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Terran Buffs - Balance Testing Soon - July 1 - Page 51

Forum Index > SC2 General
1211 CommentsPost a Reply
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-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 04 2014 07:01 GMT
#1001
On July 04 2014 15:59 Socup wrote:
Show nested quote +
On July 04 2014 05:46 Genus.KhaoTiK wrote:
On July 02 2014 02:09 KrazyTrumpet wrote:
"Let's buff the two most annoying Terran units, and do nothing to promote other styles of play."

Ok.


Medivacs are annoying? Terran needs Widow Mines for TvZ, and the other races better harassment options than Terran.



They didnt need widow mines in WoL for vZ.

Mutas also didn't have uber-regeneration in WoL.
vibeo gane,
Mjolnir
Profile Joined January 2009
912 Posts
July 04 2014 07:29 GMT
#1002
On July 04 2014 12:14 Chaggi wrote:
Show nested quote +
On July 04 2014 09:04 Mjolnir wrote:

My personal opinion:

1. Buff siege tanks to beta damage levels. Increase cost if necessary.
2. Reduce marine dps or hp - I'd rather hp. Ditch combat shields, give a flat 40 hp.

I doubt people care for the rationale behind this but I'll offer if it's requested. I sincerely think it will make for a far more interesting game while putting Terran in a significantly better position in terms of available strategic options and late game strength without making early game completely broken.



40 hp so they can get wrecked by colossi and TvT will turn into mech vs mech?



They already get wrecked by Colossi - that's the problem. They're really strong early and mid and they're garbage late because they don't have the right units to compliment them. Terran players are stuck spamming tier one units all game because that's their best (only decent) option.

Change the dynamic by toning them down early and giving them something strong mid and late game. Boom. Terran just became a hell of a lot more interesting.

And yes, TvT would change dramatically - thank Christ.

TheDwf
Profile Joined November 2011
France19747 Posts
July 04 2014 10:09 GMT
#1003
On July 04 2014 04:57 vjcamarena wrote:
Show nested quote +
On July 02 2014 21:42 TheDwf wrote:
Hmm, weird. I could have sworn there were no plans for extra changes in the future. Did someone write a 40 pages essay about Terran woes or what?

Medivac
Medivac harass has been getting weaker since the beginning of HotS due to players improving at defending against them. If we increase the strength of Medivacs, we’d not only help out Terran on both matchups, but also help provide even more action-packed games to watch. We wonder if buffing the unload speed or increasing the duration of the speed boost slightly would help in a positive way.

I understand your intention but no. The Medivac is already the best unit in the Terran arsenal, and for that sole reason you should not further buff it.

You also have to consider that ironically, the race that would suffer the most from this change would be… Terran. Doomdrops are already dominant in Marines/Tanks mirrors, and with that kind of change odds are such mirrors would be further dumbed down to a volatile game of "who first loads and hides 6 full Medivacs, boost into production, gg".

There are other ways to reach your goal of a more dynamic midgame (in TvP) without changing the Medivac. More below.

Widow Mine
Widow Mines are quite core in both TvP and TvZ. They’re also one of the most exciting units to watch and create lots of diverse moments depending on the players’ interaction with them within each engagement. We’re currently considering a slight increase to the splash radius of Widow Mines, which we believe could be a good direction to explore.

Good. Restoring some strength to the Mine is absolutely crucial for bio play in TvZ. As for the way you want to do it… Assuming you intend to create a fourth AoE zone between 1.75 and 2 radius, the damage in the second and third zone should also be increased from 20/10 to 30/15. The 30 part in the second zone is particularly critical to one-shot banes. See below the 3 states of the Mine (at release; post-nerf; after the proposed buff) vs Zerg, respectively in the areas 0 – 1.25 | 1.25 – 1.50 | 1.50 – 1.75 | 1.75 – 2.

40 | 40 | 40 | 0
40 | 20 | 10 | 0
40 | 30 | 15 | 10

Note that if you want to leave TvP untouched, you can play upon the Drilling Claws variable (searched in TvZ, but not in TvP), i.e. make it so Drilling Claws unlocks the buff, partially or totally. Bonus damage to shields can, in the same way, be tweaked accordingly so the total damage remains unchanged. It would be unwise to discourage Protoss players from playing Templars, a style superior to Colossus play in every way for the quality of games (amount of action, micro, multitasking). I don't believe Mines killed the Templar style, so time should be left for Templar play to make its return.



First, there are 2 ways to address a given problem; in absolute or relatively. Example: the Tempest is too strong in lategame PvT. There are 3 options to deal with this:

1. Weakening the stats (cost, supply, range, damage, armor, etc.) of the Tempest itself.
2. Making it so Protoss have a harder time reaching Tempests (i.e. give Terran extra ways to slow their development towards lategame), or improving units used against the Tempest.
3. Any combination of the above.

With this in mind, I advocate the following changes to balance bio play:

Stim
Research time decreased to 140 seconds, down from 170.


Target: general.
Reverting the stim nerf would yield numerous benefits, fixing a lot of the current Terran issues and opening a few options in the early game:

1. Terran would have stim earlier to defend numerous Protoss timings (and a few Zerg ones) in the early game. In particular, bear in mind there are 2 particularly good Blink maps in the ones you introduced for the next season.
2. In TvP, Terran would threaten an earlier stim timing, forcing Protoss macro builds to concede more units in the early game and thus slowing the speed at which they tech. In return, this means there would be more room for drop play in midgame because Protoss would not enter the phase with as many resources available and as much tech advance to install the perfect anti-drop system (Observers, early Blink, energy on MSC, etc.).
3. In TvZ, an earlier stim timing (and by repercussion an earlier CS timing) would boost a bit the "2-bases timing into third" openings, which are currently mostly dead because they lack power against 3 hatch builds.

To revert this nerf, you don't even need to swallow your pride since the change occurred almost 3 years ago in a completely different environment. Without reverting the stim nerf, a Photon Overcharge nerf would be needed to balance TvP, i.e. a change with a larger impact in PvZ and PvP. If you have only one change to do for the sake of TvP, it's 100% this one. I'm lazy, so I will just sum up in 5 words what I could say in 5 pages:

PLEASE REVERT THE STIM NERF.

Mutalisk
Health rate regeneration decreased to 1 HP every 2 seconds, down from 1 HP/second.

[For reference, other Zerg units regenerate at the rate of 1 HP every 3.7 seconds.]

Target: TvZ
Toning down muta regen is necessary, regardless of the Mine buff you use. Even with the old Mines it would have been needed. Terran's only answer to mass mutas is to limit the damage, drive them away and bandage their wounds. If mutas heal too fast, the infernal cycle never ceases (preventing the recovery phase) and Terran cannot fight back for the initiative. With a slower healing rate:

1. Terran would have a longer window of tranquillity after the passing of the storm and could start counter-attacking earlier to capitalize on wounded mutas.
2. Mutalisk harassment would come with an adjusted risk/reward ratio. Thor volleys and Mine hits would matter more.
3. More Mutalisks would also fall throughout the game, resulting in an inferior accumulation.
4. Sloppiness would be punished (the current regeneration rate is too forgiving).
5. The days of constant battles with Zerg being on the verge of losing at each wave are long gone anyway.

The Phoenix (range, either native or the bonus given by the Fleet beacon upgrade) and the Spore (bonus damage to bio) can be adjusted accordingly to deal with the impact on ZvP and ZvZ.

On top of a Mine buff in TvZ, those two are absolutely critical.



Some extra ideas, with less impact, to help in various domains:

Tactical Nuke
Cost changed from 100/100 to 50/150.
Damage to buildings increased to 750 | 500 | 250, up from 500 | 250 | 125
.

Target: lategame TvP, lategame TvZ.
Nukes are extinct in TvZ and underused in lategame TvP because of their cost. Since bio play commonly floats gas if you take your 8 gas, what better way to spend the resource? Damage to buildings is increased so Terrans have a better way to cripple Zerg and Protoss' economy in lategame.

Nitro Packs
Researched from: Tech Lab Barracks
Cost: 150m 150g 140s
Requirements: Factory.

Effects: increases the Reaper's movement speed to 4.25 and restores their WoL attack.

[WoL attack: same as the current one except +5 bonus damage to Light; secondary attack against buildings: 30 (+3). Both range 5.]

Target: lategame TvP, lategame TvZ.
Fairly straighforward. As of now, the Reaper has absolutely no use past early game. With this upgrade, it could be used in lategame, particularly in TvP to defend Zealots/DTs harassement and pressure remote expands without committing Medivacs.

Ghost
Cost changed from 200/100 to 175/100.
Snipe damage changed from 25 (+25 to Psionic) to 45 (-10 to Massive).


Target: lategame TvP, lategame TvZ.
Part of the lategame TvP woes is that Ghosts are extremely expensive; this would help a little without impacting too much the unknown that is currently Templar play in midgame. Snipe was overnerfed: an overtrained elite marksman cannot even one-shot a Zergling anymore, really?

Creep Tumor
Sight range decreased to 9, down from 11.


Target: TvZ.
Creep passively provides too much vision, especially by lategame. Less vision on the outskirts means increased possibilities for drop to travel unseen, and overall less map control.

Tempest
Bonus damage to Massive targets decreased to 20 (+0), down from 50 (+2).


Target: lategame TvP.
Battlecruisers die to Tempests in 7 shots from 15 range. Fully upgraded Tempests deal 95 damage to Massive air targets. 95, seriously? I am no ZvP expert but I am sure this is overkill against broods. Colossi are part of a mirror so it doesn't matter. Battlecruisers were already extremely rare, no reason to completely kill off the option with Tempests.



Now, for the question of mech in TvP. I don't have energy left to write an essay, but something drastic should be tested (with real games between pros) if you finally want to see mech play in TvP:

Siege Tank
+20 damage to Massive targets in Siege Mode.


Siege Tanks underperfom against Archons. Mech cannot be viable in TvP if Ghosts are necessary to vaguely compete. The mech path has to be autonomous.

This would increase the performance of Tanks in Siege Mode against: Archons (much needed), Colossi (could do with 1-2 less shots), Thors (irrelevant) and Ultralisks (somewhat needed in the open).

Immortal
Hardened shields has been reworked:
1. Attacks dealing from 10 to 20 damage are still reduced to 10 (unchanged).
2. Attacks dealing more than 20 damage are halved instead of being reduced to 10.


The reasoning is simple: Immortals dramatically overperform against Tanks.

Impact on units affected in non-mirror:

[image loading]


The impact on targeted units would be as follows:

With +0 attack Tanks
Archon: from 11 to 7.
Colossus: from 8 to 6.
Immortal: from 14 to 9.
(Ultralisk: from 11 to 8.)

With +3 attack Tanks
Archon: from 9 to 6.
Colossus: from 6 to 5.
Immortal: from 14 to 7.
(Ultralisk: from 9 to 7.)

Consequences
1. When nearing max, mech ground armies would be better than Protoss ground armies, which respects the logic of the disparity in mobility/reproducibility between the two sides. This would also force Protoss to actively harass/cripple Terran, i.e. the reverse situation with bio play.
2. The air transitions, problematic as of now, mostly rely on the superior Protoss midgame against mech, and by repercussion would be affected by those changes: teching Tempests would not be a formality if you actually had to fear a huge Tank push.

Once again, these changes should be tested on a specific map with some games between Terran and Protoss pros.


@TheDwf
Love your analysis, man. Which changes do you consider the most important? Would it be the mines/stim/mutas trifecta?

Yes, they are core changes needed to fix bio play in TvZ and TvP.

That seems mostly Zerg related. Do you think its TvZ that needs the most help?

Bio in TvZ needs as much help, yes; Terrans in Korea mostly win thanks to 2 rax, mech and Hellbat timings. This is why winrates are not 35:65 like in TvP, but the fact many Korean Terrans do their best to stay away from triple OC bio macro games scenarii is a pretty telling tale in itself. If you were to run tests for normal 4M vs lings/banes/mutas games, you could expect similarly depressing results.

The two other things concern TvZ, but the stim change is aimed at TvP. Currently, Protoss has one Overcharge at 5'30 and another at 8'30, i.e. exactly around the time stim completes at the earliest after fast expands. The threat of an earlier stim timing before the second Overcharge would force Protoss to build units (while currently they can get away with 3 Stalkers and have one Sentry ready for 8'30), which would weaken their builds (slow the amount of tech they get) and thus open more room for Terran aggression in midgame. I don't know if this would be sufficient to resynchronize the development of both races but this is the best chance without impacting too much the other match-ups. The only other solution I see is a Photon Overcharge nerf to 9 range, 45-50 seconds and +20 damage to Shieds.

On top of that, a 140 seconds stim would weaken countless timings/all-ins because they would have a reduced window. An immortal bust is less hot if you have only 30 seconds instead of a whole minute before stim completes. The snowbally nature of Blink attacks would not be as deadly if the defender had stim at the first wave. Even things like DT play would be riskier if Terran could threaten an earlier stim timing to retaliate.

In TvZ, the stim buff would have limited impact because:

1. Triple OC bio builds already have 1/1, stim and CS by the time Medivacs travel from the Starport to the edge of the creep.
2. Unless I forgot something, there are currently no viable 2-bases timing hitting right when stim finishes. Things like 2 fact BFH or Hellbats timings don't even need stim at all. 3 rax Hellions Medivacs timings hit later than stim and need to hit before stim + CS would complete even with the new stim research time.
3. The model of a stimmed bio timing without Medivacs doesn't work because Queens + Speedlings can deal with it easily, plus playing without Hellions is always coinflippy.

I personally think the tank change you suggest is the most interesting one, maybe not the most needed tho. It is the only one that I think buffs unorthodox/late game oriented play for Terran. I'd be in favor of having to research Siege Mode if this buffed Siege shots too much (I don't think it does, but still).

Yes, it's a "diversity" change, but this time with the advantage it wouldn't slaughter the other option. It would need extensive testing since it would basically result in a "fourth match-up," but Protoss would benefit a lot from a viable mech because they would have the opportunity to fully play the "bio role".
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
Last Edited: 2014-07-04 10:32:23
July 04 2014 10:30 GMT
#1004
On July 04 2014 19:09 TheDwf wrote:
+ Show Spoiler +
On July 04 2014 04:57 vjcamarena wrote:
Show nested quote +
On July 02 2014 21:42 TheDwf wrote:
Hmm, weird. I could have sworn there were no plans for extra changes in the future. Did someone write a 40 pages essay about Terran woes or what?

Medivac
Medivac harass has been getting weaker since the beginning of HotS due to players improving at defending against them. If we increase the strength of Medivacs, we’d not only help out Terran on both matchups, but also help provide even more action-packed games to watch. We wonder if buffing the unload speed or increasing the duration of the speed boost slightly would help in a positive way.

I understand your intention but no. The Medivac is already the best unit in the Terran arsenal, and for that sole reason you should not further buff it.

You also have to consider that ironically, the race that would suffer the most from this change would be… Terran. Doomdrops are already dominant in Marines/Tanks mirrors, and with that kind of change odds are such mirrors would be further dumbed down to a volatile game of "who first loads and hides 6 full Medivacs, boost into production, gg".

There are other ways to reach your goal of a more dynamic midgame (in TvP) without changing the Medivac. More below.

Widow Mine
Widow Mines are quite core in both TvP and TvZ. They’re also one of the most exciting units to watch and create lots of diverse moments depending on the players’ interaction with them within each engagement. We’re currently considering a slight increase to the splash radius of Widow Mines, which we believe could be a good direction to explore.

Good. Restoring some strength to the Mine is absolutely crucial for bio play in TvZ. As for the way you want to do it… Assuming you intend to create a fourth AoE zone between 1.75 and 2 radius, the damage in the second and third zone should also be increased from 20/10 to 30/15. The 30 part in the second zone is particularly critical to one-shot banes. See below the 3 states of the Mine (at release; post-nerf; after the proposed buff) vs Zerg, respectively in the areas 0 – 1.25 | 1.25 – 1.50 | 1.50 – 1.75 | 1.75 – 2.

40 | 40 | 40 | 0
40 | 20 | 10 | 0
40 | 30 | 15 | 10

Note that if you want to leave TvP untouched, you can play upon the Drilling Claws variable (searched in TvZ, but not in TvP), i.e. make it so Drilling Claws unlocks the buff, partially or totally. Bonus damage to shields can, in the same way, be tweaked accordingly so the total damage remains unchanged. It would be unwise to discourage Protoss players from playing Templars, a style superior to Colossus play in every way for the quality of games (amount of action, micro, multitasking). I don't believe Mines killed the Templar style, so time should be left for Templar play to make its return.



First, there are 2 ways to address a given problem; in absolute or relatively. Example: the Tempest is too strong in lategame PvT. There are 3 options to deal with this:

1. Weakening the stats (cost, supply, range, damage, armor, etc.) of the Tempest itself.
2. Making it so Protoss have a harder time reaching Tempests (i.e. give Terran extra ways to slow their development towards lategame), or improving units used against the Tempest.
3. Any combination of the above.

With this in mind, I advocate the following changes to balance bio play:

Stim
Research time decreased to 140 seconds, down from 170.


Target: general.
Reverting the stim nerf would yield numerous benefits, fixing a lot of the current Terran issues and opening a few options in the early game:

1. Terran would have stim earlier to defend numerous Protoss timings (and a few Zerg ones) in the early game. In particular, bear in mind there are 2 particularly good Blink maps in the ones you introduced for the next season.
2. In TvP, Terran would threaten an earlier stim timing, forcing Protoss macro builds to concede more units in the early game and thus slowing the speed at which they tech. In return, this means there would be more room for drop play in midgame because Protoss would not enter the phase with as many resources available and as much tech advance to install the perfect anti-drop system (Observers, early Blink, energy on MSC, etc.).
3. In TvZ, an earlier stim timing (and by repercussion an earlier CS timing) would boost a bit the "2-bases timing into third" openings, which are currently mostly dead because they lack power against 3 hatch builds.

To revert this nerf, you don't even need to swallow your pride since the change occurred almost 3 years ago in a completely different environment. Without reverting the stim nerf, a Photon Overcharge nerf would be needed to balance TvP, i.e. a change with a larger impact in PvZ and PvP. If you have only one change to do for the sake of TvP, it's 100% this one. I'm lazy, so I will just sum up in 5 words what I could say in 5 pages:

PLEASE REVERT THE STIM NERF.

Mutalisk
Health rate regeneration decreased to 1 HP every 2 seconds, down from 1 HP/second.

[For reference, other Zerg units regenerate at the rate of 1 HP every 3.7 seconds.]

Target: TvZ
Toning down muta regen is necessary, regardless of the Mine buff you use. Even with the old Mines it would have been needed. Terran's only answer to mass mutas is to limit the damage, drive them away and bandage their wounds. If mutas heal too fast, the infernal cycle never ceases (preventing the recovery phase) and Terran cannot fight back for the initiative. With a slower healing rate:

1. Terran would have a longer window of tranquillity after the passing of the storm and could start counter-attacking earlier to capitalize on wounded mutas.
2. Mutalisk harassment would come with an adjusted risk/reward ratio. Thor volleys and Mine hits would matter more.
3. More Mutalisks would also fall throughout the game, resulting in an inferior accumulation.
4. Sloppiness would be punished (the current regeneration rate is too forgiving).
5. The days of constant battles with Zerg being on the verge of losing at each wave are long gone anyway.

The Phoenix (range, either native or the bonus given by the Fleet beacon upgrade) and the Spore (bonus damage to bio) can be adjusted accordingly to deal with the impact on ZvP and ZvZ.

On top of a Mine buff in TvZ, those two are absolutely critical.



Some extra ideas, with less impact, to help in various domains:

Tactical Nuke
Cost changed from 100/100 to 50/150.
Damage to buildings increased to 750 | 500 | 250, up from 500 | 250 | 125
.

Target: lategame TvP, lategame TvZ.
Nukes are extinct in TvZ and underused in lategame TvP because of their cost. Since bio play commonly floats gas if you take your 8 gas, what better way to spend the resource? Damage to buildings is increased so Terrans have a better way to cripple Zerg and Protoss' economy in lategame.

Nitro Packs
Researched from: Tech Lab Barracks
Cost: 150m 150g 140s
Requirements: Factory.

Effects: increases the Reaper's movement speed to 4.25 and restores their WoL attack.

[WoL attack: same as the current one except +5 bonus damage to Light; secondary attack against buildings: 30 (+3). Both range 5.]

Target: lategame TvP, lategame TvZ.
Fairly straighforward. As of now, the Reaper has absolutely no use past early game. With this upgrade, it could be used in lategame, particularly in TvP to defend Zealots/DTs harassement and pressure remote expands without committing Medivacs.

Ghost
Cost changed from 200/100 to 175/100.
Snipe damage changed from 25 (+25 to Psionic) to 45 (-10 to Massive).


Target: lategame TvP, lategame TvZ.
Part of the lategame TvP woes is that Ghosts are extremely expensive; this would help a little without impacting too much the unknown that is currently Templar play in midgame. Snipe was overnerfed: an overtrained elite marksman cannot even one-shot a Zergling anymore, really?

Creep Tumor
Sight range decreased to 9, down from 11.


Target: TvZ.
Creep passively provides too much vision, especially by lategame. Less vision on the outskirts means increased possibilities for drop to travel unseen, and overall less map control.

Tempest
Bonus damage to Massive targets decreased to 20 (+0), down from 50 (+2).


Target: lategame TvP.
Battlecruisers die to Tempests in 7 shots from 15 range. Fully upgraded Tempests deal 95 damage to Massive air targets. 95, seriously? I am no ZvP expert but I am sure this is overkill against broods. Colossi are part of a mirror so it doesn't matter. Battlecruisers were already extremely rare, no reason to completely kill off the option with Tempests.



Now, for the question of mech in TvP. I don't have energy left to write an essay, but something drastic should be tested (with real games between pros) if you finally want to see mech play in TvP:

Siege Tank
+20 damage to Massive targets in Siege Mode.


Siege Tanks underperfom against Archons. Mech cannot be viable in TvP if Ghosts are necessary to vaguely compete. The mech path has to be autonomous.

This would increase the performance of Tanks in Siege Mode against: Archons (much needed), Colossi (could do with 1-2 less shots), Thors (irrelevant) and Ultralisks (somewhat needed in the open).

Immortal
Hardened shields has been reworked:
1. Attacks dealing from 10 to 20 damage are still reduced to 10 (unchanged).
2. Attacks dealing more than 20 damage are halved instead of being reduced to 10.


The reasoning is simple: Immortals dramatically overperform against Tanks.

Impact on units affected in non-mirror:

[image loading]


The impact on targeted units would be as follows:

With +0 attack Tanks
Archon: from 11 to 7.
Colossus: from 8 to 6.
Immortal: from 14 to 9.
(Ultralisk: from 11 to 8.)

With +3 attack Tanks
Archon: from 9 to 6.
Colossus: from 6 to 5.
Immortal: from 14 to 7.
(Ultralisk: from 9 to 7.)

Consequences
1. When nearing max, mech ground armies would be better than Protoss ground armies, which respects the logic of the disparity in mobility/reproducibility between the two sides. This would also force Protoss to actively harass/cripple Terran, i.e. the reverse situation with bio play.
2. The air transitions, problematic as of now, mostly rely on the superior Protoss midgame against mech, and by repercussion would be affected by those changes: teching Tempests would not be a formality if you actually had to fear a huge Tank push.

Once again, these changes should be tested on a specific map with some games between Terran and Protoss pros.


@TheDwf
Love your analysis, man. Which changes do you consider the most important? Would it be the mines/stim/mutas trifecta?

Yes, they are core changes needed to fix bio play in TvZ and TvP.

That seems mostly Zerg related. Do you think its TvZ that needs the most help?

Bio in TvZ needs as much help, yes; Terrans in Korea mostly win thanks to 2 rax, mech and Hellbat timings. This is why winrates are not 35:65 like in TvP, but the fact many Korean Terrans do their best to stay away from triple OC bio macro games scenarii is a pretty telling tale in itself. If you were to run tests for normal 4M vs lings/banes/mutas games, you could expect similarly depressing results.

The two other things concern TvZ, but the stim change is aimed at TvP. Currently, Protoss has one Overcharge at 5'30 and another at 8'30, i.e. exactly around the time stim completes at the earliest after fast expands. The threat of an earlier stim timing before the second Overcharge would force Protoss to build units (while currently they can get away with 3 Stalkers and have one Sentry ready for 8'30), which would weaken their builds (slow the amount of tech they get) and thus open more room for Terran aggression in midgame. I don't know if this would be sufficient to resynchronize the development of both races but this is the best chance without impacting too much the other match-ups. The only other solution I see is a Photon Overcharge nerf to 9 range, 45-50 seconds and +20 damage to Shieds.

On top of that, a 140 seconds stim would weaken countless timings/all-ins because they would have a reduced window. An immortal bust is less hot if you have only 30 seconds instead of a whole minute before stim completes. The snowbally nature of Blink attacks would not be as deadly if the defender had stim at the first wave. Even things like DT play would be riskier if Terran could threaten an earlier stim timing to retaliate.

In TvZ, the stim buff would have limited impact because:

1. Triple OC bio builds already have 1/1, stim and CS by the time Medivacs travel from the Starport to the edge of the creep.
2. Unless I forgot something, there are currently no viable 2-bases timing hitting right when stim finishes. Things like 2 fact BFH or Hellbats timings don't even need stim at all. 3 rax Hellions Medivacs timings hit later than stim and need to hit before stim + CS would complete even with the new stim research time.
3. The model of a stimmed bio timing without Medivacs doesn't work because Queens + Speedlings can deal with it easily, plus playing without Hellions is always coinflippy.

I personally think the tank change you suggest is the most interesting one, maybe not the most needed tho. It is the only one that I think buffs unorthodox/late game oriented play for Terran. I'd be in favor of having to research Siege Mode if this buffed Siege shots too much (I don't think it does, but still).

Yes, it's a "diversity" change, but this time with the advantage it wouldn't slaughter the other option. It would need extensive testing since it would basically result in a "fourth match-up," but Protoss would benefit a lot from a viable mech because they would have the opportunity to fully play the "bio role".


Best summary for Stim un-nerfing i have ever seen. Well written Mr. Downfall. Can someone email this to people in the development team?
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
WombaT
Profile Blog Joined May 2010
Northern Ireland25118 Posts
July 04 2014 11:02 GMT
#1005
It makes too much sense to be implemented and having a specific underlying rationale with relation to timings won't make a difference anyway.

It doesn't really make sense that stim research timing from an era of XNC is still the case given the exponential increase in the size of maps.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
THC28
Profile Joined July 2011
1 Post
July 04 2014 11:09 GMT
#1006
Increasing the unload speed of medivacs could be good.
m4ini
Profile Joined February 2014
4215 Posts
July 04 2014 11:13 GMT
#1007
To me it sounds dumb to buff already much used units (=decent units). The only thing that'll happen is that other races just have to do the same as they always did, just "harder/faster".

Personally i'd like to see buffs to units that open new paths, making terrans less predictable. Change vikings from air units with ground-mode to ground units with air-mode, put them in the factory. Dumb idea, i know, but something like that. Don't buff units, change techpaths so more options become viable at different times.
On track to MA1950A.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-04 11:36:51
July 04 2014 11:30 GMT
#1008
On July 04 2014 20:02 Wombat_NI wrote:
It makes too much sense to be implemented and having a specific underlying rationale with relation to timings won't make a difference anyway.

It doesn't really make sense that stim research timing from an era of XNC is still the case given the exponential increase in the size of maps.


That argument justifies a re-evaluation of everything for every map that gets ever made.
Zergling speed, was implemented for XNC type maps
Roach speed, implemented for XNC type maps.
etc etc etc.

The argument that a faster stim helps with blink is imo the main reason why this buff makes sense. I guess more pressure for the Terran might also be OK, but for that there are a thousand possibilities, nothing that would ask for stim in particular to be buffed.


Imo, when too big maps break things, we should rather ask why we make so big maps. Like, there is a map forum on TL.
We just had a mapcontest finishing.
There are always mappers around looking for input.
Everybody can participate themselves there.
The next mappool will consist exclusively of community/mapper made maps, nothing by blizzard (as far as I remember) and in the current one there are only 2blizzard maps.
--> just make smaller maps, if bigger maps are broken
plgElwood
Profile Joined October 2010
Germany518 Posts
July 04 2014 14:36 GMT
#1009
Don't blame the map. On smaller maps Zerg and Protoss still have the advantage of faster counter pushes. Plus even Gold players tend to be decent at spreading creep. 14CC vs 3 hatch before pool will result in having creep in your main at 7 min.

I think hots finally enabled Mech vs Zerg. Zerg has to prepare a timing with roaches to deny the third base or all following battles will swing in terrans favor. If the mines where stronger it would be good for defending vs muta packs that erase turrets left and right and dont care about mine hits. Vehicle + Airupgrades do the

I am not a fan of the Tempest and the phoenix range upgtrade, Tempest shuld kill Broodlord infestor, Phoenix range should deal with Regen Muta. Well remove both. Add BroodWar Carrier Miro and it is fine.

Underused Zerg units: Viper and Infestor. The fact that most Zergs can play macrogames WITHOUT their cost effcient, hard to control caster units shows that something is indeed wrong. Even when facing Mech, Zerg still goes for more bases and more Mutas and Swarm hosts. It takes one good Seeker Missle to basicly end the game and reverse a 20 minute Baseadvantage.

Blinding Cloud and fungal deal with tanks and air....still zergs try to mass muta their way to victory.
The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2014-07-04 15:11:38
July 04 2014 15:02 GMT
#1010
theDwf, even if it's an old game, the BO seems good
polt vs bly 2012
and u can see at 9.3 how closed are 1/1 zerg and stim are. just need to add an armory(hellbat) and we have a strong 2base push that will come before 1/1 zerg if it's there is 30 secondes up on stim. stim launched at 7.2, done at 9minutes :S
also, as i already stated, terran always strat cleaning a fews second before upgrades are done cause zerg is not supposed to engaged off creep.

30 secondes will have too much impact (1 inject or warp cycle lost) and terran will be able too refine some nasty BO
and if u do the same in PvT like u mentionned, maru will hit 75% winrate vs toss
a nerf of the overcharge is not an option cause of PvP. i prefer a redesign of the raven when pdd(cancels overcharge) will be available easier, iow i want to do something vs enemy units, i build enemy unit's counter, like siege vs immortal^^)
Nerfing mutas is not a an option cause PvZ . To have a real unit vs mutas for terran is a good think :p(bye bye thor )

conclusion : we need a testing map where stim take -10 and -20 secondes to research and spam BO^^
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 04 2014 15:14 GMT
#1011
Because Bly is on the same level as Polt.
And Maru having 75% in TvP would be shocking.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 04 2014 15:16 GMT
#1012
On July 02 2014 21:14 Thezzy wrote:
One change that might help without cutting too deeply in defense would be to change the MSC speed to that of the old Overlord (around 0.88) and add a MSC Speed upgrade at the Cybernetics Core at 50/50/110.
This would weaken Blink attacks because the MSC would take far longer to get across the map and would be far more vulnerable to get sniped by Marines. By putting the upgrade at the Cybernetics Core, Protoss can still opt for a fast MSC, but it would delay Warp Gate, meaning that the Blink attack is delayed.
This would also delay sending the MSC straight to the Terran mineral line as it soon as it spawns.

As a result, Oracles and Dark Templar would become a little more favored for all-ins, which share a defense in the Engineer Bay via Turrets.


Posted this a couple pages back, I didn't consider PvP at the time but I think this wouldn't negatively affect PvP or PvZ as it only curbs the offensive potential of the MSC whilst leaving the defensive portion of PO the same.
Still looking for any feedback on it.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Xequecal
Profile Joined October 2010
United States473 Posts
July 04 2014 18:24 GMT
#1013
Personally, I think that instead of the 4 missiles + splash, they should give Thors the anti-air attack that Steam Tanks in WC3 had. Instead of firing four 6+6 light damage missiles with splash, they should instead fire a (no splash) 6+6 missile at every air unit within 11 range, no matter how many there are.

With that change, you could hold off mass mutas with 1 or 2 Thors and mass repair, although it would cost you a lot of SCVs to do so and you wouldn't actually kill any of the mutas. Right now they can just spread their mutas out in such a situation and you lose the game on the spot. 4+ Thors would make it impossible for mutas to attack what they're covering at all. It would also make them better against Brood Lords, but worse against Vipers, which is probably a change for the better.

It would also make things more interesting for Zerg, after harassing a position where there was only 1 or 2 Thors, you'll have a bunch of 40-60 HP mutas and now you have to decide if you're going to wait for them to regen or try to harass somewhere else and risk losing all of them.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2014-07-04 19:04:41
July 04 2014 19:02 GMT
#1014
the stim research buff is a clever suggestion. It would certainly do wonders to the TvP matchup, and wouldn't hurt in TvZ too bad I think.

I don't like the high-tech suggestions such as a complicated Thor AA buff. I believe buffs ought to come at a very basic level. Direct unit/upgrade/building stats tweaks and such.
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 04 2014 19:03 GMT
#1015
On July 05 2014 04:02 cheekymonkey wrote:
the stim research buff is a clever suggestion. It would certainly do wonders to the TvP matchup, and wouldn't hurt in TvZ too bad I think.


actually it does cuz u can squeeze in stim for marine-hellbat medivac timing.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2014-07-04 19:05:55
July 04 2014 19:05 GMT
#1016
On July 05 2014 04:03 Xinzoe wrote:
Show nested quote +
On July 05 2014 04:02 cheekymonkey wrote:
the stim research buff is a clever suggestion. It would certainly do wonders to the TvP matchup, and wouldn't hurt in TvZ too bad I think.


actually it does cuz u can squeeze in stim for marine-hellbat medivac timing.


Well, that's one timing. It's not like zergs haven't survived new horrifying timings before and come out on top in the end.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 04 2014 19:10 GMT
#1017
On July 05 2014 04:03 Xinzoe wrote:
Show nested quote +
On July 05 2014 04:02 cheekymonkey wrote:
the stim research buff is a clever suggestion. It would certainly do wonders to the TvP matchup, and wouldn't hurt in TvZ too bad I think.


actually it does cuz u can squeeze in stim for marine-hellbat medivac timing.

The 8 min timing has like 6 marines and Zergs have already figured out how to have enough roaches in time to hold it comfortably. It's only killer when the Zerg doesn't know it's coming.
Twitter: @iamcaustic
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 04 2014 19:35 GMT
#1018
Blizzard should start by revert every single Terran nerf since WoL
[url]http://i.imgur.com/lw2yN.jpg[/url]
Mojito99
Profile Joined October 2013
Germany154 Posts
July 04 2014 19:57 GMT
#1019
@ DwF

with your extensive research, would you say that part of the reason the MU winrates develop this way is that Terran playstyles have adapted and innovated little (for whatever reason) and hence the only real improvement area are mechanics which obviously hit a skill ceiling as compared to tactical play, strategies, getting better at defending T pressures?
Superbanana
Profile Joined May 2014
2369 Posts
July 04 2014 22:45 GMT
#1020
On July 04 2014 20:30 Big J wrote:
Show nested quote +
On July 04 2014 20:02 Wombat_NI wrote:
It makes too much sense to be implemented and having a specific underlying rationale with relation to timings won't make a difference anyway.

It doesn't really make sense that stim research timing from an era of XNC is still the case given the exponential increase in the size of maps.


That argument justifies a re-evaluation of everything for every map that gets ever made.
Zergling speed, was implemented for XNC type maps
Roach speed, implemented for XNC type maps.
etc etc etc.

The argument that a faster stim helps with blink is imo the main reason why this buff makes sense. I guess more pressure for the Terran might also be OK, but for that there are a thousand possibilities, nothing that would ask for stim in particular to be buffed.


Imo, when too big maps break things, we should rather ask why we make so big maps. Like, there is a map forum on TL.
We just had a mapcontest finishing.
There are always mappers around looking for input.
Everybody can participate themselves there.
The next mappool will consist exclusively of community/mapper made maps, nothing by blizzard (as far as I remember) and in the current one there are only 2blizzard maps.
--> just make smaller maps, if bigger maps are broken

Yes!!!
A good route for the comunity to balance the game is through mapmaking!
Lets send the proper feedback for the mapmakers, this season map pool is already more balanced than season 1 and 2 (or at least it looks like). Yes, in the end blizzard chooses the maps, but i suppose they won't do it before reading some well made map analysis.
Maps affect balance a lot, so much that maps with a good foward third, good space for drops, no immensely open spaces, no space to blink in the main, no easy bases alway from the opponent and smaller rush distance might be ok for terran with no changes in any units. When was the last time somebody said "this map is good for terran"?
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
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