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Community Feedback Update- November 25 - Page 2

Forum Index > SC2 General
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DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 25 2015 20:56 GMT
#21
LMAO bunker change.

At this point the only useful bunker change would be one that allows you to salvage it faster than Ravagers can kill it...

Flying Tanks are STUPID. That more than anything should be the driver for a change. But the reasoning for their change is quite dumb. They're changing it because Bio > Mech. Ok thanks, we've known that for 5 years now. And especially with the LotV economy changes and having to defend more bases/angles.. what did they expect??

Blizzard continues to keep their head up their own asses when it comes to addressing issues that have been voiced OVER AND OVER AND OVER by the community:

- Zerg is OP as fuck, nerf Zerg (this isn't simply balance whine, they're 45% of Masters....)
- Corrosive Bile is too strong
- Lurkers are too strong
- Parasitic bomb is too strong
- Ultras are too strong
- Terran has 1 viable build vs Zerg otherwise they die to Ravagers
- Colos are too weak
- Early aggression is nonexistent. Greed can only be countered by more greed. Please fix this

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Khalimaroth
Profile Joined September 2010
France70 Posts
November 25 2015 20:56 GMT
#22
Pick up a tank is the only way to dodge the bile shots and defend against roaches/ravager pushes.

It's hard because you have to nerf mobility of the tank drops in TvT without touching on the other matchups.

If you feel concern about TvT, reapers are a plague in TvT too, please do something.

Thanks for your feedbacks.

glhf♪
Trop'inzust
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2015-11-25 20:59:03
November 25 2015 20:56 GMT
#23
On November 26 2015 05:41 HeroMystic wrote:
Show nested quote +
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


It was brought up on a channel, maybe BaseTradeTV at some point that a suggestion was floating around to make Neosteel Frame an individual upgrade like overlord drop is for an overlord. This means that you could invest in transforming a specific bunker into a higher capacity bunker. A change that I think would be a really cool change for a currently worthless upgrade
cheekymonkey
Profile Joined January 2014
France1387 Posts
November 25 2015 20:59 GMT
#24
On November 26 2015 05:56 chipmonklord17 wrote:
Show nested quote +
On November 26 2015 05:41 HeroMystic wrote:
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


It was brought up on a channel, maybe BaseTradeTV at some point that a suggestion was floating around to make Neosteal Frame an individual upgrade like overlord drop is for an overlord. This means that you could invest in transforming a specific bunker into a higher capacity bunker. A change that I think would be a really cool change for a currently worthless upgrade


Overlord drop is an individual upgrade now
Penev
Profile Joined October 2012
28476 Posts
Last Edited: 2015-11-25 21:13:07
November 25 2015 21:02 GMT
#25
On November 26 2015 05:53 insitelol wrote:
L I B E R A T O R S

nah.. B U N K E R S

I Protoss winner, could it be?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 25 2015 21:05 GMT
#26
If they nerf th medivac+tank pickup, I hope that'll give them more room to buff the tank in more direct ways, like increasing its damage or splash.
ㅇㅅㅌㅅ
Mlord
Profile Joined February 2013
France135 Posts
November 25 2015 21:06 GMT
#27
Hellow everybody, my english is not perfect i know, but i wanted to give my opinion concerning mech tvt/drop tank
I think that mech is really bad right now for two reason :
-The first one is that lotv is obviously way more dynamic when it comes to expanding, as a mech player you always need alot of turret/and a big army (around 170+ pop) to secure a 4th base quite safely , on lotv the timing of the 4th is way earlier than this supply cap, this reason is already a big buff to bio play for the whole game, when it will come to expand even more bio will have the advantage obviously, but for air transition it will be also be a big deal right
-The second one is that in the past you had to scout well and adapt to the mech air army, making tech lab to kill the ground with banshee or some reactor to take back heavily air control with viking, since lotv you just have to make some reactor and you will be able to kill mech army (ground+air) with viking liberator and just finish the game, if your opponent have a big air army since the start he wont be able to expand and take control of the game
So drop tank in my opinion almost doesn't affect bio vs mech at all, your idea that it helps escaping from big fight with your tank is not realistic, everytime you fight as mech vs bio tank u'll have the viking advantage and will kill every medic that will try to come close to the fight

Concerning tvt bio vs bio it gives a really weird dynamic but i dont have an opinion yet concerning that, maybe it's giving good game maybe not we will see

Bunker upgrade : great idea finally, take care of not giving us something too strong

Balance overall doesnt look bad especially with this really weird and probably bad map pool ( most pro think that zerg is too good vs protoss)

Co-op missions are awesome i really think you should give us really hardcore brutal missions, and a way bigger range of mission anyway (15-20 to start maybe?)
Progamer
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 25 2015 21:08 GMT
#28
On November 26 2015 05:56 DinoMight wrote:
LMAO bunker change.

At this point the only useful bunker change would be one that allows you to salvage it faster than Ravagers can kill it...

Flying Tanks are STUPID. That more than anything should be the driver for a change. But the reasoning for their change is quite dumb. They're changing it because Bio > Mech. Ok thanks, we've known that for 5 years now. And especially with the LotV economy changes and having to defend more bases/angles.. what did they expect??

Blizzard continues to keep their head up their own asses when it comes to addressing issues that have been voiced OVER AND OVER AND OVER by the community:

- Zerg is OP as fuck, nerf Zerg (this isn't simply balance whine, they're 45% of Masters....)
- Corrosive Bile is too strong
- Lurkers are too strong
- Parasitic bomb is too strong
- Ultras are too strong
- Terran has 1 viable build vs Zerg otherwise they die to Ravagers
- Colos are too weak
- Early aggression is nonexistent. Greed can only be countered by more greed. Please fix this



Man am I glad you aren't in charge of balance lol. Terran is fine, only race that has a right to complain about balance right now is Protoss.

Seriously try bio + liberator compositions, their very good . Mech though is weak and I am fine with that because turtle mech should never be viable.

You need to start scouting for when Hive starts so you can start a transition into Liberators (if for some reason you aren't making them already) and adding in some ghosts. It's nice, Terran can't stay MMM all game long and have to do transitions like all the other races.

When I think of something else, something will go here
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2015-11-25 21:13:41
November 25 2015 21:08 GMT
#29
I'm glad they are seeing the problem with mech vs bio due to flying Tanks in TvT.

But, what about there being f all mech in all the other MUs? Get on it Blizz and don't take 4 years like usual.


EDIT: about the proposed change of having tanks un-siege when picked up, it sound good but it's impossible to tell without seeing it in play. Make a test map please.
Head Coach Park: "They should buff tanks!"
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2015-11-25 21:35:21
November 25 2015 21:33 GMT
#30
On November 26 2015 06:08 Sapphire.lux wrote:
I'm glad they are seeing the problem with mech vs bio due to flying Tanks in TvT.

But, what about there being f all mech in all the other MUs? Get on it Blizz and don't take 4 years like usual.


EDIT: about the proposed change of having tanks un-siege when picked up, it sound good but it's impossible to tell without seeing it in play. Make a test map please.

After every expansion mech is weak again and Blizzard has to specifically address it. And every time they introduce new units they work best with bio.

For your edit, this version of the tank pick-up is similar to Starbow's, it's strictly weaker than the current iteration and as far as I know didn't lead to any glaring issues in a game more sensitive to hyper mobility.

On November 26 2015 05:59 cheekymonkey wrote:
Show nested quote +
On November 26 2015 05:56 chipmonklord17 wrote:
On November 26 2015 05:41 HeroMystic wrote:
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


It was brought up on a channel, maybe BaseTradeTV at some point that a suggestion was floating around to make Neosteal Frame an individual upgrade like overlord drop is for an overlord. This means that you could invest in transforming a specific bunker into a higher capacity bunker. A change that I think would be a really cool change for a currently worthless upgrade


Overlord drop is an individual upgrade now

And the way that Blizzard works, if they have a successful model for a certain type of change they'll be more likely to add it to other parts of the game. I think it's partly because they have to create some coding resources and so on.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
November 25 2015 21:42 GMT
#31
On November 26 2015 05:32 Gullis wrote:
We also want to reinforce that this is a game mode designed for everyone.
With different difficulties I don't see what they mean with this:p


There's a wrench thrown in with Commander XP because the co-op missions actually get easier the higher your level. Is it possible to beat Brutal co-op missions at level 1? If you're very good, it's hard, but yes. Is it possible at level 15? Considerably easier, and for some lower-skilled players, this can mean the difference between impossible and possible. Maybe it makes sense to have a higher difficulty like Brutal+ that requires you to be level 15 and is tuned to that level, or maybe in the designers' eyes that's what the current Brutal difficulty target already represents.
Moderator
lelfreg
Profile Joined December 2014
92 Posts
Last Edited: 2015-11-25 21:47:33
November 25 2015 21:45 GMT
#32
So instead of flying tanks in one mode what they want to do is tanks magically changing their mode mid air AND faster than on ground. Finally, this makes perfect sense.

I'd also want to point out they want to remove the only gameplay change they added to Terrans in LotV. And with everything more deadly and more mobile, what we REALLY need is old, immobile, shitty tank. Fantastic.
Sogetsu
Profile Joined July 2011
514 Posts
November 25 2015 21:47 GMT
#33
These things make my week!! It is really funny to read some comments, specially te ones from BNet.
Honestly it seems LotV will take a loonnngggg time be in a real good spot as it deserves.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 25 2015 21:53 GMT
#34
On November 26 2015 05:52 cheekymonkey wrote:
Show nested quote +
On November 26 2015 05:41 HeroMystic wrote:
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


I bet they mean that you select a bunker, and upgrade it individually. Perhaps something in the area of 25/25 cost and 20 sec to upgrade your bunker. I like it.

However, a lot of blizzards post was very hard to understand. I have no idea what section under "Burrow/Unburrow test map" was about. They should take their time to formulate themselves clearly.

Currently, Burrow and Unburrow use the same hotkey and location on grid, This makes it very awkward to burrow or unburrow units in control groups, or in your selection overall. Try it out in a unit tester, it's awkward af
Mura Ma Man, Dark Da Dude, Super Shot Sos!
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2015-11-25 22:12:44
November 25 2015 21:58 GMT
#35
Revert the siege tank to greatness:

http://wiki.teamliquid.net/starcraft2/Siege_Tank_(Heart_of_the_Swarm)#Patch_Changes

- increase life from 150 to 160 if overkill is implemented
- siege mode damage changed from 35 (+15 armoured) to 60 (70 if overkill is implemented)
- siege mode upgrade damage changed from +3 (+2 armoured) to +4 (+5 if overkill is implemented)
- attack cooldown increased from 2.8 to 3.0 (i.e. takes longer -- note, these are old Blizzard time seconds)
- unsieges upon medivac pickup

If a nerf is necessary, first look into increasing the attack cooldown. Reducing life can come second, but keep its high damage! A strong siege tank is awesome and makes it a unique unit.
T P Z sagi
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 25 2015 21:58 GMT
#36
On November 26 2015 06:42 Excalibur_Z wrote:
Show nested quote +
On November 26 2015 05:32 Gullis wrote:
We also want to reinforce that this is a game mode designed for everyone.
With different difficulties I don't see what they mean with this:p


There's a wrench thrown in with Commander XP because the co-op missions actually get easier the higher your level. Is it possible to beat Brutal co-op missions at level 1? If you're very good, it's hard, but yes. Is it possible at level 15? Considerably easier, and for some lower-skilled players, this can mean the difference between impossible and possible. Maybe it makes sense to have a higher difficulty like Brutal+ that requires you to be level 15 and is tuned to that level, or maybe in the designers' eyes that's what the current Brutal difficulty target already represents.

I think they should simply add a lot of bonus missions to every map. You don't have to do them, but you can if you are good enough. Maybe also some form of achievements which require you to micro especially well, macro especially well, do a mission extremely fast, whatever.
That way you can focus more on interesting mission designs and worry less about difficulty for the top players.
With that being said i played this with a friend who isn't into sc2 all that much and we beat the brutal missions fairly early on (lvl 7?) pretty handily.
So there surely is still work to do on the general difficulty level too.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 25 2015 22:12 GMT
#37
On November 26 2015 06:42 Excalibur_Z wrote:
Show nested quote +
On November 26 2015 05:32 Gullis wrote:
We also want to reinforce that this is a game mode designed for everyone.
With different difficulties I don't see what they mean with this:p


There's a wrench thrown in with Commander XP because the co-op missions actually get easier the higher your level. Is it possible to beat Brutal co-op missions at level 1? If you're very good, it's hard, but yes. Is it possible at level 15? Considerably easier, and for some lower-skilled players, this can mean the difference between impossible and possible. Maybe it makes sense to have a higher difficulty like Brutal+ that requires you to be level 15 and is tuned to that level, or maybe in the designers' eyes that's what the current Brutal difficulty target already represents.

I'm not very good but I started out on Brutal with all commanders at lv 1. Only Zagara was tough and took me two tries.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TheWinks
Profile Joined July 2011
United States572 Posts
November 25 2015 22:16 GMT
#38
Removing tankivacs would shatter tvz completely when it's already in a tenuous state. I hope they realize that, especially when zerg is dominating everyone wings of liberty terran style.
On November 26 2015 05:56 chipmonklord17 wrote:
Show nested quote +
On November 26 2015 05:41 HeroMystic wrote:
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


It was brought up on a channel, maybe BaseTradeTV at some point that a suggestion was floating around to make Neosteel Frame an individual upgrade like overlord drop is for an overlord. This means that you could invest in transforming a specific bunker into a higher capacity bunker. A change that I think would be a really cool change for a currently worthless upgrade

This suggestion isn't actually new, it's been floating around since hots beta.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 25 2015 22:17 GMT
#39
On November 26 2015 06:33 Grumbels wrote:
Show nested quote +
On November 26 2015 06:08 Sapphire.lux wrote:
I'm glad they are seeing the problem with mech vs bio due to flying Tanks in TvT.

But, what about there being f all mech in all the other MUs? Get on it Blizz and don't take 4 years like usual.


EDIT: about the proposed change of having tanks un-siege when picked up, it sound good but it's impossible to tell without seeing it in play. Make a test map please.

After every expansion mech is weak again and Blizzard has to specifically address it. And every time they introduce new units they work best with bio.

For your edit, this version of the tank pick-up is similar to Starbow's, it's strictly weaker than the current iteration and as far as I know didn't lead to any glaring issues in a game more sensitive to hyper mobility.

Show nested quote +
On November 26 2015 05:59 cheekymonkey wrote:
On November 26 2015 05:56 chipmonklord17 wrote:
On November 26 2015 05:41 HeroMystic wrote:
On November 26 2015 04:41 eviltomahawk wrote:
Bunker upgrade change
We agree with your feedback that this upgrade could use a redesign to something more interesting such as the popular suggestion of making them individual upgrades. We don’t think it’s such a pressing issue that it will break the game if we don’t fix it, so we‘re going to take our time working on this change. But we can get discussions going in terms of what might be the most interesting thing to do here, and work on it over time. Thanks for this suggestion and please continue discussing how we could best address the Bunker upgrade.


What is this "Individual upgrades" that Blizzard is talking about?

Also I'd be totally fine with them just getting rid of the upgrade completely. Terran has too many upgrades/research anyway.


It was brought up on a channel, maybe BaseTradeTV at some point that a suggestion was floating around to make Neosteal Frame an individual upgrade like overlord drop is for an overlord. This means that you could invest in transforming a specific bunker into a higher capacity bunker. A change that I think would be a really cool change for a currently worthless upgrade


Overlord drop is an individual upgrade now

And the way that Blizzard works, if they have a successful model for a certain type of change they'll be more likely to add it to other parts of the game. I think it's partly because they have to create some coding resources and so on.

I think that part of the problem with mech is that Blizz doesn't always know how to read games. By that i mean that in both HOTS and LOTV BETAs, lots of Terrans were experimenting, and since mech was the intended new thing for terran, obviously there was lots and lots of mech. When the game comes out though, players start playing for money and they do what they think actually works. So DK and friends are in limbo: "we saw mech in BETA so why not now? Are players lazy? Is bio to strong? let's just wait 3 weeks, 3 months, one year, etc".
Head Coach Park: "They should buff tanks!"
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 25 2015 22:26 GMT
#40
Blizzard....

-Nydus worm needs a hot fix asap it's going to keep ruining a ton of games in every match-up
-Ravagers need armored tag or something, this unit is reaching broodlord+infestor levels of non sense at the moment
-Parasitic bomb...yeah...this is going to ruin some of the first tournaments as well
-pylon cannon needs to be 50 energy
-8 armor ultra...this needs to go as well

There's a lot more i could list but those are the main perpetrators of "imbalance" or things that need to be looked at / hotfixed (nydus worms) asap. You'll notice most of those are Zerg things...it is no wonder why Zerg is over represented right now and Zerg feels to be too easy to play at the moment.
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