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On December 01 2012 22:44 Insoleet wrote:Show nested quote +On December 01 2012 21:45 Frankenberry wrote:The raven change doesn't really solve anything tbh. Its a small buff, that wont really change endgame significantly tbh. I might be wrong. Time will tell x) I feel QXC, Darkforce and Todd gave some really spot on insight on the problems of PvZ and TvZ lategame (Episode 76, + Show Spoiler +) Basically zerg's early and middle game naturally leads to a really strong endgame unit composition, while protoss and terran needs to make some huge tech switches (for instance into a lot of BC's with 3/3 upgrades, vikings and ravens) and these switches take to much time compared to the zerg tech switches. I dont see how the removal of an upgrade changes this fundamental mechanic Also, another problem with TvZ is the Queen change, actually one of the biggest problems. Notice infestors haven't actually been buffed or changed for quite a while, but it's only since then that they became regarded as 'broken' in ZvT. Zergs have gotten better too, especially in terms of Infestor control and retention. However, my analysis of the flow of the game/Queen change is: Queen change enabled Zergs to drone harder, and with fewer offensive units. They can play more greedy, but with less of the risk that balances that out. For example, you see few Zergs building defensive roaches to deal with Hellions now, they'll use pure Queen defences more often. Without spending as much larva on units, and resources, especially gas, Zerg stockpile more. This allows them to get earlier swells of infestors than before, or more of them at Infestors retain their utility and usefulness, so once Infestors are out by and large, there's not a reason to not keep them. Infestors also naturally synergise with almost everything that's Zerg, so there's no downside in having them as part of a composition. They go well with Ultras, and fill almost all of the holes in terms of weaknesses that exist with the Broodlord. The natural progression of Zerg tech is definitely a correct analysis, I'm basically saying that the Queen change enables Zergs to accelerate the progression, with no real downside. You're absolutely right about this. If I look at TvZs before the Queen patch, the matchup was damn balanced and represented Zerg as they should be: They should play reactionary and counter-wise. If a Zerg player knows the Terran is going for hellion/banshee - they should counter it with roaches, spines and spores - not with MASS queens and mass droning behind it. As Terrans invest a lot in hellion/banshee to keep the Zerg low on drones (which makes sense...), Zerg nowadays only can laugh about it and drone like crazy to get insanely strong at late midgame or lategame. You forgot something : the buff happened at the time terran discovered the triple CC build. Which zerg had to counter blindly by attacking with roaches without even knowing if the terran was doing triple CC or not. That was not balanced at all. Thats why blizzard said : ok now, as terran can macro up safely, zerg will macro up safely too. Its justice. The problem is not queen patch, terran just play macro now and its ok. The problem is the fungle in TvZ which is breaking the game (too much punishment for not splitting your marines for 1 second) and IT in PvZ (were 25 infestors can spawn a 200 units army to support his broods...)
Nope, the queen's patch was mostly to improve ZvZ. The overlord change was to get better scout so they didn't have to counter stuff blindly.
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On December 01 2012 21:45 Frankenberry wrote:The raven change doesn't really solve anything tbh. Its a small buff, that wont really change endgame significantly tbh. I might be wrong. Time will tell x) I feel QXC, Darkforce and Todd gave some really spot on insight on the problems of PvZ and TvZ lategame (Episode 76, + Show Spoiler +http://www.youtube.com/watch?v=AfM54hJH8gg ) Basically zerg's early and middle game naturally leads to a really strong endgame unit composition, while protoss and terran needs to make some huge tech switches (for instance into a lot of BC's with 3/3 upgrades, vikings and ravens) and these switches take to much time compared to the zerg tech switches. I dont see how the removal of an upgrade changes this fundamental mechanic
Removal of the pathogen forces Zergs to move into Multalisk or a Roach based play first to survive early game timings, thereby slowing down the ultimate Zerg deathball because of much later Infestors creating a longer midgame which is always more fun to watch in TvZ and PvZ.
While they can attempt to move into Broodlords at the same time, they preferably won't already have a 10 infestor standing army when the Broodlords arrive.
Broodlords alone can be dealt with, it's when they pop out and there are already 10 infestors on the field the game becomes absolutely retarded.
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Northern Ireland23767 Posts
On December 01 2012 22:46 Teoita wrote: It's really, really not about queens kiting.
Protoss pressure not being as effective at a high level is a combination of 1) timings being known far better by Zerg (4Gate zealot isn't nearly as good as it was one year ago for example), 2) the efficiency of Zerg units on creep against Protoss stuff without forcefields 3) the absolute need of about 6 fast sentries and one immortal on any build that plans to take a third safely (not as relevant anymore since Zergs prefer turtling to midgame pressure for obvious reasons, but still meaningful). 4) using sentries to pressure a Zerg is incredibly risky.
This means that there can not be a ZvP equivalent of the Terran's medivac timing in TvP, where if the P screws up or is being greedy he gets punished, otherwise the game can proceed evenly from there. I'm not referring to a timing dude, you're right, but not actually referencing the very specific pressure I'm referring to.
I used to do it more off a gate expand, but you can do it off an FFE, if there's not an overlord spotting.
Basically, my gateway expo variant I used to chrono out say, 2 zealots and a stalker, and go poke if I had confirmed no gas, and thus no possiblity of ling speed. Off an FFE I'd do it with an unchronoed zealot/stalker. I'd turn up at the Zerg's base, with this miniscule force. If the guy had not made any lings (or like, 1 or 2), I could snipe his Queen with good micro. If he had a lot of lings or a spine, or any kind of defence I could pull back for no loss.
Now, my point is that in this instance, the Queen range enabled this small, tiny attempt to exploit really, REALLY greedy Zergs, to no longer work. You can only snipe a Queen really, if the Zealot is able to get hits in, otherwise by the time your stalker actually whittles down the Queen enough to potentially kill, the guy will have made enough lings to kill off the pressure. A well microed Queen on creep with the range change, can actually kite a Zealot indefinitely, while still getting the occasional hit in.
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On December 01 2012 22:44 Insoleet wrote:Show nested quote +On December 01 2012 21:45 Frankenberry wrote:The raven change doesn't really solve anything tbh. Its a small buff, that wont really change endgame significantly tbh. I might be wrong. Time will tell x) I feel QXC, Darkforce and Todd gave some really spot on insight on the problems of PvZ and TvZ lategame (Episode 76, + Show Spoiler +http://www.youtube.com/watch?v=AfM54hJH8gg ) Basically zerg's early and middle game naturally leads to a really strong endgame unit composition, while protoss and terran needs to make some huge tech switches (for instance into a lot of BC's with 3/3 upgrades, vikings and ravens) and these switches take to much time compared to the zerg tech switches. I dont see how the removal of an upgrade changes this fundamental mechanic Also, another problem with TvZ is the Queen change, actually one of the biggest problems. Notice infestors haven't actually been buffed or changed for quite a while, but it's only since then that they became regarded as 'broken' in ZvT. Zergs have gotten better too, especially in terms of Infestor control and retention. However, my analysis of the flow of the game/Queen change is: Queen change enabled Zergs to drone harder, and with fewer offensive units. They can play more greedy, but with less of the risk that balances that out. For example, you see few Zergs building defensive roaches to deal with Hellions now, they'll use pure Queen defences more often. Without spending as much larva on units, and resources, especially gas, Zerg stockpile more. This allows them to get earlier swells of infestors than before, or more of them at Infestors retain their utility and usefulness, so once Infestors are out by and large, there's not a reason to not keep them. Infestors also naturally synergise with almost everything that's Zerg, so there's no downside in having them as part of a composition. They go well with Ultras, and fill almost all of the holes in terms of weaknesses that exist with the Broodlord. The natural progression of Zerg tech is definitely a correct analysis, I'm basically saying that the Queen change enables Zergs to accelerate the progression, with no real downside. You're absolutely right about this. If I look at TvZs before the Queen patch, the matchup was damn balanced and represented Zerg as they should be: They should play reactionary and counter-wise. If a Zerg player knows the Terran is going for hellion/banshee - they should counter it with roaches, spines and spores - not with MASS queens and mass droning behind it. As Terrans invest a lot in hellion/banshee to keep the Zerg low on drones (which makes sense...), Zerg nowadays only can laugh about it and drone like crazy to get insanely strong at late midgame or lategame. You forgot something : the buff happened at the time terran discovered the triple CC build. Which zerg had to counter blindly by attacking with roaches without even knowing if the terran was doing triple CC or not. That was not balanced at all. Thats why blizzard said : ok now, as terran can macro up safely, zerg will macro up safely too. Its justice. The problem is not queen patch, terran just play macro now and its ok. The problem is the fungle in TvZ which is breaking the game (too much punishment for not splitting your marines for 1 second) and IT in PvZ (were 25 infestors can spawn a 200 units army to support his broods...)
Are you sure you are not getting mixed up here? The 3 CCs build was only popularized after the queen patch as a way for Terran to catch up on economy with Zergs. I remember during this period a lot of experimentation also went into place mainly ultilizing the Banshees to combat creepspread. Of course there were players using the 3ccs build before the patch but it surely was not the bread and butter build.
Plus that is why in the queen patch they increase the overlord speed so that Zerg can scout these properly. You say Terran can just play macro now and I suppose that is true to a certain extent but there is no denying that patch was bad for the game seeing how it remove essentially all kinda early pressure the Terran can do. The first 10 mins of pretty much all games nowadays goes the same way and are pretty boring in general. Where is the diversity?
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On December 01 2012 22:58 Surriel wrote:Show nested quote +On December 01 2012 22:44 Insoleet wrote:On December 01 2012 21:45 Frankenberry wrote:The raven change doesn't really solve anything tbh. Its a small buff, that wont really change endgame significantly tbh. I might be wrong. Time will tell x) I feel QXC, Darkforce and Todd gave some really spot on insight on the problems of PvZ and TvZ lategame (Episode 76, + Show Spoiler +http://www.youtube.com/watch?v=AfM54hJH8gg ) Basically zerg's early and middle game naturally leads to a really strong endgame unit composition, while protoss and terran needs to make some huge tech switches (for instance into a lot of BC's with 3/3 upgrades, vikings and ravens) and these switches take to much time compared to the zerg tech switches. I dont see how the removal of an upgrade changes this fundamental mechanic Also, another problem with TvZ is the Queen change, actually one of the biggest problems. Notice infestors haven't actually been buffed or changed for quite a while, but it's only since then that they became regarded as 'broken' in ZvT. Zergs have gotten better too, especially in terms of Infestor control and retention. However, my analysis of the flow of the game/Queen change is: Queen change enabled Zergs to drone harder, and with fewer offensive units. They can play more greedy, but with less of the risk that balances that out. For example, you see few Zergs building defensive roaches to deal with Hellions now, they'll use pure Queen defences more often. Without spending as much larva on units, and resources, especially gas, Zerg stockpile more. This allows them to get earlier swells of infestors than before, or more of them at Infestors retain their utility and usefulness, so once Infestors are out by and large, there's not a reason to not keep them. Infestors also naturally synergise with almost everything that's Zerg, so there's no downside in having them as part of a composition. They go well with Ultras, and fill almost all of the holes in terms of weaknesses that exist with the Broodlord. The natural progression of Zerg tech is definitely a correct analysis, I'm basically saying that the Queen change enables Zergs to accelerate the progression, with no real downside. You're absolutely right about this. If I look at TvZs before the Queen patch, the matchup was damn balanced and represented Zerg as they should be: They should play reactionary and counter-wise. If a Zerg player knows the Terran is going for hellion/banshee - they should counter it with roaches, spines and spores - not with MASS queens and mass droning behind it. As Terrans invest a lot in hellion/banshee to keep the Zerg low on drones (which makes sense...), Zerg nowadays only can laugh about it and drone like crazy to get insanely strong at late midgame or lategame. You forgot something : the buff happened at the time terran discovered the triple CC build. Which zerg had to counter blindly by attacking with roaches without even knowing if the terran was doing triple CC or not. That was not balanced at all. Thats why blizzard said : ok now, as terran can macro up safely, zerg will macro up safely too. Its justice. The problem is not queen patch, terran just play macro now and its ok. The problem is the fungle in TvZ which is breaking the game (too much punishment for not splitting your marines for 1 second) and IT in PvZ (were 25 infestors can spawn a 200 units army to support his broods...) Are you sure you are not getting mixed up here? The 3 CCs build was only popularized after the queen patch as a way for Terran to catch up on economy with Zergs. I remember during this period a lot of experimentation also went into place mainly ultilizing the Banshees to combat creepspread. Of course there were players using the 3ccs build before the patch but it surely was not the bread and butter build. Plus that is why in the queen patch they increase the overlord speed so that Zerg can scout these properly. You say Terran can just play macro now and I suppose that is true to a certain extent but there is no denying that patch was bad for the game seeing how it remove essentially all kinda early pressure the Terran can do. The first 10 mins of pretty much all games nowadays goes the same way and are pretty boring in general. Where is the diversity?
Actually, the zerg can kill a too greedy terran on early game more often than a terran player kill a greedy zerg, aside the 11/11 which is just cheese.
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I might be missing something here regarding the infestor, but one complaint seems to be that fungal denies micro and can be chained thereby letting the swarm surround and kill the fungal targets. What if fungal just slowed by 50% instead of a full on stun, keep the denial of blink if you want but at least let stalkers move at a reduced speed. No matter how many times its chained, units will still have a chance to micro out and get back to the main army if they survive.
However, if the major complaint is that fungal does too much damage, just reduce the damage that fungal does.
Having a tough time getting around blizzard not trying something basic like one or a combination of simple ideas listed above.
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I actually think removing fungal rooting air/revealing cloak is the solution because basically infestors have no weakness right now. Basically you want to open interesting tactics and the most interesting tactics are high risk tactics. As an example, it opens up things like:
- DT harass of loose infestors - medivac drops on zerg armies - baneling dumps - HT/warp prism harass
And so on.
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On December 01 2012 22:27 Wombat_NI wrote:Show nested quote +On December 01 2012 22:18 imPermanenCe wrote:On December 01 2012 21:12 Figgy wrote: Am I the only one missing the most obvious balance fix?
Remove Pathogen Glands.
Voila!
It's now much harder to go straight into Infestor without going Muta or Roach first without dying but they still have the same final end game impact as before. Yes, late game mass infestor still imba. Nothing solved. edit: although I'm not sure anymore what exactly is imba about them anymore, seems like everyone has a different opinion. And hence why they're tough to balance. I believe infestors are imbalanced due to being too good, in too many roles, without corresponding weaknesses. Something like the marine, yeah it's a really really strong unit, especially in MKP's hands, but at least it's got a discernible weakness to AoE damage and AoE spells. If we as a community can't even agree on why/to what degree they're imbalanced/flawed, why are we bitching at Blizzard's approach to them so much? That's what I don't understand. People are throwing out solutions, many of them good if they were potentially implemented, instinct tells me. However, changes that instinctively seem good, can have far-reaching effects. I'd rather Blizzard take their sweet, sweet time if that is to get it right. If they don't change anything, or if their final changes that go into a patch (and not the test map) are terrible, then by all means bitch away folks! I'll be right there with you. It's interesting, because you commented on infestor control earlier, which I think is a clear way in which infestors have become so good. So many times, 9+ months ago, we would watch infestors fungal, then herp-derp right into a tank/colossus line. If Zerg wanted 30 infestors, they would directly make 30 of them and not "collect" 30 from mid to late game.
I bring your attention to that specifically because you talk about marines and their weakness, AOE. The old counter to infestors, back in the early days of their usage, was the Zerg suiciding all of them into your army. There was nothing P or T particularly did to counter their usage. Now that Zerg isn't suiciding them into armies (and it's not a hard skill like marine splitting), there isn't a clear way to handle them. Fungal at range 9 stops the more mobile units from getting closer, and IT spam, and later BLs, prevent all units from getting closer.
So, the natural response is to draw upon counters of TvP, ghosts and HTs due to their ability to focus down casters with spells. But the dynamic is MUCH different against Z. Relying on HTs and ghosts doesn't have the same powerful upsides as infestors. Storms are much less effective against a highly mobile army that regenerates and has a ton of units with 120+ health. At least against Terran, stim does half the work of a storm anyways if they plan to dodge it. Ghosts against Zerg are just bad, no explanation is really needed. They're marginally good against infestors, and once those are gone, they should be dead to free up supply. Creating a similar supply of ghosts and HTs to take out infestors weaken your army too much, while infestors supplement their own army fantastically.
Really, the solution would be to allow "core" units to counter infestors better, improve other caster viability against Zerg as a whole (I don't like this solution), or nerf infestors so much that their role is to improve the strength of other Zerg units instead of do their job for them. The first option would likely require a straight up nerf to infestors, such as supply costs or range of their abilities. Harder to fungal bio, tanks, and stalkers or deploy IT unscathed if the range is 6 or 7. The second option would be hard to implement, since TvP would likely be affected by any change, and the changes can EASILY have a runaway effect on XvZ. The third option involves making infestor spells a lot worse, like nerfing IT and/or fungal. Nerfing eggs does this, as did the psionic change they dropped. However, something like removing (or severely nerfing) fungal damage and allowing it to only root and/or disable ability casting would greatly change their role as well.
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I liked the fungal changes and it seems to me that Zerg are still doing pretty well in tournaments..... I was glad to see Infestors were going to be fixed. I am dissapointed now
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Northern Ireland23767 Posts
On December 01 2012 23:22 aksfjh wrote:Show nested quote +On December 01 2012 22:27 Wombat_NI wrote:On December 01 2012 22:18 imPermanenCe wrote:On December 01 2012 21:12 Figgy wrote: Am I the only one missing the most obvious balance fix?
Remove Pathogen Glands.
Voila!
It's now much harder to go straight into Infestor without going Muta or Roach first without dying but they still have the same final end game impact as before. Yes, late game mass infestor still imba. Nothing solved. edit: although I'm not sure anymore what exactly is imba about them anymore, seems like everyone has a different opinion. And hence why they're tough to balance. I believe infestors are imbalanced due to being too good, in too many roles, without corresponding weaknesses. Something like the marine, yeah it's a really really strong unit, especially in MKP's hands, but at least it's got a discernible weakness to AoE damage and AoE spells. If we as a community can't even agree on why/to what degree they're imbalanced/flawed, why are we bitching at Blizzard's approach to them so much? That's what I don't understand. People are throwing out solutions, many of them good if they were potentially implemented, instinct tells me. However, changes that instinctively seem good, can have far-reaching effects. I'd rather Blizzard take their sweet, sweet time if that is to get it right. If they don't change anything, or if their final changes that go into a patch (and not the test map) are terrible, then by all means bitch away folks! I'll be right there with you. It's interesting, because you commented on infestor control earlier, which I think is a clear way in which infestors have become so good. So many times, 9+ months ago, we would watch infestors fungal, then herp-derp right into a tank/colossus line. If Zerg wanted 30 infestors, they would directly make 30 of them and not "collect" 30 from mid to late game. I bring your attention to that specifically because you talk about marines and their weakness, AOE. The old counter to infestors, back in the early days of their usage, was the Zerg suiciding all of them into your army. There was nothing P or T particularly did to counter their usage. Now that Zerg isn't suiciding them into armies (and it's not a hard skill like marine splitting), there isn't a clear way to handle them. Fungal at range 9 stops the more mobile units from getting closer, and IT spam, and later BLs, prevent all units from getting closer. So, the natural response is to draw upon counters of TvP, ghosts and HTs due to their ability to focus down casters with spells. But the dynamic is MUCH different against Z. Relying on HTs and ghosts doesn't have the same powerful upsides as infestors. Storms are much less effective against a highly mobile army that regenerates and has a ton of units with 120+ health. At least against Terran, stim does half the work of a storm anyways if they plan to dodge it. Ghosts against Zerg are just bad, no explanation is really needed. They're marginally good against infestors, and once those are gone, they should be dead to free up supply. Creating a similar supply of ghosts and HTs to take out infestors weaken your army too much, while infestors supplement their own army fantastically. Really, the solution would be to allow "core" units to counter infestors better, improve other caster viability against Zerg as a whole (I don't like this solution), or nerf infestors so much that their role is to improve the strength of other Zerg units instead of do their job for them. The first option would likely require a straight up nerf to infestors, such as supply costs or range of their abilities. Harder to fungal bio, tanks, and stalkers or deploy IT unscathed if the range is 6 or 7. The second option would be hard to implement, since TvP would likely be affected by any change, and the changes can EASILY have a runaway effect on XvZ. The third option involves making infestor spells a lot worse, like nerfing IT and/or fungal. Nerfing eggs does this, as did the psionic change they dropped. However, something like removing (or severely nerfing) fungal damage and allowing it to only root and/or disable ability casting would greatly change their role as well. Nicely put, especially the part about infestor retention. The problem with the whole whining about 'patch zergs', it that it's not that Zergs were all given the tools to auto-win by patches, like some people seem to think :S It's that, patches enabled extra greediness. If you combine that with the way Zerg players have shown improvement in their army control the most in recent times (in terms of infestor retention), then the overall effect is huge.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=384286¤tpage=186#3706
That link is a post I think you'd enjoy reading, because it kind of fits into the overarching point you're making, but approaching it in terms of how the concept applies to a different aspect of the game.
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wow the new changes are so sad... really losing hope for Blizzard being able to fix a broken and boring to watch/play game.
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On November 30 2012 11:12 Cyro wrote: You cant kill eggs when they have 0 attack priority. Period. If there is a single zergling within attack range, every single unit you have, ranged, melee, trapped or otherwise will shoot at it and overkill it by thousands of damage before turning to shoot at eggs.
IT problem cant be solved by reducing the hp on eggs that dont have attack priority by 20%, im pretty embarassed for blizzard for even thinking that could have a notable effect.
this. and more: 1 infestor can easily take out a complete base including workers in seconds while borrowed, this is not related to the HP of some eggs. watching LoL getting balance patched nearly every week and being the most successful game at present, you can just wonder whats wrong with bliz approaching the balancing like walking on raw eggs. JUST DO IT omg...
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it's sad to see Blizzard balancing the game due to people's whine...
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On December 01 2012 23:52 ilbh wrote: it's sad to see Blizzard balancing the game due to people's whine...
Would be worse for you it they actually looked the game. ; (
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On December 01 2012 23:52 ilbh wrote: it's sad to see Blizzard balancing the game due to people's whine...
yeah it really sucked for terran
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On December 01 2012 23:41 cari-kira wrote:Show nested quote +On November 30 2012 11:12 Cyro wrote: You cant kill eggs when they have 0 attack priority. Period. If there is a single zergling within attack range, every single unit you have, ranged, melee, trapped or otherwise will shoot at it and overkill it by thousands of damage before turning to shoot at eggs.
IT problem cant be solved by reducing the hp on eggs that dont have attack priority by 20%, im pretty embarassed for blizzard for even thinking that could have a notable effect. this. and more: 1 infestor can easily take out a complete base including workers in seconds while borrowed, this is not related to the HP of some eggs. watching LoL getting balance patched nearly every week and being the most successful game at present, you can just wonder whats wrong with bliz approaching the balancing like walking on raw eggs. JUST DO IT omg...
Patching in SC2 and LoL are 2 different things. One little change has more impact in SC2 and it takes way longer to see the results. If they patch SC2 every week you don't know what's good and what's bad because it changes much faster than players can adjust their play. And it doesn't help balance at all.
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On December 01 2012 23:41 cari-kira wrote:Show nested quote +On November 30 2012 11:12 Cyro wrote: You cant kill eggs when they have 0 attack priority. Period. If there is a single zergling within attack range, every single unit you have, ranged, melee, trapped or otherwise will shoot at it and overkill it by thousands of damage before turning to shoot at eggs.
IT problem cant be solved by reducing the hp on eggs that dont have attack priority by 20%, im pretty embarassed for blizzard for even thinking that could have a notable effect. this. and more: 1 infestor can easily take out a complete base including workers in seconds while borrowed, this is not related to the HP of some eggs. watching LoL getting balance patched nearly every week and being the most successful game at present, you can just wonder whats wrong with bliz approaching the balancing like walking on raw eggs. JUST DO IT omg...
LoL balances every two week because they add a heroe every two week. Dota has a better succesfull balance and is patched once per year if Icefrog is in a good mood.
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On December 01 2012 22:58 Surriel wrote:Show nested quote +On December 01 2012 22:44 Insoleet wrote:On December 01 2012 21:45 Frankenberry wrote:The raven change doesn't really solve anything tbh. Its a small buff, that wont really change endgame significantly tbh. I might be wrong. Time will tell x) I feel QXC, Darkforce and Todd gave some really spot on insight on the problems of PvZ and TvZ lategame (Episode 76, + Show Spoiler +http://www.youtube.com/watch?v=AfM54hJH8gg ) Basically zerg's early and middle game naturally leads to a really strong endgame unit composition, while protoss and terran needs to make some huge tech switches (for instance into a lot of BC's with 3/3 upgrades, vikings and ravens) and these switches take to much time compared to the zerg tech switches. I dont see how the removal of an upgrade changes this fundamental mechanic Also, another problem with TvZ is the Queen change, actually one of the biggest problems. Notice infestors haven't actually been buffed or changed for quite a while, but it's only since then that they became regarded as 'broken' in ZvT. Zergs have gotten better too, especially in terms of Infestor control and retention. However, my analysis of the flow of the game/Queen change is: Queen change enabled Zergs to drone harder, and with fewer offensive units. They can play more greedy, but with less of the risk that balances that out. For example, you see few Zergs building defensive roaches to deal with Hellions now, they'll use pure Queen defences more often. Without spending as much larva on units, and resources, especially gas, Zerg stockpile more. This allows them to get earlier swells of infestors than before, or more of them at Infestors retain their utility and usefulness, so once Infestors are out by and large, there's not a reason to not keep them. Infestors also naturally synergise with almost everything that's Zerg, so there's no downside in having them as part of a composition. They go well with Ultras, and fill almost all of the holes in terms of weaknesses that exist with the Broodlord. The natural progression of Zerg tech is definitely a correct analysis, I'm basically saying that the Queen change enables Zergs to accelerate the progression, with no real downside. You're absolutely right about this. If I look at TvZs before the Queen patch, the matchup was damn balanced and represented Zerg as they should be: They should play reactionary and counter-wise. If a Zerg player knows the Terran is going for hellion/banshee - they should counter it with roaches, spines and spores - not with MASS queens and mass droning behind it. As Terrans invest a lot in hellion/banshee to keep the Zerg low on drones (which makes sense...), Zerg nowadays only can laugh about it and drone like crazy to get insanely strong at late midgame or lategame. You forgot something : the buff happened at the time terran discovered the triple CC build. Which zerg had to counter blindly by attacking with roaches without even knowing if the terran was doing triple CC or not. That was not balanced at all. Thats why blizzard said : ok now, as terran can macro up safely, zerg will macro up safely too. Its justice. The problem is not queen patch, terran just play macro now and its ok. The problem is the fungle in TvZ which is breaking the game (too much punishment for not splitting your marines for 1 second) and IT in PvZ (were 25 infestors can spawn a 200 units army to support his broods...) Are you sure you are not getting mixed up here? The 3 CCs build was only popularized after the queen patch as a way for Terran to catch up on economy with Zergs. I remember during this period a lot of experimentation also went into place mainly ultilizing the Banshees to combat creepspread. Of course there were players using the 3ccs build before the patch but it surely was not the bread and butter build. No, 3 CC builds were around earlier. I distinctly remember a series of MKP vs DRG where MKP either went an early allin such as marauder/hellion or 3 CCs/2 ebay off 1 rax/1 fact.
The problem was that for Zerg the visible difference was zero. There were hellions on the edge of your creep and a few marines at the edge of the terran base.
That was MLG Winter, ie way before the Queen patch.
By the way, over the 5 GSL before the Queen patch, there were a total of 4 Zergs in 5 Ro8s 4 out of 40. But sure, everything was fine and dandy in SC2 before that patch. Selective memory is a wonderful thing.
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On December 01 2012 23:52 ilbh wrote: it's sad to see Blizzard balancing the game due to people's whine...
Ya they screw up by balancing the queen and Infestors. Hope they can undo that mistake now, IT should be nerfed more. Fungals ranged decreased
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This is the 1rst April joke right ? Are you serious Blizzard ? You just want to see the community die ? Or you just don't give a F about the balance and the e-sport because we will buy your game anyway....
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