please read what I wrote. I said: "Funny how three of the maps you mention (Ohana, Akilon Wastes, Bel'shir Vestige) are exactly the same or worse than Bel'shir Vestige or Daedalus when it comes to Blink." I didn't mention Heavy Rain or Yeonsu.

Third, you're the one who has no clue.

Polar Night = 4 entrances: front at the natural; rocks at the natural; close third to main; front of the natural to main.
Ohana = 4 entrances: front at the natural; rocks at the natural; vertical third to main; outside to main ramp.
Akilon Wastes = 4 entrances: front at the natural; rocks at the natural; vertical third to natural; close third to main.

Difference? None.

Daedalus = 3 entrances: front at the natural; ramp between main and natural; third to main.
Bel'shir = 3 entrances: front at the natural; ramp between main and natural; outside to main.

Difference? None.

It would also make tvz disgusting if we brought back ohana and bel'shir, pvz would have 4 maps with a guaranteed strategy.


Bel'shir did offer some of the best TvZ last year. Disgusting right.

I think it would be pretty terrible, mech vs sh with narrow corridors like that.



You mean like Heavy Rain where Jjakji did 2 of the most epic TvZ Mech of the year against Hyun and Revival ?

There have been amazing games on daedalus point tvp, amazing games zvp on yeonsu, I'd argue that the potential for amazing games doesn't remove the very easy fall back of a terrible raven/viking/tank vs sh/muta style ala reality vs soulkey.


It won't change depend the map imo, hell it's even the contrary, because The terran might be much more aggressive on map with narrow path, because it's much easier to lock down some paths with fewer tanks, leaving a big chunk of the army free to move. +On Bel'shir there are a shit ton of Cliff, giving even more incentive into attacking for the terran.
And you still can play bio on these map, Bel'shir is known to the heavy style on the 4th of the zerg for exemple.

IIRC, the worst game mech vs SH was on one of the most open map ever, Star Station.

It's not so much the openness of the map as how easy it is to get a 4th and defend it all with a ring of turrets and planetaries, something heavy rain simply can't do as easily.

But you're right, the map isn't to blame as much as the units in this situation. Having said that forcefield + collosus is horrendous on such a map, and I really don't want to see it in action again.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 16 2014 15:24 GMT
#18388
On March 17 2014 00:00 Djangoobie wrote:
As a spectator I can't stand watching Blink "all-ins", it's really ruining the game. The patch didn't seem to have much effect in this regard. On some maps it changed, but one some it's nearly impossible to defend. After watching CJ Hero play lately, I can see he always goes Blink all-in when he doesn't have much faith in fighting a normal match. It's really boring to watch.

I don't think the issue is Blink. It's the coolest ability protoss has and it's enjoying to watch when crazy micro happens. It's Timewarp in combination with the MSC that is the problem.

Imo blink as it is now is terrible overall.
Balance aside, its usually micro for the stalkers but not for the enemy. He fight when he can be costeffective
or he run away
mozoku
Profile Joined September 2012
United States708 Posts
Last Edited: 2014-03-16 19:43:45
March 16 2014 17:27 GMT
#18389
On March 16 2014 23:01 Salient wrote:
Unfortunately, we would need hundreds of games for the statistics to be meaningful.

That's not necessarily true. The sample size needed to draw conclusions is heavily dependent on the true blink winrate, what you consider an "imba" winrate, and your desired level of confidence.

Here are some example numbers:

(I can go through my calculations if someone really wants, but I'm not going to take the time to unless asked. Basically, I'm calculating the sample size required for a one-sided confidence interval for a proportion with a (one-sided) margin of error equal to the difference between the point estimate winrate and the specified imba level.

This gives us a confidence level for the lower bound of the pvt blink winrate.)

To be 95% confident blink pvt is has a winrate of at least 55% (specified "imba-level") using the 67% number as our sample winrate: < 45 blink pvt games
---
To be 80% confident the true blink pvt winrate is at least 60% using the 67% sample winrate: < 45 games
To be 90% confident the true blink pvt winrate is at least 60% using the 67% sample winrate: 76 games
To be 95% confident the true blink pvt winrate is at least 60% using the 67% sample winrate: 122 games
To be 99% confident the true blink pvt winrate is at least 60% using the 67% sample winrate: 245 games
----
To be 95% confident the true blink pvt winrate is at least 60% using a 70% sample winrate: 56 games
---
To be 95% confident the true blink pvt winrate is at least 65% using a 75% sample winrate: < 60 games
--
To be 95% confident the true blink pvt winrate is at least 70% using an 80% sample winrate: < 75 games

The " < a " are those where I calculated a lower number, but we need "a" games in order for my distributional assumption to hold (i.e. to get a good estimate). You could probably calculate these required sample sizes with a more advanced approach.

It is possible that the required sample sizes for some of these "< a" cases would be much smaller (i.e. 10-30) if proper analysis was applied, especially with the higher sample winrates.
---
As a disclaimer, this assumes games are independent of each other and that each protoss has the same chance of winning against each terran with a 2-base blink build. Whether those assumptions approximately hold or not, for any sample, is debatable.

Source: I'm a statistics PhD student (though I didn't use anything that isn't taught in a basic undergraduate statistics class)
--------------------------------
So while we don't have enough games for the statistics to be meaningful from IEM Katowice alone, ~40-60 is an achievable number if someone wanted to look through the past couple months of top level games. It's certainly possible, unlike 100s of games. Of course, you'd have to be pretty selective with the games you pick in order to satisfy the assumptions though.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-03-16 20:42:54
March 16 2014 20:39 GMT
#18390
Honest question: why do Terrans try to hold Blink allins with so few barracks? I've seen games where Protoss is up to 7 gates but the Terran is only going off 2-3 rax.

The one game that stands out to me where someone made more rax than usual is Illusion vs. Minigun from WCS AM, where Illusion went up to a silly number of barracks before Starport vs. a scouted Blink build and won handily making mass Marauders.

A friend brought this up as we were watching IEM Katowice and I didn't know.. Blink is really strong, surely you need more rax to defend it?

EDIT - please give me a real answer not a "oh, there's dinomight again... he is so biased" answer. Something like "it delays XYZ too much" is an acceptable answer. It's an honest question!

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TheDwf
Profile Joined November 2011
France19747 Posts
March 16 2014 20:46 GMT
#18391
On March 17 2014 05:39 DinoMight wrote:
Honest question: why do Terrans try to hold Blink allins with so few barracks? I've seen games where Protoss is up to 7 gates but the Terran is only going off 2-3 rax.

The one game that stands out to me is Illusion vs. Minigun from WCS AM where Illusion went up to a silly number of barracks before Starport vs. a scouted Blink build and won handily making mass Marauders.

A friend brought this up as we were watching IEM Katowice and I didn't know.. Blink is really strong, surely you need more rax to defend it?

The amount of rax is not at all the problem. You can smash a 7g blink with 2 rax Medivacs; better than with 3 rax Medivacs (one lab + 2 naked) actually. Rax beyond 3 are useless.
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2014-03-16 21:13:17
March 16 2014 21:10 GMT
#18392
Why do people act like the only problem is Blink in TvP?

[image loading]

It's not only Terran that can't win tournaments in the reign of Protoss. Protoss is also dominating all 3 WCS regions now too, and Zerg is doing even worse than Terran in 2 out of 3 regions.
Terence Chill
Profile Joined November 2011
Germany112 Posts
March 16 2014 21:14 GMT
#18393
^ thank you. finally someone pointing out that zerg has to be rewatched when tvp is fixed.
TheDwf
Profile Joined November 2011
France19747 Posts
March 16 2014 21:15 GMT
#18394
Zerg cannot really have outstanding performances in WCS Europe because there is no Korean Zerg there. Just saying.
sitromit
Profile Joined June 2011
7051 Posts
March 16 2014 21:18 GMT
#18395
On March 17 2014 06:15 TheDwf wrote:
Zerg cannot really have outstanding performances in WCS Europe because there is no Korean Zerg there. Just saying.

Zerg is not having an outstanding performance anywhere, unless you count 2 Zergs in ro8 in Korea vs 1 Terran as an outstanding performance.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2014-03-16 21:23:53
March 16 2014 21:21 GMT
#18396
Not a balance change suggestion, but we need to do everything to make Protoss do more army micro. For example, we should get rid of smart cast for storms, make zealot charge manually activated, give collosus friendly fire damage, make photo overcharged a channeled ability, have forcefields unable to overlap, remove phoenix move attack, have time warp affect Protoss units as well.
[url]http://i.imgur.com/lw2yN.jpg[/url]
TheDwf
Profile Joined November 2011
France19747 Posts
March 16 2014 21:26 GMT
#18397
On March 17 2014 06:18 sitromit wrote:
Show nested quote +
On March 17 2014 06:15 TheDwf wrote:
Zerg cannot really have outstanding performances in WCS Europe because there is no Korean Zerg there. Just saying.

Zerg is not having an outstanding performance anywhere, unless you count 2 Zergs in ro8 in Korea vs 1 Terran as an outstanding performance.

Couldn't be clearer than my previous post.

Also, had Soulkey advanced to RO8 you would have probably said nothing about Code S. You're quoting "2 Zergs vs 1 Terran in RO8," but you forget there were 13 Zergs vs 3 Terrans in RO32.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
March 16 2014 21:31 GMT
#18398
Maybe to counter protoss blink builds, Terran should get some sort of command center cannon ability. For 100 energy orbitals can become a stationary siege tank for 60 seconds.
[url]http://i.imgur.com/lw2yN.jpg[/url]
TheDwf
Profile Joined November 2011
France19747 Posts
March 16 2014 21:32 GMT
#18399
On March 17 2014 06:31 Loccstana wrote:
Maybe to counter protoss blink builds, Terran should get some sort of command center cannon ability. For 100 energy orbitals can become a stationary siege tank for 60 seconds.

We have enough of one MSC in the game!
Loccstana
Profile Blog Joined November 2012
United States833 Posts
March 16 2014 21:35 GMT
#18400
On March 17 2014 06:32 TheDwf wrote:
Show nested quote +
On March 17 2014 06:31 Loccstana wrote:
Maybe to counter protoss blink builds, Terran should get some sort of command center cannon ability. For 100 energy orbitals can become a stationary siege tank for 60 seconds.

We have enough of one MSC in the game!


Whats wrong with that? I am just trying to use David Kim's thought process to balance the game.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Prev 1 918 919 920 921 922 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 56m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 140
ProTech20
StarCraft: Brood War
Leta 2795
firebathero 456
Jaedong 392
Killer 173
sorry 92
Dewaltoss 60
hero 59
Aegong 52
Sharp 45
NotJumperer 13
Dota 2
The International93259
Gorgc8031
singsing2450
KheZu85
resolut1ontv 45
League of Legends
JimRising 477
Counter-Strike
kRYSTAL_84
Super Smash Bros
Mew2King129
Other Games
summit1g5030
Sick148
PiGStarcraft147
crisheroes62
Trikslyr13
Organizations
Other Games
gamesdonequick474
BasetradeTV369
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH362
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos927
Upcoming Events
The PondCast
56m
KCM Race Survival
56m
Replay Cast
14h 56m
Escore
1d
PiG Sty Festival
1d 2h
Serral vs Reynor
HeRoMaRinE vs herO
CranKy Ducklings
2 days
PiG Sty Festival
2 days
Zoun vs Solar
SHIN vs Maru
Patches Events
2 days
Sparkling Tuna Cup
3 days
PiG Sty Festival
3 days
[ Show More ]
The Patches Monday
4 days
GSL
5 days
PiGosaur Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-08-19
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.