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New HotS Units/Abilities in Blizzcon - Page 358

Forum Index > SC2 General
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Deleted User 183001
Profile Joined May 2011
2939 Posts
October 24 2011 06:53 GMT
#7141
I wish there was the Stroggifier that allows Protoss to turn Terran infantry into cyborg infantry for the Protoss.
BraveProbe
Profile Joined October 2011
36 Posts
Last Edited: 2011-10-24 07:23:05
October 24 2011 07:20 GMT
#7142
I remember plenty of "broken" things like "maelstrom+storm", "lockdown" (can't do anything in that), or hell even "plague" (why bother rooting them if you can just kill em). It really won't be clear whether something is imbalanced or not until we've seen the beta metagame. A lot of this stuff sounds like it'll be significantly revamped/ironed-out/scrapped anyway, just like SC2:WoL beta.
Startale Legend Fan Club
johngalt90
Profile Joined May 2010
United States357 Posts
October 24 2011 07:21 GMT
#7143
i think its too hard to say what will be good and what wont but on paper dark swarm 2.0 and fungal growth seem a little too powerful together. the beta hasnt even started yet so lets not panic. Anyone remember the planet cracker lol.
fuck the haters
ZorBa.G
Profile Joined July 2011
Australia279 Posts
October 24 2011 07:25 GMT
#7144
On October 24 2011 15:15 Belisarius wrote:
Show nested quote +
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.
Twinmold
Profile Joined June 2010
Sweden238 Posts
October 24 2011 07:27 GMT
#7145
On October 24 2011 15:48 seupac wrote:
Show nested quote +
On October 24 2011 15:40 fdsdfg wrote:
On October 24 2011 15:33 KaBoom300 wrote:
On October 24 2011 15:33 fdsdfg wrote:
On October 24 2011 15:30 KaBoom300 wrote:
you use the replicant to do the same thing to them. only you have chargelots and they don't.


On October 24 2011 15:28 Jerubaal wrote:
Guys, obviously the answer to the Viper is to make Replicant Vipers and just pull the colossi back.


Can we knock off the trolling...


im not trolling i was serious. chargelots + dark swarm + fungal growth = gg to whoever is quicker


If you were serious, do you really think the answer to every problem a Protoss player runs into is 'just replicate it'?



based on how protoss hots changes look it seems like we will spend the majority of the beta using other races units


The replicant still has plenty of uses outside of just copying enemy units (if you want to tech switch for example) to the extent that I'm thinking that part of the ability will be very situational and far from the norm (or even just get removed)
SC / LoL / DotA // Twinmold took a moment for himself. He never gave it back.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 24 2011 07:28 GMT
#7146
On October 24 2011 16:25 ZorBa.G wrote:
Show nested quote +
On October 24 2011 15:15 Belisarius wrote:
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.

If you manage to get thors I'll be really impressed.
BraveProbe
Profile Joined October 2011
36 Posts
October 24 2011 07:30 GMT
#7147
On October 24 2011 16:25 ZorBa.G wrote:
Show nested quote +
On October 24 2011 15:15 Belisarius wrote:
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.





I'd wait for testing first, and not underestimating innovations in metagame.
Startale Legend Fan Club
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
October 24 2011 07:37 GMT
#7148
On October 24 2011 16:25 ZorBa.G wrote:
Show nested quote +
On October 24 2011 15:15 Belisarius wrote:
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.


Thors? The fact that you stated that in the plural shows that you're analyzing how WoL Terran would fare against HotS Zerg. You need to think in terms of what the HotS Terran can do.

Warhounds. They will kill Mutalisks like nobody's business. At the very least, they can carve out an area where Mutalisks cannot enter.

Vikings still have pretty potent AtA attacks. And it's not like Vipers are high Hp or something. It wouldn't take many to snipe them, particularly with Warhounds providing cover from Mutas.

Also, let's not forget that Ghosts can EMP well outside the casting range of the cloud. Vipers have to come to them, not the other way around.

Furthermore, units under a Fungal+Disruption Web (why do people insist on calling it "dark swarm" when mechanically it works far more like D-Web?) are incapacitated... for four seconds. Then the Fungal wears off and they can move again. Also, they're not entirely incapacitated; they have their range reduced to melee. They can still attack, just not very far away. So they can still fight back, but at reduced effectiveness. Especially since Melee Zerg has been buffed far more than Ranged Zerg (and doing Fungal+D-Web costs a hell of a lot of gas. You're not going Roach/Hydra/Viper/Infestor).
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 24 2011 07:38 GMT
#7149
One thing I'm not happy about is the 90 HP of the Viper surviving 2 Snipes, if I'm right..
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 24 2011 07:45 GMT
#7150
Hydra/infestor/viper timing push is going be so powerful.
Awesome...
Cauterize the area
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
October 24 2011 07:46 GMT
#7151
On October 24 2011 16:21 johngalt90 wrote:
i think its too hard to say what will be good and what wont but on paper dark swarm 2.0 and fungal growth seem a little too powerful together.


I've thought about that as well, but it might not be that bad after all.

ZvT: Fungal is pretty much the marine-killer and 2 fungals wipe out a whole batch of them, but often we just see fungal being used to snipe bunched up units, without subsequently engaging them. Why would you run in zerglings/banelings to kill units that would be dead with 1 more fungal anyways?

Then, the new swarm will most likely target other units besides marines/marauders, like tanks, that don't get sniped by fungals and are the main reason why stuff like banelings die before reaching the marines. But there is also the grab-spell that could kill off tanks.

So, while marines could walk out of the cloud very fast, you could pin them down with fungals, which would kill them anyways, so its better to cast the cloud on tanks, which will mean that 1 rather expensive spell will deny 1 tank shooting if the terrans spreads his stuff out a bit, so it would be better to use the grab-spell almost everytime.

Also, Viper AND Infestor can be very gas-intensive and makes the ghost even better against such a composition.

I really think, that those spells don't have the greatest synergies against Terran, they rather offer different ways to combat a terran deathball, that don't necessarily get better when you stack them up all at once, if you get what I mean.

I really think the viper will be used more to complement runbys into fortified positions, like small groups of Speedlings+Defilers did in BW. It's a spell that is much less useful on open areas, just because you need to hinder enemy movement, but using fungal to do that against marines has a certain redundancy to it.

ZvP: Here it is pretty different of course; against a common death-ball, Fungal+Cloud would be very useful, but Blizzard tried to make the deathball less necessary for Protoss to win and you always have the possibility to warp-out of a fight where the zerg just spent all his energy on spells. Yet again, there is a big redundancy with grab and cloud and fungal: Against Collossi,based armies, I think grab would be better: pick off single units rather quick and safely instead of engaging the deathball at once. Also, Speedlings for example, are good at absorbing stalker-hits, so using fungal on them will make the speedlings able to close in very fast without taking major losses (compared to halve the speedlings being killed by stimmed marines when they try and close in for example), so theres really no need to use the cloud in this scenario as well.

ZvZ: Could have the biggest synergy in this MU, cuz fungal+cloud in Roach VS-roach battles could be HUGE, cuz there is not much redundancy in using both cloud and fungal on roaches and grab isn't as good as well, cuz the grabbed unit would most likely be the infestor or the viper of the opposing zerg, which could then just fire off his spells anyways.
https://soundcloud.com/thesamplethief
Bactrian
Profile Joined December 2010
Australia176 Posts
October 24 2011 07:51 GMT
#7152
On October 24 2011 16:25 ZorBa.G wrote:
Show nested quote +
On October 24 2011 15:15 Belisarius wrote:
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.


So did you miss the bit where Warhound has the thor's air splash except cheaper or...?
ZorBa.G
Profile Joined July 2011
Australia279 Posts
October 24 2011 08:01 GMT
#7153
On October 24 2011 16:30 BraveProbe wrote:
Show nested quote +
On October 24 2011 16:25 ZorBa.G wrote:
On October 24 2011 15:15 Belisarius wrote:
On October 24 2011 15:07 fdsdfg wrote:
On October 24 2011 14:54 Belisarius wrote:
There's no way fungal and dark swarm are going to make it through the beta as-is, absolutely no way. If they do I'll straight up quit, probably. Not because it will make the game unwinnable, but because any dev team inclined to implement such a complete removal of a player's options is not a dev team I want to give money to.


Is your problem that it takes away all options for the defender? Because that's what FF and Fungal do right now.

It sounds like your problem is that it's totally broken, which is a dumb stance to take upon first seeing the abilities.


No, they don't. They take away plenty of options, arguably too many, but not all. FF you can still drop over, burrow under, and destroy with massives. Fungal you have far fewer options, but your casters can at least cast and your units shoot.

Fungal + dark swarm, you cannot cast, shoot, or move. You have no options, zero, except recall for toss. From the instant the two spells go down on the same area, every unit under there is utterly out of your hands and into your opponent's. The attacking force would barely even take losses in some instances.

Arguably recall is a fair solution for protoss, but that doesn't help T and it still doesn't change the design ethos inherent in giving those two spells to the one race.

I don't need to have done any more than see the abilities when I know that Z already has a damaging root and will now receive an area-localised disable. It's not rocket science to see the problems with that.


I don't mean to speculate, but from what we have seen so far. I completely 110% agree with the above post. Anyone who defends the new zerg units must quite literally be on another planet.

If these units go through the beta, 1 of two things will happen;

1. Everyone will just switch races to zerg.

2. Those who do not wish to play zerg will ultimately just quit the game. Like yeh, losing is fine and all, but you do actually need to have somewhat of a chance to win.

Fungal Growth is enough let alone dark swarm. I've expessed my opinion a fair bit on these forums about the expansion and to be quiet honest, so far it looks as though it will be almost impossible to win against zerg late game (unless they are a baddie). I mean c'mon, just look at this crap;

1. Drakswarm
2. A grapple hook ability
3. Burrowed banelings can now move
4. Charging ultralisk
5. yet another siege unit, zerg now has two siege units... one being a ground the the other being air

What I want to know is how the hell is Terran meant to deal with sniping the viper when he has bloody mutas flying everywhere? You get anyting even remotely close to that thing he will either;

1. cast the cloud on him, rendering the unit/s useless so his muta ball can just clean it up

2. if you have any thors, he will just grapple that thing and zerg will just magic box snipe it

It's just pathetic really, not only can zerg mass up the quickest, tansition more smoothly then other races.... but now he is given all these extra abilites!

Be prepared to see GSL Code S Zerg only.



http://www.youtube.com/watch?v=UYtfBDJXq0Q

I'd wait for testing first, and not underestimating innovations in metagame.


Nice video, looks like Blizzard agreed with Idra who thinks every other race is imba then his own. Now Zerg has the ability to completely 100% disable Terran and Toss armies. I ok, with the whole testing thing, but it all seems pretty straight forward to me with what Blizzard has proposed to the SC2 community.

Zerg win rates will go from 48% to 90% overnight. lol. I have to admit though, I will psml seeing a 30 minutes macro game play out to inevitably see a zerg dark swarm + fungal growth a whole army to shreds in a matter of seconds.... gg.... and don't forget to a move those borrowed banes
Ketch
Profile Joined October 2010
Netherlands7285 Posts
Last Edited: 2011-10-24 08:06:15
October 24 2011 08:02 GMT
#7154
So where do the Viper and Swarm Host evolve from? Zerg command card is pretty ful already... I couldn't find the details anywhere yet...

Edit: Also I think Hots will have an insane increase in options of strategies, which with the still (?) bad scouting might not like .
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
Last Edited: 2011-10-24 08:02:56
October 24 2011 08:02 GMT
#7155
What I'm afraid of is the Swarm Host.. A reddit poster had a good analysis of it.. triggering trypophobia. If you don't know what it means, it basically means a fear of a decent amount of any sized, usually small, holes on a surface.

Personally it doesn't trigger it in me, but I know I have trypophobia.. Is anyone else trypophobic and the swarm host actually triggers it?
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Velr
Profile Blog Joined July 2008
Switzerland10880 Posts
Last Edited: 2011-10-24 08:06:49
October 24 2011 08:04 GMT
#7156

So... After thinking for quite some time about the new units/changes:

Terrible, Ugly, Stupid, Idiotic.

Seriously, I don't "like" a single one of them.

The Terran units are basically SC/BW units (which actually is kinda ok, but I don't see why they weren't allready in wol). Oh, the shredder is totally and utterly retarded, it's not like a PF allready shut down "harass"...
The Protoss untis are... Just fire the Protoss devs (the Harassing one is actually ok) and never let them touch a game again.
The Zerg units are... You know this 2 cool units in SC/BW? The Lurker and the Defiler? They were strong and cool... Now they put in these 2 units again, just worse/different. Burrow-Move Banelings sound ridiculous... Ultras should just be smaller, not need charge -.-.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
October 24 2011 08:09 GMT
#7157
I didn't get all up in arms about Blinding Cloud when I first saw it, but I am legitimately worried that surrounding toss units with lings and chain Clouding them will be possible.

On October 24 2011 17:02 MonkSEA wrote:
What I'm afraid of is the Swarm Host.. A reddit poster had a good analysis of it.. triggering trypophobia. If you don't know what it means, it basically means a fear of a decent amount of any sized, usually small, holes on a surface.

Personally it doesn't trigger it in me, but I know I have trypophobia.. Is anyone else trypophobic and the swarm host actually triggers it?


I heard Shia LaBeouf has this.
I'm not stupid, a marauder just shot my brain.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
October 24 2011 08:11 GMT
#7158
On October 24 2011 16:25 ZorBa.G wrote:
Be prepared to see GSL Code S Zerg only.


Seriously?

Stop worrying about Theoretical Code Zerg, we have plenty of problems with Actual Code Terran.

Also, Terrans still have EMPs. And those things, being Zerg and therefore biological, are snipeable.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-10-24 08:24:20
October 24 2011 08:14 GMT
#7159
I don't know if this has been asked already, but is the Swarm Host actually 'cloaked' when burrowed?

Also - and this is perhaps a little ungrateful - it's a bit disappointing that Zerg still doesn't get a proper 'attack from cloak' unit, something with the potential to be scary in small numbers if the tech is rushed out. It would be awesome if Locusts burrow-moved and only erupted to attack.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
shihido
Profile Joined May 2011
Singapore29 Posts
October 24 2011 08:24 GMT
#7160
I think the Replicator is really imba, no matter the cost.

Can you guess the implication of replicating a harvester unit then being able to make all and any of the opponent race's structures and hence units?

Also, it can just replicate your end games units and still have all the upgrades. whut whut whut... An ultralisk turned against zerg in a PvZ with the burrowed attack would be really crazy. Especially since the replicator is 200minerals, 200 gas. Much cheaper.
I never approve, or disapprove, of anything now. It is an absurd attitude to take towards life. We are not sent into the world to air our moral prejudices.
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