• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:22
CET 06:22
KST 14:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) StarCraft, SC2, HotS, WC3, Returning to Blizzcon!
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1422 users

Community Feedback Update - February 12 - Page 2

Forum Index > SC2 General
117 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
Musicus
Profile Joined August 2011
Germany23576 Posts
February 12 2016 20:21 GMT
#21
So Prion and Ulrena are here to stay?
Maru and Serral are probably top 5.
TheWinks
Profile Joined July 2011
United States572 Posts
February 12 2016 20:29 GMT
#22
On February 13 2016 04:54 ZAiNs wrote:
Show nested quote +
On February 13 2016 04:48 avilo wrote:
Zero mention of mech viability, mass tempest issues, etc. Pretty disappointing "update." They basically have completely killed off mech, it's known why it's not playable atm, and they still refuse to address why it isn't playable or consult with anyone knowledgeable about it.

K.

They literally used the phrase 'mech viability' in the update .

Focusing on mech viability in TvT isn't really focusing on mech viability. If they want mech to be viable they would focus on viability in the non-mirror matchups and allow those changes to filter into TvT and then only worry about mech TvT after it was viable in TvZ and TvP. If you focus on TvT first, you risk harming the other matchups without even improving mech viability in them, and nerfing tankivacs actually does reduce mech viability in non-mirrors.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 12 2016 20:29 GMT
#23
On February 13 2016 05:21 cheekymonkey wrote:
Please don't kill the reaper. It's an interesting unit right now, and reaper openings make the game more entertaining. I fear that blizzard will go overboard with this. Someone suggested making the bomb an upgrade. This would result in 0 usage of this upgrade. No one will make a tech-lab and the invest in an upgrade for a unit that loses its utility very quickly.

Reaper strength is such map dependent as well, and these issues can be balanced through map design. Wide cliffs surrounding the main and natural makes the reaper good, a lot of blockage makes it bad.


Hmm they need some kind of tweak, maybe slower HP regen or more cool down on their ability.
Right now it's really hard to fuck up heavy reaper opening vs Zerg.
Basicly a bit too low risk but high reward, and I think this needs to change a little bit.
ejozl
Profile Joined October 2010
Denmark3453 Posts
Last Edited: 2016-02-12 20:31:47
February 12 2016 20:30 GMT
#24
In TvT is there no viability of making 1-3 Ghosts? I've been playing it some on my off race. Snipe is sick vs Reapers, they fair well vs Hellions and can EMP Cloaked Banshee's.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 12 2016 20:47 GMT
#25
On February 13 2016 04:02 TheWinks wrote:

Map with Varying Attack Route Considerations
Another idea that we thought was interesting is playing around with the idea of having the main attack path to the opponent be easy to defend, and the alternate attack paths being extremely long by ground. This way, more mobility-based units and/or air unit-based strategies could be more powerful. Here are some detailed points that we’d be trying to hit:

  • This type of map would not be a rush map.
  • The main attack path would be a low ground path that leads up to a small ramp. The defending player would have a big defender’s advantage if they are able to set up at the ramp outside of their base. This area could also be blocked off with buildings and smaller numbers of defensive units.
  • The alternate paths take a much longer travel along by ground, so mobile units would make a heavier usage of these paths.
  • Perhaps different paths could open up in the late game, so that the games on this map don’t drag on too much due to the main attack path being too easy to defend.


And of course, we’ll always be on the lookout for additional suggestions.



For this to work, you need less mobile units to be able to trade more efficiently with more mobile units. This is even more true for ground vs air battles. If ground based anti-air is not efficient enough, then this map is going to end up being air blobs vs air blobs.
Whiskie
Profile Joined February 2016
Canada2 Posts
February 12 2016 20:47 GMT
#26
On February 13 2016 05:30 ejozl wrote:
In TvT is there no viability of making 1-3 Ghosts? I've been playing it some on my off race. Snipe is sick vs Reapers, they fair well vs Hellions and can EMP Cloaked Banshee's.


That seems like it'd delay non-Barracks tech an awful lot. How early are you getting Ghosts out?
Mightygear
Profile Joined November 2015
81 Posts
February 12 2016 20:52 GMT
#27
Yeah more Ulrena :O
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
Infiiiniity
Profile Joined April 2015
45 Posts
Last Edited: 2016-02-12 21:13:03
February 12 2016 21:10 GMT
#28
I so hope they nerf Reapers in some way. TvT proxy Reaper is just a damn mess.
Charoisaur
Profile Joined August 2014
Germany16008 Posts
February 12 2016 21:13 GMT
#29
Surprised by their concerns about reapers I haven't found them that strong except maybe on 4 player maps when you scout last.
Many of the coolest moments in sc2 happen due to worker harassment
PPN
Profile Joined August 2011
France248 Posts
February 12 2016 21:30 GMT
#30
On February 13 2016 04:23 blade55555 wrote:
Show nested quote +
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2016-02-12 21:32:56
February 12 2016 21:32 GMT
#31
On February 13 2016 05:47 andrewlt wrote:
Show nested quote +
On February 13 2016 04:02 TheWinks wrote:

Map with Varying Attack Route Considerations
Another idea that we thought was interesting is playing around with the idea of having the main attack path to the opponent be easy to defend, and the alternate attack paths being extremely long by ground. This way, more mobility-based units and/or air unit-based strategies could be more powerful. Here are some detailed points that we’d be trying to hit:

  • This type of map would not be a rush map.
  • The main attack path would be a low ground path that leads up to a small ramp. The defending player would have a big defender’s advantage if they are able to set up at the ramp outside of their base. This area could also be blocked off with buildings and smaller numbers of defensive units.
  • The alternate paths take a much longer travel along by ground, so mobile units would make a heavier usage of these paths.
  • Perhaps different paths could open up in the late game, so that the games on this map don’t drag on too much due to the main attack path being too easy to defend.


And of course, we’ll always be on the lookout for additional suggestions.



For this to work, you need less mobile units to be able to trade more efficiently with more mobile units. This is even more true for ground vs air battles. If ground based anti-air is not efficient enough, then this map is going to end up being air blobs vs air blobs.

This is why the strength of air units like the Liberator is such a problem, design-wise. Without a high ground advantage, the way we can create legitimately dynamic maps is limited to begin with. With very powerful air units, this dynamic of attack paths is extremely weakened, because there are less forces at play, beholding you to it. It makes things really difficult for people like me to make this game more interesting.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
BaronVonOwn
Profile Joined April 2011
299 Posts
February 12 2016 21:34 GMT
#32
Yes to island expansions, no to full-on NR20 island maps. Ok, well, it may not hurt to have one in the pool for the sake of variety, and players can just veto it if they dislike that playstyle (just as "macro" / turtle players should be able to veto rush maps).

Hell yes to the idea of maps with short/long rush lanes. I was actually thinking of submitting a map like this for the map contest. Any kind of map that forces players to make strategic choices with regard to placement of defenses and their army could really make the game more interesting. However I worry that any such map design will be totally undercut by the extreme mobility given by warp prisms / nydus / medivac fleets.
wjat
Profile Joined August 2015
385 Posts
February 12 2016 21:39 GMT
#33
Can we remove tankivac from the game already?
H0i
Profile Joined October 2010
Netherlands484 Posts
February 12 2016 21:41 GMT
#34
Instead of nerfing zerg, they should buff protoss' ability to spread out their units and defend multiple bases in some way. Preferably a way which also helps against roaches/ravagers early to midgame.
SiaBBo
Profile Joined February 2011
Finland132 Posts
Last Edited: 2016-02-12 21:46:30
February 12 2016 21:42 GMT
#35

Hopefully they will also change 2v2/3v3/4v4 maps.

On February 13 2016 06:41 H0i wrote:
Instead of nerfing zerg, they should buff protoss' ability to spread out their units and defend multiple bases in some way. Preferably a way which also helps against roaches/ravagers early to midgame.


Yeah it's like Protoss doesn't have warp-in mechanic that can reinforce bases immediately, Photon Overcharge or Mass Recall already.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 12 2016 21:49 GMT
#36
On February 13 2016 06:30 PPN wrote:
Show nested quote +
On February 13 2016 04:23 blade55555 wrote:
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play


Hm I really don't see Lurkers as a problem in pvz. Chargelot/archon/immortal is pretty strong versus Lurker based compositions. Let alone if Zerg is being super passive with lots of Lurkers you should be transitioning into Tempests and mass expanding.

I just don't see Lurkers as an issue in pvz unless the toss is going a heavy blink stalker composition, lurkers shred that like nothing.
When I think of something else, something will go here
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 12 2016 21:51 GMT
#37
Regarding maps: blizzard hasn't even looked at some of the maps that have been submitted yet, so it's going to be a while before we get any actual news about that.
Moderatorshe/her
TL+ Member
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
February 12 2016 21:51 GMT
#38
Do ravagers really need their auto-attack? Maybe that would be a better place to mess that wouldn't make it worse against FF or Liberators.
What qxc said.
Deathstar
Profile Blog Joined May 2010
9150 Posts
February 12 2016 21:53 GMT
#39
I'm down for more diverse and interesting maps.
rip passion
PPN
Profile Joined August 2011
France248 Posts
February 12 2016 21:56 GMT
#40
On February 13 2016 06:49 blade55555 wrote:
Show nested quote +
On February 13 2016 06:30 PPN wrote:
On February 13 2016 04:23 blade55555 wrote:
On February 13 2016 04:17 ZigguratOfUr wrote:
I hadn't seen that map archetypes post (i.imgur.com). Seems interesting conceptually.

I'm also disappointed that Blizzard is still at the state of thinking there might be a problem in PvZ. Seems like any changes there will be slow to come.


Yeah I think they should do a ravager nerf, at minimum delay the ability. I think that and the adept's ability need longer cool downs. You shouldn't be able to spam it every 5 seconds, make it 15 seconds or something so you can't just mindlessly spam the ability with no consequence really.

I imagine that would help a lot, maybe a damage tweak if needed, but at minimum delay the ability.

Other then that though what do we change for pvz? What do we buff or nerf? I feel like the only possible issue would be ravagers but other then that what other issues are in the match up that people think are actually imbalanced? Would be curious to note.


For me there is at least 2 things that should be changed for PvZ:
- ravagers nerf as suggested
- lurker vP interaction: 1) either movement speed nerf: this unit is already extremely strong in PvZ, I don't think it is normal that it can on top of it run away and reposition so easily. At 4.13 out of creep and 5.37, this supposedly siege unit outruns most of the Protoss army, WTF; 2) or give Protoss collosi 6+4 range with upgrade so that it can outrange such a fast siege unit; 3) or give a range upgrade to disruptor (same reason as 2). I don't really prefer either over another, just want a more obvious counter-play


Hm I really don't see Lurkers as a problem in pvz. Chargelot/archon/immortal is pretty strong versus Lurker based compositions. Let alone if Zerg is being super passive with lots of Lurkers you should be transitioning into Tempests and mass expanding.

I just don't see Lurkers as an issue in pvz unless the toss is going a heavy blink stalker composition, lurkers shred that like nothing.


Nope, chargelot/archon/immortal are trash vs lurkers. And usually they are not alone, there are some roach/ravagers/hydra in the mix. It only works because you have a few phoenixes from your stargate opening to lift them up, but the window in which you can lift them up is pretty short due to viper's PB. Sure tempest is the endgame solution to about anything. But you have all the time in the world to die before that transition is ready if you keep running away from lurkers and they end up at your doors. This may depend greatly of maps layout I suppose.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 82
davetesta54
HKG_Chickenman51
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 199
ProTech120
Dota 2
NeuroSwarm114
LuMiX1
League of Legends
JimRising 645
Other Games
summit1g16404
tarik_tv11202
C9.Mang0447
WinterStarcraft318
FrodaN131
Organizations
Other Games
gamesdonequick1066
Counter-Strike
PGL170
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt462
Other Games
• Shiphtur46
Upcoming Events
CranKy Ducklings
4h 38m
IPSL
12h 38m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
12h 38m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
14h 38m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
17h 38m
Sparkling Tuna Cup
1d 4h
WardiTV Korean Royale
1d 6h
IPSL
1d 12h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 12h
BSL 21
1d 14h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.