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On November 25 2012 11:24 Whitewing wrote: A lot of people are complaining that sentries will be too strong without fungal effecting them, but I've got a couple rebuttals for discussion.
Firstly, it's too binary: Yes, you can complain that FF isn't interesting (I think FF's actually are interesting, as one of the few micro-reducing spells in the game that actually can have micro responses in the form of dropships or burrow-movement, although frankly FF isn't interesting in other situations. It's a cool spell and has many applications, but suffers from a bit of binary issues itself) and that's valid, as it's your opinion, but I don't think there's anything interesting in "I got infestors out, now all sentries are instantly worthless". Sentries go from being powerful force-multiplier units to being a waste of gas and supply the moment infestors hit the field. The moment you engage, they are all going to die. That's harsh, and the worst part is that there is nothing protoss can do about it. Sentries have to be out at the start of the fight to be useful (warp prism micro on sentries to protect them isn't particularly useful given that you'd miss your window for good FF's, and warp prisms are a prime target for zerg anyway) in engagements, there's pretty much no way to protect them vs. infestors. One moment the unit goes from being scary to becoming an expensive paperweight a moment later. There's pretty much no other unit interaction like that in the game, where units you've made become almost useless the moment your opponent unlocks tech. It's not like zerg finishes a baneling nest and then terran bio becomes worthless, or terran invalidates zealots because he build a couple banshees.
Secondly, fungal isn't the only zerg response to forcefields and sentries. There was a long period of time where baneling drops specifically to kill sentries was standard. There are players in GSL (like Symbol) who have showcased roach drop builds on the army to defeat forcefields. Roach burrow has always been a valid tactic for weakening the power of forcefield. Zerg has options, yes they are harder then clicking 'f' and then clicking on the sentries a few times, but they are hardly invalid.
Thirdly, extending the usefulness lifespan of sentries will extend the mid-game in PvZ. This makes hive tech rushes less viable, which frankly is a good thing, since protoss can't really attack without going all-in due to the strength of zerg defense (either you commit everything to attack or you won't do any damage at all really). Most PvZ's are uninteresting because it's either a 2 base all-in from toss, an all-in right before broods pop, or zerg rushing to infestor/BL successfully and then pushing. Extending the mid-game will allow for more damage to be done on both sides and create different situations and positions going into the late-game. This gives players more time to use their skill to weaken the opponent and improve their position (remember when MKP was rolling protosses in GSL by mass attacking and expanding so that protoss couldn't expand or max out?). This alone might solve the problem of infestor/broodlord being unreasonably strong: it'll still be strong, but allowing for the mid-game to be extended might allow for a skilled protoss to put himself into a position to transition into a more adequate response.
EDIT: I also want to point out, that with HOTS coming soon, people complaining about Zerg being unable to force a fight or push a mid-game advantage is off, swarm hosts should allow for that, as will vipers (Vipers are vastly underestimated for sieging a position, blinding cloud is obsene).
(For the record, I'm in the camp of nerfing sentries/FF and buffing the other gateway units would be a good thing, but that seems unlikely, so this post is in that context) Sentries are useful until BLs arrive, and they are essential in most pushes until BLs. Go watch a match with a three-base push and tell me sentries are useless.
The immortal-pushes are done with blink-stalkers and observer. Using your gas for banelings, burrowed movement or drop just don't work. You will have significantly less fighting units and all options are handed well by the composition. Do you really believe that the pro-players have not tested out banelings and drop against the immortal-push?
Zergs skip mid-game and rush to BLs because there is no way of being aggressive against established 3-base protoss without them - in fact, they have to hide behind 15+ spines and use corrupters to not simply die to 14+ minute pushes. Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran.
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On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high.
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On November 25 2012 15:24 TheDwf wrote:Show nested quote +On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident.
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On November 25 2012 15:28 m0ck wrote:Show nested quote +On November 25 2012 15:24 TheDwf wrote:On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident. I was talking about 160+ supply fights too, you know.
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On November 25 2012 15:28 m0ck wrote:Show nested quote +On November 25 2012 15:24 TheDwf wrote:On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident. actually Toss is the race that needs tier 3 the most. Without colossus, HTs or mothership they're just so weak. At least Zerg and Terran can outmacro or outnumber them. Abuse them with good plank and micro.
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On November 25 2012 15:31 tuho12345 wrote:Show nested quote +On November 25 2012 15:28 m0ck wrote:On November 25 2012 15:24 TheDwf wrote:On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident. actually Toss is the race that needs tier 3 the most. Without colossus, HTs or mothership they're just so weak. At least Zerg and Terran can outmacro or outnumber them. Abuse them with good plank and micro. I consider colossi and HT as tier two (as do I everything until hive) and mothership and carriers tier 3. If colossi and HT are considered tier 3, then of course my statement makes no sense 
Zerg needs BL to fight the the protoss pre-mothership and carrier deathball, was my meaning.
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On November 25 2012 15:36 m0ck wrote:Show nested quote +On November 25 2012 15:31 tuho12345 wrote:On November 25 2012 15:28 m0ck wrote:On November 25 2012 15:24 TheDwf wrote:On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident. actually Toss is the race that needs tier 3 the most. Without colossus, HTs or mothership they're just so weak. At least Zerg and Terran can outmacro or outnumber them. Abuse them with good plank and micro. I consider colossi and HT as tier two (as do I everything until hive) and mothership and carriers tier 3. If colossi and HT are considered tier 3, then of course my statement makes no sense  Zerg needs BL to fight the the protoss pre-mothership and carrier deathball, was my meaning. How could colossus and HTs are tier 2? What do you consider carrier then? Mothership should be tier 3.5 cause they take forever to build and only 1 unit at a time.
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On November 25 2012 15:40 tuho12345 wrote:Show nested quote +On November 25 2012 15:36 m0ck wrote:On November 25 2012 15:31 tuho12345 wrote:On November 25 2012 15:28 m0ck wrote:On November 25 2012 15:24 TheDwf wrote:On November 25 2012 15:11 m0ck wrote: Zergs need tier 3 to fight the tier 1 and 2 of protoss and terran. Absolutely untrue for ZvT, Zergs can crush Terran armies (Marines/Tanks or mech) convincingly with Lair tech, especially on creep, until the Tank count gets really high. Well, I wasn't talking at 80 supply, I figured that would be self-evident. actually Toss is the race that needs tier 3 the most. Without colossus, HTs or mothership they're just so weak. At least Zerg and Terran can outmacro or outnumber them. Abuse them with good plank and micro. I consider colossi and HT as tier two (as do I everything until hive) and mothership and carriers tier 3. If colossi and HT are considered tier 3, then of course my statement makes no sense  Zerg needs BL to fight the the protoss pre-mothership and carrier deathball, was my meaning. How could colossus and HTs are tier 2? What do you consider carrier then? Mothership should be tier 3.5 cause they take forever to build and only 1 unit at a time. I did so because of the timing, colossi and HT can be produced from ~8-9 minutes (depending of match-up). I looked it up and can see that they are considered tier 3 along with carriers and the mothership. Fair enough, it's not important to my point.
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Please let this one through! :D
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I hope this patch goes through. This is my favorite thing to watch and I love sc2, but it is getting very taxing to watch and just see so many damn infestors every game. It really is sad for me to see the metagame like it is...
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On November 25 2012 04:03 IdrA wrote:Show nested quote +On November 25 2012 03:11 Shiori wrote:On November 25 2012 03:06 Tsubbi wrote: seeing as how blizzard pay a lot of attention to recent big tournament results i really cant see these changes go through
top4 wcs was 3p 1z top4 gsl 2z 2t top4 iem 2z 1t 1p top4 dh 2p 1z 1t
overall: 6z 6p 4t
also dont get why they would make such changes to pvz anyways seeing how the summer has been a graveyard for zergs in korea in the matchup
would much rather see more changes to terran, raven is a start but changes in pvt would be appreciated as well WCS: No good Zergs were present. Rain beating Idra is as significant as MC taking out Incontrol. GSL: Of 9 Zergs at the event, 8 made it to the next round. Of 9 Protoss, 2 made it through. A 4 Zerg group meant that Zergs were necessarily eliminated in ZvZ. Half the Ro8 was Zerg. One of the Zergs eliminated was eliminated in ZvZ. IEM: We're talking about a tournament that didn't even have any Terrans qualify as an example of balance? LOL. DH: Two top tier Koreans (Taeja + Hero) stomping foreigners isn't an indication of anything. you cant downplay roro and curious and in the same breath call taeja and hero top tier. theyre all really good, hero and taeja arent exactly ripping up gsl right now. they just look better because theyre on liquid and you're dumb. a 4 zerg group also means 2 are guaranteed to advance. and the "tournament that didnt have any terrans" still has a terran in the top 4, and he knocked out another terran. so basically; shut the fuck up. You - proven noob - are just afraid that you will have even less chances to win at least something, after these changes go live. Get a fuck out this thread and l2p, rude scrub.
User was temp banned for this post.
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On November 25 2012 03:37 Survivor61316 wrote:Show nested quote +On November 24 2012 18:59 Big J wrote:On November 24 2012 18:29 Survivor61316 wrote:On November 24 2012 18:12 Big J wrote:On November 24 2012 17:48 Survivor61316 wrote:On November 24 2012 16:40 IdrA wrote:On November 24 2012 15:08 Survivor61316 wrote:On November 24 2012 14:47 plogamer wrote:On November 24 2012 14:40 HappyTimePANDA wrote:On November 24 2012 10:27 Anomi wrote: [quote]
If thats the case they just nerf protoss, Its one problem at the time. The immortal all in and the infesters are 2 different problems. You really think the solution is to solve a problem with another problem?. The problem we have today is because they fixed a issue zerg hade with protoss death ball. The change was not even intended to effect TvZ. Is seems the change they made was to drastic and hade effects that was not intended. I don’t believe it was intended to strengthen the late game aspect of broodlords.
Infesters need a balance change and if that change end up making other aspect of the game where balance is a issue more visible isn’t that a good thing??
but the problem with the infestor is late game not mid. The immortal sentry push is already balanced, its hard to hold. With infestor not working at all on sentries then it will be even stronger. They need to find a solution that affects late game infestor only, or if they go this route zerg needs a boost to mid somewhere else. Immortal/sentry hits before infestors pop up. This so much ^^ This change does not affect the sentry/immortal timing push, and seriously if a zerg cant intercept and deflect a late game drop by getting advance notice of its incoming from good overlord spread, and then using a few of its shit ton of corruptors positioned in a defensive role to kill it before units can warp in without infestors rooting the wp, then they are frankly unimaginative and lazy.. immortal sentry is forced to attack before infestors can come out because infestors shut it down. without that threat it can sit in the center of the map building units/mana essentially until max and theres nothing zerg can really do about it. once theres 4-5 immortals and infinite forcefield roach ling is literally useless. on a map where you can threaten while controlling counter attacks delayed sentry immortal allins will be essentially invincible if the fungal change goes through. When the zerg gets infestors out, they can root down the immortals, thus stalling the push (unless the toss want to go in fighting with water guns). Then send in some zerglings to try to clean up the sentrys, and if they use ff, they loose that energy for later when they would have been attacking, and it must be recharged, which takes even more time. Also, if the toss is just going to "sit in the center of the map," dont be so dense, and get out hydras to counter the immortals before they get to your base, or mutas to go in and pick off the sentries while they have little to no anti-air. Between using infestors to fungal immortals (as they have 3 more range than them and can burrow under ff), trying to pick off sentries with zerglings or mutas (vibe did a great job of this with lings against alicia recently), and getting out hydras to tackle immortals once they finally get to your base, there is absolutely no reason a delayed sentry immortal push should be anywhere near "invincible" Immortals counter Hydras. Also, he is assuming a Protoss with a brain. Of course, if he "just sits there", you can tech to whatever you want. But what if he goes there sits there and you don't know for how long he will sit? If you max on roaches, you lose to the sitting, if you tech to something else, you lose to the pushing. But I'm not really sure if I agree with Idra on this. Infested Terrans are still really good vs Immortal/Sentry. Continously attacking it on the moveout with roach/ling is still the best counter imo. Still, Sentries should be able to get fungaled. Zerg only has two units that have the range to attack units over forcefields right now. And teching to Broodlords at 12min to be able to participate in midgame combats doesn't sound like an option, when Infestors can't do it anylonger. So immuning Sentries to fungal seems stupid. Please explain to me how an immortal, which is a counter to armored units (siege tank, roach), is a counter to hydralisks (a light unit)?? In fact, on both of their wiki pages it is explicitly stated that the hydra is an effective counter to immortals..it is collosi that the hydra is countered by. Test it (1:2 ratio): 1 Immortal beats 2 Hydras - barely 50 Immortals beat 100Hydras - very handily Hence, Immortals counter hydras per supply and cost. (sure, when we talk outnumbering and different income scenarios, hydras can beat Immortals, but roach/ling does that as well, even more handily. Hydra/ling does it best of those combos, but then upgraded Zealot/Immortal counters this again and as Hydras use up the same space as roaches and are slower, Forcefields can catch more hydras worth of money than roaches etc etc...) Sorry, but not everything blizzard has written in some Noob-Guide holds. Especially as they wrote that before the hydra nerfs and the immortal buff. On November 24 2012 18:29 Survivor61316 wrote: And the argument was about a late push by the toss, where the zerg has already had the opportunity to tech to hive. The post I was responding to stated that infestors being able to fungal sentries was the only reason that the sentry/immortal push came before infestors poped, and therefore now the push would come later and be invincible. So thats what my post was responding to..a zerg that has already teched.
As far as not knowing whether you should tech or max out as zerg, well thats a two way street.. The toss has to worry about the same thing as they must worry that if they attack now you'll already have the army to stop them, or if they wait you'll get better tier units out to counter them. Its not just something one player can get boned by for making the wrong decision. No, the argument was about a normal Immortal/Sentry push, that you put into a spot somewhere on the map, where you can control counterattacks (assuming such a map) and cannot be defeated (narrow spaces, walls etc) and then just warp in until you max. And then basically every Protoss max beats roach/ling. Not saying I agree with Idra, ITs are still really good, fungal on everything but the sentries is still good, but yes, it's an unnecessary buff to an already overly successful allin. Youre going to have a better than two to on ratio of hydras (plus roaches and lings at least) against immortals because toss simply cant produce immortals that fast. And one immortal kills one hydra around a second later that it kills one roach, so youre wrong. And I'd love to know how ff can catch the at least +1 range hydras over roaches (they can get a more spread out concave with less in a given area). I already covered that... If I can have a better ratio of something against another thing, I can counter it even if it is not costefficient. But that still doesn't mean it's a "counterunit". Having a superior setup is a strong thing in this game, I completly agree, but that doesn't make hydras an intelligent choice against Immortals. They may be the least dumb, but you know, you put it like you "can just go hydras". Hydrabuilds are something completly different than roachbuilds. They require other gas timings, a faster lair timing, screw with your dronecounts. The whole point of going roach/ling is, to stay mineralheavy as long as possible to get the 10-20 drone advantage and the 3-4hatches and still be able to produce a somewhat costefficient army. If you try to get out hydras for any defensive timing, you cannot have the same economical setup.
And yes, an immortal takes longer to kill a hydra than a roach. A hydra also cost over 50% more than a roach. It's the whole point of going roaches against immortals, they are cheap, easy to mass and can dodge forcefields. You can easily outproduce a Protoss with them. Hydras? Neither of them. They can kill badly positioned units behind forcefields, but you really cannot and should not rely on your opponent to screw up, because most good players don't. (Just look at how toplevel immortal/sentry players are positioned. They don't have any units close to their own forcefields).
On November 25 2012 03:37 Survivor61316 wrote: And this is what i was responding too.. immortal sentry is forced to attack before infestors can come out because infestors shut it down. without that threat it can sit in the center of the map building units/mana essentially until max and theres nothing zerg can really do about it. once theres 4-5 immortals and infinite forcefield roach ling is literally useless. on a map where you can threaten while controlling counter attacks delayed sentry immortal allins will be essentially invincible if the fungal change goes through.
So I was responding to a delayed toss push where the zerg has already had time to tech, because before that it would be a "normal" timing, and no different from now. If you give protoss the time to max, you should have gotten off "just" roach ling a long time ago. You can build infestors to root the immortals before they push out, you can build hydras to counter the immortals (better than roaches) when they get to your base, or/and you can build mutas to go in and pick off sentries while theyre sitting there doing nothing, as the push generally has little to no anti-air by design. There are so many things a zerg can do to counter this push still as long as they properly scout it, they have just grown to lazy and complacent on using one unit and one spell to do it that they havent had to practice/come up with and other ideas.
Yeah, he takes about a normal push against which you have to commit fully to roach/ling to have a chance. Just that he thinks that Protoss now can also just sit in the middle and wait 1-2minutes longer. Also... Mutas lose to sentries pretty hard, not to mention that there will be stalkers. Mutas are basically the worst choice for a direct defense. Muta/ling can basetrade against a delayed immortal push, but it cannot kill it.
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On November 25 2012 13:15 Rossie wrote:Show nested quote +On November 25 2012 04:03 IdrA wrote: a 4 zerg group also means 2 are guaranteed to advance. and the "tournament that didnt have any terrans" still has a terran in the top 4, and he knocked out another terran. so basically; shut the fuck up. I And now Zergs are dominating to the same extent that Terran ever was.
Go back and have a look at the numbers when terran were dominating. 20 players in code S out of 32 and something 6 of the top 8. This season where zerg are apparently just as dominant they had less players than terran in code S, 2 more in the round of 16 and equal numbers in the round of 8 and 4. They also are heavily outnumbered in code A. How is that the same level of dominance?
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Hey guys Protoss player here and I actually have been thinking about this fungal not affecting psionic units change and have come to the conclusion that they cannot allow sentries to be immune to fungal If anyone is familiar with a particular GSL game of Seed vs Sniper on Abysall City you'll recall that Seed simply maxed out on Immortal Sentry and pressured Sniper enough to the point where he was unable to tech comfortably into Infestors at the risk of losing without having enough units due to Seed being parked right outside of his front door constantly poking. As a result Sniper ended up losing as his Roach Ling composition simply wasn't on par when the engagement was finally forced due to a lack of ways to deal with FF, this got me to thinking what the PvZ matchup will look like if the risk factor from simply massing up on 2 base Immortal Sentry is taken away. Now you may ask what is the risk, the risk is simply getting your sentry number fungal-ed and losing a huge chunk of gas and forcefields allowing a Zerg to clean a Protoss army up efficiently with Roach Ling. Do note that if Sniper judged the situation well enough he would of had an opportunity to make enough Infestors to win the game by taking Sentries out of the equation. (Still it was a tough choice to make)
If a Protoss is able to open with some form of all in involving Immortal Sentry or even Immortal Sentry Blink Stalker off 2 bases combined with this new change they will be able to dictate the match up 100% if they are never at risk of losing sentries. Essentially every Protoss is going to be able to do what Seed has done vs Sniper even if a Zerg can squeeze out Infestors (As Sniper needed to do) My concern is now that Zerg is going to be forced into max Roach Ling as the Protoss will be able to constantly be aggressive constantly threatening a kill move if you don't keep constantly adding in units. The without any adequate ways of dealing with Force Fields and Sentries the Zerg is going to be in a situation where they can simply never tech to late game or transition into something other then mass Roach and as a result well we all know how good Roach Ling is vs Sentry Immortal is /sarcasm (I hope I explained my point as ideal as I could, if you can watch Seed vs Sniper it really help put my concern into context)
Also I'd like to note if someone were try to use Hydralisks to counter this type of play then the Protoss is going to be in good shape to transition into Colossus and PvZ will most likely look like what it used to.
This could be what the PvZ meta games to create more action oriented games however I feel like this could totally skew the balance and screw over Zerg pretty bad, as much as I agree changes need to be made I think this isn't a feasible solution.
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On November 25 2012 19:10 Astro-Penguin wrote: Hey guys Protoss player here and I actually have been thinking about this fungal not affecting psionic units change and have come to the conclusion that they cannot allow sentries to be immune to fungal If anyone is familiar with a particular GSL game of Seed vs Sniper on Abysall City you'll recall that Seed simply maxed out on Immortal Sentry and pressured Sniper enough to the point where he was unable to tech comfortably into Infestors at the risk of losing without having enough units due to Seed being parked right outside of his front door constantly poking. As a result Sniper ended up losing as his Roach Ling composition simply wasn't on par when the engagement was finally forced due to a lack of ways to deal with FF, this got me to thinking what the PvZ matchup will look like if the risk factor from simply massing up on 2 base Immortal Sentry is taken away. Now you may ask what is the risk, the risk is simply getting your sentry number fungal-ed and losing a huge chunk of gas and forcefields allowing a Zerg to clean a Protoss army up efficiently with Roach Ling. Do note that if Sniper judged the situation well enough he would of had an opportunity to make enough Infestors to win the game by taking Sentries out of the equation. (Still it was a tough choice to make)
I can't agree more. For sure Infestors need some kind of change, but thats the ONLY answer in zvp to sentryheavy play until t3. Furthermore, i see a different problem with the infestors. They got 3 Spells, all of them very powerful, which allows Z to mass them like crazy. Just compare it with HTs or Ghosts, is it worth to mass them? No, for sure not, but due the flexibility of all the spells which the infestors have, you can just go for 30, 40 or even 50 of them and win if you have 10 broodlords to support.
I do like the Raven change, but there is a other issue which needs some fixing. Why the hell cant the terran upgrade the Autoturrets? Ofc they have building armor, but really, who would get that in midgame just because of ravens? Why cant they just get either bio or mech upgrades? That would make them so much more viable from mid to lategame, which allows the terran to transition more smoothly in it.
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Infestor change is pretty gimicky and would confuse alot of casual players. Even tough it might fix the problem. Making it missile and travelspeed of slow HSM aand maybe 1more range would be a good fix tbh. They would still be atleast somewhat massable, but they could be countered with enough micro.
Raven's really need to have HSM from the the start, that would bring up new builds too I think. So hope that goes through.
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Another IEM ended. So i guess this thread should be closed.
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Did anyone post any impression from the test map? The discussion seems to have drifted away from the idea of actually trying out the proposed changes.
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On November 25 2012 18:14 ElBlanco wrote:Show nested quote +On November 25 2012 13:15 Rossie wrote:On November 25 2012 04:03 IdrA wrote: a 4 zerg group also means 2 are guaranteed to advance. and the "tournament that didnt have any terrans" still has a terran in the top 4, and he knocked out another terran. so basically; shut the fuck up. I And now Zergs are dominating to the same extent that Terran ever was. Go back and have a look at the numbers when terran were dominating. 20 players in code S out of 32 and something 6 of the top 8. This season where zerg are apparently just as dominant they had less players than terran in code S, 2 more in the round of 16 and equal numbers in the round of 8 and 4. They also are heavily outnumbered in code A. How is that the same level of dominance? Personally I then also dont care that much what is happening at pro level. Well I want enough terrans active since they are by far most entertaining to watch, but besides that I also want to be able to play myself on diamond level against a zerg and not be horribly frustrated due to ridiculous queen range combined with every single zerg going BL/infestors.
Balance is more than what happens at pro level. The problem with terran (or the other races) is that you can get way more advantage with good micro than the other races. The absolute pros have this good micro, so terran are balanced according to that. But when you dont have it, terrans fall behind.
That isnt just with terran, you also see it in other matchups. For example ZvP, before there are BLs/large numbers of infestors. The toss has to cast good forcefields, and they decimate the zerg since 90% of the zerg units cant even attack. If toss has bad forcefields he most likely gets run over. Which would be fine, if zerg also had something to do about it. But the zerg is mainly a-moving his units and praying the toss screws up, since he cant micro much about it.
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On November 25 2012 19:47 pmp10 wrote: Did anyone post any impression from the test map? The discussion seems to have drifted away from the idea of actually trying out the proposed changes. The problem is that there is really no reason for zerg to play this map. Why would a zerg want to play a map which is already not that zerg friendly which such a significant nerf and no new opportunities whatsoever. And even if many zergs would play this map they would probably go muta play/infestorless styles. Most zerg players won't be testing this hoping for this change not to go through. And any adventurous people are already playing HOTS anyway.
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