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TvZ: A Summary of What's (Still) Broken - Page 18

Forum Index > SC2 General
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Aoxer
Profile Joined June 2012
44 Posts
December 24 2012 16:17 GMT
#341
Nebbish! <3

I currently agree and believe the main problem is how unforgivable Terran currently is and the fact that it is difficult to punish Zerg greed.
"No amout of macro will make marines beat banelings"
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
December 24 2012 16:19 GMT
#342
On December 25 2012 00:18 barwick11 wrote:
Show nested quote +
On December 24 2012 12:04 Forikorder wrote:
120 lings and 80 banelings dont beat 90 marines let alone 90 marines + 20 ghosts the ghosts will snipe most of the banelings and with a good split the rest of the banelings wont be cost effective then jsut stutter step and destroy the zergligns

if ling/bane is so good in the late game, why does every Zerg transition?


I don't laugh out loud often, but this was hilarious...

"the ghosts will snipe most of the banelings..."

Are you serious dude? If we had five clones of MVP microing the Terran army at the same time, there's no way they could split the marines/ghosts and snipe even a single baneling, let alone "snipe most of the banelings".

In theory, yes... if I wrote a computer program that could interface with SC2, it could stutter step each individual marine into a perfect split, while also stutter step splitting every ghost at the same time and sniping the closest baneling to a Terran unit, and the Terran would win that battle... So, yeah, you must be correct.


If you bind your mouse button to the mouse wheel, you can snipe incredibly fast. One might label this as cheat, but there would be no way to prevent this online/on ladder.
FLuE
Profile Joined September 2010
United States1012 Posts
December 24 2012 16:23 GMT
#343
All caster units in SC2 need a ton of work.

Blizzard has really lost creativity with the caster units. I hope HOTS will help that somewhat.

TheDougler
Profile Joined April 2010
Canada8306 Posts
December 24 2012 16:26 GMT
#344
On December 25 2012 00:14 Fullback wrote:
Show nested quote +
On December 25 2012 00:07 Dr.Sin wrote:
I was watching Thorzain play against a zerg and while Thorzain nicely killed the infestor-corruptor-brood lord army of his opponent, the zerg rapidly switched to ultralisks. Having read a few conversations on the topic of how hard it is for terrans to switch between tech trees, I thought that it would be interesting for Blizzard to allow for double marauder/tank production from buildings with reactors. This would allow terrans to also rapidly tech switch and rebuild their armies, resolving a key problem terrans have in the late game. Such an upgrade could be purchased or it could possibly be automatically done if you build a fusion core. This would be interesting as it would also open the potential for BCs, but also match well with the proposed HOTS changes, like how there will be the medivac speed boost upgrade in the fusion core.


An upgrade that would allow you to transform your reactors and tech labs into tech reactors from the WoL campaign?. Interesting.


Would have to be an upgrade at the armory that you need fusion core for I think. Like, as late game as it gets. Still, it's an idea.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2012-12-24 16:37:11
December 24 2012 16:33 GMT
#345
Zergs too easy and terrans too hard, infestors are too good for their cost and skills, larvae mechanics make tech switches hard to kill, creep makes zergs too mobile, smart AI is better for zerg than for terran...etc etc etc

There are way too many problems with Terran, let alone the TvZ matchup. It's impossible to balance after Blizzard rushed WoL into production and said "hey, your predecessor was awesome for esports, this brand new game must be good for esports too!"
And because of that pressure with a brand new game, they balanced it using a MOBA approach (multiple patches in a short time span) rather than a true RTS approach where you take your time and carefully think out the implications of every change and their combined effects.

Blizz completely fucked up the balance of this game. There is no one problem, and there is no one solution. Now, almost 2 years later, after multiple patches, you expect Blizzard to clean up this mess? There are way too many variables, too many permutations and combinations to calculate in order to fix this game.

All of these proposals are what Blizzard should've thought of instead of haphazardly using the nerf gun after every major event.
im deaf
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-12-24 16:41:26
December 24 2012 16:37 GMT
#346
On December 25 2012 01:19 Sandermatt wrote:
Show nested quote +
On December 25 2012 00:18 barwick11 wrote:
On December 24 2012 12:04 Forikorder wrote:
120 lings and 80 banelings dont beat 90 marines let alone 90 marines + 20 ghosts the ghosts will snipe most of the banelings and with a good split the rest of the banelings wont be cost effective then jsut stutter step and destroy the zergligns

if ling/bane is so good in the late game, why does every Zerg transition?


I don't laugh out loud often, but this was hilarious...

"the ghosts will snipe most of the banelings..."

Are you serious dude? If we had five clones of MVP microing the Terran army at the same time, there's no way they could split the marines/ghosts and snipe even a single baneling, let alone "snipe most of the banelings".

In theory, yes... if I wrote a computer program that could interface with SC2, it could stutter step each individual marine into a perfect split, while also stutter step splitting every ghost at the same time and sniping the closest baneling to a Terran unit, and the Terran would win that battle... So, yeah, you must be correct.


If you bind your mouse button to the mouse wheel, you can snipe incredibly fast. One might label this as cheat, but there would be no way to prevent this online/on ladder.


Well, you have the same problem with ITs... I have played quite a few games as T and as Z against Zerg opponents who had miracolous 1500 APM when throwing them and who could perfectly spend all their energy at once - way better than any progamer does...

But I see what you mean. I think blizzard underestimated the speed+accuracy+queue tricks progamers would develop with snipe and ITs in direct combats, that's why those low cost spam abilities both have gotten so out of hand in any scenario where they were/are cost- or supplyefficient.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
December 24 2012 16:52 GMT
#347
On December 25 2012 01:26 TheDougler wrote:
Show nested quote +
On December 25 2012 00:14 Fullback wrote:
On December 25 2012 00:07 Dr.Sin wrote:
I was watching Thorzain play against a zerg and while Thorzain nicely killed the infestor-corruptor-brood lord army of his opponent, the zerg rapidly switched to ultralisks. Having read a few conversations on the topic of how hard it is for terrans to switch between tech trees, I thought that it would be interesting for Blizzard to allow for double marauder/tank production from buildings with reactors. This would allow terrans to also rapidly tech switch and rebuild their armies, resolving a key problem terrans have in the late game. Such an upgrade could be purchased or it could possibly be automatically done if you build a fusion core. This would be interesting as it would also open the potential for BCs, but also match well with the proposed HOTS changes, like how there will be the medivac speed boost upgrade in the fusion core.


An upgrade that would allow you to transform your reactors and tech labs into tech reactors from the WoL campaign?. Interesting.


Would have to be an upgrade at the armory that you need fusion core for I think. Like, as late game as it gets. Still, it's an idea.


A lot of the campaign stuff would be very interesting to see in multiplayer, within reason.

Just having upgrades in fusion core, infestation pit or fleet beacon seems pretty awesome in itself.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
gosublade
Profile Joined May 2011
632 Posts
December 24 2012 16:55 GMT
#348
On December 24 2012 23:39 Plansix wrote:
Show nested quote +
On December 24 2012 21:14 gosublade wrote:
i dont understand why they wont change fungal to a slow rather than immobilization.. would change so fucking much wouldnt it?

You can keep spreading to not get additional fungal, chain fungal is harder, escaping with dropships with army intact is still possible.. Just overall, the game would change for the better, create more awesome situations and battles.

edit: psionic being immune to fungal is like the most retarded change ever


From what DB has said in interviews, they tried turning it into a slow and it had minimal effect because chaining the fungles together was still possible. That is the real issue with fungle growth, that it is possible to chain fungles together, the root only makes that more possible. Storm, which does far more damage, is less of a problem because units can avoid it, but no battle lasts long enough for someone to chain storms on a specific location and players actively dodge storms.

I don’t know if a projectile will solve the problem, because the root still exists and any unit hit by the fungle is still rooted. I would rather they focus on the root and maybe make it shorter than length of fungle. If the root was 2 or 1 second, it would allow the units to escape before the next fungle was chained. At one second or less, the root would serve more to chance out the units previous action, rather than stop it is place forever.

In short, if fungle is going to stop unit movement, units need to be able to move again before the next fungle can be applied. Fungle as a half a second interrupt is far more intresting than fungle as a 4 second root.


First of all, dropships and dropping would have a semi-decent chance of getting away, as apposed to 0 chance right now. 1 dropship filled with mm and losing it is np, but wanting to drop with 2-3 medivacs filled, and then possibly losing all of them because of a silly spell and being able to do nothing about it is hard to get on board with.

When sieging zerg expo or 3rd and fungaled, you run back enough with rines into siege line(rines are like insanely fast with stim), you either stop getting chain fungaled, infestors are gonna get tank shots or zerg is gonna have to fight out of position. You can also split more, which means infs need to use more fungals to get all rines. Can't imagine it not having a semi-big style change in the long run..
Not even death can save you from me.
Robotix
Profile Joined August 2012
United States51 Posts
December 24 2012 16:55 GMT
#349
On December 25 2012 01:37 Big J wrote:
Show nested quote +
On December 25 2012 01:19 Sandermatt wrote:
On December 25 2012 00:18 barwick11 wrote:
On December 24 2012 12:04 Forikorder wrote:
120 lings and 80 banelings dont beat 90 marines let alone 90 marines + 20 ghosts the ghosts will snipe most of the banelings and with a good split the rest of the banelings wont be cost effective then jsut stutter step and destroy the zergligns

if ling/bane is so good in the late game, why does every Zerg transition?


I don't laugh out loud often, but this was hilarious...

"the ghosts will snipe most of the banelings..."

Are you serious dude? If we had five clones of MVP microing the Terran army at the same time, there's no way they could split the marines/ghosts and snipe even a single baneling, let alone "snipe most of the banelings".

In theory, yes... if I wrote a computer program that could interface with SC2, it could stutter step each individual marine into a perfect split, while also stutter step splitting every ghost at the same time and sniping the closest baneling to a Terran unit, and the Terran would win that battle... So, yeah, you must be correct.


If you bind your mouse button to the mouse wheel, you can snipe incredibly fast. One might label this as cheat, but there would be no way to prevent this online/on ladder.


Well, you have the same problem with ITs... I have played quite a few games as T and as Z against Zerg opponents who had miracolous 1500 APM when throwing them and who could perfectly spend all their energy at once - way better than any progamer does...

But I see what you mean. I think blizzard underestimated the speed+accuracy+queue tricks progamers would develop with snipe and ITs in direct combats, that's why those low cost spam abilities both have gotten so out of hand in any scenario where they were/are cost- or supplyefficient.


As far as I know, you can't bind anything to the center mouse button scroll unless you use a hack.
"Dumb shit happened" - Idra
FLuE
Profile Joined September 2010
United States1012 Posts
December 24 2012 17:08 GMT
#350
zergs too easy and terrans too hard, infestors are too good for their cost and skills, larvae mechanics make tech switches hard to kill, creep makes zergs too mobile, smart AI is better for zerg than for terran...etc etc etc


Funny cause when the game first came out Terran was the "easiest" and Zerg much harder.

I think blizzard failed to anticipate how much better Zerg players would get once they figured out all the queen mechanics, quit missing injects, etc.

All races are tough to play, Zerg isn't easy and Terran isn't all the sudden much harder. Terran just lacks the late game tools.

People demanded longer macro games, now they got that and are unhappy with the result. What people do need to realize is that it is a pretty razor thin edge with the infestor. If they nerf to much Zerg all the sudden cant compete late game. That's the problem with 1 unit being so critical.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
December 24 2012 17:11 GMT
#351
On December 25 2012 01:16 Ordien wrote:
Show nested quote +
On December 24 2012 21:49 ButtCraft wrote:
Revert Queen range buff, and everything changes back to normal.

The biggest problem with TvZ is creep imo. A lot of you noobs will say "LOL CREEP? Creep can't even attack!" The fact is, the extreme speed and surface area with which creep is able to be spread now makes for incredibly weak early game bio aggression by T.

Every single push by the terran soon after will be slowed by the necessity to clear out the tens, if not hundreds of creep tumors. It's suicide to unsiege while on creep, and leapfrogging tanks takes VERY long. So you have 2 options, clear the creep, or leapfrog.

Both of these options buy what the zerg thrives off of most: Time. The more time the zerg has to prepare for the attack, the more the zerg will crush the attack, the more the zerg will have larva for a follow up counter, etc.

All of this has snowballed because reactor hellion expand no longer can kill off queens, creep.

I completly agree with this. What the queen patch has really done, is giving zerg the ability to spread creep (almost) as far as they like. And pushing onto creep as terran is pretty much suicide since you rely on tanks so much. So terrans really need to stay on top of clearing out zergs creep every chance they get, and if they fail to do so they wont have the ability to end the game after having won a huge engagement. Simply because creep is in the way of them


The funny thing is. Hellions never really denied creep if the zerg didn't want them to. The zerg could always throw down a roach warren and make 3-4 roaches which would easily hold off 8 hellions. Why didn't they do this? Because it slowed their eco and tech. 5 drones (1 for roach warren) and resources is huge in the early game.

This is the same reason why zergs suggesting that terrans can use the banshee/raven combo for creep clearing. They don't take into account that the terran would have to delay medivacs (less energy built up), make an extra tech lab, delay tech/upgrades in order to get them out. RTS is all about trade offs. It is just not feasible for terrans because you get way behind on everything else just to deny creep. Not to mention banshee + raven (with PDD) would be available way after 4 hellions.

So please, when you theorycraft and said this player should have X number of Y units. Please also suggest which unit they shouldn't have build (equal resources and build time) and also that if they didn't build those units, would they be vulnerable to a timing / pressure from the opposition.

For example, let say in TvP, you say that T would have won if you had 5 BCs in his army. Then you need to take out X medivacs/vikings. Also, when making the 5 BCs (without those medivacs and vikings), how would they hold off a push from the P.
HoLe
Profile Joined August 2012
Canada183 Posts
December 24 2012 17:15 GMT
#352
On December 05 2012 11:20 DaNkS wrote:
this is funny cuz protoss isnt as good as terran and zerg as well i think toss needs a buff


What is this sage? You read the entire post/ analysis in three minutes?

"This is" -- are you talking about the post you may have partially skimmed?

sagesagesagesagesage

The OP was really indepth and I agree with most points, I found the attention-as-resource section refreshing because that idea never gets enough *cough* attention
Terran.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
December 24 2012 17:18 GMT
#353
On December 25 2012 02:08 FLuE wrote:
Show nested quote +
zergs too easy and terrans too hard, infestors are too good for their cost and skills, larvae mechanics make tech switches hard to kill, creep makes zergs too mobile, smart AI is better for zerg than for terran...etc etc etc


Funny cause when the game first came out Terran was the "easiest" and Zerg much harder.

I think blizzard failed to anticipate how much better Zerg players would get once they figured out all the queen mechanics, quit missing injects, etc.

All races are tough to play, Zerg isn't easy and Terran isn't all the sudden much harder. Terran just lacks the late game tools.

People demanded longer macro games, now they got that and are unhappy with the result. What people do need to realize is that it is a pretty razor thin edge with the infestor. If they nerf to much Zerg all the sudden cant compete late game. That's the problem with 1 unit being so critical.


Maps also play a big factor. They are so big now that zerg can start adding units when they see terrans leave their base. OLs are also given 'free' spots to park which sees pretty much everything. You will notice that players like MKP get called out for playing 'blind' and not scouting (with P as well). But how often do you hear that a zerg didn't scout the Terran? Why? Because a lot of the maps have 'safe' spots where you can park OLs and it is not possible to deny scouting until at least vikings are out. And these safe spots give a great view of the entrance to the natural (when army is moving out) and also gases/expansion timings.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2012-12-24 17:34:38
December 24 2012 17:28 GMT
#354
Infestors aren't the only reason this match up has become a complete mess (along with the rest of the game). It's because they removed any and all aggressive openers for Terran. Terran was never meant to sit around passively and mass up a 200 pop army. You're SUPPOSED to cheese that Zerg that blindly hatches first every game. You're supposed to open with 11/11 rax if you want to play a bio style. You're supposed to open with 1/1/1 aggression if you want to play a mech based style. You're supposed to punish Zergs for making only drones. Now that they've molded the game around passive greedy styles the game is 100 percent broken in the balance and playability department.

This game is not nearly as hard as BW in the macro department, it doesn't take any skill to sit on your ass and just focus 100 percent on base management. I believe the intention for SC2 was for everyone to be fighting very very early on and only the most evenly matched opponents would actually make it to the mid or late game. This game is boring to play AND to watch, way to go balance team.

My point is, nerfing the infestor won't fix the actual problem with this game and this match up, all the build orders that this game was originally balanced around have been nerfed or removed. It's a mess and hopefully they've learned from their mistakes and don't repeat them with HoTS.

Edit: Yes I do know this will piss David Kim and his balance team off but idc, I don't play this game anymore, you can't harass me on the ladder now :D. I've moved onto LoL and Dota 2.
magnaflow
Profile Joined August 2011
Canada1521 Posts
December 24 2012 17:31 GMT
#355
On December 25 2012 01:33 imBLIND wrote:
Zergs too easy and terrans too hard, infestors are too good for their cost and skills, larvae mechanics make tech switches hard to kill, creep makes zergs too mobile, smart AI is better for zerg than for terran...etc etc etc

There are way too many problems with Terran, let alone the TvZ matchup. It's impossible to balance after Blizzard rushed WoL into production and said "hey, your predecessor was awesome for esports, this brand new game must be good for esports too!"
And because of that pressure with a brand new game, they balanced it using a MOBA approach (multiple patches in a short time span) rather than a true RTS approach where you take your time and carefully think out the implications of every change and their combined effects.

Blizz completely fucked up the balance of this game. There is no one problem, and there is no one solution. Now, almost 2 years later, after multiple patches, you expect Blizzard to clean up this mess? There are way too many variables, too many permutations and combinations to calculate in order to fix this game.

All of these proposals are what Blizzard should've thought of instead of haphazardly using the nerf gun after every major event.



I agree with this.
3xTr4_FragQuenz
Profile Joined August 2011
36 Posts
December 24 2012 17:59 GMT
#356
Beautiful artikel about some broken things about that game.

I share your opinion and i think you did a very good job showing some problems with the balance.

However, i hope Blizzard is working enough on these problems and lets hope HotS will bring some new hope for terrans
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
Last Edited: 2012-12-24 18:02:32
December 24 2012 18:02 GMT
#357
Holy crap do we really need another thread whining about Zerg? This is all promoting a terrible mentality within the community. Sorry to break it to you egotistical whiners but none of you are great, none of you are pro and none of you are performing well lately in tournaments. At the pro level there might be a tiny advantage because the Zergs are so perfect in execution but whining at any other level is even worse. Its not easy to pull this stuff off or every Z would be in top masters or GM. Instead we see Zergs still all across the leagues like every other race.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
Scrubwave
Profile Joined July 2010
Poland1786 Posts
December 24 2012 18:07 GMT
#358
--- Nuked ---
vthree
Profile Joined November 2011
Hong Kong8039 Posts
December 24 2012 18:13 GMT
#359
On December 25 2012 03:02 sCCrooked wrote:
Holy crap do we really need another thread whining about Zerg? This is all promoting a terrible mentality within the community. Sorry to break it to you egotistical whiners but none of you are great, none of you are pro and none of you are performing well lately in tournaments. At the pro level there might be a tiny advantage because the Zergs are so perfect in execution but whining at any other level is even worse. Its not easy to pull this stuff off or every Z would be in top masters or GM. Instead we see Zergs still all across the leagues like every other race.


Yes, we are all whining here because we want to do better on ladder... Did it occur to you that maybe we enjoy watching sc2 as an eSports and would like to see racial balance for the top pros?
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
December 24 2012 18:20 GMT
#360
On December 25 2012 03:13 vthree wrote:
Show nested quote +
On December 25 2012 03:02 sCCrooked wrote:
Holy crap do we really need another thread whining about Zerg? This is all promoting a terrible mentality within the community. Sorry to break it to you egotistical whiners but none of you are great, none of you are pro and none of you are performing well lately in tournaments. At the pro level there might be a tiny advantage because the Zergs are so perfect in execution but whining at any other level is even worse. Its not easy to pull this stuff off or every Z would be in top masters or GM. Instead we see Zergs still all across the leagues like every other race.


Yes, we are all whining here because we want to do better on ladder... Did it occur to you that maybe we enjoy watching sc2 as an eSports and would like to see racial balance for the top pros?


Did it occur to any of you simple-minded folk that whining about everything just a few weeks after new patches are being applied and begging for massive swings like changing fungal's root or DoT (very huge swing if you disagree with this in even the slightest, you do not understand this game at all) is incredibly counter-intuitive?

Fenner said it best. Be excited when the other races figures your stuff out and you can't just win with it anymore. It means the meta is evolving and the game is still developing. It should be exciting, not whined about.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
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