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Designated Balance Discussion Thread - Page 985

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keglu
Profile Joined June 2011
Poland485 Posts
May 14 2014 15:55 GMT
#19681
This amount of ZvZ is little misleading
I noticed that there are Australian based tournaments with mainly Zerg plyers playing
So i checked stats and it's pretty crazy

ACL 2014
PvT 1–4 (20.00%)
PvZ 35–50 (41.18%)
TvZ 4–6 (40.00%)
Mirrors 6 PvP, 0 TvT, 105 ZvZ

I mean 105 ZvZ and total of 6 PvP and TvT - lol.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 14 2014 16:01 GMT
#19682
Seems that the biggest problem with win rates is that shitty Zergs will beat shitty Terrans and then lose to good Terrans. So you have win rates that are closer to 50% than should be if you held "skill" constant.

I guess maybe a good way to measure balance is to measure the ratio of each race in Masters/GM and then the ratio of each race in tournaments ro32 or something.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
May 18 2014 14:32 GMT
#19683
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
ZenithM
Profile Joined February 2011
France15952 Posts
May 18 2014 14:36 GMT
#19684
I don't think it's that bad right now. As long as Maru manages to sometimes outplay good Zergs and win while looking like a god, it's fine. Maru is enough.
Big J
Profile Joined March 2011
Austria16289 Posts
May 18 2014 16:37 GMT
#19685
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?


Yeah. I feel like it is just so hard to establish a 4th against mutaballs that the current standard just seems to be to not even attempt to go for it and push 3:4 base until the game is over or throw down a desperation 4th at 17+ mins and die anyways.
Not quite sure what's wrong with extreme turtlemech though on the few maps where it is viable. When foreign Terrans play it against foreign Zergs ot looks very fair, but I havent seen any Korean since reality go for the mapsplit+mineout game.
Also that 3fac into bio just looks like a desperation build.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
Last Edited: 2014-05-18 20:21:19
May 18 2014 20:19 GMT
#19686
On May 19 2014 01:37 Big J wrote:
Show nested quote +
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?


Yeah. I feel like it is just so hard to establish a 4th against mutaballs that the current standard just seems to be to not even attempt to go for it and push 3:4 base until the game is over or throw down a desperation 4th at 17+ mins and die anyways.
Not quite sure what's wrong with extreme turtlemech though on the few maps where it is viable. When foreign Terrans play it against foreign Zergs ot looks very fair, but I havent seen any Korean since reality go for the mapsplit+mineout game.
Also that 3fac into bio just looks like a desperation build.


Well, some of the Koreans seems like they do not mind play the long mech games. Reality and Bbyong comes to mind.
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Nebuchad
Profile Blog Joined December 2012
Switzerland12341 Posts
May 18 2014 20:52 GMT
#19687
On May 19 2014 01:37 Big J wrote:
Show nested quote +
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?


Also that 3fac into bio just looks like a desperation build.


Why?
No will to live, no wish to die
Waise
Profile Joined June 2013
3165 Posts
May 18 2014 21:07 GMT
#19688
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?

the matchup is too stale. you can talk about the widow mine buff if you want, and obviously that changed things, but the plain and simple fact is that yes, it is "figured out" for zerg. 3 reaper doesn't do enough. blue flame hellion and cloak banshee don't do enough. mech is viable but weak and it's not fun to play against anyway. and obviously bio without hellions gives zerg complete map control and it might as well be GG from there already, so that's not an option

as a zerg player i feel that terran just doesn't have much of a window to damage me if i play a good fundamental defensive game until i have 4+ bases up. defending reaper/hellion is something we do EVERY SINGLE GAME and there aren't that many tricks terran has left to do damage with it. sure, if your micro is off or you make a mistake, you take damage. but that's mostly a matter of derpy one-off mistakes or simply having inferior control overall. when i lose to terrans it's usually because they're flat out better than i am, i take a bad engagement and end up in zergling rally hell, bungle my drop defense, or screw up against mech and let ravens get out. i fucking hate raven turtles, but i understand why they do it, because it's one of the only ways to put pressure on the zerg player to make something happen in the game. same as using swarm hosts vs P

i love playing against an evenly matched terran, it's a great matchup. but so many of my ladder games i run into terrans who just don't have the mechanics to make the race work, which means i run over their entire army in the middle of the map over and over and over while replenishing infinite ling/bling until they just quit. it seems really frustrating for them, and even worse it means that i'm not getting practice microing against good players, so i'm not improving either. my best case scenario is usually playing a terran who's probably a little better than me overall
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
May 18 2014 21:13 GMT
#19689
On May 19 2014 06:07 Waise wrote:
Show nested quote +
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?

the matchup is too stale. you can talk about the widow mine buff if you want, and obviously that changed things, but the plain and simple fact is that yes, it is "figured out" for zerg. 3 reaper doesn't do enough. blue flame hellion and cloak banshee don't do enough. mech is viable but weak and it's not fun to play against anyway. and obviously bio without hellions gives zerg complete map control and it might as well be GG from there already, so that's not an option

as a zerg player i feel that terran just doesn't have much of a window to damage me if i play a good fundamental defensive game until i have 4+ bases up. defending reaper/hellion is something we do EVERY SINGLE GAME and there aren't that many tricks terran has left to do damage with it. sure, if your micro is off or you make a mistake, you take damage. but that's mostly a matter of derpy one-off mistakes or simply having inferior control overall. when i lose to terrans it's usually because they're flat out better than i am, i take a bad engagement and end up in zergling rally hell, bungle my drop defense, or screw up against mech and let ravens get out. i fucking hate raven turtles, but i understand why they do it, because it's one of the only ways to put pressure on the zerg player to make something happen in the game. same as using swarm hosts vs P

i love playing against an evenly matched terran, it's a great matchup. but so many of my ladder games i run into terrans who just don't have the mechanics to make the race work, which means i run over their entire army in the middle of the map over and over and over while replenishing infinite ling/bling until they just quit. it seems really frustrating for them, and even worse it means that i'm not getting practice microing against good players, so i'm not improving either. my best case scenario is usually playing a terran who's probably a little better than me overall


Kinda the same experience I had when offraced as zerg vs terran (diamond level). Really felt like they had to micro their assess off, and if they just had one subpar engagements, it was bascially gg. I only remember losing one macro game vs a terran really, which is where I for some reason didn't send my 20 mutas home after harassing his base, and then lost them all to stimmed Marines.
I think the matchup was much more fair when zergs had to send in a couple of zerglings in order to force off the Widow Mines. Right now zerg can almost just move command/amove entire army and almost always crush the terran player. It really doesn't feel balanced, and it's kinda why I believe the issue lies in the midgame (not early game) where terran afterall still has map control.
TheDwf
Profile Joined November 2011
France19747 Posts
May 18 2014 21:26 GMT
#19690
On May 19 2014 05:52 Nebuchad wrote:
Show nested quote +
On May 19 2014 01:37 Big J wrote:
On May 18 2014 23:32 Glorfindel! wrote:
So, lets talk about the state of TvZ.

As of now, Terrans are dying like flies vs Zerg. No Terran seems to have a great win ratio in the match up, someone brought up Innovation with 65% earlier today.

Same time Zergs are crushing Terrans left and right, thinking of Effort today as an example defeating Flash and TY and killing Maru yesterday.

Is Zergs getting to a point where Terran is figured out and a huge misstake is needed for a Z to loose vs a Terran?

In the straight up games, where no misstakes are made from either side I feel like the Muta-ball + Ultralisks wins a very high percentage of the late games. Terran gets out expanded on maps that has more expansions that I have fingers on my two hands combined.

Thoughts?


Also that 3fac into bio just looks like a desperation build.


Why?

To put it in a short and blunt way, because it's bad.

helius788
Profile Joined July 2012
New Zealand74 Posts
May 18 2014 21:31 GMT
#19691
Playing in a straight up game (reaper/hellion into 3CC or banshee/blueflame delayed 3rd CC) the Zerg must mess up for the Terran to win, because the meta has been figured out and Z has a slight advantage overall.
Although, I think it depends quite much on the map (which is not the case with TvP where T is just screwed no matter the map).
Hellbats and Widow mines (or even tanks lol) simply don't support your bio enough.
Meching in TvZ on some maps is actualy imba for the Zerg, but most of these maps are now gone. ^^
Sure Terrans can win games, but as said above, the problem with Terran (in my opinion) is that you will nearly always need the better mechanics and understanding of the game in order to win. That's where the so called "terran tears" come from... :D
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
May 18 2014 21:31 GMT
#19692
That what happens when you nerf the core unit of a race when there was 50% wr ratio for a stupid excuse of "stale matchup".
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-18 23:05:39
May 18 2014 23:04 GMT
#19693
To be fair to Blizzard, Zerg QQ and community whine about "stale matchup" (because 4M was so "boring") were the main reasons they nerfed the WM. And Blizzard did it after waiting through a significant period of QQ and whine. Not for the first time, the community knee jerk reacts and kicks itself in the face.
KT best KT ~ 2014
helius788
Profile Joined July 2012
New Zealand74 Posts
May 18 2014 23:18 GMT
#19694
The WM nerf wasn't because the Matchup was so boring. Blizzard thought that Terran/WM were overpowered... But after one season Zergs had already figured out the 4M style... I think the WM should hit quicker, since most of the time as a zerg you can run over them and it hits the Terran almost as much. dunno
TheOne26
Profile Joined June 2011
Australia142 Posts
May 18 2014 23:47 GMT
#19695
On May 19 2014 08:04 aZealot wrote:
To be fair to Blizzard, Zerg QQ and community whine about "stale matchup" (because 4M was so "boring") were the main reasons they nerfed the WM. And Blizzard did it after waiting through a significant period of QQ and whine. Not for the first time, the community knee jerk reacts and kicks itself in the face.

All 3 races are complaining about swarm hosts being boring but we don't see blizzard making any changes there. Time warp on the msc? It's in every other thread. The truth is they don't know what they are doing and it's been like that since the start of hots. Just look at the ratio of 'understandable' patches to 'wtf is this' patches. For every 1 good change they make 5 bad changes, not to mention the changes they aren't making at all that need to be made...it's a fkn mess.
YumYumGranola
Profile Joined June 2011
Canada346 Posts
May 18 2014 23:58 GMT
#19696
Swarm hosts suck, but Zerg needs them to beat Protoss deathball.

Why is Protoss deathball so powerful? So much AoE is one answer, but Terran mech from BW showed that just because something had a lot of AoE doesn't make it deathball-y or OP.

Roach Hydra Viper/Infestor vs. Protoss deathball reminds me a lot of PvT in BW (or could be a lot like it). In this instance, Zerg in SC2 is the Protoss in BW, and Protoss SC2 is the Terran in BW. The reason is that roach/hydra are similar to zealot/dragoon in that they are generally meaty units intended to attack move into the opponents army. Vipers take on the place of Arbiters, as they are powerful spellcasters intended to neutralize the high value units of the opponent.

The difference between SC2 ZvP and BW TvP? Simple, there's too little advantage to be gained from the pre-engagement. A terran mech army could ruin a much larger Protoss army because they were so powerful when set up, but if the Terran army is caught out of position it was just as likely to blow itself up with it's own AoE and could lose terribly. The skill in the engagements on part of both the Protoss and Terran wasn't so much in the engagement itself, but everything leading up to it. Both sides needed perfect awareness of their enemies army movements, the Terran to counter and the Protoss to take advantage of weakness. Now look at SC2. Even if a Zerg player manages to catch the protoss army on the move with their Colossus exposed, it doesn't matter, all the Toss needs to do is throw down some FF and airwalk their Colossus away. I feel that Roach/Hydra/Viper could be a lot more viable if we implemented the following change:

Solution: Colossus can no longer air-walk over their own armies.

Side Effects: If a Protoss player is caught napping, it would matter.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2014-05-19 00:01:27
May 19 2014 00:00 GMT
#19697
On May 19 2014 08:58 YumYumGranola wrote:
Swarm hosts suck, but Zerg needs them to beat Protoss deathball.

Why is Protoss deathball so powerful? So much AoE is one answer, but Terran mech from BW showed that just because something had a lot of AoE doesn't make it deathball-y or OP.

Roach Hydra Viper/Infestor vs. Protoss deathball reminds me a lot of PvT in BW (or could be a lot like it). In this instance, Zerg in SC2 is the Protoss in BW, and Protoss SC2 is the Terran in BW. The reason is that roach/hydra are similar to zealot/dragoon in that they are generally meaty units intended to attack move into the opponents army. Vipers take on the place of Arbiters, as they are powerful spellcasters intended to neutralize the high value units of the opponent.

The difference between SC2 ZvP and BW TvP? Simple, there's too little advantage to be gained from the pre-engagement. A terran mech army could ruin a much larger Protoss army because they were so powerful when set up, but if the Terran army is caught out of position it was just as likely to blow itself up with it's own AoE and could lose terribly. The skill in the engagements on part of both the Protoss and Terran wasn't so much in the engagement itself, but everything leading up to it. Both sides needed perfect awareness of their enemies army movements, the Terran to counter and the Protoss to take advantage of weakness. Now look at SC2. Even if a Zerg player manages to catch the protoss army on the move with their Colossus exposed, it doesn't matter, all the Toss needs to do is throw down some FF and airwalk their Colossus away. I feel that Roach/Hydra/Viper could be a lot more viable if we implemented the following change:

Solution: Colossus can no longer air-walk over their own armies.

Side Effects: If a Protoss player is caught napping, it would matter.


HotS Protoss = BW Terran Mech, but without the seige up and mine plantations.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-19 00:31:44
May 19 2014 00:27 GMT
#19698
On May 19 2014 08:04 aZealot wrote:
To be fair to Blizzard, Zerg QQ and community whine about "stale matchup" (because 4M was so "boring") were the main reasons they nerfed the WM. And Blizzard did it after waiting through a significant period of QQ and whine. Not for the first time, the community knee jerk reacts and kicks itself in the face.

4m parade pushes were boring and watching them was usually just watching the push either die or not die and then the game pretty much ends. just because tvz is broken right now, that doesn't mean i have to admit it was "fine" before. there are lots of great things about tvz in general but the widow mine deathtrap outside the zerg fourth base got fucking old and was terrible starcraft. every single tvz on belshir vestige made me want to puke for months

On May 19 2014 08:18 helius788 wrote:
The WM nerf wasn't because the Matchup was so boring. Blizzard thought that Terran/WM were overpowered... But after one season Zergs had already figured out the 4M style... I think the WM should hit quicker, since most of the time as a zerg you can run over them and it hits the Terran almost as much. dunno

wm should "hit quicker"? what do you mean? terran can already get widow mines out insanely fast. terrans still throw out weird cheesy fast widow mine builds where they just walk into your natural and burrow at the mineral line before you have detection. i'm not sure what you're proposing unless it has to do with terran infrastructure, as the only way to get out "faster mines" is to have more factories/reactors, which cost money
geokilla
Profile Joined May 2011
Canada8244 Posts
May 19 2014 00:41 GMT
#19699
Polt just said on his stream that Terran is the weakest race. And this is someone that rarely complains about balance.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-19 01:33:12
May 19 2014 00:52 GMT
#19700
On May 19 2014 09:27 Waise wrote:
Show nested quote +
On May 19 2014 08:04 aZealot wrote:
To be fair to Blizzard, Zerg QQ and community whine about "stale matchup" (because 4M was so "boring") were the main reasons they nerfed the WM. And Blizzard did it after waiting through a significant period of QQ and whine. Not for the first time, the community knee jerk reacts and kicks itself in the face.

4m parade pushes were boring and watching them was usually just watching the push either die or not die and then the game pretty much ends. just because tvz is broken right now, that doesn't mean i have to admit it was "fine" before. there are lots of great things about tvz in general but the widow mine deathtrap outside the zerg fourth base got fucking old and was terrible starcraft. every single tvz on belshir vestige made me want to puke for months


So, basically it was boring because Terran had a successful strategy and the upper hand in that match-up for a while? Personally, I thought it fascinating to see Zergs adapt to the strategy over time and try and fail and try and fail to beat it over a period of many weeks. It culminated in Innovation vs DRG on Whirlwind where DRG took all the previous learning from Zergs and won. Sure the fact that it was a big-ass map helped, but if we complain that a strategy is boring because it succeeds and succeeds well then we deserve everything that we get in having Blizzard "fix" the problem for us.

This is not to say that "boredom" was the reason Blizzard patched. I think the main reason was the QQ and the win rates.
KT best KT ~ 2014
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