• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:52
CET 12:52
KST 20:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win62025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION3Crank Gathers Season 2: SC II Pro Teams12Merivale 8 Open - LAN - Stellar Fest5
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed Intel X Team Liquid Seoul event: Showmatches and Meet the Pros
Tourneys
Crank Gathers Season 2: SC II Pro Teams Merivale 8 Open - LAN - Stellar Fest SC4ALL $6,000 Open LAN in Philadelphia Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ What's going on with b.net? Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
How to stay on top of macro? PvZ map balance Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread The Perfect Game Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Challenge: Maths isn't all…
Hildegard
more word salad -- pay no h…
Peanutsc
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1654 users

Blizzard's Potential Balance Test Map Changes - Page 52

Forum Index > SC2 General
1113 CommentsPost a Reply
Prev 1 50 51 52 53 54 56 Next
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 29 2013 20:47 GMT
#1021
On April 30 2013 05:12 Empedocles wrote:
Show nested quote +
On April 30 2013 04:39 Shakattak wrote:
On April 30 2013 04:29 Empedocles wrote:
On April 30 2013 04:11 llIH wrote:
So many oppinions. It is a good idea to try to make unbiased comments.
I believe Zerg needs a buff because I lose to Zerg way more than any other race. But I do not believe I represent the best example of relevant players. Only in master.


what race do you play that you lose to zerg a lot?

I think zerg is in decent shape but i do agree that they overnerfed the infestor. It is barely even used anymore and i dont like that because the infestor is such a cool unit. Also, zerg is a race that is a little more APM/micro/skill intensive in that we have 2 pure casters with no attack at all + the creep spread + the injects + etc so idk... something to think about.

i would agree that as a zerg player in masters zerg rewards apm a bit better than the other races. i dont think it requires more skill then the other races , just a different skill set . Lots of your mechanics are based around multitasking , while your production is more centralized . whereas a terrans production is multitasking based and their mechanics are more ridged.


I agree i think he put what i was thinking into a little better wording.

As for the SH, i agree also that the unit is not quite where we would want it to be. I think it can be a very powerful unit but it can also be very risky in that you need a lot of them to work first and second they can become easily overrun at times and can be killed quite quickly and then a lot of supply and resources just went down the drain. Myself, i do like to use them, mostly in ZvP to contain, with hydra and creep spread support to pressure the tosses 3rd. The only problem is when the toss gets enough to break the contain and push you back, if you dont react quickly enough and he snipes a couple SH's with his colosus you are gonna be in big trouble so you have to be careful of that. Also make sure to keep some roaches at home to defend against WP harrass cuz the SH's will never get back home in time. I havent really used the SH against mech too much yet. I have mostly been giong roach/hydra/viper into ultra with decent success. Might try to encorporate the SH in the midgame there, not sure yet.

edit: also i dont know what they were saying earlier in this post about how SH are super strong in ZvZ (second only to muta) that has not been my experience, i have been able to crush SH in ZvZ with just roach/hydra/overseer (all with speed upgrades)...

If you don't mind me asking emp , how many sh's did you engage , I feel that they get out of control after 20 and that a ground army isn't the way to deal with it . Free units are tricky to balance .
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Empedocles
Profile Joined April 2013
United States47 Posts
April 29 2013 21:02 GMT
#1022
On April 30 2013 05:47 Shakattak wrote:
Show nested quote +
On April 30 2013 05:12 Empedocles wrote:
On April 30 2013 04:39 Shakattak wrote:
On April 30 2013 04:29 Empedocles wrote:
On April 30 2013 04:11 llIH wrote:
So many oppinions. It is a good idea to try to make unbiased comments.
I believe Zerg needs a buff because I lose to Zerg way more than any other race. But I do not believe I represent the best example of relevant players. Only in master.


what race do you play that you lose to zerg a lot?

I think zerg is in decent shape but i do agree that they overnerfed the infestor. It is barely even used anymore and i dont like that because the infestor is such a cool unit. Also, zerg is a race that is a little more APM/micro/skill intensive in that we have 2 pure casters with no attack at all + the creep spread + the injects + etc so idk... something to think about.

i would agree that as a zerg player in masters zerg rewards apm a bit better than the other races. i dont think it requires more skill then the other races , just a different skill set . Lots of your mechanics are based around multitasking , while your production is more centralized . whereas a terrans production is multitasking based and their mechanics are more ridged.


I agree i think he put what i was thinking into a little better wording.

As for the SH, i agree also that the unit is not quite where we would want it to be. I think it can be a very powerful unit but it can also be very risky in that you need a lot of them to work first and second they can become easily overrun at times and can be killed quite quickly and then a lot of supply and resources just went down the drain. Myself, i do like to use them, mostly in ZvP to contain, with hydra and creep spread support to pressure the tosses 3rd. The only problem is when the toss gets enough to break the contain and push you back, if you dont react quickly enough and he snipes a couple SH's with his colosus you are gonna be in big trouble so you have to be careful of that. Also make sure to keep some roaches at home to defend against WP harrass cuz the SH's will never get back home in time. I havent really used the SH against mech too much yet. I have mostly been giong roach/hydra/viper into ultra with decent success. Might try to encorporate the SH in the midgame there, not sure yet.

edit: also i dont know what they were saying earlier in this post about how SH are super strong in ZvZ (second only to muta) that has not been my experience, i have been able to crush SH in ZvZ with just roach/hydra/overseer (all with speed upgrades)...

If you don't mind me asking emp , how many sh's did you engage , I feel that they get out of control after 20 and that a ground army isn't the way to deal with it . Free units are tricky to balance .


Hey Shattack,

I usually get a decent number of Hydras first, just so i have a good base to protect them, maybe 8 - 10 hydras. then i go into SH production and i dont make too too many, maybe 10 of them or so and then i push to outside of their 3rd and set up the contain. Make sure your creep spread has been going and it should time out to be there at just about the time you move out there. Then i begin the siege while constantly building a few more hydras and SH's until my hive finishes and then i begin the final phase of production which is ultra's. around this time they usually break out of the contain, the key is to have your SHs and hydras hotkeyed and pull them back to your base as the toss is pushing you back with losing as few as possible SHs and Hydras. This usually times up with the first few ultras coming out which works out good because by the time the toss gets to your base you have reburrowed the SHs and are again throwing waves at the advancing toss army and now you can engage with ur ultras and hydras timed with each wave of locusts moving out. everything works out pretty good just again dont lose too much when the toss breaks out of the contain and dont let WP harrass take out ur expos, keep some roaches at home for that :D
"The tide hastens for no man."
gamerdude12345
Profile Joined August 2011
Korea (South)378 Posts
April 29 2013 21:03 GMT
#1023
Spores would be much better if they had 50/60 damage vs bio.
'One does not simply walk into Mordor"
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2013-04-29 21:44:56
April 29 2013 21:40 GMT
#1024
On April 29 2013 20:32 algue wrote:
After the MLG, the ESET UK masters and the DH i don't think that zerg needs a buff atm.


They never did need a buff. I said this, and maybe a few others did during the beta/at release:

Zerg is the most reactive race, and therefore out of the three will take the longest for people to figure out because of the larva mechanic. Terran and Protoss gained a few new potent early/mid-game attacks and builds that had to be figured out. Zerg seemed to be "underpowered" or "weak" at first only to the people that were quick to judgement.

As the game knowledge increases in the community, Zerg is back up to "balanced" strength because of not simply dying to "new stuff."

Which is why it is good blizzard actually waited this time to see this play out, instead of listening to Zerg players that were vocal about something that was not an issue in the first place.

A lot of it also had to do with the fact the new T/P units come into play earlier on in the game than the new Zerg units. Swarmhosts are tier2 at infestation pit, buffed ultras, and vipers are hive tech. Hellbats, mines, mothership core, new voids, faster DTS, oracles are a bit lower on the tech tree than Zergs new things.

So it was obvious with that set of data, a lot of games were more likely going to end in the early/mid-game before Zerg had a chance to utilize their new tools.

More on topic...hell no to oracle buffs, hell no to burrow buffs...the only thing that makes sense from this thread and the designers is to fix ZvZ muta wars...and if they are smart they will nerf the tempests supply to 6 or 8, as well as removing the bio flag from the hellbat to simultaneously help mech TvP and tone down hellbat drops in all match-ups.

p.s. There was what, 1 Terran in Dreamhack ro16 or something? Does this mean Terran is underpowered? Nope, it just happens the Z/P players played better or caught up to Terrans. Each race has a lot of new tools that have increased the skill cap quite a bit.

It should be interesting to note though, before this tournament the fervor in the community around "OMG TERRAN OP! NERF NOW!" was pretty high, but Dreamhack should be a good example to basically say, "no one has a fucking clue." Also medivac speed boost doesn't look at all OP now that P/Z players are utilizing their new stuff too.
Sup
Magpie842
Profile Joined May 2010
United Kingdom28 Posts
Last Edited: 2013-04-29 21:47:56
April 29 2013 21:43 GMT
#1025
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.
Empedocles
Profile Joined April 2013
United States47 Posts
April 29 2013 22:13 GMT
#1026
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.
"The tide hastens for no man."
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 29 2013 22:46 GMT
#1027
On April 30 2013 07:13 Empedocles wrote:
Show nested quote +
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.

Yeah , like I said though i still think just making fungal a slow instead of root and bring back insta cast , like I know people foud it boring but really that nerf caused this mess when all they needed to do was tweak it .
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 29 2013 22:56 GMT
#1028
On April 30 2013 06:40 avilo wrote:
Show nested quote +
On April 29 2013 20:32 algue wrote:
After the MLG, the ESET UK masters and the DH i don't think that zerg needs a buff atm.


They never did need a buff. I said this, and maybe a few others did during the beta/at release:

Zerg is the most reactive race, and therefore out of the three will take the longest for people to figure out because of the larva mechanic. Terran and Protoss gained a few new potent early/mid-game attacks and builds that had to be figured out. Zerg seemed to be "underpowered" or "weak" at first only to the people that were quick to judgement.

As the game knowledge increases in the community, Zerg is back up to "balanced" strength because of not simply dying to "new stuff."

Which is why it is good blizzard actually waited this time to see this play out, instead of listening to Zerg players that were vocal about something that was not an issue in the first place.

A lot of it also had to do with the fact the new T/P units come into play earlier on in the game than the new Zerg units. Swarmhosts are tier2 at infestation pit, buffed ultras, and vipers are hive tech. Hellbats, mines, mothership core, new voids, faster DTS, oracles are a bit lower on the tech tree than Zergs new things.

So it was obvious with that set of data, a lot of games were more likely going to end in the early/mid-game before Zerg had a chance to utilize their new tools.

More on topic...hell no to oracle buffs, hell no to burrow buffs...the only thing that makes sense from this thread and the designers is to fix ZvZ muta wars...and if they are smart they will nerf the tempests supply to 6 or 8, as well as removing the bio flag from the hellbat to simultaneously help mech TvP and tone down hellbat drops in all match-ups.

p.s. There was what, 1 Terran in Dreamhack ro16 or something? Does this mean Terran is underpowered? Nope, it just happens the Z/P players played better or caught up to Terrans. Each race has a lot of new tools that have increased the skill cap quite a bit.

It should be interesting to note though, before this tournament the fervor in the community around "OMG TERRAN OP! NERF NOW!" was pretty high, but Dreamhack should be a good example to basically say, "no one has a fucking clue." Also medivac speed boost doesn't look at all OP now that P/Z players are utilizing their new stuff too.

Hmm , I am not sure about the bio flag being removed , the unit is pretty slow and you can only drop two per drop ship . Using static D would be ideal to take away the threat of those . I agree turbo vacs are not op at all .
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Whitewing
Profile Joined October 2010
United States7483 Posts
April 29 2013 23:03 GMT
#1029
On April 30 2013 07:13 Empedocles wrote:
Show nested quote +
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.


Could give the queen's anti-air attack light splash but only against bio.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Nachtwind
Profile Joined June 2011
Germany1130 Posts
April 29 2013 23:05 GMT
#1030
On April 30 2013 08:03 Whitewing wrote:
Show nested quote +
On April 30 2013 07:13 Empedocles wrote:
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.


Could give the queen's anti-air attack light splash but only against bio.


This won´t happen because blizzard is against such complicate thing for gamers.
invisible tetris level master
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 29 2013 23:50 GMT
#1031
On April 30 2013 08:03 Whitewing wrote:
Show nested quote +
On April 30 2013 07:13 Empedocles wrote:
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.


Could give the queen's anti-air attack light splash but only against bio.


yeah i still dislike the only vs bio mind set
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
April 30 2013 00:26 GMT
#1032
On April 30 2013 08:50 Shakattak wrote:
Show nested quote +
On April 30 2013 08:03 Whitewing wrote:
On April 30 2013 07:13 Empedocles wrote:
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.


Could give the queen's anti-air attack light splash but only against bio.


yeah i still dislike the only vs bio mind set


Well the trouble is, outside of other zerg air, zerg anti air are pretty damn good against everything. Especially Terran stuff. A buff outside of just to +bio could possibly break everything.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 30 2013 01:02 GMT
#1033
On April 30 2013 09:26 Qikz wrote:
Show nested quote +
On April 30 2013 08:50 Shakattak wrote:
On April 30 2013 08:03 Whitewing wrote:
On April 30 2013 07:13 Empedocles wrote:
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.


Could give the queen's anti-air attack light splash but only against bio.


yeah i still dislike the only vs bio mind set


Well the trouble is, outside of other zerg air, zerg anti air are pretty damn good against everything. Especially Terran stuff. A buff outside of just to +bio could possibly break everything.


What do you think of my infestor idea ?
1 bring back insta cast keep current range
2 root changed to slow
3 keep damage the same

I think it would work decently ! Mutas can be picked off when slowed , the infestor wouldn't break the other matchups then and could be used as a support (as it was made for ) instead of it being your go to unit .
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
Last Edited: 2013-04-30 01:07:41
April 30 2013 01:06 GMT
#1034
I think it could work, but I think having the ability to dodge fungal is important as long as it's got damage.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2013-04-30 01:09:42
April 30 2013 01:09 GMT
#1035
On April 30 2013 10:06 Qikz wrote:
I think it could work, but I think having the ability to dodge fungal is important as long as it's got damage.


trade off? what do you even mean...

The only trade off for the other race's aoe spells is if they retardedly walk their own units into them.

fungal was just a stupid skill after they redesigned it from its original form. It used to root for a long ass time and do very little damage. It was a root, in purpose, not a dps skill. Then they buffed the damage and took away some of the root, then they nerfed the damage. So now it's just a shitty spell. And infested terrans blow dick.
DoSu
Profile Joined May 2011
Spain54 Posts
April 30 2013 01:10 GMT
#1036
What if the oracle's attack rebounds three times, and the rebounds get a percentage decrease in dps? This way it can be more effective when killing workers.
Nothing
phodacbiet
Profile Joined August 2010
United States1740 Posts
April 30 2013 01:19 GMT
#1037
On April 30 2013 10:10 DoSu wrote:
What if the oracle's attack rebounds three times, and the rebounds get a percentage decrease in dps? This way it can be more effective when killing workers.


Then oracles become complicated expensive mutas. Well actually blizzard is probably fine with overlapping units now since they gave every race a dragoon already.
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 30 2013 03:07 GMT
#1038
On April 30 2013 07:13 Empedocles wrote:
Show nested quote +
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.

I honestly don't know how Blizzard didn't saw this coming. All zerg needed for this to change was another anti air unit (which zergs are seriously lacking btw). How about make corrupters interesting and give them some sort of twist? They are one of the most boring units in the game not to mention completely useless against muta's (they will get avoided forever or simply get picked off once the muta ball comes too big)
Empedocles
Profile Joined April 2013
United States47 Posts
Last Edited: 2013-04-30 13:08:39
April 30 2013 13:06 GMT
#1039
On April 30 2013 12:07 Assirra wrote:
Show nested quote +
On April 30 2013 07:13 Empedocles wrote:
On April 30 2013 06:43 Magpie842 wrote:
My two cents on swarmhosts:

I think that Z players need to use them in other ways. They're fine in a ball of 10+, sure. However, they can be so nasty when paired up with fast overlords. Dropping them is pretty decent (drop, burrow, spawn, unburrow, pickup, move on to next base). For battles, using a small number of them 4-8 in overlords to get around the flanks or rear of the enemy army and flank attack/ cut off their retreat is also great. Using the ovies to give them maneuverability and options is interesting.

Regarding the mooted changes from bliz:

I don't yet understand the thinking behind an oracle speed buff. They're fast already, I'm not sure what this would change really; maybe make it easier to kill moving workers.

As for the spore +bio damage, that seems acceptable but boring. Spores already do double damage vs bio, so I don't think that this is the right way to address muta muta in ZvZ.


I really agree with your last point. The buff to spore +bio first of all has already taken place and second of all is boring, uncreative and does not really address the real issue, that being Zergs few and far between options when playing against other zerg.

I honestly don't know how Blizzard didn't saw this coming. All zerg needed for this to change was another anti air unit (which zergs are seriously lacking btw). How about make corrupters interesting and give them some sort of twist? They are one of the most boring units in the game not to mention completely useless against muta's (they will get avoided forever or simply get picked off once the muta ball comes too big)



I agree 100% Thats what i have been saying all along. The corruptor is currently useless. It gets OWNED by void rays and even muta's and the curruptor's ability is almost never used because the zerg player has two other casters already to worry about and never has time to individually cast a spell from each corruptor in the heat of battle. Zerg is so lacking in air and anti air that the one heavy, "strong" air unit we have is useless and boring. They need to either make corruption an autocast spell which i personally think would be really cool, or give the corruptor a whole new ability or maybe even give zerg another air or at least anti air option in their arsonel. I mean protoss already had strong air and they gave them 2 new flying units and gave the VR a new OP ability and zerg gets nothing (air or anit air wise), it just makes no sense to me.
"The tide hastens for no man."
TheDwf
Profile Joined November 2011
France19747 Posts
April 30 2013 13:09 GMT
#1040
On April 30 2013 10:10 DoSu wrote:
What if the oracle's attack rebounds three times, and the rebounds get a percentage decrease in dps? This way it can be more effective when killing workers.

Yeah, because Oracles totally need to be more effective at killing workers...
Prev 1 50 51 52 53 54 56 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 295
Rex 105
Railgan 46
MindelVK 19
StarCraft: Brood War
Britney 59579
Sea 23975
Calm 7277
firebathero 927
Zeus 700
Pusan 593
Mini 315
Last 268
ToSsGirL 114
Killer 95
[ Show more ]
Barracks 61
Mong 43
JulyZerg 40
Sea.KH 33
soO 18
Terrorterran 14
Icarus 9
Dota 2
XaKoH 884
XcaliburYe290
ODPixel269
febbydoto20
League of Legends
JimRising 485
Counter-Strike
zeus1131
x6flipin721
edward57
Heroes of the Storm
Khaldor209
Other Games
summit1g16474
singsing1385
B2W.Neo862
Happy121
nookyyy 96
Sick85
DeMusliM75
Organizations
Other Games
gamesdonequick836
StarCraft: Brood War
lovetv 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• LUISG 103
• Adnapsc2 22
• Gemini_19 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler68
League of Legends
• Jankos3749
• Stunt257
Upcoming Events
BSL Team A[vengers]
2h 8m
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
3h 8m
SC4ALL
3h 8m
BSL 21
7h 8m
Replay Cast
21h 8m
Wardi Open
1d
Monday Night Weeklies
1d 5h
Replay Cast
1d 11h
Sparkling Tuna Cup
1d 22h
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
Replay Cast
2 days
WardiTV Korean Royale
3 days
LAN Event
3 days
The PondCast
3 days
LAN Event
4 days
LAN Event
5 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
WardiTV Korean Royale
6 days
LAN Event
6 days
IPSL
6 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.