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Blizzard's thoughts on Swarm Hosts - Page 32

Forum Index > SC2 General
1050 CommentsPost a Reply
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ETisME
Profile Blog Joined April 2011
12686 Posts
May 08 2014 14:15 GMT
#621
personally I like it, I think making muta more viable and hydra more of an intermediate muta defense unit would slow down the process of getting swarmhost.
but i am not sure if this is enough though, probably need more testing still.

as long as korean zvz isn't affected, i am fine with most of anything really
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 08 2014 14:17 GMT
#622
On May 08 2014 17:53 Penev wrote:
Show nested quote +
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
On May 08 2014 03:50 habeck wrote:
On May 08 2014 02:56 whatami wrote:
There is a an extremely easy fix to this problem, do absolutely nothing else but make broodlords specifically, no other unit, but broodlords, immune to abduct. vipers abducting in pvz is necessary, just stop it as a thing in ZVZ, how hard is that?


as i said, just make biological units immune to abduct, problem solved, but nobody listens people just like dumb discussions

why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"
Hark, what baseball through yonder window breaks?
WombaT
Profile Blog Joined May 2010
Northern Ireland26323 Posts
May 08 2014 14:28 GMT
#623
Is there anything in official lore that explains why Time Warp doesn't affect friendly units? People figure out things like that pretty quickly. More functional game > 100% consistent adherence to lore.

One thing I think there should be is an in-game area with a good interface that explains unit stats, interactions and shows cool micro. Without third party sites to check out most of us would be woeful at Starcraft. Even include some additional lore, would be pretty cool, a kind of modern replacement for the thick user manuals you used to get with games.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Falling
Profile Blog Joined June 2009
Canada11439 Posts
May 08 2014 14:29 GMT
#624
On May 08 2014 22:09 TaShadan wrote:
Show nested quote +
On May 08 2014 21:11 Daswollvieh wrote:
For LotV I wish for every race to have sensibly achievable air and ground splash damage.


LotV will introduce one or two new free units for each race! It is going to be awesome :D

Haha. That'll be like Dota/LoL. Except you control the minions, not the heroes.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
lookfirewood
Profile Joined May 2011
1212 Posts
May 08 2014 14:46 GMT
#625
Jesus christ, I dont even..

I am by no means a pro player, but it's not hard to see broken stuff when they're broken. I am no engineer, well, I am, but it's not hard to see when a CDplayer cannot be fixed by more duct tape. To go around the issue is just forcing map designers into a corner, more than any other unit.

It's sad. I really hope they redesign it heavily in LotV...
R.I.P STX 03.08.2013 never forget.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 08 2014 14:52 GMT
#626
On May 08 2014 23:28 Wombat_NI wrote:
Is there anything in official lore that explains why Time Warp doesn't affect friendly units? People figure out things like that pretty quickly. More functional game > 100% consistent adherence to lore.

One thing I think there should be is an in-game area with a good interface that explains unit stats, interactions and shows cool micro. Without third party sites to check out most of us would be woeful at Starcraft. Even include some additional lore, would be pretty cool, a kind of modern replacement for the thick user manuals you used to get with games.


Its all part of the selective friendly fire inconsistency with BW and SC2.

Siege tanks? Friendly Fire
Lurkers? None
Infested Terran (BW)? Friendly Fire
Banelings? None
Storm? Friendly Fire
Time Warp? None

That's still seperate from Functionality. Different units don't get affected by time warp differently, its simply the blanket statement "all enemy units" as opposed to "Marines move this fast, Marauders this fast, zerglings this fast unless they're coming from a westward direction" etc...
Hark, what baseball through yonder window breaks?
Penev
Profile Joined October 2012
28512 Posts
May 08 2014 15:23 GMT
#627
On May 08 2014 23:17 Thieving Magpie wrote:
Show nested quote +
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
On May 08 2014 03:50 habeck wrote:
On May 08 2014 02:56 whatami wrote:
There is a an extremely easy fix to this problem, do absolutely nothing else but make broodlords specifically, no other unit, but broodlords, immune to abduct. vipers abducting in pvz is necessary, just stop it as a thing in ZVZ, how hard is that?


as i said, just make biological units immune to abduct, problem solved, but nobody listens people just like dumb discussions

why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.
I Protoss winner, could it be?
lessQQmorePEWPEW
Profile Joined November 2011
Jamaica921 Posts
May 08 2014 15:38 GMT
#628
gotta love how bad blizz is at balance issues. take note from icefrog, kim
Why drink and drive when you can smoke and fly - Bob Marley
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
May 08 2014 15:38 GMT
#629
meh they decided not to go on with the viper abduct fix, unfortunately. hope they resume this idea at some point in the future.

now i'd like to ask if the following idea might be the right fix of the SH problem (i believe it wasn't mentioned earlier):

change locust attack dmg from 12 flat to 8+8 vs armored (or some other proportion)

why?

1)all races would be able to build up a force that can pierce through locust waves and destroy the SH
protoss: chargelots+archons+sentries
terran: marines/hellbats+medivacs
zerg: hydras+infestors/banelings
2)zerg would receive a tool to hard counter armored targets which it currently completely lacks (no bonus dmg vs armored in zerg arsenal except for the spine crawler)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 08 2014 15:38 GMT
#630
Wow the lore discussion is still going on. I think we should have given up long ago when we saw the mutas flap their wings in space. Lore and logic do not need to apply to my video games is they get in the way of fun.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 08 2014 15:44 GMT
#631
On May 09 2014 00:23 Penev wrote:
Show nested quote +
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
On May 08 2014 03:50 habeck wrote:
On May 08 2014 02:56 whatami wrote:
There is a an extremely easy fix to this problem, do absolutely nothing else but make broodlords specifically, no other unit, but broodlords, immune to abduct. vipers abducting in pvz is necessary, just stop it as a thing in ZVZ, how hard is that?


as i said, just make biological units immune to abduct, problem solved, but nobody listens people just like dumb discussions

why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.

Hark, what baseball through yonder window breaks?
Big J
Profile Joined March 2011
Austria16289 Posts
May 08 2014 15:52 GMT
#632
On May 09 2014 00:38 Plansix wrote:
Wow the lore discussion is still going on. I think we should have given up long ago when we saw the mutas flap their wings in space. Lore and logic do not need to apply to my video games is they get in the way of fun.

They have fairy dust on their wings and by flapping them they use repulsion magic to move. Or do you want to tell me that physics spellpower isn't real?
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-05-08 15:53:56
May 08 2014 15:53 GMT
#633
On May 09 2014 00:44 Thieving Magpie wrote:
Show nested quote +
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
On May 08 2014 03:50 habeck wrote:
On May 08 2014 02:56 whatami wrote:
There is a an extremely easy fix to this problem, do absolutely nothing else but make broodlords specifically, no other unit, but broodlords, immune to abduct. vipers abducting in pvz is necessary, just stop it as a thing in ZVZ, how hard is that?


as i said, just make biological units immune to abduct, problem solved, but nobody listens people just like dumb discussions

why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.
"Digital. They have digital. What is digital?" - Donald J Trump
Yrr
Profile Joined June 2012
Germany804 Posts
May 08 2014 15:57 GMT
#634
On May 09 2014 00:53 Squat wrote:
Show nested quote +
On May 09 2014 00:44 Thieving Magpie wrote:
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
On May 08 2014 03:50 habeck wrote:
[quote]

as i said, just make biological units immune to abduct, problem solved, but nobody listens people just like dumb discussions

why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.

Broodlords taste really bad. There.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Squat
Profile Joined September 2013
Sweden7978 Posts
May 08 2014 15:59 GMT
#635
On May 09 2014 00:57 Yrr wrote:
Show nested quote +
On May 09 2014 00:53 Squat wrote:
On May 09 2014 00:44 Thieving Magpie wrote:
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
[quote]
why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.

Broodlords taste really bad. There.

They are not mutually exclusive, as I found out when I ate a snail in kindergarten.
"Digital. They have digital. What is digital?" - Donald J Trump
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 08 2014 16:01 GMT
#636
On May 09 2014 00:57 Yrr wrote:
Show nested quote +
On May 09 2014 00:53 Squat wrote:
On May 09 2014 00:44 Thieving Magpie wrote:
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
On May 08 2014 03:52 Shellshock wrote:
[quote]
why biological? What's wrong with being able to abduct things like infestors or the other player's vipers?


I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.

Broodlords taste really bad. There.


And hence why its silly to make arbitrary differentiations.
Hark, what baseball through yonder window breaks?
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
May 08 2014 16:03 GMT
#637
OMG stop with the special abilities crap in sc2. Either make the SH weaker or make something else stronger. All this weird special abilities are making the game so inconsistent. What's next? Stalkers +15 against SH? Zealots +30 vs ghost? Once these types of fixes are introduced into the game, what's there to stop blizzard from adding all these types of special token exception abilities to units? They should just make the damn locus shorter distance and see how it goes.
Squat
Profile Joined September 2013
Sweden7978 Posts
May 08 2014 16:04 GMT
#638
On May 09 2014 01:01 Thieving Magpie wrote:
Show nested quote +
On May 09 2014 00:57 Yrr wrote:
On May 09 2014 00:53 Squat wrote:
On May 09 2014 00:44 Thieving Magpie wrote:
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
[quote]

I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.

Broodlords taste really bad. There.


And hence why its silly to make arbitrary differentiations.

Not when it makes the game better. This idea that people would be utterly perplexed by having broodlords immune to abduct for more than 30 seconds is one I find highly unconvincing.
"Digital. They have digital. What is digital?" - Donald J Trump
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 08 2014 16:04 GMT
#639
On May 09 2014 01:01 Thieving Magpie wrote:
Show nested quote +
On May 09 2014 00:57 Yrr wrote:
On May 09 2014 00:53 Squat wrote:
On May 09 2014 00:44 Thieving Magpie wrote:
On May 09 2014 00:23 Penev wrote:
On May 08 2014 23:17 Thieving Magpie wrote:
On May 08 2014 17:53 Penev wrote:
On May 08 2014 08:42 Thieving Magpie wrote:
On May 08 2014 05:42 Penev wrote:
On May 08 2014 04:53 FiWiFaKi wrote:
[quote]

I hate such specific balance changes. Can't abduct broodlord? Why, what makes the broodlord so special? That's why I agree can't abduct biological units is better.

But what's the logic in not being able to abduct biological units? The Viper's tongue can only attach to metal (or shields)?

Edit: Even worse; What about marines, ghosts, HT's etc?


Because its easier to make sensical lore explaining how the blah blah of vipers don't affect biological units as opposed "Broodlords too heavy dude, I can only drag motherships"

Most definitely not. It's much easier to just have the BL have a specific counter to Vipers like what Tuczniak humorously proposed, or Shellshocks idea that does work if it is only applied to the BL. Please, correct me if I'm wrong by proposing an easy explanation for Vipers not being able to abduct bio units and remember that all the races have them.


Because of transparency.

EMP deals damage only to shields makes sense because its a blanket statement.
Archons deal +damage to bio makes sense, because its a blanket statement.

If archons said +15 to marines, +25 to Ultras, +17 to burrowed zerglings, and +12 to unburrowed zerglings--people would be livid.

A viper's attack "secreting chemicals that only attaches to metals" makes more sense than "affects everything but broodlords"

Again, you're forgetting the Zerg aren't the only race that have bio units. A Marauder is "made" of metal.

Look, I'm not advocating for having single unit exceptions; It's ugly, I agree. I was just responding to a post that said that it would make more sense to have abduct not working against bio lore wise. It obviously is not. It's much more believable to just have 1 unit, the Brood Lord in this case, have a feature, let's say, secretes a fluid, that makes the tongue not be able to attach than "only attach to metal". Why would a creature evolve whit such a feature. You'd think the original creature (before "assimilation") would have used it as a chameleon does. To feed on biological organisms, not metal.

But forget the lore. I'm far more appalled at the idea of removing a spell from a match up completely just to solve this problem (and not being able to abduct ghosts and HT's), how can that ever be viewed as a better solution than change one unit? It's clearly the bigger evil.


Well, I'm just talking about game design from an abstract concept. If there is a way to make Broodlord specific protections I'm all ears, but the "ugliness" does bother me without the lore.


Broodlords are slippery. There.

Broodlords taste really bad. There.


And hence why its silly to make arbitrary differentiations.

Sillier to let some need to satisfy lore get in the way of improving/balancing the game. Lore is dumb, special exceptions are fine if the make the game better.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Boomerang
Profile Blog Joined November 2011
United States30 Posts
May 08 2014 16:07 GMT
#640
1. I actually like this buff in regards to ZvZ. At first I thought hydralisks were going to do bonus vs bio on the ground as well, until I re-read again and saw that it was only going to do bonus v bio air

2. Making massive units immune to massive units? No, because Zerg needs abduct for colossi, tempest, Battlecruisers, etc. maybe make Brood Lord immune to pull? Give the Frenzy trait to the Brood Lord as well?
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