• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:19
CEST 16:19
KST 23:19
  • 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
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
a Announcement on the JEDI Ringing ASL22 General Discussion BW General Discussion Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group D [Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 [ASL22] Ro16 Group C
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6532 users

StarCraft II Balance Update – December 18 - Page 2

Forum Index > SC2 General
168 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
December 19 2017 10:23 GMT
#21
On December 19 2017 18:18 pvsnp wrote:
Show nested quote +
On December 19 2017 17:53 deacon.frost wrote:
On December 19 2017 13:47 Hushfield wrote:
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.

In PvT it goes both ways - e.g. ghosts.

False equivalence fallacy. EMP kills nothing on its own. Novas do. Mines would be closer at least, but even mines have to burrow and then can be easily cleaned up afterwards, two shortcomings that disruptors don't worry about. Before the nerf disruptor drops were ridiculous. .

Not like Protoss is short on splash either.

If I'm not looking at my army for a second and I lose all my shields and energy - then the army is effectively dead as Protoss relies on this. Thus we both have to watch the army all the time(or cheat EMP with the warp prism ). While nova (and former kamikaze ball) is a BS unit which I hate it doesn't matter it's not happening the other way around. And I'm not saying it's exactly the same, but it's the same "you were not watching for a second now you will suffer" moment. SC2 has plenty of these and it's the Achilles heel of this game. Terrible terrible damage in a blink of an eye
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
egrimm
Profile Joined September 2011
Poland1201 Posts
December 19 2017 12:17 GMT
#22
On December 19 2017 19:23 deacon.frost wrote:
Show nested quote +
On December 19 2017 18:18 pvsnp wrote:
On December 19 2017 17:53 deacon.frost wrote:
On December 19 2017 13:47 Hushfield wrote:
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.

In PvT it goes both ways - e.g. ghosts.

False equivalence fallacy. EMP kills nothing on its own. Novas do. Mines would be closer at least, but even mines have to burrow and then can be easily cleaned up afterwards, two shortcomings that disruptors don't worry about. Before the nerf disruptor drops were ridiculous. .

Not like Protoss is short on splash either.

If I'm not looking at my army for a second and I lose all my shields and energy - then the army is effectively dead as Protoss relies on this. Thus we both have to watch the army all the time(or cheat EMP with the warp prism ). While nova (and former kamikaze ball) is a BS unit which I hate it doesn't matter it's not happening the other way around. And I'm not saying it's exactly the same, but it's the same "you were not watching for a second now you will suffer" moment. SC2 has plenty of these and it's the Achilles heel of this game. Terrible terrible damage in a blink of an eye


The other difference between EMP and Nova is that Nova also has to "travel" to it's target and being it quick fast it is still much slower than EMP.
Nova was instantaneous only with WP drop on top of enemy unit.
Still - whatever.
sOs TY PartinG
bObA
Profile Joined May 2012
France300 Posts
December 19 2017 12:49 GMT
#23
New Raven is useless, not sure theses buffs will be enough.

I am also wondering why they do not buff marauders or revert them as they were in Hots, and that way they could keep stalkers without nerfing them.
LuLuneth
Profile Blog Joined July 2017
30 Posts
December 19 2017 13:22 GMT
#24
jesus christ the disruptor is garbage now
ejozl
Profile Joined October 2010
Denmark3548 Posts
December 19 2017 13:38 GMT
#25
On December 19 2017 07:32 pvsnp wrote:
Show nested quote +
On December 19 2017 07:00 TheWildShooter wrote:
On December 19 2017 06:00 SilverBullet wrote:
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.


First, don't lie, the energy regen is 0.7875 per second for LotV and this is true for all units and buildings (And when Nexus is boosted it's regenerates energy in slightly slower pace).

Secondly, chrono boost takes 50 energy for activation, not 25 as it used to be in WoL and HotS.

If you're going to talk about the difference between LotV and WoL/HotS in this context of balance, you should also mention that all the macro mechanics were nerfed in LotV and Protoss is not (and should not be) an exception.

Yes, chrono is weaker then it was in the past. Yes, that is fine because everyone's macro mechanics are weaker.

Chrono was always the weakest macro mechanic. A lot of balance changes have been pushed since WoL so it's not fair to make the conclusion that because Terran/Zerg macro mechanic is weaker and Protoss macro mechanic is stronger therefore Protoss is now imbalanced. I think it's cool that now like Terran and Zerg we have an impactful and meaningful macro mechanic that is also very thematic to Protoss.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Boggyb
Profile Joined January 2017
2855 Posts
Last Edited: 2017-12-19 14:28:32
December 19 2017 14:28 GMT
#26
On December 19 2017 19:18 MrWayne wrote:
Hm this update is disappointing, the changes they made are nice but they won't fix TvP with them.

Unless Protoss is on 7 or more bases the Chrono Boost change don't affect how fast they can get their upgrades at all which means that the double forge + mass gateway style is exactly as strong as befor.

My prediction is, the proposed Stalker nerf will come with the next balance update.

PvT win rates had fallen to well within the acceptable margin from Blizzard even before these nerfs. Sure, ~52.5% is still 7.5% higher than Terran players are used to, but Terran players will just have to learn to deal with it.
daam
Profile Joined January 2013
France9 Posts
December 19 2017 14:30 GMT
#27
not the matter , the problem are stalkers ! Way too strong for the cost
Parcelleus
Profile Joined January 2011
Australia1662 Posts
December 19 2017 14:53 GMT
#28
stalkers are fragile units, and marauders chew threw em easy ... just like hots and wol.
*burp*
Tyrhanius
Profile Joined April 2011
France947 Posts
December 19 2017 15:21 GMT
#29
On December 19 2017 21:49 bObA wrote:
New Raven is useless, not sure theses buffs will be enough.

I am also wondering why they do not buff marauders or revert them as they were in Hots, and that way they could keep stalkers without nerfing them.

People said the same thing about vipers at first.

Raven is now a support unit, you only build 1-3 max.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2017-12-19 16:38:08
December 19 2017 15:54 GMT
#30
On December 19 2017 19:23 deacon.frost wrote:
Show nested quote +
On December 19 2017 18:18 pvsnp wrote:
On December 19 2017 17:53 deacon.frost wrote:
On December 19 2017 13:47 Hushfield wrote:
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.

In PvT it goes both ways - e.g. ghosts.

False equivalence fallacy. EMP kills nothing on its own. Novas do. Mines would be closer at least, but even mines have to burrow and then can be easily cleaned up afterwards, two shortcomings that disruptors don't worry about. Before the nerf disruptor drops were ridiculous. .

Not like Protoss is short on splash either.

If I'm not looking at my army for a second and I lose all my shields and energy - then the army is effectively dead as Protoss relies on this. Thus we both have to watch the army all the time(or cheat EMP with the warp prism ). While nova (and former kamikaze ball) is a BS unit which I hate it doesn't matter it's not happening the other way around. And I'm not saying it's exactly the same, but it's the same "you were not watching for a second now you will suffer" moment. SC2 has plenty of these and it's the Achilles heel of this game. Terrible terrible damage in a blink of an eye



You can't drop ghosts right next to Protoss army vaporize 10-15 supply of units than leave every 30 seconds or so. Fast dmg on fights is one thing fast repeatable destruction of army units is something that only the current disruptor and the old stealthed widow mine provided and the new disruptor did this way more reliably.
"when life gives Hero lemons he makes carriers" -Artosis
getg00d
Profile Joined April 2017
United States120 Posts
December 19 2017 16:27 GMT
#31
Definitely harder to play high
https://www.twitch.tv/getg00d
JackONeill
Profile Joined September 2013
861 Posts
December 19 2017 17:02 GMT
#32
Another step in the right direction. Still not there though.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17805 Posts
December 19 2017 17:06 GMT
#33
On December 19 2017 23:30 daam wrote:
not the matter , the problem are stalkers ! Way too strong for the cost

On December 19 2017 23:30 daam wrote:
not the matter , the problem are stalkers ! Way too strong for the cost


if, in fact, Stalkers and Marauders are correctly balanced in the game then its these kinds of arguments that actually make them very interesting, fascinating units.
they are so straightforward.. its not like they have these exotic spells that change the effectiveness of the unit... and it really shows that when Dustn Browder first designed the Stalker and Marauder he did a good job.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Tyrhanius
Profile Joined April 2011
France947 Posts
December 19 2017 20:43 GMT
#34
Can we discuss about tanks being way too strong ?

The damage is insane, they require no upgrade for siege and you can easily mass them...

Blinding cloud is nerfed, SH are now useless, mutas are not viable thx to thors being too strong ?

At least if they nerf thor splash and you can magic box again then revert WM nerf.

4M vs LBM was the best area.
WaesumNinja
Profile Joined February 2012
210 Posts
December 19 2017 21:42 GMT
#35
On December 20 2017 02:06 JimmyJRaynor wrote:
and it really shows that when Dustn Browder first designed the Stalker and Marauder he did a good job.


It might be my nostalgia influencing me but I feel the game was in a flawed, yet really good state during the WOL beta. I miss those times.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-12-19 22:25:01
December 19 2017 22:03 GMT
#36
On December 20 2017 05:43 Tyrhanius wrote:
Can we discuss about tanks being way too strong ?

The damage is insane, they require no upgrade for siege and you can easily mass them...

Blinding cloud is nerfed, SH are now useless, mutas are not viable thx to thors being too strong ?

At least if they nerf thor splash and you can magic box again then revert WM nerf.

4M vs LBM was the best area.

????

TvZ is in a good spot balance-wise atm. It's at 48% and has been slightly below 50% since Blizzcon, so slightly Zerg-favored but well within the bounds of a balanced matchup.

Tanks therefore, are balanced as part of that. Unless you amove into a siege line, Zerg does just fine against them. I suggest you focus on SH and Vipers to counter tanks. I trust Rogue and Dark over you, so I'll conclude that blinding cloud and locusts are not useless at all, and in fact extremely useful– potentially game-winning–counters. The standard strategy is to tech up to BLs. Rogue prefers to do a rapid-remax cycle, first hydras then banes then lings. If you don't like lategame, a very common trick that Dark likes is to go for a big ravager-ling timing at the Terran third. Either way, tanks–while strong–have very clear weaknesses/counters and thus need no changes.

Just recently, I watched Rogue play Inno on stream in a pair of grueling mech games. Both of them went late, both of them were really close, and both of them were incredibly sick to watch. Rogue barely won one, Inno barely won the other. While I do agree that 4M vs LBM is/was the pinnacle of TvZ and of SC2 as a whole, mech TvZ can also be pretty entertaining when the best of the best are playing.

I'd love to see 4M vs LBM come back, don't get me wrong. But that would require at least a hydra nerf, thor nerf, and WM revert, which would propagate into other matchups and probably wreck the balance completely. In any case, the balance team has bigger concerns right now with TvP and PvZ.
Denominator of the Universe
TL+ Member
franzji
Profile Joined September 2013
United States583 Posts
December 20 2017 04:34 GMT
#37
tanks are actually perfect after the most recent stalker buff.
Zoar
Profile Joined February 2013
United States39 Posts
December 20 2017 07:57 GMT
#38
On December 20 2017 07:03 pvsnp wrote:
Show nested quote +
On December 20 2017 05:43 Tyrhanius wrote:
Can we discuss about tanks being way too strong ?

The damage is insane, they require no upgrade for siege and you can easily mass them...

Blinding cloud is nerfed, SH are now useless, mutas are not viable thx to thors being too strong ?

At least if they nerf thor splash and you can magic box again then revert WM nerf.

4M vs LBM was the best area.

????

TvZ is in a good spot balance-wise atm. It's at 48% and has been slightly below 50% since Blizzcon, so slightly Zerg-favored but well within the bounds of a balanced matchup.

Tanks therefore, are balanced as part of that. Unless you amove into a siege line, Zerg does just fine against them. I suggest you focus on SH and Vipers to counter tanks. I trust Rogue and Dark over you, so I'll conclude that blinding cloud and locusts are not useless at all, and in fact extremely useful– potentially game-winning–counters. The standard strategy is to tech up to BLs. Rogue prefers to do a rapid-remax cycle, first hydras then banes then lings. If you don't like lategame, a very common trick that Dark likes is to go for a big ravager-ling timing at the Terran third. Either way, tanks–while strong–have very clear weaknesses/counters and thus need no changes.

Just recently, I watched Rogue play Inno on stream in a pair of grueling mech games. Both of them went late, both of them were really close, and both of them were incredibly sick to watch. Rogue barely won one, Inno barely won the other. While I do agree that 4M vs LBM is/was the pinnacle of TvZ and of SC2 as a whole, mech TvZ can also be pretty entertaining when the best of the best are playing.

I'd love to see 4M vs LBM come back, don't get me wrong. But that would require at least a hydra nerf, thor nerf, and WM revert, which would propagate into other matchups and probably wreck the balance completely. In any case, the balance team has bigger concerns right now with TvP and PvZ.


do you happen to have any links for those games?
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2017-12-20 09:40:47
December 20 2017 08:30 GMT
#39
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2017-12-21 15:12:43
December 20 2017 13:01 GMT
#40
On December 20 2017 17:30 LSN wrote:
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.


Just to make sure I get it right, you're actually proposing changes to the game based on a bunch of random team 3v3 games at diamond level ?
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
Monthly #1 - Day 1
Percival vs ClassicLIVE!
ByuN vs Rogue
IntoTheiNu 1385
CranKy Ducklings SOOP67
Rex29
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 46
Rex 29
EnDerr 8
StarCraft: Brood War
Bisu 3388
Horang2 1435
Hyuk 1069
EffOrt 1008
Light 751
Mini 557
Snow 342
Larva 314
Rush 235
ZerO 185
[ Show more ]
Noble 177
hero 108
Zeus 104
Killer 82
Pusan 76
Hm[arnc] 67
Mong 63
ToSsGirL 33
sSak 27
Sharp 21
Sacsri 13
sorry 11
Icarus 7
IntoTheRainbow 7
JulyZerg 6
Dota 2
Gorgc5062
qojqva3167
Dendi1137
febbydoto13
Counter-Strike
edward350
zeus220
Other Games
singsing1827
B2W.Neo1054
olofmeister850
hiko719
Lowko471
Hui .286
DeMusliM271
Liquid`VortiX164
Mew2King86
ArmadaUGS81
QueenE71
RotterdaM71
elazer27
ZerO(Twitch)11
Liquid`RaSZi4
Organizations
Other Games
gamesdonequick917
BasetradeTV21
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2217
• Nemesis1746
• TFBlade604
Upcoming Events
OSC
7h 41m
Replay Cast
9h 41m
IntoTheTV X SOOP
20h 41m
Replay Cast
1d 9h
GSL
1d 20h
Replay Cast
2 days
GSL
2 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Replay Cast
3 days
Afreeca Starleague
3 days
Shine vs Rush
[ Show More ]
WardiTV Weekly
3 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Light vs EffOrt
PiGosaur Cup
5 days
Kung Fu Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-09-16
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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 © 2026 TLnet. All Rights Reserved.