|
On September 01 2012 05:08 Nirel wrote: maybe the game will balance it self out but I think they should take into consideration the fact that TvZ became much more boring in the early game and PvZ looks very weird with that P all-in/vortex shenanigans
I think TvZ is fine early game. TvZ in general seems to be the best matchup overall imho.
PvZ is just bad. So many random allins and such a boring lategame and usually comes down to 1 or 2 huge fights (except for when hero plays maybe). But I feel PvT is similar in that regard. Its just how protoss is designed and what coreunits they have to use (eg. colossi). I don't like it, but don't think you could ever solve that issue without rehauling a lot of that race...some balancechanges won't address that.
|
On September 01 2012 01:49 operwolf wrote: I am for this decision...allows players to come up with more creative play to overcome certain difficulties for their respective race in the metagame.
This is the same argument terran players used in the beta/early release. Dude, terran has been a much harder race to play forever. Making the raven more reliable isn't gonna change a whole lot.
|
On September 01 2012 04:58 D_K_night wrote:Show nested quote +On September 01 2012 02:53 Swords wrote:On September 01 2012 02:42 Radament wrote:On September 01 2012 02:35 Chaggi wrote:On September 01 2012 02:32 omnic wrote:On September 01 2012 02:25 Chaggi wrote:On September 01 2012 02:20 Sroobz wrote: How come they never talked about DRG NEVER HAVING ANY PROBLEMS WITH HELLIONS PRE-PATCH? They reference Mvp for the ravens...fucking blizzard. Such a joke No zerg pro ever had problems with hellions. They were stupidly easy to defend against and while yes, it did force zerg to do a specific early game to defend or die, it's not like it's any different now (6 queen opening anyone?) Except for when a terran goes reactor hellion and flat out kills all of the zergs drones and wins the game. I'm pretty sure idra and a bunch of pro level zergs wouldn't agree with your statement. If pro level zergs are dying to reactor hellions, it's literally cause they're out of position and/or played way too greedy/no spines or evo chambers out. Do you see a pro terran player complaining that they lost to a 4 gate without any bunkers or repair? It's the same idea. It's actually no where close to the same idea what so ever. You fail to understand how a unit that cost only minerals, previous patches did significantly more damage than now, and was designed to be a harass unit should not have to be delt with like a 4 gat all in. Zergs did make spines, had queens in position to block ramp, and had to make roaches (early gas investment into non tech) or rush tech (2 base muta/infestor) and regadless would still often lose to people who just made 10+ hellions and ran past or killed the queen blocking the ramp just as roaches could have possibly spawned. ( in which case you still had to run ALL of your drones to avoid loseing all your economy) Arguably though, the Overlord speed buff would've fixed this without making the early game extremely boring. The big problem with hellion openers is zerg players didn't know if there were going to be 4-6 hellions or 10-15 hellions, or a hellion/marauder all in. With the overlord speed buff Zerg players could've actually gone into the terran base and seen if it was a typical hellion expand or something way more dangerous. As a result Zerg wouldn't have been stuck making a sim city and praying only 4-6 hellions showed up. The queen buff + overlord buff made it so Terran can't do any kind of early pressure/denial without risking falling so far behind they essentially just lose the game. As a result Terrans have to be greedy instead, which leads to a giant period of the game where Terran players build 3 OCs and Zerg gets on 3 bases. It's not nearly as fun to watch as Zerg fending off Terran early pressure and then countering/expanding. The fun of TvZ was largely that the match played out on a razor's edge. If you defended poorly you lost lots of drones. If you didn't do enough damage as Terran you'd get baneling busted or you'd be unprepared for incoming mutas and lose tons of scvs. It was back and forth from the first minute. Now it takes anywhere from 6-10 minutes for any actual action to happen in the match. Maybe it's more balanced, but from a spectating point of view the matchup is just a shadow of it's former self. The interesting here is, Artosis said that, pre-Queen buff TvZ was boring to cast, because that nearly every single time the T would be opening reactor hellion and thus the Queen buff was smart, because it promoted more variety in the beginning. I don't know I agree with that though...there's been plenty of games where the T would open reactor hellion, and because of that, they just died to a mass roach push. There was still risk even during the days of pre-Queen buff, if you went with reactor hellion.
Yeah now nearly every Terran opens 1 Rax expand everytime instead of Reactor Helion expand wohoo. So much variety.
The game is patched more and more into a 1a turtlefest.
|
On September 01 2012 05:15 s3rp wrote:Show nested quote +On September 01 2012 04:58 D_K_night wrote:On September 01 2012 02:53 Swords wrote:On September 01 2012 02:42 Radament wrote:On September 01 2012 02:35 Chaggi wrote:On September 01 2012 02:32 omnic wrote:On September 01 2012 02:25 Chaggi wrote:On September 01 2012 02:20 Sroobz wrote: How come they never talked about DRG NEVER HAVING ANY PROBLEMS WITH HELLIONS PRE-PATCH? They reference Mvp for the ravens...fucking blizzard. Such a joke No zerg pro ever had problems with hellions. They were stupidly easy to defend against and while yes, it did force zerg to do a specific early game to defend or die, it's not like it's any different now (6 queen opening anyone?) Except for when a terran goes reactor hellion and flat out kills all of the zergs drones and wins the game. I'm pretty sure idra and a bunch of pro level zergs wouldn't agree with your statement. If pro level zergs are dying to reactor hellions, it's literally cause they're out of position and/or played way too greedy/no spines or evo chambers out. Do you see a pro terran player complaining that they lost to a 4 gate without any bunkers or repair? It's the same idea. It's actually no where close to the same idea what so ever. You fail to understand how a unit that cost only minerals, previous patches did significantly more damage than now, and was designed to be a harass unit should not have to be delt with like a 4 gat all in. Zergs did make spines, had queens in position to block ramp, and had to make roaches (early gas investment into non tech) or rush tech (2 base muta/infestor) and regadless would still often lose to people who just made 10+ hellions and ran past or killed the queen blocking the ramp just as roaches could have possibly spawned. ( in which case you still had to run ALL of your drones to avoid loseing all your economy) Arguably though, the Overlord speed buff would've fixed this without making the early game extremely boring. The big problem with hellion openers is zerg players didn't know if there were going to be 4-6 hellions or 10-15 hellions, or a hellion/marauder all in. With the overlord speed buff Zerg players could've actually gone into the terran base and seen if it was a typical hellion expand or something way more dangerous. As a result Zerg wouldn't have been stuck making a sim city and praying only 4-6 hellions showed up. The queen buff + overlord buff made it so Terran can't do any kind of early pressure/denial without risking falling so far behind they essentially just lose the game. As a result Terrans have to be greedy instead, which leads to a giant period of the game where Terran players build 3 OCs and Zerg gets on 3 bases. It's not nearly as fun to watch as Zerg fending off Terran early pressure and then countering/expanding. The fun of TvZ was largely that the match played out on a razor's edge. If you defended poorly you lost lots of drones. If you didn't do enough damage as Terran you'd get baneling busted or you'd be unprepared for incoming mutas and lose tons of scvs. It was back and forth from the first minute. Now it takes anywhere from 6-10 minutes for any actual action to happen in the match. Maybe it's more balanced, but from a spectating point of view the matchup is just a shadow of it's former self. The interesting here is, Artosis said that, pre-Queen buff TvZ was boring to cast, because that nearly every single time the T would be opening reactor hellion and thus the Queen buff was smart, because it promoted more variety in the beginning. I don't know I agree with that though...there's been plenty of games where the T would open reactor hellion, and because of that, they just died to a mass roach push. There was still risk even during the days of pre-Queen buff, if you went with reactor hellion. Yeah now nearly every Terran opens 1 Rax expand everytime instead of Reactor Helion expand wohoo. So much variety.
And it always ends with the zerg killing the terran with brood/infestor lol. David Kim turned the most exciting mu in sc2 into the most boring imo.
|
On September 01 2012 05:21 AnomalySC2 wrote:Show nested quote +On September 01 2012 05:15 s3rp wrote:On September 01 2012 04:58 D_K_night wrote:On September 01 2012 02:53 Swords wrote:On September 01 2012 02:42 Radament wrote:On September 01 2012 02:35 Chaggi wrote:On September 01 2012 02:32 omnic wrote:On September 01 2012 02:25 Chaggi wrote:On September 01 2012 02:20 Sroobz wrote: How come they never talked about DRG NEVER HAVING ANY PROBLEMS WITH HELLIONS PRE-PATCH? They reference Mvp for the ravens...fucking blizzard. Such a joke No zerg pro ever had problems with hellions. They were stupidly easy to defend against and while yes, it did force zerg to do a specific early game to defend or die, it's not like it's any different now (6 queen opening anyone?) Except for when a terran goes reactor hellion and flat out kills all of the zergs drones and wins the game. I'm pretty sure idra and a bunch of pro level zergs wouldn't agree with your statement. If pro level zergs are dying to reactor hellions, it's literally cause they're out of position and/or played way too greedy/no spines or evo chambers out. Do you see a pro terran player complaining that they lost to a 4 gate without any bunkers or repair? It's the same idea. It's actually no where close to the same idea what so ever. You fail to understand how a unit that cost only minerals, previous patches did significantly more damage than now, and was designed to be a harass unit should not have to be delt with like a 4 gat all in. Zergs did make spines, had queens in position to block ramp, and had to make roaches (early gas investment into non tech) or rush tech (2 base muta/infestor) and regadless would still often lose to people who just made 10+ hellions and ran past or killed the queen blocking the ramp just as roaches could have possibly spawned. ( in which case you still had to run ALL of your drones to avoid loseing all your economy) Arguably though, the Overlord speed buff would've fixed this without making the early game extremely boring. The big problem with hellion openers is zerg players didn't know if there were going to be 4-6 hellions or 10-15 hellions, or a hellion/marauder all in. With the overlord speed buff Zerg players could've actually gone into the terran base and seen if it was a typical hellion expand or something way more dangerous. As a result Zerg wouldn't have been stuck making a sim city and praying only 4-6 hellions showed up. The queen buff + overlord buff made it so Terran can't do any kind of early pressure/denial without risking falling so far behind they essentially just lose the game. As a result Terrans have to be greedy instead, which leads to a giant period of the game where Terran players build 3 OCs and Zerg gets on 3 bases. It's not nearly as fun to watch as Zerg fending off Terran early pressure and then countering/expanding. The fun of TvZ was largely that the match played out on a razor's edge. If you defended poorly you lost lots of drones. If you didn't do enough damage as Terran you'd get baneling busted or you'd be unprepared for incoming mutas and lose tons of scvs. It was back and forth from the first minute. Now it takes anywhere from 6-10 minutes for any actual action to happen in the match. Maybe it's more balanced, but from a spectating point of view the matchup is just a shadow of it's former self. The interesting here is, Artosis said that, pre-Queen buff TvZ was boring to cast, because that nearly every single time the T would be opening reactor hellion and thus the Queen buff was smart, because it promoted more variety in the beginning. I don't know I agree with that though...there's been plenty of games where the T would open reactor hellion, and because of that, they just died to a mass roach push. There was still risk even during the days of pre-Queen buff, if you went with reactor hellion. Yeah now nearly every Terran opens 1 Rax expand everytime instead of Reactor Helion expand wohoo. So much variety. And it always ends with the zerg killing the terran with brood/infestor lol. David Kim turned the most exciting mu in sc2 into the most boring imo.
And lately I've seen so many terrans just die to some kind of ling / baneling all in or roach all in in mid game that it isn't even funny how one-sided those games are.
|
Northern Ireland23792 Posts
On September 01 2012 05:01 Mabukai wrote: I like how they actually wait to let the community figure the situation out nowadays before they throw in a new patch and nerf everything into oblivion. I would have loved if they had done that before buffing Zergs time and time again.
It wasn't even a particularly massive change. The creep changes were something I would have liked to see. Good creep spreaders (hello there Seal) would still be able to spread it, average players wouldn't have half the map covered.
That said, fair play to Blizzard for letting things settle a bit, and more importantly communicate why they made this decision. We're too often second-guessing their intentions or justifications for things so that's a step in the right direction.
|
I love how MVP always breaks Terran's stuff
|
On September 01 2012 05:23 Rokoz wrote:Show nested quote +On September 01 2012 05:21 AnomalySC2 wrote:On September 01 2012 05:15 s3rp wrote:On September 01 2012 04:58 D_K_night wrote:On September 01 2012 02:53 Swords wrote:On September 01 2012 02:42 Radament wrote:On September 01 2012 02:35 Chaggi wrote:On September 01 2012 02:32 omnic wrote:On September 01 2012 02:25 Chaggi wrote:On September 01 2012 02:20 Sroobz wrote: How come they never talked about DRG NEVER HAVING ANY PROBLEMS WITH HELLIONS PRE-PATCH? They reference Mvp for the ravens...fucking blizzard. Such a joke No zerg pro ever had problems with hellions. They were stupidly easy to defend against and while yes, it did force zerg to do a specific early game to defend or die, it's not like it's any different now (6 queen opening anyone?) Except for when a terran goes reactor hellion and flat out kills all of the zergs drones and wins the game. I'm pretty sure idra and a bunch of pro level zergs wouldn't agree with your statement. If pro level zergs are dying to reactor hellions, it's literally cause they're out of position and/or played way too greedy/no spines or evo chambers out. Do you see a pro terran player complaining that they lost to a 4 gate without any bunkers or repair? It's the same idea. It's actually no where close to the same idea what so ever. You fail to understand how a unit that cost only minerals, previous patches did significantly more damage than now, and was designed to be a harass unit should not have to be delt with like a 4 gat all in. Zergs did make spines, had queens in position to block ramp, and had to make roaches (early gas investment into non tech) or rush tech (2 base muta/infestor) and regadless would still often lose to people who just made 10+ hellions and ran past or killed the queen blocking the ramp just as roaches could have possibly spawned. ( in which case you still had to run ALL of your drones to avoid loseing all your economy) Arguably though, the Overlord speed buff would've fixed this without making the early game extremely boring. The big problem with hellion openers is zerg players didn't know if there were going to be 4-6 hellions or 10-15 hellions, or a hellion/marauder all in. With the overlord speed buff Zerg players could've actually gone into the terran base and seen if it was a typical hellion expand or something way more dangerous. As a result Zerg wouldn't have been stuck making a sim city and praying only 4-6 hellions showed up. The queen buff + overlord buff made it so Terran can't do any kind of early pressure/denial without risking falling so far behind they essentially just lose the game. As a result Terrans have to be greedy instead, which leads to a giant period of the game where Terran players build 3 OCs and Zerg gets on 3 bases. It's not nearly as fun to watch as Zerg fending off Terran early pressure and then countering/expanding. The fun of TvZ was largely that the match played out on a razor's edge. If you defended poorly you lost lots of drones. If you didn't do enough damage as Terran you'd get baneling busted or you'd be unprepared for incoming mutas and lose tons of scvs. It was back and forth from the first minute. Now it takes anywhere from 6-10 minutes for any actual action to happen in the match. Maybe it's more balanced, but from a spectating point of view the matchup is just a shadow of it's former self. The interesting here is, Artosis said that, pre-Queen buff TvZ was boring to cast, because that nearly every single time the T would be opening reactor hellion and thus the Queen buff was smart, because it promoted more variety in the beginning. I don't know I agree with that though...there's been plenty of games where the T would open reactor hellion, and because of that, they just died to a mass roach push. There was still risk even during the days of pre-Queen buff, if you went with reactor hellion. Yeah now nearly every Terran opens 1 Rax expand everytime instead of Reactor Helion expand wohoo. So much variety. And it always ends with the zerg killing the terran with brood/infestor lol. David Kim turned the most exciting mu in sc2 into the most boring imo. And lately I've seen so many terrans just die to some kind of ling / baneling all in or roach all in in mid game that it isn't even funny how one-sided those games are.
Yeah but shhhhhhhhhhh. We don't want zergs figuring out that making actual units is a good strategy.
|
I will just say it's quite obvious that they are not paying attention to the metagame/actual games played, otherwise they would have noted the only major use of ravens in tournaments is solely on maps that you can split in half easily such as metropolis which result in 45-1 hr long boring games of Zerg with a 1A deathball and Terran being forced to wait until they have their own super death ball composition and then the game coming down to 1 fight which is ridiculous for the Terran because it is much more difficult for them to acquire and it's ridiculous for spectators because it's no where near what brood war ever was.
It's really disappointing that blizzard are so anti-terran biased that they are only willing to look at 1 tournament result out of almost 20 previous ones which Zergs have all dominated, usually the majority of semi finalists and quarters being Zerg dominated. Not to mention the 2-3 Terran tournament results once again, had almost all Zerg/Protoss finalists with taeja/mvp being the main two Terran winners that people will point out.
Statistics are != (not equal) to balance, nor are they anything to do with the metagame. Any balance designer knows and understands this and will look at how the game is currently being played, and there is a lot of evidence that there is a discrepancy in what blizzard has just announced with the reality that you watch many tournaments nowadays with the Zerg making 20 mistakes, and they are either ahead or still in the game while the Terran makes 1 and loses the game or is all-ined when trying to keep up with the greed of the Zerg.
This announcement is not just disappointing for Terran players, it's disappointing for all SC2 spectators that want a balanced and fair game.
Also, it is quite disheartening to see that blizzard's balance policy when it comes to Terran is:
a) 6 months of Zerg dominating Terran (in an obvious fashion) and they announce they MIGHT fix TvZ balance issues. After only 1 tournament weekend with 1 Terran winner (the other 3/4 semifinalists were Zerg that pushed a 4 time GSL winner to the limit) they decide that everything is fine.
b) After ONE BO5 series with Thorzain, they immediately nerf the thor without letting it "play out" in TvP. c) AFter ONE MLG tournament weekend, they nerf the blue flame hellion without letting it "play out." d) After ONE week or so of Terran players using the ghost lategame to counter Zerg hive tech, it is immediately nerfed, not letting it "play out"
e) Blizzard out of the blue changes TvZ balance by buffing the queen and overlord speed at the same exact time.
So now, you are telling Terran players, and the entire SC2 spectator population that after 6-7 months now of Terran being facestomped into the ground, that after 1 tournament win from MVP (in which he was pushed to the limit by previously unknown Zergs that claim to practice on the ladder 2 hrs per day, MVP is a 4 time GSL champion) they are announcing that Terran is "fine?"
Something is wrong here.
I approve this message.
p.s. if other pro/known Terrans are going to hide in their caves and "let avilo do the whining aka balance feedback for us" you should be ashamed. The rest of you know how ludicrous this recent announcement is. Have some balls please.
|
I blame Taeja and Mvp for this
|
Good news! Let the players figure it out themselves. Rushed patches are not the way to go.
|
On September 01 2012 05:29 avilo wrote: I will just say it's quite obvious that they are not paying attention to the metagame/actual games played, otherwise they would have noted the only major use of ravens in tournaments is solely on maps that you can split in half easily such as metropolis which result in 45-1 hr long boring games of Zerg with a 1A deathball and Terran being forced to wait until they have their own super death ball composition and then the game coming down to 1 fight which is ridiculous for the Terran because it is much more difficult for them to acquire and it's ridiculous for spectators because it's no where near what brood war ever was.
It's really disappointing that blizzard are so anti-terran biased that they are only willing to look at 1 tournament result out of almost 20 previous ones which Zergs have all dominated, usually the majority of semi finalists and quarters being Zerg dominated. Not to mention the 2-3 Terran tournament results once again, had almost all Zerg/Protoss finalists with taeja/mvp being the main two Terran winners that people will point out.
Statistics are != (not equal) to balance, nor are they anything to do with the metagame. Any balance designer knows and understands this and will look at how the game is currently being played, and there is a lot of evidence that there is a discrepancy in what blizzard has just announced with the reality that you watch many tournaments nowadays with the Zerg making 20 mistakes, and they are either ahead or still in the game while the Terran makes 1 and loses the game or is all-ined when trying to keep up with the greed of the Zerg.
This announcement is not just disappointing for Terran players, it's disappointing for all SC2 spectators that want a balanced and fair game.
I approve this message.
I have to lay low on my balance complaining for a while. But Avilo, I also approve your message.
|
On September 01 2012 04:00 DebtSC2 wrote:Show nested quote +On September 01 2012 03:47 omnic wrote:On September 01 2012 03:40 Blazinghand wrote:On September 01 2012 03:39 sertman wrote:On September 01 2012 03:23 DebtSC2 wrote:On September 01 2012 03:16 ZeromuS wrote:On September 01 2012 03:13 DebtSC2 wrote: Someone answer me this:
What's wrong with making Zerg and Protoss as difficult as Terran? Obviously at the top level the races can all be competitive, but it's clear that Zerg and Toss players below the top .1% have a much easier time in their matchups than Terran.
It's stupid to make Terran easier or stronger, yes. Very stupid.
It's also stupid to leave Zerg and Protoss the way they are -- virtually microless, with simple, 1 route tech paths. Yes, 1 route tech path because Terrans don't get barracks -- factory -- starport every game? Look, Terran requires some more micro, its different than the micro of the other races. Protoss relies on spell micro, terran on large army control, and zerg on positioning. Nothing wrong with asymmetric design. Except its not asymmetric, its completely lopsided. I play P and Z and T all at the master level, all around 1100 pt in master. I play terran at least twice as much as the other races combined. It is orders of magnitude easier to win with Z and P, because they are vastly simpler mechanically compared to Terran. It's not asymmetric. For two races it's very easy. For one race its difficult. so you play all three races, have the same amount of points in master league with all three, and then turn around and say it's completely lopsided? shouldn't you have much less points with terran if that was the case? it's not about what's easier to do or not. you don't see baseball players debating whether it's harder to pitch or to hit, do you? WELL, he did say he plays twice as much terran, so you'd expect him to be much better/higher rated with terran. The fact that he's not, in his mind, is an indication that terran is more difficult. Too many variables still. He could naturally be better at zerg/protoss mechanics. The fact that he plays terran so much also gives him quite a large advantage over other terran players that he would face as Zerg or protoss. He could be playing zerg or protoss after going on a harsh losing streak as terran so his MMR has tanked. These types of variables that can easily be overlooked (and if I wasnt so pressed for time atm i'm sure I could come up with quite a few more easily.) make anecdotal evidence that his argument is based on anything but concrete. This all could very well be true! But, I was sharing my experience. It wasn't meant to be end-all, be-all evidence that alone demonstrates Z and P to be less mechanically demanding than T. Also, the whole 'terran is hard' thing isn't exactly new. I mean, didn't iNcontrol say as much on ITG 48 or 49? Hasn't lack of foreigner terran success been a longstanding thing? I know that Zerg and Protoss aren't "easy." No race in such a competitive is going to award easy wins any farther than the skill of the player will take them. But in relative terms, from personal experience, I think that Z and P are mechanically 'less difficult' than Terran. They are not "EASY MODE," simply less mechanically demanding. Certain builds/playstyles definitely don't withstand that statement, obviously. A terran who 5 raxes every game against toss is going to have the easier game to play, at least until mid master. A terran that mechs against a zerg using mutalisks and roach drops is going to have the easier game to play. There are ways to play around the "skill gap" issue, though most of them don't hold up at the pro level.
I think you might of misunderstood the intent of that post. I wasn't directing it at you really as much as the couple of other people who were saying that your experience strongly suggested an imbalance. As for your view of the different races in terms of difficulty I would describe them as follows:
Terran has the heighest skill ceiling in the game. The amount of micro that terrans are able to utilized absolutely dwarfs the other two races by comparison. This indirectly suggests that terran should be the hardest race to play(More on that in a later.) at the highest levels of skill while terrans at the same time have the most forgiving mechanics in the game out of the three races. This is something you can easily see if you compare how mules/scans/supply call down to larva injection for zerg and chrono boost for protoss. Now if you look at how production works for terran compared to protoss zerg and at the non pro level you'll see the same trend continuing. The best way to explain this is to compare it directly to each race seperately.
terran production vs zerg production: Terrans production basically work on a rhythm where you are constantly creating units over time. While the zergs production works by jumping between offensive and defensive units in a way thats based on reaction. The reason why this means terran production is harsher than zerg production is because if a terran needs to spend his focus in the game on micro or something besides macro he can queue up units if he wants to. This by itself isn't major but it is a factor and shouldn't be ignored and while its not optimal we still see even mid level pros doing this from time to time. The second(and more important) reason is that if a terran does mess up on a round of units they will be at a small army disadvantage while if a zerg makes a mistake and pumps drones when they should of made an army it will likely be the reason why the zerg will lose (or vica versa for needing to make drones and he ends up making an army.). On top of this you have the majority of your potential economy or army is ultimately linked to landing injections on time and because you can't queue injections or inject on the same hatchery twice the ability to produce units is is severely hampered if you make a mistake. We're not talking about a 10% difference here either if a zerg misses a full round of injections thats 50% of the zergs potential strength in an army or in his economy is lost during that time.
(err i'm running out of time again so i'll skip the terran mechanics vs protoss mechanics section and edit later. I'll just give my main argument here.)
Because terrans not only have the most options when it comes to micro but also the most effective options of it if you made the race as strong as the other two races while ignoring micro/positioning and things like that the second the terrans started to utilize their potential micro the race would become completely imbalanced due to the higher skill cap. To combat this the terrans have mechanics that are less punishing if not used to help allow terrans to focus on the micro they need to do to win.
TLDR version: you're microing harder but the protoss and zerg are macroing harder (when it comes to in game focus of the players.). because of this it gives the impression that the game is easier for protoss than zerg because just like 99% of RTS players you're focusing too much on the fighting side of things and not focusing enough on the logistics side.
|
why didnt we nerf zerg already after fruitdealer AND nestea won gsl? i mean thats even 2 players doing well, not only taeja
|
Even as a zerg player, I would like to have seen changes to creep spread. I think that generally slowing it down a bit and causing it to dissapate faster would have been nice, subtle changes that would have made late game tvz more interesting. Zergs are so good at spreading creep that creep spread just feels a bit "abusive" to me but that's not a good reason to nerf something by itself. If they made ravens a bit cheaper and take less time to build I think more Terrans would spring for them earlier and that it would make the tvz match more interesting.
|
Hmm, better late than never with the wait and see policy, I guess.
That said, with the increased overlord speed, I do hope they remove those Overlord parking spots on maps (e.g CK and DB).
That just annoys me no end; just a personal gripe. >_<
|
I think people should give Blizzard a break here. By any standard even up to pro level the game is balanced extremely well. For sure it's hard for David Kim to understand all the super high level subtleties because he's not a pro. He does though have access to way more information than any of us so I think people should state their case but give David Kim some credit.
|
oh boy, please for the love of god i need a beta key q.q
|
Game is balanced. Thank you everyone
|
I guess I will keep cheesing zerg now
|
|
|
|