• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:35
CET 05:35
KST 13:35
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation12Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Zerg is losing its identity in StarCraft 2 Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33
Dota 2
Official 'what is Dota anymore' discussion
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2004 users

Feb 10: Balance Test Map Coming - Page 33

Forum Index > SC2 General
992 CommentsPost a Reply
Prev 1 31 32 33 34 35 50 Next All
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-02-11 05:58:44
February 11 2014 05:57 GMT
#641
As a Terran-biased spectator, I'm not sold on the Blink change. While I don't think it'll make Blink underpowered by any means, it does cut down on the unit's microability without really helping against PvT Blink "All In." Earlier someone proposed only allowing Stalkers to Blink one level up or down at a time and I think that would be a better catch-all solution.

On February 11 2014 14:23 BronzeKnee wrote:
Show nested quote +
On February 11 2014 14:10 AnonymousSC2 wrote:
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.
It was like BFH. It was never really an issue until Terrans started doing it to each other, then suddenly it became a big issue. Except it was always an issue. I don't know how many times I faced masses of Hellions in TvP trying to kill my workers, dropped or not. Then people do it in TvT, and suddenly it gets changed... it was imbalanced all a long.


4Gate becomes too good in PvP, Protoss get the earliest attacking flying unit in the game with 14 range, PO, Time Warp, and Recall.

BFH becomes too good in TvT, Terrans get... nerfed BFH.

Sounds about right. (Not saying that they shouldn't have been nerfed, though.)

What's wrong with WM harass? WM drops aren't the most skill-intensive strategy in the game, but they certainly take more skill to execute from a Terran than Oracle flybys or Storm drops do from a Protoss, because invariably you end up separately controlling a group of Marines and two WMs who have to burrow in good spots asafp or they die to Stalkers/MSC/PO.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
February 11 2014 05:57 GMT
#642
On February 11 2014 14:52 vthree wrote:
Show nested quote +
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.
RaFox17
Profile Joined May 2013
Finland4581 Posts
Last Edited: 2014-02-11 06:01:58
February 11 2014 06:01 GMT
#643
On February 11 2014 14:57 Dingobloo wrote:
Show nested quote +
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.

You are talking about doing damage without taking any damage being totally fair. I think that it is totally fair that you might lose some units if you are being aggressive. There should be defenders advantage and maybe toss players are too used to having total high ground vision basically for free with the MSC.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 06:03 GMT
#644
On February 11 2014 14:57 Dingobloo wrote:
Show nested quote +
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.


If you don't want the Blink Stalker "All In" opening to be a COMMITMENT for the Protoss, then don't give it the game-ending power of a committed all-in.

If a Zerg goes for a Roach Nydus bust and it doesn't work, he's done. He can't just "retreat."
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
forsooth
Profile Joined February 2011
United States3648 Posts
February 11 2014 06:04 GMT
#645
On February 11 2014 14:57 Dingobloo wrote:
Show nested quote +
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.

It isn't a retreat though, it's guaranteed damage with a guarantee of no (permanent) damage in return. If you're out on the map with a group of units and you decide you want to try and snipe off an enemy unit or structure and then get out, there ought to be some risk involved in choosing to do so. Of course, units like stalkers are pretty shit in a straight up fight, which is why Protoss has so many get out of jail free cards like force fields, blink, and recall.
WombaT
Profile Blog Joined May 2010
Northern Ireland26036 Posts
February 11 2014 06:05 GMT
#646
Blink stalkers are all that Protoss can really retreat from stimmed bio, it's another reason IMO that the MSC aka 'The Ultimate Bandaid' was introduced.

Regardless we'll see if it stays and what impact it will have. I just feel it's a dumb change, informed by legitimate complaints about Blink builds when it is NOT the main problem with said builds.

That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2014-02-11 06:08:17
February 11 2014 06:06 GMT
#647
On February 11 2014 15:03 pure.Wasted wrote:
Show nested quote +
On February 11 2014 14:57 Dingobloo wrote:
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.


If you don't want the Blink Stalker "All In" opening to be a COMMITMENT for the Protoss, then don't give it the game-ending power of a committed all-in.

If a Zerg goes for a Roach Nydus bust and it doesn't work, he's done. He can't just "retreat."


No but if he goes for a burrow roach movement attack and gets forcefield, he can escape for example, there are plenty of examples in the game where abilities give you different ways of retreating, it's part of the way aggressive timings are meant to overlap.

if you guys are telling me you seriously believe that blink gets out "free" vs stim bio right now, I think you're kidding, it's pre-stim that's the problem, and where it's too strong, but this blink change affects both.
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
February 11 2014 06:07 GMT
#648
On February 11 2014 15:05 Wombat_NI wrote:
That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...


Balance is a lot more complicated that TL.net users think. If you don't try it, you'll never truly know how it will affect all the different matchups and their current metagames. I'm glad that they are using the balance test maps to try radical changes; at least it shows they are willing to try something.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 11 2014 06:09 GMT
#649
On February 11 2014 14:57 Dingobloo wrote:
Show nested quote +
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.


It isn't just about retreating, it is about taking no damage regardless of the action from your opponent. With marines, you can still get caught by forcefields. In TvZ, picking up has the risk of mutas picking the medivacs off.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-02-11 06:13:26
February 11 2014 06:10 GMT
#650
On February 11 2014 15:06 Dingobloo wrote:
Show nested quote +
On February 11 2014 15:03 pure.Wasted wrote:
On February 11 2014 14:57 Dingobloo wrote:
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.


If you don't want the Blink Stalker "All In" opening to be a COMMITMENT for the Protoss, then don't give it the game-ending power of a committed all-in.

If a Zerg goes for a Roach Nydus bust and it doesn't work, he's done. He can't just "retreat."


No but if he goes for a burrow roach movement attack and gets forcefield, he can escape for example, there are plenty of examples in the game where abilities give you different ways of retreating, it's part of the way aggressive timings are meant to overlap.

if you guys are telling me you seriously believe that blink gets out "free" vs stim bio right now, I think you're kidding, it's pre-stim that's the problem, and where it's too strong, but this blink change affects both.


Are you seeing some games that I'm not where unscouted "burrow roach movement attack" pushes are killing Zergs? Cause I'm talking about actual strats. Any pressure that has a serious chance to kill the opponent has a serious economic drawback -- a Cloak Banshee opening has to do damage, a Baneling bust has to kill or do very serious damage, a Nydus Roach bust has to kill or do very serious damage.

edit: I already said I'd prefer it if you couldn't Blink two levels.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
RaFox17
Profile Joined May 2013
Finland4581 Posts
February 11 2014 06:11 GMT
#651
On February 11 2014 15:06 Dingobloo wrote:
Show nested quote +
On February 11 2014 15:03 pure.Wasted wrote:
On February 11 2014 14:57 Dingobloo wrote:
On February 11 2014 14:52 vthree wrote:
On February 11 2014 14:46 Entropy137 wrote:
As it is right now, blight stalkers can only barely get away from stimmed concussive bio by running and blinking every time it comes off cooldown, and even still, if the terran remains in pursuit, they can usually snag a stalker per blink. Increasing the cooldown of blink will destroy this relationship, and will allow any group of blink stalkers caught out on the map to get chased and gunned down by concussive marauders. The blink nerf is a massive nerf that will affect many aspects of each matchup. The only phase blink seems to be a problem is the pre-stim/medivac phase of tvp.


To be fair, having blink stalkers being always able to get away after targeting down a unit without any way for the terran to respond was kind of weird, especially when protoss has shield regen.


Is that really that weird? Being able to retreat is a key part of being aggressive, if you can't retreat you have to guarantee that you can win any fight which is why both stim and speed medivacs exist in their current form.


If you don't want the Blink Stalker "All In" opening to be a COMMITMENT for the Protoss, then don't give it the game-ending power of a committed all-in.

If a Zerg goes for a Roach Nydus bust and it doesn't work, he's done. He can't just "retreat."


No but if he goes for a burrow roach movement attack and gets forcefield, he can escape for example, there are plenty of examples in the game where abilities give you different ways of retreating, it's part of the way aggressive timings are meant to overlap.

if you guys are telling me you seriously believe that blink gets out "free" vs stim bio right now, I think you're kidding, it's pre-stim that's the problem, and where it's too strong, but this blink change affects both.

But it is not guaranteed that yo can get away without losing anything. If toss has an observer you can bypass the FF but you still take damage. You were talking about how blink-stalkers should be able to escape without taking losses, basically you said that they should be able to do damage without taking damage which is totally stupid.
WombaT
Profile Blog Joined May 2010
Northern Ireland26036 Posts
February 11 2014 06:13 GMT
#652
On February 11 2014 15:07 lichter wrote:
Show nested quote +
On February 11 2014 15:05 Wombat_NI wrote:
That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...


Balance is a lot more complicated that TL.net users think. If you don't try it, you'll never truly know how it will affect all the different matchups and their current metagames. I'm glad that they are using the balance test maps to try radical changes; at least it shows they are willing to try something.

It's only the balance test map, but even suggesting that hydra change was insane.

If they want to do radical, revert some previous patch changes that don't make sense in the moden era, but still remain for no good reason. Stim research time for one, gives Terrans an easier time holding certain allins, doesn't enable them to just kill the other races with stim timings given huge map distance.

Sorry to bitch continually btw :p I just find their approach annoying. Their fix to BL/Infestor was to give Protoss a tool that completely annihilates the comp to the degree that it's near useless now
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 06:15 GMT
#653
On February 11 2014 15:13 Wombat_NI wrote:
Show nested quote +
On February 11 2014 15:07 lichter wrote:
On February 11 2014 15:05 Wombat_NI wrote:
That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...


Balance is a lot more complicated that TL.net users think. If you don't try it, you'll never truly know how it will affect all the different matchups and their current metagames. I'm glad that they are using the balance test maps to try radical changes; at least it shows they are willing to try something.
Sorry to bitch continually btw :p I just find their approach annoying. Their fix to BL/Infestor was to give Protoss a tool that completely annihilates the comp to the degree that it's near useless now


Weeelllll, that might not have been the best example, because, you know... BL/Infestor.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
WombaT
Profile Blog Joined May 2010
Northern Ireland26036 Posts
February 11 2014 06:21 GMT
#654
On February 11 2014 15:15 pure.Wasted wrote:
Show nested quote +
On February 11 2014 15:13 Wombat_NI wrote:
On February 11 2014 15:07 lichter wrote:
On February 11 2014 15:05 Wombat_NI wrote:
That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...


Balance is a lot more complicated that TL.net users think. If you don't try it, you'll never truly know how it will affect all the different matchups and their current metagames. I'm glad that they are using the balance test maps to try radical changes; at least it shows they are willing to try something.
Sorry to bitch continually btw :p I just find their approach annoying. Their fix to BL/Infestor was to give Protoss a tool that completely annihilates the comp to the degree that it's near useless now


Weeelllll, that might not have been the best example, because, you know... BL/Infestor.

Well no and yes. People may have hated that comp, myself included but they just made airtoss far too good against it rather than look to keep it in the game but make it less potent. Fungal rework was a start, I wanted them to try broodlings without collision/attack priority. After that maybe give Protoss an anti broodllord unit
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 06:25 GMT
#655
On February 11 2014 15:21 Wombat_NI wrote:
Show nested quote +
On February 11 2014 15:15 pure.Wasted wrote:
On February 11 2014 15:13 Wombat_NI wrote:
On February 11 2014 15:07 lichter wrote:
On February 11 2014 15:05 Wombat_NI wrote:
That said, I don't know wtf the balance team are doing anymore anyway. MSC vision change was what the majority wanted last patch and though it didn't make it in the fact that RIDICULOUS hydra gas reduction was even brought up...


Balance is a lot more complicated that TL.net users think. If you don't try it, you'll never truly know how it will affect all the different matchups and their current metagames. I'm glad that they are using the balance test maps to try radical changes; at least it shows they are willing to try something.
Sorry to bitch continually btw :p I just find their approach annoying. Their fix to BL/Infestor was to give Protoss a tool that completely annihilates the comp to the degree that it's near useless now


Weeelllll, that might not have been the best example, because, you know... BL/Infestor.

Well no and yes. People may have hated that comp, myself included but they just made airtoss far too good against it rather than look to keep it in the game but make it less potent. Fungal rework was a start, I wanted them to try broodlings without collision/attack priority. After that maybe give Protoss an anti broodllord unit


Yeah, but what about FG? Do you really miss fifteen Infestors chain-Fungalling everything in sight? I don't have a hard on for removing free units from the game the way some people do, but if the cost of Brood Lords being completely standard is mass Infestors being completely standard, I'm going to give it two pragmatic thumbs down.

Now if you want to see reworked BL/something else become standard, that's another story...
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
WombaT
Profile Blog Joined May 2010
Northern Ireland26036 Posts
February 11 2014 06:31 GMT
#656
Fungal growth was retarded, specially the instacast version. Part of the problem that was underlooked IMO was quite how much broodlings screwed with pathing and targetting as well, coulda been at least tried out.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
February 11 2014 06:37 GMT
#657
i think the widow mine buff will cause many more drops to happen in pvt. hope it won't kill zealot archon opening, by forcing you to go robo all the time for obs.
broodwar wasn't perfect
digmouse
Profile Blog Joined November 2010
China6330 Posts
February 11 2014 06:38 GMT
#658
I don't know, but maybe we shouldn't have so many maps that Stalkers can blink in so easily in the first place.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
February 11 2014 06:43 GMT
#659
On February 11 2014 15:38 digmouse wrote:
I don't know, but maybe we shouldn't have so many maps that Stalkers can blink in so easily in the first place.

Yes, so much this^
With different maps blink all-ins can be nerfed without changing the actual unit
bittman
Profile Joined February 2011
Australia8759 Posts
February 11 2014 06:46 GMT
#660
On February 11 2014 15:38 digmouse wrote:
I don't know, but maybe we shouldn't have so many maps that Stalkers can blink in so easily in the first place.


And there's the rub.

As a question, is the stalker's blink completely height independent? I.e. it doesn't matter if say you're 5 levels higher than the "low ground"? I assume it is.
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
Prev 1 31 32 33 34 35 50 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
20:30
Best Games of SC
Serral vs Clem
Solar vs Cure
Serral vs Clem
Reynor vs GuMiho
herO vs Cure
LiquipediaDiscussion
OSC
19:00
Masters Cup #150: Group B
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 301
RuFF_SC2 127
StarCraft: Brood War
Leta 294
yabsab 150
Sexy 59
Bale 9
Dota 2
monkeys_forever431
NeuroSwarm90
LuMiX0
League of Legends
JimRising 538
Other Games
summit1g13103
WinterStarcraft300
ViBE204
Fuzer 175
Mew2King82
Organizations
Other Games
gamesdonequick567
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 18
• Freeedom4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt109
Other Games
• Scarra818
Upcoming Events
Sparkling Tuna Cup
5h 25m
RSL Revival
5h 25m
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
7h 25m
Cure vs herO
Reynor vs TBD
WardiTV Korean Royale
7h 25m
BSL 21
15h 25m
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
15h 25m
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
18h 25m
Wardi Open
1d 7h
Monday Night Weeklies
1d 12h
WardiTV Korean Royale
2 days
[ Show More ]
BSL: GosuLeague
2 days
The PondCast
3 days
Replay Cast
3 days
RSL Revival
4 days
BSL: GosuLeague
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
IPSL
6 days
Julia vs Artosis
JDConan vs DragOn
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.