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Next Balance Test Map Changes - May 6 - Page 6

Forum Index > SC2 General
172 CommentsPost a Reply
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Cloak
Profile Joined October 2009
United States816 Posts
May 08 2016 00:12 GMT
#101
On May 08 2016 08:57 seemsgood wrote:
Show nested quote +
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."
The more you know, the less you understand.
seemsgood
Profile Joined January 2016
5527 Posts
May 08 2016 00:38 GMT
#102
On May 08 2016 09:12 Cloak wrote:
Show nested quote +
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."

All 3 phases nerf is even worse than only late game phase .If liberator is too strong then it just needs a slightly AOE nerf.
Like -0.5 radius.
Just slightly,not heavily nerf it for banshee's buff like DKIM LOL.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
May 08 2016 01:19 GMT
#103
On May 08 2016 09:38 seemsgood wrote:
Show nested quote +
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."

All 3 phases nerf is even worse than only late game phase .If liberator is too strong then it just needs a slightly AOE nerf.
Like -0.5 radius.
Just slightly,not heavily nerf it for banshee's buff like DKIM LOL.


Hasn't it already been nerfed by 0.5 radius?
seemsgood
Profile Joined January 2016
5527 Posts
May 08 2016 01:35 GMT
#104
On May 08 2016 10:19 Empirimancer wrote:
Show nested quote +
On May 08 2016 09:38 seemsgood wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."

All 3 phases nerf is even worse than only late game phase .If liberator is too strong then it just needs a slightly AOE nerf.
Like -0.5 radius.
Just slightly,not heavily nerf it for banshee's buff like DKIM LOL.


Hasn't it already been nerfed by 0.5 radius?

That was a mistake.They fixed it.
Real AOE is 5 not 5.5.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
May 08 2016 02:31 GMT
#105
Not sure what to make of this lol
AKA: TelecoM[WHITE] Protoss fighting
FlyingSheeP
Profile Joined March 2011
China45 Posts
Last Edited: 2016-05-08 11:47:57
May 08 2016 11:39 GMT
#106
1 remove lib to ground atk
2 remove Thor and add goliath
3 buff tank back to35+35 atk and 2supplies
Do the rest changes to p & z

All balance issue sorted
Baaaaaaaaaaaaaaaaaaaaaa~
Tuczniak
Profile Joined September 2010
1561 Posts
May 08 2016 16:02 GMT
#107
It would be interesting to remove thermal lance and robo bay requirement for collosi and tweak accordingly (some big changes probably). So 1-2 collosi make sense and you don't have to invest that much. SC2 has way too many upgrades and requirements. If balanced without those the game would be more diverse.
Comedy
Profile Joined March 2016
469 Posts
Last Edited: 2016-05-08 16:55:39
May 08 2016 16:53 GMT
#108
On May 08 2016 09:12 Cloak wrote:
Show nested quote +
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


sorry but lategame protoss is absolutely unstopable if played correctly. Envision from oracle provides vision at all times, tempest 15 range, templars for ground support in case either vikings, but also corrupters/vipers come into range to shoot the tempest. You kite back with tempests while you have envision on the viking ball constantly.

Protoss cannot lose if played correctly, liberator range does not zone out templars because of tempest 15 range.

tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
May 08 2016 17:00 GMT
#109
Tempest range of 15 is just insane, no siege mode like a tank or liberator, just shoot and move instantly. Very forgiving with bad play/positioning.
http://www.twitch.tv/pinokotsbeer
Charoisaur
Profile Joined August 2014
Germany16062 Posts
May 08 2016 17:45 GMT
#110
On May 09 2016 01:53 Comedy wrote:
Show nested quote +
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


sorry but lategame protoss is absolutely unstopable if played correctly. Envision from oracle provides vision at all times, tempest 15 range, templars for ground support in case either vikings, but also corrupters/vipers come into range to shoot the tempest. You kite back with tempests while you have envision on the viking ball constantly.

Protoss cannot lose if played correctly, liberator range does not zone out templars because of tempest 15 range.

tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.

I have seen a game on avilos stream where avilo emp'd all the hts and moved in with his bio viking ball like 3 times but every time the protoss just recalled and regenerated energy.
It's basically impossible to lose for protoss because they can just recall every time you get a good engagement vs his army.
Also good disruptor use can make the ghosts almost useless.
Many of the coolest moments in sc2 happen due to worker harassment
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 08 2016 19:00 GMT
#111
On May 09 2016 02:45 Charoisaur wrote:
Show nested quote +
On May 09 2016 01:53 Comedy wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


sorry but lategame protoss is absolutely unstopable if played correctly. Envision from oracle provides vision at all times, tempest 15 range, templars for ground support in case either vikings, but also corrupters/vipers come into range to shoot the tempest. You kite back with tempests while you have envision on the viking ball constantly.

Protoss cannot lose if played correctly, liberator range does not zone out templars because of tempest 15 range.

tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.

I have seen a game on avilos stream where avilo emp'd all the hts and moved in with his bio viking ball like 3 times but every time the protoss just recalled and regenerated energy.
It's basically impossible to lose for protoss because they can just recall every time you get a good engagement vs his army.
Also good disruptor use can make the ghosts almost useless.


This is a stupid argument. Terran can do the same, go back and heal with medivacs. You have to do better than that to convince people.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2016-05-08 19:16:32
May 08 2016 19:16 GMT
#112
On May 09 2016 04:00 Shield wrote:
Show nested quote +
On May 09 2016 02:45 Charoisaur wrote:
On May 09 2016 01:53 Comedy wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


sorry but lategame protoss is absolutely unstopable if played correctly. Envision from oracle provides vision at all times, tempest 15 range, templars for ground support in case either vikings, but also corrupters/vipers come into range to shoot the tempest. You kite back with tempests while you have envision on the viking ball constantly.

Protoss cannot lose if played correctly, liberator range does not zone out templars because of tempest 15 range.

tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.

I have seen a game on avilos stream where avilo emp'd all the hts and moved in with his bio viking ball like 3 times but every time the protoss just recalled and regenerated energy.
It's basically impossible to lose for protoss because they can just recall every time you get a good engagement vs his army.
Also good disruptor use can make the ghosts almost useless.


This is a stupid argument. Terran can do the same, go back and heal with medivacs. You have to do better than that to convince people.


An EMP'd mothership core can't recall
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Charoisaur
Profile Joined August 2014
Germany16062 Posts
May 08 2016 19:24 GMT
#113
On May 09 2016 04:00 Shield wrote:
Show nested quote +
On May 09 2016 02:45 Charoisaur wrote:
On May 09 2016 01:53 Comedy wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


sorry but lategame protoss is absolutely unstopable if played correctly. Envision from oracle provides vision at all times, tempest 15 range, templars for ground support in case either vikings, but also corrupters/vipers come into range to shoot the tempest. You kite back with tempests while you have envision on the viking ball constantly.

Protoss cannot lose if played correctly, liberator range does not zone out templars because of tempest 15 range.

tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.

I have seen a game on avilos stream where avilo emp'd all the hts and moved in with his bio viking ball like 3 times but every time the protoss just recalled and regenerated energy.
It's basically impossible to lose for protoss because they can just recall every time you get a good engagement vs his army.
Also good disruptor use can make the ghosts almost useless.


This is a stupid argument. Terran can do the same, go back and heal with medivacs. You have to do better than that to convince people.

okay next time i get my army stormed and the protoss charges in with blinkstalkers and chargelots I just go back and heal up thanks for the tip.
Many of the coolest moments in sc2 happen due to worker harassment
Cloak
Profile Joined October 2009
United States816 Posts
May 08 2016 19:52 GMT
#114
On May 09 2016 01:53 Comedy wrote:
Show nested quote +
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.


Then 18 range Liberator must sound insane to you. Sextuple the base DPS (74) vs (12.7), half the cost. Liberators don't even need to reposition, just stagger themselves, and it's impossible for Protoss to engage them outside of Tempests. Turret spam handles Carriers pretty well.
The more you know, the less you understand.
Toshiz
Profile Joined May 2016
1 Post
Last Edited: 2016-05-08 20:03:41
May 08 2016 20:01 GMT
#115
No wonder blizzard cant find their way out of this mess!
-Listening to community= too often sounds like ppl whining for their race: no balance to be found there ( though i believe some people here on TL are trying to give objective advice) just to many whiners ( whine colossus buff, whine liberator damage, whine msc (i lold)) and any good advice gets lost in the noob tears
- Listening to pros= only balances the game at high lvls of play (if everyone could keep lib count down, multi drop, split like the pros then it would be helpful) plus aren't the player buyest to their race when they give advice? come on they live off the thing...
- Having to hold their ground after DLC: lets face it, HOTS LOTV, both huge money makers, gotta make things interesting from afar so ppl buy the stuff ( yay new units, yay faster games, etc) so then they cant nerf anything expansion defining back to previous states.
Thats why units that are useless stay in the game ( pls stop asking them to remove units: don't like em = don't make em)

Regarding the balance work they are doing. though it does feel like they are probing in the dark sometimes at least they are not giving up or making things easy for themselves (Ie: balance for pro only) congratz to them!
(on a side note i hope ppl spitting at DK are as good at their jobs as he is at his, or at least have the same commitment)

Just to keep this post on topic, my opinion on next patch ( hopefully whine free).

-swarm host buff = good idea to find out how they can be used ( building snipe burowed unit with flying locust over chokes? anti lurker in late game? mid game harass). though keep it on PTR until figured out. no need to patch it into the game and break the game more. now one is asking for a speed patch! just a good patch

-libs: they feel broken right now in large numbers vs air cause of splash ( voidrays melt, vikings trade even ? corruptors wins vs them) but are fine against muta. has to go with thor buff.

-thor: if the units is designed as anti air single high damage now so be it. id love to see them back!

- cyclone: can't figure out what its gonna change to modify supply cost. the design is faulty not the cost

- collosi: need to be somewhere in between LOTV and HOTS as said before. liberator shoul/could be a counter to them in some way. or maybe make them more like the archon higher shield than life so EMP+ libs can walk all over them.
love to see them back too! but no way as powerful as before. the nerf has brougth much more diversity to protoss play and that is GOOD.

- immortals: switch back to HOTS shield system ( you didnt sell LOTV with that modification no one cares if it disappears) coupled with a slight colo buff i'm thinking it would work. though this is obvioulsy a GM+ problem.

i feel it is a step forward for everything except cyclone.
terran strat diversity need to be adressed ( though i have no idea how) but MMM for 5 years is plain boring.

Good luck and keep up the good work!
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-05-08 20:03:58
May 08 2016 20:03 GMT
#116
On May 09 2016 04:52 Cloak wrote:
Show nested quote +
On May 09 2016 01:53 Comedy wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.


Then 18 range Liberator must sound insane to you. Sextuple the base DPS (74) vs (12.7), half the cost. Liberators don't even need to reposition, just stagger themselves, and it's impossible for Protoss to engage them outside of Tempests. Turret spam handles Carriers pretty well.

Liberators have 14 range with the upgrade (9 cast range + 5 radius), and that's only at the farthest point in the circle.
Cloak
Profile Joined October 2009
United States816 Posts
May 08 2016 20:54 GMT
#117
On May 09 2016 05:03 Athenau wrote:
Show nested quote +
On May 09 2016 04:52 Cloak wrote:
On May 09 2016 01:53 Comedy wrote:
On May 08 2016 09:12 Cloak wrote:
On May 08 2016 08:57 seemsgood wrote:
On May 08 2016 08:23 Cloak wrote:
On May 08 2016 07:55 seemsgood wrote:
On May 08 2016 06:10 Cloak wrote:
If Immortals are going to get nerfed, then Liberators should get an Adept-style adjustment. Liberators are a clearly more OP ground presence. Can reduce their damage from 85 to 80 so they don't two shot Stalkers. And Protoss endgame is not unstoppable. A well played Ghost/Viking with 10-12 Liberators and then Turret spam is unstoppable.

Of course that army is unstoppable if you don't have tempests.


Vikings destroy Tempests. Liberators can aggressively zone out any ground support for Tempests, Tempests too slow to reposition in time. Only retreating Storms can push back the aggression, but that's where solid Ghost micro comes into play and eventually Protoss runs out of HTs.

That is all about late game unit control problem than balance problem.I disagree with any suggestion which can effect terran late game vs P.
Unless pro players prove i'm wrong about late game TvP.


The Liberator change is more for all phases of the game. I was just throwing out that statement because it's a common whine to say lategame Protoss is "unstoppable."


tempest 15 range just fucks up the game on so many levels in late-game lol. Carriers are also a joke if they are completed. Infact Carriers are even harder to deal with because the interceptors make it so that its way harder to micro vikings or the corrupters vs the capital ships.


Then 18 range Liberator must sound insane to you. Sextuple the base DPS (74) vs (12.7), half the cost. Liberators don't even need to reposition, just stagger themselves, and it's impossible for Protoss to engage them outside of Tempests. Turret spam handles Carriers pretty well.

Liberators have 14 range with the upgrade (9 cast range + 5 radius), and that's only at the farthest point in the circle.


Sorry, misread the http://wiki.teamliquid.net/starcraft2/Liberator#cite_note-1. Theoretical max range of 18. But practical range of 14.
The more you know, the less you understand.
Mojzii1
Profile Joined March 2016
30 Posts
May 08 2016 22:02 GMT
#118
The game should be balanced ONLY AT PRO LEVEL, you can't balanced in on all levels, PRO LEVEL SHOULD ONLY BE TAKEN INTO CONSIDERATION, and as far as i know tempest carrier ht is unbeatable on all levels.
If someone watched polt vs naniwa game on stream (you can find vods of it i think unless you need to subscribe to watch them), polt had 7 bases vs naniwa 4 bases. He was not able to make army which could counter it.
But i guess naniwa deserved a win, he outplayed polt cuz he get there.................................
CheddarToss
Profile Joined September 2015
534 Posts
May 08 2016 22:26 GMT
#119
Watching Hydra v Neeb I understand why Colossus needs to get a buff. It's so that Zerg can't just get Banes and Hydras and a-move to victory.

User was warned for this post
Tresher
Profile Joined October 2011
Germany404 Posts
May 08 2016 22:35 GMT
#120
On May 09 2016 07:02 Mojzii1 wrote:
The game should be balanced ONLY AT PRO LEVEL, you can't balanced in on all levels, PRO LEVEL SHOULD ONLY BE TAKEN INTO CONSIDERATION, and as far as i know tempest carrier ht is unbeatable on all levels.
If someone watched polt vs naniwa game on stream (you can find vods of it i think unless you need to subscribe to watch them), polt had 7 bases vs naniwa 4 bases. He was not able to make army which could counter it.
But i guess naniwa deserved a win, he outplayed polt cuz he get there.................................

Yes you can, if you do it right. If they only balance around pro players then there aren´t that many "normal" players left soon.

I have to agree with the guy 2 posts above yours. Ever think of that the Pro´s might be biased too because they live from it? Im sure there is bias among Pro Players too.
Extreme Force
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