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Racial Balance in GSL (2010-2013 WoL) - Page 8

Forum Index > SC2 General
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Acnologia
Profile Joined June 2011
Australia410 Posts
March 10 2013 02:11 GMT
#141
On March 10 2013 10:17 Locke- wrote:
This thread hurts to read.


I feel your pain
♥
Sokrates
Profile Joined May 2012
738 Posts
March 10 2013 03:15 GMT
#142
The problem with toss is that the race is designed a lot around "builds", you do a "build", you dont react to your opponent (at least as a zerg i felt that very often when playing against toss). You just execute a premade build, when you hear toss players discuss about strategy it is not about reacting it is all about builds, "i put down my gas at x supply, i make a robo at x supply, i push out at xx:xxmins wiht x amount of units." So this gives you a big advantage at lets say highmasters/low gm level because it is really easy to execute premade builds no matter what your opponent does like the immortal sentry push or the kreatorbuild but it is a lot harder when you have really good opponents and against a race that has a much higher skill ceiling.

Toss doesnt have much options to harras or to bring in multitasking, also top tier players cant really seperate from decent players by macro since their macro is really easy compared to zerg. Also their micro in big battles is a lot easier compared to terran, a lot of units are good at a moving.

So toss is the easiest race to play but it is also really hard to get an edge when you are the better player. Of course a parting immo sentry allin is a lot better than a rnd gm toss immo sentry allin. The problem is that the defending player as a much bigger range in improving to defend against it than the immo sentry allin player can improve his allin.
Marti
Profile Joined August 2011
552 Posts
March 10 2013 03:41 GMT
#143
On March 10 2013 03:10 Coffee Zombie wrote:
Show nested quote +
On March 10 2013 02:24 Emzeeshady wrote:
On March 10 2013 02:21 forsooth wrote:
On March 10 2013 02:17 Emzeeshady wrote:
On March 10 2013 02:15 IAmMajiC wrote:
Pre-Queen buff was the best time ever for TvZ, easily.

For Terrans... -_-

Numbers prove otherwise. For several months in 2012 prior to the queen patch, the matchup was very even both internationally and in Korea, with Zergs actually holding a small edge in win rates in Korea. The patch changed what had become a well balanced, highly entertaining matchup into an extremely predictable, poorly balanced mess.

There were 0 Zergs in the Code S Quarters

And people complain about only having two Terrans in the quarters... -_-


Also, most of the best TvZ matches were after the queen buff. The matchup was not only predictable to the point of annoyance but Zergs would also die to random Hellion runbys in half of the games because Queens were not good enough to open with.


Eh, wut. If you didn't defend, sure.

As far as WoL ZvT balance goes, though, apart from Infestors, the whole thing boils down to larvae. In the past, you needed larvae to defend early pushes and to shoo off the contain from Reactor Hellion Expand quickly. Zerg players didn't like it. I vividly remember the endless inanity of "making Roaches is unacceptable because it means we can't drone/tech optimally". I am serious. The damage IdrA and Artosis have done to Zerg players' mindset cannot be underestimated.

The issue is that, as we all have (to our boredom) noticed over the last half a year, the Zerg economy, if unhindered, is broken. The ability to use all your production slots on nothing but economy is way too good to exist, except for the fact that in the past you could force Zerg to use larvae for defense. This meant both sides made army, econ and teched a bit. It was fair (though understandably felt bad for Z because they were literally being damaged).

Also, the only really boring part about Reactor Hellion was that T went for it almost always. The opener itself played out entertainingly enough: both sides had high stakes (immediate, long-lasting loss of map control for Terran, severe economic damage or outright game loss for Zerg) and there was lots of action happening. Terrans were busy trying to snipe tumors, Z was busy trying to sneak them past the Hellions, players had to watch their Queens/Hellions constantly to prevent a Hellion/Speedling snipe, respectively, and so forth. The most important thing of all, though, was that it led to an actual midgame.

And from here we get to the cascade effect the Queendralisk buff had. The early game implications are clear for all to see. But the ripple effects? Dear god. First, creep spread easily goes out of control, where spreading it was an effort before. The better economy allows for a very early swell of Infestors, which helps make Zerg safe and essentially kills the midgame, from which we get into quick, fast, Infestor/T3 comp with the accompanying tech switches. The sheer scale of the change is perhaps best realized when one stops to consider that in the past a 17 minute Hive was risky and greedy. Such a far cry from our current, absurdly safe 12 minute Hive timings, isn't it? That's all because Z had to invest into a midgame to fight off the Terran midgame (which they could get to due to less creep and slower Zerg development). And damn, was that midgame ever good.

The slower Hive timings also made the late game more bearable - Terran had more time to get their infrastructure up to contend with Zerg's endgame composition. The fundamental character of it was then, and still is expensive, inflexible Terran infrastructure making very narrow anti-1-unit counters that have no other use vs. a flexible Zerg infrastructure making little but threats.

The greatest casualty of the Queendralisk patch hasn't been balance, though - a certain amount of imbalance you can work around and it is even entertaining for some. The greatest casualties have been fun (the game has become dull), the idea that the game makes any kind of sense (the kind of imbalance and it's degree make the games feel just plain stupid). I also can't tell good and bad Zergs apart anymore. In the past, great creep spread was an achievement. There were brilliant holds, good game sense, great flanks. Mutas hadn't been eclipsed so badly and so were an actual (not just stubbornly stylistic) option. Now it's the same dull monotony where it feels like the sheer, absurd, dominant power of some key units does more work than the player.

Good post overall, i agree
By the way isn't that copy pasted from somewhere ? I feel i've seen those exact words before ...
#adun giveafuck - - - "Did this guy just randomly finger me?" - Sayle
xwoGworwaTsx
Profile Joined April 2012
United States984 Posts
March 10 2013 04:07 GMT
#144
Data seems not to reflect games. Really surprised by this
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2013-03-10 04:16:49
March 10 2013 04:15 GMT
#145
On March 10 2013 12:15 Sokrates wrote:
The problem with toss is that the race is designed a lot around "builds", you do a "build", you dont react to your opponent (at least as a zerg i felt that very often when playing against toss). You just execute a premade build, when you hear toss players discuss about strategy it is not about reacting it is all about builds, "i put down my gas at x supply, i make a robo at x supply, i push out at xx:xxmins wiht x amount of units." So this gives you a big advantage at lets say highmasters/low gm level because it is really easy to execute premade builds no matter what your opponent does like the immortal sentry push or the kreatorbuild but it is a lot harder when you have really good opponents and against a race that has a much higher skill ceiling.

Toss doesnt have much options to harras or to bring in multitasking, also top tier players cant really seperate from decent players by macro since their macro is really easy compared to zerg. Also their micro in big battles is a lot easier compared to terran, a lot of units are good at a moving.

So toss is the easiest race to play but it is also really hard to get an edge when you are the better player. Of course a parting immo sentry allin is a lot better than a rnd gm toss immo sentry allin. The problem is that the defending player as a much bigger range in improving to defend against it than the immo sentry allin player can improve his allin.


Your observations are accurate, but you misunderstand the WHY. Protoss early builds are so predictable because there is such a slim margin of builds that won't simply be a build order loss.

Against zerg, you have to take your nat asap and get a cannon, and a gatewway, before gas, or lings can kill you. So you have very little viable options. Then you have to get a stalker, and warp. Until that stalker is out, overlords have free run. Until you get a robo, hallucination, or starport, you have almost no information if the zerg is careful to deny probes scouts. You probably know whether or not he has a 3rd. But did he saturate it fully? Did he make a spire? How much gas does he have? Infestors? Roach Max? Roach hydra aggression? Doom drops? All of these things are powerful zerg options.So then you get the scout, you have the option of take 3rd and turtle to a max deathball which gives the zerg all day to make whatever they want, or you all in and hit before hive.

Now keep this in mind, if you go templar vs roaches, you are going to have a bad time. If you go robo vs muta, you are going to have a bad time. If you don't have colossus vs infestor roach, you are going to have a bad time. If you go air vs roach hydra aggression, you are going to have a bad time. Now it doesn't mean that if you chose the wrong tech you are dead, but you probably will be unable to leave your base until you get the right tech out. Which probably means you couldn't take a 3rd or are about to lose the one you did take. By the time you do have a second tech path out, the zerg has 4 bases, hive, and you are just trying to hold your 3rd.

How often do you see this happen to top protoss? Not often, because they do scout, they do pick the right tech path. If they see a spire, they get blink and templar. If they see roach infestor, they get out robo units, if they see hydra they get colossus. If they see fast hive, they usually all in before broods, or turtle till they have storm, mothership, colossus,archons, blink stalkers, lots of warp gates to re enforce (which still typically loses to broodlord infestor)

TLDR; the rigid builds that protoss use are boring and predictable. It is because the window of what is viable for protoss and the amount of viable builds against you, dictate a very slim path that can allow you to safely get into a macro game and have the right tech in play so you don't die and aren't trapped at home while behind on bases. The reason you see so common and predictable builds from protoss pro's is NOT because they are bad or do not innovate. We've seen tons of innovation from protoss, and we've seen it all get figured out and shut down. Lot's of protoss experimented and after some time they realize "oh, thats why everyone does this", because it's really ALL you can EXPECT to do.

I spoke about the MYTH that toss is easier to play earlier in this thread as well.




:)
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
March 10 2013 04:25 GMT
#146
Orek: amazing analysis as usual :D
AstroPegnuin
Profile Joined November 2012
293 Posts
Last Edited: 2013-03-10 07:27:39
March 10 2013 07:27 GMT
#147
It's always funny to read how biased Terran players are and ignorant to the actual realities of the games balance, Terrans would tell you that they deserve to be made Saints because playing Terran is of the same caliber of Jesus' sacrifice. The whole foreigner Terran struggle argument is completely invalid to me because there are no where near as much hard working foreign Terran as there is Protoss and Zerg, I would love to see someone veto all foreigner players who have trained in Korea who have predominantly been Protoss and Zerg in the foreigner standings, I would not at all be surprised to see Terran do much better on the totem pole for non KR.

Another key thing that people seem to not realize is players that ride imbalance will always struggle once the nerfs hit until they learn to adapt, this was predominantly the case after all the Terran nerfs hit and will be the case come Heart of the Swarm for Zerg (Although Zerg is underpowered imo). As a Protoss player I would personally love to be able to consistently beat players I am better than like Terran do, but do to the race design this isn't always the case so be grateful for what you have.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
March 10 2013 07:33 GMT
#148
Fuck... I hope Protoss dominates the entire fricking HOTS... we are owed some good win rates in GSL damnit...
Talack
Profile Joined September 2010
Canada2742 Posts
March 10 2013 07:37 GMT
#149
On March 10 2013 16:33 mrtomjones wrote:
Fuck... I hope Protoss dominates the entire fricking HOTS... we are owed some good win rates in GSL damnit...


Protoss pros should start being more consistent then, they show up one week and just completely dominate and look unbeatable. The next week they go up 3000 resources without spending anything and look like bronze scrubs.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
March 10 2013 08:21 GMT
#150
On March 10 2013 12:41 Marti wrote:
Show nested quote +
On March 10 2013 03:10 Coffee Zombie wrote:
On March 10 2013 02:24 Emzeeshady wrote:
On March 10 2013 02:21 forsooth wrote:
On March 10 2013 02:17 Emzeeshady wrote:
On March 10 2013 02:15 IAmMajiC wrote:
Pre-Queen buff was the best time ever for TvZ, easily.

For Terrans... -_-

Numbers prove otherwise. For several months in 2012 prior to the queen patch, the matchup was very even both internationally and in Korea, with Zergs actually holding a small edge in win rates in Korea. The patch changed what had become a well balanced, highly entertaining matchup into an extremely predictable, poorly balanced mess.

There were 0 Zergs in the Code S Quarters

And people complain about only having two Terrans in the quarters... -_-


Also, most of the best TvZ matches were after the queen buff. The matchup was not only predictable to the point of annoyance but Zergs would also die to random Hellion runbys in half of the games because Queens were not good enough to open with.


Eh, wut. If you didn't defend, sure.

As far as WoL ZvT balance goes, though, apart from Infestors, the whole thing boils down to larvae. In the past, you needed larvae to defend early pushes and to shoo off the contain from Reactor Hellion Expand quickly. Zerg players didn't like it. I vividly remember the endless inanity of "making Roaches is unacceptable because it means we can't drone/tech optimally". I am serious. The damage IdrA and Artosis have done to Zerg players' mindset cannot be underestimated.

The issue is that, as we all have (to our boredom) noticed over the last half a year, the Zerg economy, if unhindered, is broken. The ability to use all your production slots on nothing but economy is way too good to exist, except for the fact that in the past you could force Zerg to use larvae for defense. This meant both sides made army, econ and teched a bit. It was fair (though understandably felt bad for Z because they were literally being damaged).

Also, the only really boring part about Reactor Hellion was that T went for it almost always. The opener itself played out entertainingly enough: both sides had high stakes (immediate, long-lasting loss of map control for Terran, severe economic damage or outright game loss for Zerg) and there was lots of action happening. Terrans were busy trying to snipe tumors, Z was busy trying to sneak them past the Hellions, players had to watch their Queens/Hellions constantly to prevent a Hellion/Speedling snipe, respectively, and so forth. The most important thing of all, though, was that it led to an actual midgame.

And from here we get to the cascade effect the Queendralisk buff had. The early game implications are clear for all to see. But the ripple effects? Dear god. First, creep spread easily goes out of control, where spreading it was an effort before. The better economy allows for a very early swell of Infestors, which helps make Zerg safe and essentially kills the midgame, from which we get into quick, fast, Infestor/T3 comp with the accompanying tech switches. The sheer scale of the change is perhaps best realized when one stops to consider that in the past a 17 minute Hive was risky and greedy. Such a far cry from our current, absurdly safe 12 minute Hive timings, isn't it? That's all because Z had to invest into a midgame to fight off the Terran midgame (which they could get to due to less creep and slower Zerg development). And damn, was that midgame ever good.

The slower Hive timings also made the late game more bearable - Terran had more time to get their infrastructure up to contend with Zerg's endgame composition. The fundamental character of it was then, and still is expensive, inflexible Terran infrastructure making very narrow anti-1-unit counters that have no other use vs. a flexible Zerg infrastructure making little but threats.

The greatest casualty of the Queendralisk patch hasn't been balance, though - a certain amount of imbalance you can work around and it is even entertaining for some. The greatest casualties have been fun (the game has become dull), the idea that the game makes any kind of sense (the kind of imbalance and it's degree make the games feel just plain stupid). I also can't tell good and bad Zergs apart anymore. In the past, great creep spread was an achievement. There were brilliant holds, good game sense, great flanks. Mutas hadn't been eclipsed so badly and so were an actual (not just stubbornly stylistic) option. Now it's the same dull monotony where it feels like the sheer, absurd, dominant power of some key units does more work than the player.

Good post overall, i agree
By the way isn't that copy pasted from somewhere ? I feel i've seen those exact words before ...


Ssh, I just happened to write what I wrote in an earlier thread almost to a word. Move on, nothing to see here...
Or I'm just a lazy SOB who thinks he made his points well enough in that thread buried somewhere in the past (as evidenced by people who actually bothered to read the post saying it is good) and copypastes himself because why not.

Your pick :D
Squee
Tommie
Profile Blog Joined September 2010
China658 Posts
March 10 2013 08:38 GMT
#151
I watched this game since beta. I watched everything. But I stopped watching in november since the game has no flow anymore. There is no dynamic midgame. Just tech rushes or hive rushes.
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
DemigodcelpH
Profile Joined August 2011
1138 Posts
March 10 2013 08:43 GMT
#152
On March 10 2013 10:42 monkybone wrote:
People saying there are not good foreign Terrans needs to get their heads out of their butts... There are many professional foreigner Terrans playing and practicing as much as anyone else. They just don't get the results, and there's obviously a reason for that. It's not a coincidence, that the bad players happened to be Terran, that's ridiculous. Terran is just a lot harder, making Terran underpowered at professional levels below code S.


More or less this. It's called the skill race for a reason.
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 10 2013 08:49 GMT
#153
On March 10 2013 17:21 Coffee Zombie wrote:
Show nested quote +
On March 10 2013 12:41 Marti wrote:
On March 10 2013 03:10 Coffee Zombie wrote:
On March 10 2013 02:24 Emzeeshady wrote:
On March 10 2013 02:21 forsooth wrote:
On March 10 2013 02:17 Emzeeshady wrote:
On March 10 2013 02:15 IAmMajiC wrote:
Pre-Queen buff was the best time ever for TvZ, easily.

For Terrans... -_-

Numbers prove otherwise. For several months in 2012 prior to the queen patch, the matchup was very even both internationally and in Korea, with Zergs actually holding a small edge in win rates in Korea. The patch changed what had become a well balanced, highly entertaining matchup into an extremely predictable, poorly balanced mess.

There were 0 Zergs in the Code S Quarters

And people complain about only having two Terrans in the quarters... -_-


Also, most of the best TvZ matches were after the queen buff. The matchup was not only predictable to the point of annoyance but Zergs would also die to random Hellion runbys in half of the games because Queens were not good enough to open with.


Eh, wut. If you didn't defend, sure.

As far as WoL ZvT balance goes, though, apart from Infestors, the whole thing boils down to larvae. In the past, you needed larvae to defend early pushes and to shoo off the contain from Reactor Hellion Expand quickly. Zerg players didn't like it. I vividly remember the endless inanity of "making Roaches is unacceptable because it means we can't drone/tech optimally". I am serious. The damage IdrA and Artosis have done to Zerg players' mindset cannot be underestimated.

The issue is that, as we all have (to our boredom) noticed over the last half a year, the Zerg economy, if unhindered, is broken. The ability to use all your production slots on nothing but economy is way too good to exist, except for the fact that in the past you could force Zerg to use larvae for defense. This meant both sides made army, econ and teched a bit. It was fair (though understandably felt bad for Z because they were literally being damaged).

Also, the only really boring part about Reactor Hellion was that T went for it almost always. The opener itself played out entertainingly enough: both sides had high stakes (immediate, long-lasting loss of map control for Terran, severe economic damage or outright game loss for Zerg) and there was lots of action happening. Terrans were busy trying to snipe tumors, Z was busy trying to sneak them past the Hellions, players had to watch their Queens/Hellions constantly to prevent a Hellion/Speedling snipe, respectively, and so forth. The most important thing of all, though, was that it led to an actual midgame.

And from here we get to the cascade effect the Queendralisk buff had. The early game implications are clear for all to see. But the ripple effects? Dear god. First, creep spread easily goes out of control, where spreading it was an effort before. The better economy allows for a very early swell of Infestors, which helps make Zerg safe and essentially kills the midgame, from which we get into quick, fast, Infestor/T3 comp with the accompanying tech switches. The sheer scale of the change is perhaps best realized when one stops to consider that in the past a 17 minute Hive was risky and greedy. Such a far cry from our current, absurdly safe 12 minute Hive timings, isn't it? That's all because Z had to invest into a midgame to fight off the Terran midgame (which they could get to due to less creep and slower Zerg development). And damn, was that midgame ever good.

The slower Hive timings also made the late game more bearable - Terran had more time to get their infrastructure up to contend with Zerg's endgame composition. The fundamental character of it was then, and still is expensive, inflexible Terran infrastructure making very narrow anti-1-unit counters that have no other use vs. a flexible Zerg infrastructure making little but threats.

The greatest casualty of the Queendralisk patch hasn't been balance, though - a certain amount of imbalance you can work around and it is even entertaining for some. The greatest casualties have been fun (the game has become dull), the idea that the game makes any kind of sense (the kind of imbalance and it's degree make the games feel just plain stupid). I also can't tell good and bad Zergs apart anymore. In the past, great creep spread was an achievement. There were brilliant holds, good game sense, great flanks. Mutas hadn't been eclipsed so badly and so were an actual (not just stubbornly stylistic) option. Now it's the same dull monotony where it feels like the sheer, absurd, dominant power of some key units does more work than the player.

Good post overall, i agree
By the way isn't that copy pasted from somewhere ? I feel i've seen those exact words before ...


Ssh, I just happened to write what I wrote in an earlier thread almost to a word. Move on, nothing to see here...
Or I'm just a lazy SOB who thinks he made his points well enough in that thread buried somewhere in the past (as evidenced by people who actually bothered to read the post saying it is good) and copypastes himself because why not.

Your pick :D
It looks like a post I made in a blog about the queen buff some months ago :D

keglu
Profile Joined June 2011
Poland485 Posts
March 10 2013 09:04 GMT
#154
On March 10 2013 16:27 AstroPegnuin wrote:
It's always funny to read how biased Terran players are and ignorant to the actual realities of the games balance,

The whole foreigner Terran struggle argument is completely invalid to me because there are no where near as much hard working foreign Terran as there is Protoss and Zerg,


So terran players are biased and you are not based on second sentence?
AstroPegnuin
Profile Joined November 2012
293 Posts
Last Edited: 2013-03-10 09:10:31
March 10 2013 09:09 GMT
#155
On March 10 2013 18:04 keglu wrote:
Show nested quote +
On March 10 2013 16:27 AstroPegnuin wrote:
It's always funny to read how biased Terran players are and ignorant to the actual realities of the games balance,

The whole foreigner Terran struggle argument is completely invalid to me because there are no where near as much hard working foreign Terran as there is Protoss and Zerg,


So terran players are biased and you are not based on second sentence?


It might be subjective but I expand upon it a bit later if you'd keep reading, the gist of it is that a majority of the foreigner results are from people who have went to Korea. I ought to have mentioned that the only real Terran who stuck it out in Korea was Thorzain (Who has results to show for it) and Jinro

Account252508
Profile Joined February 2012
3454 Posts
March 10 2013 09:55 GMT
#156
--- Nuked ---
samurai80
Profile Joined November 2011
Japan4225 Posts
March 10 2013 10:04 GMT
#157
On March 10 2013 00:10 Assirra wrote:
Show nested quote +
On March 09 2013 23:42 mlspmatt wrote:
Game looked pretty balanced before Queen buff. Makes you wonder why that was implemented. What did Blizzard see in the numbers that led them to the conclusion it was needed.

Terran dominated for a long time, but it wasn't all due to balance. Terran had a stronger tradition of champions from BroodWar, a lot of the current top Koreans grew up watching these guys, so it was natural that a greater share of talented Koreans choosing to play SC2 would choose Terran. And Terran was IMBA for a while as well.

Are we seriously back to the "Terran has better players" nonsense again?

So many of them believe they are just better so that's why their winrate should be higher. It's complete bullshit.
samurai80
Profile Joined November 2011
Japan4225 Posts
March 10 2013 10:11 GMT
#158
On March 09 2013 22:11 MateShade wrote:
Show nested quote +
On March 09 2013 20:48 JJH777 wrote:
On March 09 2013 20:46 MateShade wrote:
its kind of a shame, after all the ups and downs the game was hitting perfect balance right before zerg became really overpowered, it was only going to get worse as well. I think its safe to say more zerg nerfs were incoming and then we may have actually reached balance


Immediately before the queen patch Zerg had their worst GSL season ever. Only 2 in the ro16 and 0 in the ro8. They only had like 5-6 in the ro32 too. I wouldn't call that hitting perfect balance.. Obviously the queen patch wasn't the right answer but zerg was very weak before the queen patch.


Yes, zerg had their worst season ever. 7 in the ro32, aside from that you are correct.

The season previously was won by zerg (DRG) and leenock came runner up the season before that.

The current imbalance is a result of knee-jerk patches. Protoss were becoming notably underpowered over the course of 6 months prior to this period. Protoss received several buffs (rightly so). this resulted in a saturation of protoss players in the top end of gsl, and zerg suffered for it (except the fact that leenock came 2nd and DRG won the gsl.. 'suffered' is a very harsh word for what really happened...).

In the 6 months before the queen patch, the game was looking more balanced than it had ever been, and then a short drop for zerg happened at the end. There was no evidence to suggest that zerg actually needed any buffs, they went through a relatively short period (2-3 months) where zerg win rates dropped below the other races. And then came the queen buff.. way too quickly and way too unsubstantiated.. and then afterwards another long period of imbalance - similar to protoss - where terran is now the weakest race.

Even though zerg is/was getting nerfed over the past 2 months (rightly so), zerg win rates continue to rise.

This suggests to me that if the queen patch never happened, zerg would have recovered just fine. If the queen patch never happened we would be much closer to balance than what has happened now, which is basically the most imbalance sc2 has seen yet.

Lol what !???
This last season in GSL, the participants numbers in code A+S were the most balanced we have never had actually. For the first time terrans were not the most numerous (I did the calculation and it was 24T+24P+26Z iirc).
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
Last Edited: 2013-03-10 10:16:29
March 10 2013 10:14 GMT
#159
On March 10 2013 19:04 samurai80 wrote:
Show nested quote +
On March 10 2013 00:10 Assirra wrote:
On March 09 2013 23:42 mlspmatt wrote:
Game looked pretty balanced before Queen buff. Makes you wonder why that was implemented. What did Blizzard see in the numbers that led them to the conclusion it was needed.

Terran dominated for a long time, but it wasn't all due to balance. Terran had a stronger tradition of champions from BroodWar, a lot of the current top Koreans grew up watching these guys, so it was natural that a greater share of talented Koreans choosing to play SC2 would choose Terran. And Terran was IMBA for a while as well.

Are we seriously back to the "Terran has better players" nonsense again?

So many of them believe they are just better so that's why their winrate should be higher. It's complete bullshit.


It's not why it should be higher, it's why it is higher.

MVP for example no matter what the balance was went out and won 5 GSL titles. It's not because he's terran, it's because he's by far the best SC2 player. Looking at win rates, especially across all tournaments is fine to do, but you have to realise it's not just the race, it's the player and their individual skill that makes the difference.

Flash in BW for example, did he dominate purely on the back of the terran race? No, by god he's a damn good Terran player, but it wasn't because Terran was OP (especially when TvP is so much harder than PvT) he won so much because of his skill/mind set.

Blizzard need to think much more this time (which is what they are) with HoTS and not do balance changes too often. Let the maps and players figure stuff out. Airtoss is broken as bases are too easy to get on so many maps and there's too many "full bases" that are super quick to get. There's also maps like Newkirk who have too much airspace so air is too good, but then you also have maps like Cloud Kingdom, where if it wasn't for the super easy to take third and fourth bases, air play would be awful due to there being no deadspace to use your air units with.
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samurai80
Profile Joined November 2011
Japan4225 Posts
Last Edited: 2013-03-10 10:53:38
March 10 2013 10:22 GMT
#160
On March 10 2013 19:14 Qikz wrote:
Show nested quote +
On March 10 2013 19:04 samurai80 wrote:
On March 10 2013 00:10 Assirra wrote:
On March 09 2013 23:42 mlspmatt wrote:
Game looked pretty balanced before Queen buff. Makes you wonder why that was implemented. What did Blizzard see in the numbers that led them to the conclusion it was needed.

Terran dominated for a long time, but it wasn't all due to balance. Terran had a stronger tradition of champions from BroodWar, a lot of the current top Koreans grew up watching these guys, so it was natural that a greater share of talented Koreans choosing to play SC2 would choose Terran. And Terran was IMBA for a while as well.

Are we seriously back to the "Terran has better players" nonsense again?

So many of them believe they are just better so that's why their winrate should be higher. It's complete bullshit.


It's not why it should be higher, it's why it is higher.

MVP for example no matter what the balance was went out and won 5 GSL titles. It's not because he's terran, it's because he's by far the best SC2 player. Looking at win rates, especially across all tournaments is fine to do, but you have to realise it's not just the race, it's the player and their individual skill that makes the difference.

Flash in BW for example, did he dominate purely on the back of the terran race? No, by god he's a damn good Terran player, but it wasn't because Terran was OP (especially when TvP is so much harder than PvT) he won so much because of his skill/mind set.

No, just no.
I mean, terran is the race that enables players to abuse of certain techniques, provided they are skilled enough. It's not that protoss or zerg players are less skilled, it's that they don't have the same tools to abuse of their skills. Then maybe more skilled players choose to be terran, but it's because the terran race is OP for them in the first place.

For me whatever you can say about it, statistics don't lie if the numbers are big enough and terrans saying they have more players in high level because their players are just more skilled is just total nonsense. There is not even more to say about that.
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