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Balance Test Map Soon July 8th - Page 24

Forum Index > SC2 General
631 CommentsPost a Reply
Prev 1 22 23 24 25 26 32 Next All
johnbongham
Profile Joined April 2014
451 Posts
July 10 2014 14:44 GMT
#461
Good point about this game being the livelihood for so many young men at the moment when they could be going to school or starting lifelong careers. Taken into account, the fact that blizzard has left the game in the state it is for so long now is a fucking shameful disgrace.
varsovie
Profile Joined December 2013
Canada326 Posts
July 10 2014 15:31 GMT
#462
On July 10 2014 02:29 Hider wrote:
Show nested quote +
On July 10 2014 01:08 varsovie wrote:
On July 09 2014 23:49 Hider wrote: especailly as terran in general is largely underpresented which means that they in most tournaments should have win/rates above 50% assuming equal balance.


Are you dumb or only dumb?

Balanced means 50% win-rate in average if opponents of same caliber, preferably across the whole spectrum (pros and GM to bronze).
Not that tournaments should always have the holy 1/3 repartition up to the final.


Why do you make these types of posts to insult other people when you in fact do not understand how the system works at all. You are not gonna have players of equal (skill)caliber playing each other if one race is UP. The stronger race is gonna have more of lesser skilled player taking advantage of their race and thus gets further in tournaments + qualifies for more tournaments than the weaker race. Those players should not have a win/rate of 50/50 against the very few terran players manging to qualify for the same tournament.

That's why it's especially alarming when terran win/rates are below 50%, but not alarming when ZvT or PvT win/rates are below 50%.



That's assuming all Z and P are worse than T players BECAUSE they're more numerous. If we take a bell curve more PorZ simply means more very good players.
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 10 2014 15:45 GMT
#463
On July 11 2014 00:31 varsovie wrote:
Show nested quote +
On July 10 2014 02:29 Hider wrote:
On July 10 2014 01:08 varsovie wrote:
On July 09 2014 23:49 Hider wrote: especailly as terran in general is largely underpresented which means that they in most tournaments should have win/rates above 50% assuming equal balance.


Are you dumb or only dumb?

Balanced means 50% win-rate in average if opponents of same caliber, preferably across the whole spectrum (pros and GM to bronze).
Not that tournaments should always have the holy 1/3 repartition up to the final.


Why do you make these types of posts to insult other people when you in fact do not understand how the system works at all. You are not gonna have players of equal (skill)caliber playing each other if one race is UP. The stronger race is gonna have more of lesser skilled player taking advantage of their race and thus gets further in tournaments + qualifies for more tournaments than the weaker race. Those players should not have a win/rate of 50/50 against the very few terran players manging to qualify for the same tournament.

That's why it's especially alarming when terran win/rates are below 50%, but not alarming when ZvT or PvT win/rates are below 50%.



That's assuming all Z and P are worse than T players BECAUSE they're more numerous. If we take a bell curve more PorZ simply means more very good players.


The overall population is not P or Z favoured, it's merely that there are less T games in tournaments (because they get knocked out in earlier rounds/not selected by coaches (proleague specific).
Cry 'havoc' and let slip the dogs of war
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
Last Edited: 2014-07-10 15:57:38
July 10 2014 15:49 GMT
#464
On July 11 2014 00:31 varsovie wrote:
Show nested quote +
On July 10 2014 02:29 Hider wrote:
On July 10 2014 01:08 varsovie wrote:
On July 09 2014 23:49 Hider wrote: especailly as terran in general is largely underpresented which means that they in most tournaments should have win/rates above 50% assuming equal balance.


Are you dumb or only dumb?

Balanced means 50% win-rate in average if opponents of same caliber, preferably across the whole spectrum (pros and GM to bronze).
Not that tournaments should always have the holy 1/3 repartition up to the final.


Why do you make these types of posts to insult other people when you in fact do not understand how the system works at all. You are not gonna have players of equal (skill)caliber playing each other if one race is UP. The stronger race is gonna have more of lesser skilled player taking advantage of their race and thus gets further in tournaments + qualifies for more tournaments than the weaker race. Those players should not have a win/rate of 50/50 against the very few terran players manging to qualify for the same tournament.

That's why it's especially alarming when terran win/rates are below 50%, but not alarming when ZvT or PvT win/rates are below 50%.



That's assuming all Z and P are worse than T players BECAUSE they're more numerous. If we take a bell curve more PorZ simply means more very good players.


No, we already know that the amount of active terran, p and z players are very similar (nios.kr for source here). Assuming the average T player = the average P and Z player in skill, then there shold be roughly equally amount of P, T and Z player egible for competitive play.

But there isn't. Instead, the top X% of T players are playing at a competiive players and being faced up against top X +Y% of P/Z players, where Y > 0.

According to the bell curve, the top X% should have a win/rate above 50% against the top X%+Y%. The fact that this isn't the case is quite alarming.
linuxguru1
Profile Joined February 2012
110 Posts
July 10 2014 15:52 GMT
#465
On July 09 2014 04:49 Ctone23 wrote:
Show nested quote +
On July 09 2014 04:47 linuxguru1 wrote:
On July 09 2014 04:42 Ctone23 wrote:
On July 09 2014 04:36 linuxguru1 wrote:
On July 09 2014 04:02 SNSeigifried wrote:
can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5


To put that into perspective: this would make widow mines have a larger radius than storm/EMP/fungal. Storm and EMP have 1.5 radius and fungal has 2 (according to liquipedia).



Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me.

Oh, and storm is instantly cast

The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material..

The "casting time" of a widow mine shot is not even near 4 seconds though.

I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes



Oh no worries. I was just trying to draw damage comparison.

You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it

EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes.


Exactly my point...
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-07-10 16:04:12
July 10 2014 16:02 GMT
#466
On July 10 2014 12:06 pure.Wasted wrote:
Show nested quote +
On July 10 2014 11:52 Whitewing wrote:
On July 10 2014 10:29 pure.Wasted wrote:
On July 10 2014 10:12 Whitewing wrote:
On July 10 2014 08:44 pure.Wasted wrote:
On July 10 2014 08:34 Whitewing wrote:
On July 10 2014 08:25 pure.Wasted wrote:
On July 10 2014 06:27 Teoita wrote:
On July 10 2014 06:22 submarine wrote:
Concerning Templar openings vs Widowmines:

What if they reduced the health of Mines from 90 to something under 80?
-Sniping mines before they borrow would be a little bit easier
-HTs would be a soft counter to widowmines even without detection, because they could use 1 storm to clear mines

I think this should be enough to make HT openings viable again.


Protoss doesn't struggle in PvT at all so that would just be pointless. The matchup will just be more boring. I mean it would kind of work, but it's not something that is going to happen any time soon.


I agree completely about Templar openings being much more entertaining. My question is: are they really unviable right now? Or are they simply less reliable than Colossus openings? Because those aren't the same thing. PvT lategame (Colossus) was Protoss favored at the end of WOL, it's only gotten more so in HOTS.

What if we make Colo opening even less viable than Templar will be with new WM? (I don't know how yet, I'm just testing the waters.) Templar opening will be less godly than it was 3 months ago, that's a plus, but Protoss will still use it (because lack of clearly superior alternative).

Obviously giving Terrans more options is preferable to taking options away from Protoss, but I don't think Blizzard sees it that way.


They're pretty non-viable right now, yeah. Bio/mine pushes make the zealots that accompany them pretty worthless. Even if you split your zealots perfectly, it's still efficient for terran to kill only 1 zealot with a mine at the engagement. Even if you land a couple storms, it doesn't matter because no other units are left alive to finish off the weakened bio.


Would you happen to know of any Korean games where this happened? I'd love to see how it plays out, but I haven't come across any post-patch.


There are a few that were very recently post-patch, but there aren't many. It took a very short amount of time for protoss players to abandon templar play before colossus, it wasn't working for them at all in practice.


Yeah but the problem with that is, it doesn't tell us if Templar is actually underpowered or simply balanced. If Colossus is OP and Templar is "just right," mediocre Protoss players will start losing a lot of their Templar games and perceive Templar openings to be relatively underpowered. That doesn't mean they're actually underpowered. What could be happening is that Terran is finally performing at a 1/1/1 ratio which would lead to Terran re-filling the ladder and tournaments, which is what we ultimately want. Let's say Crank goes Templar against Innovation and loses a game he wouldn't have lost 2 months ago, that doesn't mean Templar is terrible, it could just mean Crank never had any right to beat Innovation period.

In this case, it would be in our best interests to nerf Colo harder than Templar, so that Templar, weak as it is, still seems the superior option.

I haven't seen any of these games, and the one between Ryung and Sjaak isn't available anywhere that I can see, so I can't begin to guess if Templar is actually underpowered or just the first fair Protoss lategame since they learned to survive 1/1/1 (by getting it nerfed).


We had players like Rain losing to random terrans that he is much better than while going templar openings. Every korean toss has abandoned templar openings, which they had previously MUCH preferred. Players regularly die to scv all-ins while going colossus, it took a player like herO to show a metagame move that held just fine against the scv pull, but was a gamble because it abandoned all later tech and would have died hard to a heavier viking marine/marauder push a minute or two later.


SCV all-ins are stupid. If I had my way, they wouldn't exist.

Also they wouldn't need to exist, because Terrans would feel comfortable going up against late-game Protoss armies.

SCV all-ins beating Colossus openings doesn't mean Colossus is balanced. Archon toilet beat plenty of BL/Infestor compositions... and Archon toilet was still stupid, and BL/Infestor was still imbalanced.


Actually, it would imply that colossus is underpowered.

Units don't exist in a void where the only thing that matters is how that unit interacts on its own. Timings matter, costs matter, so on and so forth. If a timing exists where terran can pull workers and attack and win more than half the time against colossus openings, then colossus openings are weak.

Now, I don't actually think it's underpowered, because I think it's possible for protoss to make adjustments to deal with the scv all-in. If you skip templar tech entirely and never go for it, you can have more gateway units, afford more sentries, and make use of guardian shield and forcefield to help out against the pull. The problem with that is if the scv all-in doesn't come, your templar are going to be late, meaning bio/viking is way strong for a good period of time. It's a meta-game move, you have to predict an scv all-in: a move that has few tells because terran goes for the third base before hand and can always choose to just not do it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 10 2014 16:08 GMT
#467
Safe colossus builds are overall decent even though an scv pull doesnt come; at worst the delay they force in templar tech translates in a 3/3 timing with a few less archons than normal.

Still, going colossus every game makes the matchup really damn boring.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Whitewing
Profile Joined October 2010
United States7483 Posts
July 10 2014 16:25 GMT
#468
On July 11 2014 01:08 Teoita wrote:
Safe colossus builds are overall decent even though an scv pull doesnt come; at worst the delay they force in templar tech translates in a 3/3 timing with a few less archons than normal.

Still, going colossus every game makes the matchup really damn boring.


I suspect there's a strong timing terran could hit against them with a good amount of vikings before 3/3 finishes, but until we actually see someone attempt it we won't know.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 10 2014 16:30 GMT
#469
There is but that timing can be held:

http://www.teamliquid.net/forum/sc2-strategy/412475-rain-vs-flash-tl-strategy-spotlight
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-07-10 16:40:42
July 10 2014 16:39 GMT
#470
On July 11 2014 01:30 Teoita wrote:
There is but that timing can be held:

http://www.teamliquid.net/forum/sc2-strategy/412475-rain-vs-flash-tl-strategy-spotlight


All timings can be held, which is why I'm not calling anything imba =p. Just because something is hard does not mean it's impossible. People in these discussions often confuse hard with imbalanced or underpowered. If it's possible for the best player in the world to do it, it's not underpowered, others are just lacking skill.

That said, I'll bet that timing beats a lot of players in practice for Flash.

Still, I'm struggling to see how templar openings will be viable after another mine buff.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 10 2014 16:43 GMT
#471
Sure, my point was just yes that timing is a thing, no it doesnt screw up the matchup.

Again, my critique of the mine buff for PvT is only from a spectator's point of view. Balance wise i think it's perfectly fine.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
July 10 2014 16:44 GMT
#472
So, has anyone jumped into the test map? Thoughts?

I get home in about 6 hours if anyone wants to jump into some customs..
TL+ Member
purakushi
Profile Joined August 2012
United States3301 Posts
July 10 2014 16:48 GMT
#473
Blizzard needs to listen:
http://www.teamliquid.net/forum/starcraft-2/461533-star-hangshow-s4e4-balance-talk-with-flash
T P Z sagi
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
Last Edited: 2014-07-10 17:17:06
July 10 2014 17:02 GMT
#474
On July 11 2014 01:48 purakushi wrote:
Blizzard needs to listen:
http://www.teamliquid.net/forum/starcraft-2/461533-star-hangshow-s4e4-balance-talk-with-flash



Edit: NVM, sounds like they want LoTV to be more like BW. Can't say I blame them, but highly doubt Blizz is interested in making the game harder.
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24237 Posts
Last Edited: 2014-07-10 17:31:18
July 10 2014 17:24 GMT
#475
I don't know if LotV is going to be more like BW, but HotS did so many things wrong LotV needs to happen quickly. I really hope msc is going to get a serious rework, oracles, Tempest and SH will be removed and Terran lategame will get some love.

Edit : by the way, still no hint about LotV release ? Are we going to have an announcement in Blizzcon ?
Whitewing
Profile Joined October 2010
United States7483 Posts
July 10 2014 18:11 GMT
#476
On July 11 2014 02:24 [PkF] Wire wrote:
I don't know if LotV is going to be more like BW, but HotS did so many things wrong LotV needs to happen quickly. I really hope msc is going to get a serious rework, oracles, Tempest and SH will be removed and Terran lategame will get some love.

Edit : by the way, still no hint about LotV release ? Are we going to have an announcement in Blizzcon ?


It's fortunate you aren't in charge of game design, or we'd be back in GomTvT.

When discussing design, your first decision should not be "remove everything I don't like".

Tempest is necessary for protoss so that PvZ isn't a horrid nightmare. It's also the only thing making it so that super late game TvP isn't super terran favored like it was in WoL. Oracle is a good idea that just happens to be a little bit too quick, it should have its speed reverted and add a speed upgrade that can be researched. Swarm hosts are fine at the moment.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-10 18:19:09
July 10 2014 18:18 GMT
#477
On July 11 2014 00:52 linuxguru1 wrote:
Show nested quote +
On July 09 2014 04:49 Ctone23 wrote:
On July 09 2014 04:47 linuxguru1 wrote:
On July 09 2014 04:42 Ctone23 wrote:
On July 09 2014 04:36 linuxguru1 wrote:
On July 09 2014 04:02 SNSeigifried wrote:
can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5


To put that into perspective: this would make widow mines have a larger radius than storm/EMP/fungal. Storm and EMP have 1.5 radius and fungal has 2 (according to liquipedia).



Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me.

Oh, and storm is instantly cast

The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material..

The "casting time" of a widow mine shot is not even near 4 seconds though.

I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes



Oh no worries. I was just trying to draw damage comparison.

You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it

EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes.


Exactly my point...


Sounds like a stormdrop.
Whitewing
Profile Joined October 2010
United States7483 Posts
July 10 2014 18:21 GMT
#478
On July 11 2014 03:18 Big J wrote:
Show nested quote +
On July 11 2014 00:52 linuxguru1 wrote:
On July 09 2014 04:49 Ctone23 wrote:
On July 09 2014 04:47 linuxguru1 wrote:
On July 09 2014 04:42 Ctone23 wrote:
On July 09 2014 04:36 linuxguru1 wrote:
On July 09 2014 04:02 SNSeigifried wrote:
can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5


To put that into perspective: this would make widow mines have a larger radius than storm/EMP/fungal. Storm and EMP have 1.5 radius and fungal has 2 (according to liquipedia).



Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me.

Oh, and storm is instantly cast

The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material..

The "casting time" of a widow mine shot is not even near 4 seconds though.

I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes



Oh no worries. I was just trying to draw damage comparison.

You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it

EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes.


Exactly my point...


Sounds like a stormdrop.


Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark.

I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Big J
Profile Joined March 2011
Austria16289 Posts
July 10 2014 18:27 GMT
#479
On July 11 2014 03:21 Whitewing wrote:
Show nested quote +
On July 11 2014 03:18 Big J wrote:
On July 11 2014 00:52 linuxguru1 wrote:
On July 09 2014 04:49 Ctone23 wrote:
On July 09 2014 04:47 linuxguru1 wrote:
On July 09 2014 04:42 Ctone23 wrote:
On July 09 2014 04:36 linuxguru1 wrote:
On July 09 2014 04:02 SNSeigifried wrote:
can someone add these values to the post Splash radius changed from 1.25/1.5/1.75 to 1.5/2/2.5


To put that into perspective: this would make widow mines have a larger radius than storm/EMP/fungal. Storm and EMP have 1.5 radius and fungal has 2 (according to liquipedia).



Actually it would provide the same damage 40+40 (shields) as psionic storm does(80 over 4 seconds), with the same radius of 1.5, if the new patch goes through. Sounds fair to me.

Oh, and storm is instantly cast

The furthest range of 2.5 would do a whopping...wait for it... 10+10(shield) i.e. not that material..

The "casting time" of a widow mine shot is not even near 4 seconds though.

I'm sorry if I come across as a nitpicker. I just fear for the lives of my dear probes



Oh no worries. I was just trying to draw damage comparison.

You're right.... RIP probes lol.. 2 radius doing 40 damage is going to obliterate probes. I like it

EDIT: Hell, if you have 2 nicely placed widow mines where the 2.5 radius intersected... say bye bye to all the probes.


Exactly my point...


Sounds like a stormdrop.


Stormdrops rarely kill that many workers. They usually get a few. It's not hard to pull your workers out of the storm in time, as it takes 3 seconds of sitting in the storms before they die, and workers typically move out of them on their own for enough of that. Stormdrops also can't come as early in the game as mine drops. It's not hard to see that killing 12 workers at the 8 minute mark is more impactful than killing 14 workers at the 15 minute mark.

I don't like the comparison, but I don't think mine drops are unfair or imbalanced, so don't think I'm arguing that they shouldn't be buffed or should be nerfed because of drops.


It's also not hard to pull away your workers before the mines go off though, if you have an eye on the minimap. In either case, if you are not watching, you are going to pull too late.

But of course the timing when the one or other can occur is very different. Yet, like you say, it's not like we currently have overpowered minedrops in the game. That's of course mucuh more complicated than "has the potential to kill X units in Y seconds".
I would rather have blizzard remove shit that fucks up mineral lines in 2-3seconds, rather than add more of that stuff. Imo, hellions are a good benchmark for a strong workerkiller. Anything that has the potential to be stronger is very, very frustrating to deal with.
Kestnuts
Profile Joined January 2012
United States29 Posts
July 10 2014 18:53 GMT
#480
I have a feeling that a change in the effect of Time Warp (reducing it to 30% or even 25%) is going to be more meaningful than a duration change. I mean, a lot of engagements are decided before 15 seconds is up anyway, especially early game.
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