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StarCraft II Balance Revamp 2018 - Page 6

Forum Index > SC2 General
292 CommentsPost a Reply
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Polls have been added to the OP!
Lexender
Profile Joined September 2013
Mexico2656 Posts
September 10 2018 16:38 GMT
#101
On September 11 2018 01:03 Fango wrote:
The widow mine change will barely make a difference. Most players won't even get the upgrade and if they do it won't be in the early-mid game, which was where cloaked mines were an issue/stressful to play against.


Its not a bad change, people already get drilling claws when going for mines, its actually a pretty good upgrade, also if you are going for drilling claws as an opening in the early game, being invisible its not that big of a buff, considering the cost and time it takes to even get the upgrade.
Lexender
Profile Joined September 2013
Mexico2656 Posts
September 10 2018 16:43 GMT
#102
On September 10 2018 20:54 FrkFrJss wrote:
Show nested quote +
On September 10 2018 19:34 sneakyfox wrote:
On September 10 2018 18:03 FrkFrJss wrote:
On September 10 2018 17:03 deacon.frost wrote:
On September 10 2018 13:29 Dumbledore wrote:
Feels like big buff to terran, moderate changes to zerg, and protoss nerfed to oblivion.
Maybe I am wrong.

Protoss get a reasonable buff to early game and a slight nerf to carriers which are worse against sworms of units(stormu!!!) but better against armored units. (also moar HP and shorter build time) And as a bonus - Colossus change is neat

I don't see it as a nerf, but maybe I'm missing something


Tempests were heavily nerfed because its health got reduced by 40% (450 total versus 275), and its cost got reduce by a negligible amount (50 m, 25 g). At the point in time that a person gets tempests, being able to build an extra probe for every tempest, or an adept for every two tempest, or an extra tempest for every seven tempest, is not really that big of a deal. The supply buff only means that you can have five tempest for every four you used to. The speed buff is nice in that the tempest don't lag behind, but tempest were almost always behind the army anyways, so if your tempest were being sniped off, you were probably dead anyways (or the enemy had a better surround).


I'm not sure this really is a nerf to Tempest. When they become this fast and have that ridiculous range they will be impossible to fight for so many units. Above all it seems they become even more specialized as "giant killers". What are BCs, BLs, Carriers, and obviously Ultras going to do against them?

They might also be used to snipe bases since they can now run away.

Also, it is clearly intended as a buff for Has.

They move as fast as void rays. Now, that's not exactly slow, but it's slower than most air units.

They weren't used excessively to begin with, but change isn't really going to help them be used much more, as faster air units will hunt and kill it much faster despite a faster movement speed.

So given that this niche unit is even nicher, I would say it's overall a nerf. Faster movement just does not make up for getting a 40% nerf to health.


You make good points. however health on tempests isn't a really that much of an issue, toss only gets tempests really late in the game after they already got their choice of splash (HT, disruptor, Colossus).
Reducing the health only matters when you can actually get in close to them, something that is pretty much impossible once toss has their death ball. Except that now they can have more tempests per cost (and more importantly) supply, making lategame toss even stronger.

I think if they changed some of the nerfed health in exchange for some DPS it would make much more sense.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2018-09-10 18:12:29
September 10 2018 16:43 GMT
#103
I agree with most of these changes, but here's what I disagree with.

Speed creep: Movement speed has been creeping up over time. It's time to stop or reverse the trend. In particular, Tempests and Ultras don't need a speed increase. Maybe even consider nerfing the speed of some units.

I also don't see the point of the change to the Tempest. Tempests already have a clear role, and they don't need to be a more all-around unit. The Carrier does that.

Anti-armor missile should do damage for logical sense reasons. At 15, I don't see anyone using it for damage currently. If you want, nerf it to 5. To nerf it to 0 doesn't make sense because it's a missile.

Given the robo change I'm concern about proxy robos.

Given that a drilling claws upgrade indicator is being added, please take this opportunity to harmonize how cloaked/uncloaked mines are displayed. In particular, it breaks the normal rules of Starcraft that burrowed widow mine recharging and not recharging are cloaked and not cloaked, respectively, despite both unit models looking exactly the same. They should look different.

After the mine change, I suggest having:
1. Burrowed widow mine without drilling claws not recharging: cloaked, looks the same as current.
2. Burrowed widow mine without drilling claws recharging: not cloaked, looks the same as current but glows red to distinguish with 1.
3. Burrowed widow mine with drilling claws not recharging: cloaked, new upgraded unit model.
4. Burrowed widow mine with drilling claws recharging: cloaked, new upgraded unit model, same as 3.
hiroshOne
Profile Joined October 2015
Poland425 Posts
September 10 2018 16:56 GMT
#104
On September 10 2018 20:54 kugel wrote:
with the thor nerf against mutas i´d like to see a slight liberator anti air buff tbh.


The point is to make muta style viable in ZvT, not denied by different unit.
Ultima Ratio Regum
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
September 10 2018 16:57 GMT
#105
They need to stop making this game faster and faster... RTS shouldn't be purely about which player drank more coffee.
TheZergishOne
Profile Joined October 2016
27 Posts
Last Edited: 2018-09-10 17:39:16
September 10 2018 17:32 GMT
#106
Choice of mech, bio mine and bio tank vs zerg is good but why nothing for zerg? Muta and hydra are both support for ling bane, meanwhile roach ravager is only good as a buffer for swarm hosts vs mech currently. SHOW SOME LOVE TO ROACHES ALREADY!
Spirit_HUN
Profile Joined March 2018
24 Posts
Last Edited: 2018-09-10 17:40:48
September 10 2018 17:34 GMT
#107
Im zerg, so im gonna talk about the zerg changes only.

Ling / Hydra burrow, unburrow time decrease: maybe this will work against terran for 2 weeks, after that it wont be any longer useful. I dont see the point.

Hydra health nerf by 5: I dont think this will change much, maybe u only make them weaker vs air units they suppose to counter. If u afraid hydra is too much of a core unit, then pls go and nerf marines health as well.

Infested terran casting range buff by 1: dumbest change by far. Whats this going to change?: nothing. Whos using infestors?: Noone. What will happen if they nerf the carrier? You will never see infestors anymore. During the years infestors - specially the fungal ability - were nerfed to the ground. They need to change fungal. Currently fungal do no damage, cant hit fast moving units - which they supposed the hit thats why fungal exist -, low casting range, and only slows down units for a few seconds. I think fungals needs to be instant hit, or increase the time they slow down units, maybe increase casting range as well. Also the burrow moving infestors should not interfere with surface units anymore.

Ultralisk off-creep speed buff: Another dumb change. So now u can research a 150/150 upgrade that makes them faster by 10% but only off creep ? xDDD And marauders still beat them! xDDD Marauders attack were reverted back to 1*20 vs armored instead of 2*10 vs armored, so now u can give back 8 armor ultralisks too. Also buff the fungal on the infestors and ultras will be useful again vs bio. Not another retarded minimal speed upgrade pls ...

Nydus changes: 6 armor is obviously better than invicible nydus worms, so i think this is a good change. You probably still cant stop it with tier 1 units and workers, but now u can use some counter units against them. The cost change isnt really good i think. The worm is too cheap, but the nydus canal is too expensive. Gas wise this will be one of the most expensive techs in the game. So i dont see the point. I think they should decrease the network cost but leave the worm cost untouched.

Also in my opinion Blizzard should change spine crawlers burrow time to the same value spore crawlers have. This will help vs 13gas/12 pool allins, 2-4rax pressures, and cannon/battery rushes. Currently spine crawlers are weak/useless in these situations.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
September 10 2018 17:36 GMT
#108
On September 11 2018 00:38 JimmyJRaynor wrote:
Show nested quote +
On September 10 2018 22:25 JWD[9] wrote:
On September 10 2018 20:31 JimmyJRaynor wrote:
someone proposed this Widow Mine change in a previous feedback thread. I either agreed with them or I was the person who thought it up. I can't recall.

however it happened... its great to see this modification to the Widow Mine!
... and good call by whoever proposed it.


Well at least someone likes the change which will make me quit sc2. Have you played against the old Widow Mine as Protoss or Zerg? It only minimally impacts the highest level of play, but for me as a casual it makes the game too frustrating to play.

i'm in Diamond. i'm no superstar. i play 40% as Terran and 60% as Random.

An upgraded Window Mine is a PITA for the opponent. However, i think it should be. As long as the "pain in the ass" aspect of the unit is not caused by the user interface or mouse or clicking issues... then they are part of RTS.

There are aspects of SC2 i do not like. However, relative my currently available options SC2 is my best option by far.

Widow mines for Protoss is the same as Oracle in HotS for Terrans without any defense. Either you nail the defense or it's a game over. I am a dia toss, speaking from experience. Fast burrow mines are a serious coinflip, you cannot even split in time with that burrow time.

Many P players have PTSD from them because they simple end the game if you miss one and unlike Terran we cannot go simply "build a turret" (this is not a balance whine, I play unranked so I have no issue in leaving right away)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
September 10 2018 17:55 GMT
#109
On September 11 2018 01:03 Fango wrote:
The widow mine change will barely make a difference. Most players won't even get the upgrade and if they do it won't be in the early-mid game, which was where cloaked mines were an issue/stressful to play against.

this. I don't understand why people think it's a big deal. In TvP it will be never researched outside of some Inno-esque drilling claw rushes because double fac play sucks there and in TvZ it's only built vs LBM anyway and by the time the upgrade is done Zerg should have plenty Overseers ready. This change will barely make a difference.
Many of the coolest moments in sc2 happen due to worker harassment
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
September 10 2018 18:06 GMT
#110
On September 11 2018 02:55 Charoisaur wrote:
Show nested quote +
On September 11 2018 01:03 Fango wrote:
The widow mine change will barely make a difference. Most players won't even get the upgrade and if they do it won't be in the early-mid game, which was where cloaked mines were an issue/stressful to play against.

this. I don't understand why people think it's a big deal. In TvP it will be never researched outside of some Inno-esque drilling claw rushes because double fac play sucks there and in TvZ it's only built vs LBM anyway and by the time the upgrade is done Zerg should have plenty Overseers ready. This change will barely make a difference.

Many people are afraid of their state of the game, which is way lower than the average pro game where it won't matter. You would be surprised how some units unusable on high level can be very usable if you play in wooden league
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
MrWayne
Profile Joined December 2016
219 Posts
September 10 2018 18:11 GMT
#111
On September 11 2018 02:36 deacon.frost wrote:
Show nested quote +
On September 11 2018 00:38 JimmyJRaynor wrote:
On September 10 2018 22:25 JWD[9] wrote:
On September 10 2018 20:31 JimmyJRaynor wrote:
someone proposed this Widow Mine change in a previous feedback thread. I either agreed with them or I was the person who thought it up. I can't recall.

however it happened... its great to see this modification to the Widow Mine!
... and good call by whoever proposed it.


Well at least someone likes the change which will make me quit sc2. Have you played against the old Widow Mine as Protoss or Zerg? It only minimally impacts the highest level of play, but for me as a casual it makes the game too frustrating to play.

i'm in Diamond. i'm no superstar. i play 40% as Terran and 60% as Random.

An upgraded Window Mine is a PITA for the opponent. However, i think it should be. As long as the "pain in the ass" aspect of the unit is not caused by the user interface or mouse or clicking issues... then they are part of RTS.

There are aspects of SC2 i do not like. However, relative my currently available options SC2 is my best option by far.

Widow mines for Protoss is the same as Oracle in HotS for Terrans without any defense. Either you nail the defense or it's a game over. I am a dia toss, speaking from experience. Fast burrow mines are a serious coinflip, you cannot even split in time with that burrow time.

Many P players have PTSD from them because they simple end the game if you miss one and unlike Terran we cannot go simply "build a turret" (this is not a balance whine, I play unranked so I have no issue in leaving right away)


I still wonder why Blizzard is unable or unwilling to implement the widow mine so that it can't target workers.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
September 10 2018 19:38 GMT
#112
I would like to see them half the dps on the units. Battles are getting too fast now .
[url]http://i.imgur.com/lw2yN.jpg[/url]
franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2018-09-10 21:01:44
September 10 2018 20:56 GMT
#113
I really think the HT nerf should not go through. They are trying to make collosi viable again in PvZ, but it won't happen because as soon as you try to feedback the viper, it won't die, and will return to home to charge up some energy again.

collosi will just be pulled into hydras with abduct all damn day.

A solution to this could be that massive units do not get pulled as far as other units by abduct. That way at least zerg players could close some distance on collosi to attack them, but still will have to be close enough to get hit by ground units of protoss. It also will give protoss a chance to micro the colossi back.


I still wonder why Blizzard is unable or unwilling to implement the widow mine so that it can't target workers.


It should have been done from the start like how mines were in broodwar. I guess they thought they would have to make archons untargetable too because they also are "floating" units, along with any other flying unit, lol. I'm at the point of accepting its a new unit entirely but just having it "not target workers" does not make sense lorewise.
Lexender
Profile Joined September 2013
Mexico2656 Posts
Last Edited: 2018-09-10 21:08:30
September 10 2018 21:08 GMT
#114
On September 11 2018 02:36 deacon.frost wrote:
Show nested quote +
On September 11 2018 00:38 JimmyJRaynor wrote:
On September 10 2018 22:25 JWD[9] wrote:
On September 10 2018 20:31 JimmyJRaynor wrote:
someone proposed this Widow Mine change in a previous feedback thread. I either agreed with them or I was the person who thought it up. I can't recall.

however it happened... its great to see this modification to the Widow Mine!
... and good call by whoever proposed it.


Well at least someone likes the change which will make me quit sc2. Have you played against the old Widow Mine as Protoss or Zerg? It only minimally impacts the highest level of play, but for me as a casual it makes the game too frustrating to play.

i'm in Diamond. i'm no superstar. i play 40% as Terran and 60% as Random.

An upgraded Window Mine is a PITA for the opponent. However, i think it should be. As long as the "pain in the ass" aspect of the unit is not caused by the user interface or mouse or clicking issues... then they are part of RTS.

There are aspects of SC2 i do not like. However, relative my currently available options SC2 is my best option by far.

Widow mines for Protoss is the same as Oracle in HotS for Terrans without any defense. Either you nail the defense or it's a game over. I am a dia toss, speaking from experience. Fast burrow mines are a serious coinflip, you cannot even split in time with that burrow time.

Many P players have PTSD from them because they simple end the game if you miss one and unlike Terran we cannot go simply "build a turret" (this is not a balance whine, I play unranked so I have no issue in leaving right away)


Getting drilling claws, mines AND medivacs its a huge investment in the early game, its more akin to disruptor drops rather than oracles, except disruptors have more guaranteed damage.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17464 Posts
September 10 2018 21:26 GMT
#115
On September 11 2018 01:43 paralleluniverse wrote:
I agree with most of these changes, but here's what I disagree with.

Speed creep: Movement speed has been creeping up over time. It's time to stop or reverse the trend. In particular, Tempests and Ultras don't need a speed increase. Maybe even consider nerfing the speed of some units.

yes, this is a good point.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
K5
Profile Joined November 2014
Slovenia22 Posts
Last Edited: 2018-09-10 21:29:03
September 10 2018 21:27 GMT
#116
My thoughts on the balance patch (trying to be as objective as possible, though I probably won't be able to):

Battlecruiser(Cattlebruiser):
Removing random delay and implementing the moving shot definitely feels great, but then again, what does that accomplish? BCs are non-existent in every matchup, not because they lack raw power, but because they are countered so hard it's not even worth making them.
TvT - Ravens. 1 Raven equals 1 BC kill due to the interference matrix, which prevents tactical jump and shooting. BCs are also countered by Vikings + kiting and Thors in high impact payload mode. Even a high number of marines can deal reasonably well with the low to medium number of BCs due to the Marines having way superior upgrades.
TvZ - Corruptors. Relatively cheap and extremely high HP for their cost, + bonus damage vs massive targets. Hydras in medium to high numbers can also target fire down BCs reasonably well because of the upgrade advantage. On top of that, Vipers can abduct individual BCs, which is always bad for Terrans.
TvP - Tempests exist. 15 range + faster movement than BCs (from this patch) are the hardest counter to BCs in the game. Void rays and Stalkers with upgrade advantage are also great at dealing with BCs.

Widow Mine:
The change is HUGE, the mine has been dead in TvZ ever since the visibility nerf (though the Hydralisk metagame also contributed to that), so this change is great. Maybe we'll see some more dynamic TvZ games now with this change. Also Protoss will now need detection to deal with upgraded mines, which may lead to some interesting dynamic with sniping the observers, etc.

Cyclone:
Uhm, what exactly is this change going to accomplish in TvT? Cyclones will now die in 30 Marine shots instead of 36, but if you are defending against Cyclones with Marines in the early game the game is going very wrong for you. I guess this will make the SCV surrounds on Cyclones more deadly, but again, if you are fighting Cyclones with SCVs you're already dead. And apart from the 1 or 2 Reapers in the early game these are the only units that actually care about the Cyclone's armor. Outside of TvT, Cyclone will have a harder time tanking against Zergling/Zergling Baneling all ins, and Sentries will also do a bit more damage, but I wouldn't say that is too significant.

Thor:
The Thor changes apart from the faster anti-air attack in high impact payload mode are straight up bad. The smaller javelin missile radius will make them worse against Mutalisks, but that's still ok. The damage change in high impact payload won't actually do anything. It's like saying "we want to make people feel like we're doing something, but we have no ideas, so we'll just slightly tweak one number and sell it as a big change". Against massive air targets it's still going to do the same amount of damage. The armor change is bad, because it was introduced with the exact intention of making Zerglings worse against Thors to popularize Thor usage against Zergling Baneling Mutalisk compositions.
The main problem with Thors is that a) they don't do anything with their anti-ground weapon due to their extremely long retargeting time, b) the javelin missiles are only used to counter mass Mutalisk play, and MAYBE once every 100 games to help in TvT Viking wars, and c) they are so clunky that they easily get kited by units they are supposedly countering in high impact payload - BCs use Yamato and teleport away, Tempests have too high range, and Broodlord attacks spawn Broodlings which root Thors and prevent them from actually hitting the Broodlords. And same as with Battlecruisers, Thors get extremely hard countered by Zerglings, Zealots, Marauders, and Tanks.

Medivac and Banshee:
2 useless changes. If you're investing into a lot of Banshees, you already have to mine a lot of gas, so the 50/50 reduction on hyperflight rotors won't actually change anything. Maybe people will use it a bit because of psychology reasons, but not for much else. The Medivac upgrade is never researched, which will stay that way even after the patch.

Raven:
After the first damage nerf to anti-armor missile the damage was being used only in TvT, and it still felt a bit oppressive when used against Marines, so overall a very good change that will improve the watchability and playability of TvT.

Neosteel Frame:
Another useless change, that will make Terran players spend an additional 50/50 when they want to get the hi.sec autotracking, so I would say this is overall a bad change.
___________________________________________________________________________
Zergling and Hydralisk unburrow:
I feel like this change won't actually do anything really impactful, maybe it will promote a bit more of burrow ambush play, which would be nice to see and can perhaps make the game a bit more dynamic, so it could be a good change.

Hydralisk HP change:
I don't really know how this will pan out, because in ZvP the hydras are already a bit too fragile, while they are about ok in ZvZ and ZvT. Will have to see how this change plays out, it could be a good change, but it could also be a bad one.

Infestor:
This change actually feels useless. The Infestors MIGHT be able to throw the eggs a bit more behind the enemy lines, but otherwise I feel like this is another change that's useless in a real-world game.

Ultralisk:
I feel like this unit has been buffed waaaay too many times up until now (+20 damage vs light in HotS, bonus armor in LotV). If the Zerg REALLY needs a lategame buff, please consider buffing something more interesting than the boring a-move AoE unit. Zerg already has too many strong units that can be simply a-moved, while the counterplay from other races is heavy micro, which takes away attention from other aspects of the game (e. g. macro), while the Zerg can do that undeterred.

Nydus Network:
A good change to discourage Nydus all ins, though the 6 armor might still be a bit too much. I would rather go with 4 or maybe 5, but overall any kind of invincibility is bad for the game, so it's a good change.

Burrow hotkeys:
A quality of life change, though I would encourage each player being able to set the hotkeys being the same or separate. Overall a good idea.
___________________________________________________________________________
Recall:
A great change to prevent the Protoss freely wandering around the map with their entire army and making it more of a gamble. In the current state of the game, Protoss has way too much safety when moving out with their army in any matchup, because the Protoss units have overall a lot of HP, so if the recall is fast, the Protoss maybe loses one or two expensive units when taking an engagement that could otherwise lose him the game. I would say this is a change in the right direction.

Sentry:
The hallucination cost is probably something that won't change much in the big picture. The guardian shield radius on the other hand, will affect PvT the most, where Protoss already has an advantage, so I think this change is bad for the health of the game.

Feedback:
A good change, High Templars being able to kill all other energy units from high range basically for free was bad for the health of the game, so in my opinion this is a step in the right direction, but a lot of stuff still needs similar tweaking.

Robotics Facility:
This might make proxy double robo builds a bit too strong, but I can't really say from just reading the change.

Colossus:
Colossi already have high enough damage output, and they are only being used in the current metagme in the PvT matchup, where Protoss is already strong enough, so I don't think this is a good change, unless Terran gets some midgame buff that will balance the matchup a bit more.

Disruptor:
This will probably be a good change, it will affect all Protoss matchups in the unique way, which is good, and also promote skillfull usage of Disruptors, which is a good thing for the state of the game. Overall, a thumbs up from me.

Tempest:
I agree with most of the Tempest changes. The speed buff however, makes me a bit sceptic, because as the capital ships, Tempests are supposed to be slow and clunky, so that they can be chased down by fast units if they are left without support. This will improve the Tempest escapability in such situations, which I think is bad.

Carrier:
The Carrier already has enough HP, so I think the HP buff is uncalled for. Also, decreasing the Carrier build time, making it so that they can be massed faster is a bad thing, because they are a unit that is already extremely strong by itself, not to mention coupled with other Protoss units like High Templars, Colossi, Disruptors, Void Rays, or Tempests. The increased Interceptor build time is good, but I would like to also see an increase in their cost, or a nerf to their HP, because as it currently stands, the Interceptors take too long to die in the situations where players are relying on low damage high attack rate units to deal with the interceptors and move onto the Carriers themselves once the Interceptor numbers are thinned out enough. The Graviton Catapult removal might have a big impact, but I still foresee the Carriers being very strong.

Time Warp:
I don't really know if this will be meaningful, since the Mothership is mostly seen only in very late game PvZs. I don't know how it will pan out.

Shield battery and Assimilator:
A pair of useless changes.

Gateway:
I feel like this is uncalled for. it's the same as Terran players being able to auto build addons on production finishing or Zerg players being able to auto build greater spire after the hive is done. Protoss macro is already much easier than Terran or Zerg macro, so further removing their macro mechanics is plain dumb.
___________________________________________________________________________

Overall I would say the changes won't do much for the state of the game. Some of the changes are totally useless, while others are plain bad. There are however some changes that are a step in the right direction, but there's too few of these. If the goal for the patch is to balance the lategame power of each race, there are a couple of steps that have to be done:
TvZ:
- Nerf the Viper. Viper is the main reason Terran lategame against Zerg sucks. Abduct allows the Zerg to kill an expensive unit for free, while the Parasitic Bomb completely obliterates clumps of vikings.
- Nerf the Corruptor. It has too much HP for its cost and its role. It is supposed to be a counter to massive units, but instead it became an all-around Zerg air to air unit because of its tankiness and decent damage even against the non-massive units. Also, being able to fly in and caustic spray down bases before any defenses can arrive is too strong.
- Broodlords. The attack itself is not that much of a threat, but each one spawns 2 Broodlings, which prevent the enemy army from advancing, prevents Thors from being able to deal with the Broodlords, and even force friendly splash damage. I understand that the Zerg need a siege unit to break turtle positions, but maybe changing the attack to spawn only one Broodling would be a reasonable change for a unit that already has a good HP, very long range, and good attack damage.
Overall the problem for the lategame TvZ is the spore-Viper-Corruptor-Broodlord-Queen push, especially when coupled with infestors, because the Terran has no way to break such a position, unless the Zerg does a huge controlling mistake.

ZvP:
- Carriers are a bit too strong as it currently stands. Not by itself, but in combination with the midgame composition of High Templar, Archon, Immortal, they are extremely hard to deal with for Zerg players.

PvT:
- In this matchup, Terran has no lategame, because everything gets hard countered by something in the Protoss arsenal. Ranged liberators get dealt by Tempests, Thors get run over by Zealots, Ravens don't deal damage, and the Battlecruisers also get owned by Tempests. All the while Protoss can still transition into Carriers, which, in combination with any kind of splash damage destroy anything Terran can muster.

My suggestion for balancing the lategame would be to look at the lategame spellcaster units of all races. I feel like the Raven has finally found a very good spot as a purely support unit, while Vipers and High Templars in combination with the air army are still too strong. Their roles should be changed a bit, to be more in line with the Ravens, having only utility spells (e. g. blinding cloud, feedback). In addition to that, the massing of air units should be highly discouraged. They should be used purely as the support units, and not as the core army. I would suggest a complete redesign of the capital ships, Tempests, Carriers, Battlecruisers, Broodlords, and maybe to some degree even Corruptors.
MrFreeman
Profile Joined January 2015
207 Posts
September 10 2018 22:13 GMT
#117
Ohoho, I like this, hope not much changes, I sure do love my BCs and Tempests and all the dirty stuff you can do with them. The only bad thing for me is the hydra HP, but hell, ultra and infestor buffs make up for it.
Global finals can't get here soon enough .
phodacbiet
Profile Joined August 2010
United States1740 Posts
September 10 2018 22:22 GMT
#118
The change that I am looking forward to the most is burrow and unborrow being on separate hotkeys. It was always so annoying having to deal with that.
washikie
Profile Joined February 2011
United States752 Posts
September 10 2018 23:04 GMT
#119
On September 11 2018 06:27 K5 wrote:
My thoughts on the balance patch (trying to be as objective as possible, though I probably won't be able to):

Battlecruiser(Cattlebruiser):
Removing random delay and implementing the moving shot definitely feels great, but then again, what does that accomplish? BCs are non-existent in every matchup, not because they lack raw power, but because they are countered so hard it's not even worth making them.
TvT - Ravens. 1 Raven equals 1 BC kill due to the interference matrix, which prevents tactical jump and shooting. BCs are also countered by Vikings + kiting and Thors in high impact payload mode. Even a high number of marines can deal reasonably well with the low to medium number of BCs due to the Marines having way superior upgrades.
TvZ - Corruptors. Relatively cheap and extremely high HP for their cost, + bonus damage vs massive targets. Hydras in medium to high numbers can also target fire down BCs reasonably well because of the upgrade advantage. On top of that, Vipers can abduct individual BCs, which is always bad for Terrans.
TvP - Tempests exist. 15 range + faster movement than BCs (from this patch) are the hardest counter to BCs in the game. Void rays and Stalkers with upgrade advantage are also great at dealing with BCs.

Widow Mine:
The change is HUGE, the mine has been dead in TvZ ever since the visibility nerf (though the Hydralisk metagame also contributed to that), so this change is great. Maybe we'll see some more dynamic TvZ games now with this change. Also Protoss will now need detection to deal with upgraded mines, which may lead to some interesting dynamic with sniping the observers, etc.

Cyclone:
Uhm, what exactly is this change going to accomplish in TvT? Cyclones will now die in 30 Marine shots instead of 36, but if you are defending against Cyclones with Marines in the early game the game is going very wrong for you. I guess this will make the SCV surrounds on Cyclones more deadly, but again, if you are fighting Cyclones with SCVs you're already dead. And apart from the 1 or 2 Reapers in the early game these are the only units that actually care about the Cyclone's armor. Outside of TvT, Cyclone will have a harder time tanking against Zergling/Zergling Baneling all ins, and Sentries will also do a bit more damage, but I wouldn't say that is too significant.

Thor:
The Thor changes apart from the faster anti-air attack in high impact payload mode are straight up bad. The smaller javelin missile radius will make them worse against Mutalisks, but that's still ok. The damage change in high impact payload won't actually do anything. It's like saying "we want to make people feel like we're doing something, but we have no ideas, so we'll just slightly tweak one number and sell it as a big change". Against massive air targets it's still going to do the same amount of damage. The armor change is bad, because it was introduced with the exact intention of making Zerglings worse against Thors to popularize Thor usage against Zergling Baneling Mutalisk compositions.
The main problem with Thors is that a) they don't do anything with their anti-ground weapon due to their extremely long retargeting time, b) the javelin missiles are only used to counter mass Mutalisk play, and MAYBE once every 100 games to help in TvT Viking wars, and c) they are so clunky that they easily get kited by units they are supposedly countering in high impact payload - BCs use Yamato and teleport away, Tempests have too high range, and Broodlord attacks spawn Broodlings which root Thors and prevent them from actually hitting the Broodlords. And same as with Battlecruisers, Thors get extremely hard countered by Zerglings, Zealots, Marauders, and Tanks.

Medivac and Banshee:
2 useless changes. If you're investing into a lot of Banshees, you already have to mine a lot of gas, so the 50/50 reduction on hyperflight rotors won't actually change anything. Maybe people will use it a bit because of psychology reasons, but not for much else. The Medivac upgrade is never researched, which will stay that way even after the patch.

Raven:
After the first damage nerf to anti-armor missile the damage was being used only in TvT, and it still felt a bit oppressive when used against Marines, so overall a very good change that will improve the watchability and playability of TvT.

Neosteel Frame:
Another useless change, that will make Terran players spend an additional 50/50 when they want to get the hi.sec autotracking, so I would say this is overall a bad change.
___________________________________________________________________________
Zergling and Hydralisk unburrow:
I feel like this change won't actually do anything really impactful, maybe it will promote a bit more of burrow ambush play, which would be nice to see and can perhaps make the game a bit more dynamic, so it could be a good change.

Hydralisk HP change:
I don't really know how this will pan out, because in ZvP the hydras are already a bit too fragile, while they are about ok in ZvZ and ZvT. Will have to see how this change plays out, it could be a good change, but it could also be a bad one.

Infestor:
This change actually feels useless. The Infestors MIGHT be able to throw the eggs a bit more behind the enemy lines, but otherwise I feel like this is another change that's useless in a real-world game.

Ultralisk:
I feel like this unit has been buffed waaaay too many times up until now (+20 damage vs light in HotS, bonus armor in LotV). If the Zerg REALLY needs a lategame buff, please consider buffing something more interesting than the boring a-move AoE unit. Zerg already has too many strong units that can be simply a-moved, while the counterplay from other races is heavy micro, which takes away attention from other aspects of the game (e. g. macro), while the Zerg can do that undeterred.

Nydus Network:
A good change to discourage Nydus all ins, though the 6 armor might still be a bit too much. I would rather go with 4 or maybe 5, but overall any kind of invincibility is bad for the game, so it's a good change.

Burrow hotkeys:
A quality of life change, though I would encourage each player being able to set the hotkeys being the same or separate. Overall a good idea.
___________________________________________________________________________
Recall:
A great change to prevent the Protoss freely wandering around the map with their entire army and making it more of a gamble. In the current state of the game, Protoss has way too much safety when moving out with their army in any matchup, because the Protoss units have overall a lot of HP, so if the recall is fast, the Protoss maybe loses one or two expensive units when taking an engagement that could otherwise lose him the game. I would say this is a change in the right direction.

Sentry:
The hallucination cost is probably something that won't change much in the big picture. The guardian shield radius on the other hand, will affect PvT the most, where Protoss already has an advantage, so I think this change is bad for the health of the game.

Feedback:
A good change, High Templars being able to kill all other energy units from high range basically for free was bad for the health of the game, so in my opinion this is a step in the right direction, but a lot of stuff still needs similar tweaking.

Robotics Facility:
This might make proxy double robo builds a bit too strong, but I can't really say from just reading the change.

Colossus:
Colossi already have high enough damage output, and they are only being used in the current metagme in the PvT matchup, where Protoss is already strong enough, so I don't think this is a good change, unless Terran gets some midgame buff that will balance the matchup a bit more.

Disruptor:
This will probably be a good change, it will affect all Protoss matchups in the unique way, which is good, and also promote skillfull usage of Disruptors, which is a good thing for the state of the game. Overall, a thumbs up from me.

Tempest:
I agree with most of the Tempest changes. The speed buff however, makes me a bit sceptic, because as the capital ships, Tempests are supposed to be slow and clunky, so that they can be chased down by fast units if they are left without support. This will improve the Tempest escapability in such situations, which I think is bad.

Carrier:
The Carrier already has enough HP, so I think the HP buff is uncalled for. Also, decreasing the Carrier build time, making it so that they can be massed faster is a bad thing, because they are a unit that is already extremely strong by itself, not to mention coupled with other Protoss units like High Templars, Colossi, Disruptors, Void Rays, or Tempests. The increased Interceptor build time is good, but I would like to also see an increase in their cost, or a nerf to their HP, because as it currently stands, the Interceptors take too long to die in the situations where players are relying on low damage high attack rate units to deal with the interceptors and move onto the Carriers themselves once the Interceptor numbers are thinned out enough. The Graviton Catapult removal might have a big impact, but I still foresee the Carriers being very strong.

Time Warp:
I don't really know if this will be meaningful, since the Mothership is mostly seen only in very late game PvZs. I don't know how it will pan out.

Shield battery and Assimilator:
A pair of useless changes.

Gateway:
I feel like this is uncalled for. it's the same as Terran players being able to auto build addons on production finishing or Zerg players being able to auto build greater spire after the hive is done. Protoss macro is already much easier than Terran or Zerg macro, so further removing their macro mechanics is plain dumb.
___________________________________________________________________________

Overall I would say the changes won't do much for the state of the game. Some of the changes are totally useless, while others are plain bad. There are however some changes that are a step in the right direction, but there's too few of these. If the goal for the patch is to balance the lategame power of each race, there are a couple of steps that have to be done:
TvZ:
- Nerf the Viper. Viper is the main reason Terran lategame against Zerg sucks. Abduct allows the Zerg to kill an expensive unit for free, while the Parasitic Bomb completely obliterates clumps of vikings.
- Nerf the Corruptor. It has too much HP for its cost and its role. It is supposed to be a counter to massive units, but instead it became an all-around Zerg air to air unit because of its tankiness and decent damage even against the non-massive units. Also, being able to fly in and caustic spray down bases before any defenses can arrive is too strong.
- Broodlords. The attack itself is not that much of a threat, but each one spawns 2 Broodlings, which prevent the enemy army from advancing, prevents Thors from being able to deal with the Broodlords, and even force friendly splash damage. I understand that the Zerg need a siege unit to break turtle positions, but maybe changing the attack to spawn only one Broodling would be a reasonable change for a unit that already has a good HP, very long range, and good attack damage.
Overall the problem for the lategame TvZ is the spore-Viper-Corruptor-Broodlord-Queen push, especially when coupled with infestors, because the Terran has no way to break such a position, unless the Zerg does a huge controlling mistake.

ZvP:
- Carriers are a bit too strong as it currently stands. Not by itself, but in combination with the midgame composition of High Templar, Archon, Immortal, they are extremely hard to deal with for Zerg players.

PvT:
- In this matchup, Terran has no lategame, because everything gets hard countered by something in the Protoss arsenal. Ranged liberators get dealt by Tempests, Thors get run over by Zealots, Ravens don't deal damage, and the Battlecruisers also get owned by Tempests. All the while Protoss can still transition into Carriers, which, in combination with any kind of splash damage destroy anything Terran can muster.

My suggestion for balancing the lategame would be to look at the lategame spellcaster units of all races. I feel like the Raven has finally found a very good spot as a purely support unit, while Vipers and High Templars in combination with the air army are still too strong. Their roles should be changed a bit, to be more in line with the Ravens, having only utility spells (e. g. blinding cloud, feedback). In addition to that, the massing of air units should be highly discouraged. They should be used purely as the support units, and not as the core army. I would suggest a complete redesign of the capital ships, Tempests, Carriers, Battlecruisers, Broodlords, and maybe to some degree even Corruptors.


While I think you have the core problems of the game down pat. I don't think can remove storm from the game, its just to core a part of protoss identity and to many strategies are centered around it to even consider doing such a thing, I think it would be fair however if storm did not hit air units, this way it still has the same power agianst clumps of bio, hydra bane, ect but it wont just outright win you the air game in most head on engagements due to the incredible amounts of dmg it does to stacked air units. as for vipers, abduct is in a wierd spot, I think its way to good vs terran and realy limits terran late game, in alot of ways its similar to how feedback used to totally deny terran the use of thors and bcs. Its just so good vs big units that once zerg has them terran just cant risk trying to go for big units. On the other hand the viper is absolutely mandatory for zerg to have even a remote chance in late game zvp and this is primarily due to the anti massive role it plays.I think that this issue realy stems from the bigger issue of protoss being to good in the late game and that you cant fix this isues with out addressing the strength of late game protoss in all match ups.
"when life gives Hero lemons he makes carriers" -Artosis
K5
Profile Joined November 2014
Slovenia22 Posts
September 10 2018 23:28 GMT
#120
On September 11 2018 08:04 washikie wrote:
Show nested quote +
On September 11 2018 06:27 K5 wrote:
My thoughts on the balance patch (trying to be as objective as possible, though I probably won't be able to):

Battlecruiser(Cattlebruiser):
Removing random delay and implementing the moving shot definitely feels great, but then again, what does that accomplish? BCs are non-existent in every matchup, not because they lack raw power, but because they are countered so hard it's not even worth making them.
TvT - Ravens. 1 Raven equals 1 BC kill due to the interference matrix, which prevents tactical jump and shooting. BCs are also countered by Vikings + kiting and Thors in high impact payload mode. Even a high number of marines can deal reasonably well with the low to medium number of BCs due to the Marines having way superior upgrades.
TvZ - Corruptors. Relatively cheap and extremely high HP for their cost, + bonus damage vs massive targets. Hydras in medium to high numbers can also target fire down BCs reasonably well because of the upgrade advantage. On top of that, Vipers can abduct individual BCs, which is always bad for Terrans.
TvP - Tempests exist. 15 range + faster movement than BCs (from this patch) are the hardest counter to BCs in the game. Void rays and Stalkers with upgrade advantage are also great at dealing with BCs.

Widow Mine:
The change is HUGE, the mine has been dead in TvZ ever since the visibility nerf (though the Hydralisk metagame also contributed to that), so this change is great. Maybe we'll see some more dynamic TvZ games now with this change. Also Protoss will now need detection to deal with upgraded mines, which may lead to some interesting dynamic with sniping the observers, etc.

Cyclone:
Uhm, what exactly is this change going to accomplish in TvT? Cyclones will now die in 30 Marine shots instead of 36, but if you are defending against Cyclones with Marines in the early game the game is going very wrong for you. I guess this will make the SCV surrounds on Cyclones more deadly, but again, if you are fighting Cyclones with SCVs you're already dead. And apart from the 1 or 2 Reapers in the early game these are the only units that actually care about the Cyclone's armor. Outside of TvT, Cyclone will have a harder time tanking against Zergling/Zergling Baneling all ins, and Sentries will also do a bit more damage, but I wouldn't say that is too significant.

Thor:
The Thor changes apart from the faster anti-air attack in high impact payload mode are straight up bad. The smaller javelin missile radius will make them worse against Mutalisks, but that's still ok. The damage change in high impact payload won't actually do anything. It's like saying "we want to make people feel like we're doing something, but we have no ideas, so we'll just slightly tweak one number and sell it as a big change". Against massive air targets it's still going to do the same amount of damage. The armor change is bad, because it was introduced with the exact intention of making Zerglings worse against Thors to popularize Thor usage against Zergling Baneling Mutalisk compositions.
The main problem with Thors is that a) they don't do anything with their anti-ground weapon due to their extremely long retargeting time, b) the javelin missiles are only used to counter mass Mutalisk play, and MAYBE once every 100 games to help in TvT Viking wars, and c) they are so clunky that they easily get kited by units they are supposedly countering in high impact payload - BCs use Yamato and teleport away, Tempests have too high range, and Broodlord attacks spawn Broodlings which root Thors and prevent them from actually hitting the Broodlords. And same as with Battlecruisers, Thors get extremely hard countered by Zerglings, Zealots, Marauders, and Tanks.

Medivac and Banshee:
2 useless changes. If you're investing into a lot of Banshees, you already have to mine a lot of gas, so the 50/50 reduction on hyperflight rotors won't actually change anything. Maybe people will use it a bit because of psychology reasons, but not for much else. The Medivac upgrade is never researched, which will stay that way even after the patch.

Raven:
After the first damage nerf to anti-armor missile the damage was being used only in TvT, and it still felt a bit oppressive when used against Marines, so overall a very good change that will improve the watchability and playability of TvT.

Neosteel Frame:
Another useless change, that will make Terran players spend an additional 50/50 when they want to get the hi.sec autotracking, so I would say this is overall a bad change.
___________________________________________________________________________
Zergling and Hydralisk unburrow:
I feel like this change won't actually do anything really impactful, maybe it will promote a bit more of burrow ambush play, which would be nice to see and can perhaps make the game a bit more dynamic, so it could be a good change.

Hydralisk HP change:
I don't really know how this will pan out, because in ZvP the hydras are already a bit too fragile, while they are about ok in ZvZ and ZvT. Will have to see how this change plays out, it could be a good change, but it could also be a bad one.

Infestor:
This change actually feels useless. The Infestors MIGHT be able to throw the eggs a bit more behind the enemy lines, but otherwise I feel like this is another change that's useless in a real-world game.

Ultralisk:
I feel like this unit has been buffed waaaay too many times up until now (+20 damage vs light in HotS, bonus armor in LotV). If the Zerg REALLY needs a lategame buff, please consider buffing something more interesting than the boring a-move AoE unit. Zerg already has too many strong units that can be simply a-moved, while the counterplay from other races is heavy micro, which takes away attention from other aspects of the game (e. g. macro), while the Zerg can do that undeterred.

Nydus Network:
A good change to discourage Nydus all ins, though the 6 armor might still be a bit too much. I would rather go with 4 or maybe 5, but overall any kind of invincibility is bad for the game, so it's a good change.

Burrow hotkeys:
A quality of life change, though I would encourage each player being able to set the hotkeys being the same or separate. Overall a good idea.
___________________________________________________________________________
Recall:
A great change to prevent the Protoss freely wandering around the map with their entire army and making it more of a gamble. In the current state of the game, Protoss has way too much safety when moving out with their army in any matchup, because the Protoss units have overall a lot of HP, so if the recall is fast, the Protoss maybe loses one or two expensive units when taking an engagement that could otherwise lose him the game. I would say this is a change in the right direction.

Sentry:
The hallucination cost is probably something that won't change much in the big picture. The guardian shield radius on the other hand, will affect PvT the most, where Protoss already has an advantage, so I think this change is bad for the health of the game.

Feedback:
A good change, High Templars being able to kill all other energy units from high range basically for free was bad for the health of the game, so in my opinion this is a step in the right direction, but a lot of stuff still needs similar tweaking.

Robotics Facility:
This might make proxy double robo builds a bit too strong, but I can't really say from just reading the change.

Colossus:
Colossi already have high enough damage output, and they are only being used in the current metagme in the PvT matchup, where Protoss is already strong enough, so I don't think this is a good change, unless Terran gets some midgame buff that will balance the matchup a bit more.

Disruptor:
This will probably be a good change, it will affect all Protoss matchups in the unique way, which is good, and also promote skillfull usage of Disruptors, which is a good thing for the state of the game. Overall, a thumbs up from me.

Tempest:
I agree with most of the Tempest changes. The speed buff however, makes me a bit sceptic, because as the capital ships, Tempests are supposed to be slow and clunky, so that they can be chased down by fast units if they are left without support. This will improve the Tempest escapability in such situations, which I think is bad.

Carrier:
The Carrier already has enough HP, so I think the HP buff is uncalled for. Also, decreasing the Carrier build time, making it so that they can be massed faster is a bad thing, because they are a unit that is already extremely strong by itself, not to mention coupled with other Protoss units like High Templars, Colossi, Disruptors, Void Rays, or Tempests. The increased Interceptor build time is good, but I would like to also see an increase in their cost, or a nerf to their HP, because as it currently stands, the Interceptors take too long to die in the situations where players are relying on low damage high attack rate units to deal with the interceptors and move onto the Carriers themselves once the Interceptor numbers are thinned out enough. The Graviton Catapult removal might have a big impact, but I still foresee the Carriers being very strong.

Time Warp:
I don't really know if this will be meaningful, since the Mothership is mostly seen only in very late game PvZs. I don't know how it will pan out.

Shield battery and Assimilator:
A pair of useless changes.

Gateway:
I feel like this is uncalled for. it's the same as Terran players being able to auto build addons on production finishing or Zerg players being able to auto build greater spire after the hive is done. Protoss macro is already much easier than Terran or Zerg macro, so further removing their macro mechanics is plain dumb.
___________________________________________________________________________

Overall I would say the changes won't do much for the state of the game. Some of the changes are totally useless, while others are plain bad. There are however some changes that are a step in the right direction, but there's too few of these. If the goal for the patch is to balance the lategame power of each race, there are a couple of steps that have to be done:
TvZ:
- Nerf the Viper. Viper is the main reason Terran lategame against Zerg sucks. Abduct allows the Zerg to kill an expensive unit for free, while the Parasitic Bomb completely obliterates clumps of vikings.
- Nerf the Corruptor. It has too much HP for its cost and its role. It is supposed to be a counter to massive units, but instead it became an all-around Zerg air to air unit because of its tankiness and decent damage even against the non-massive units. Also, being able to fly in and caustic spray down bases before any defenses can arrive is too strong.
- Broodlords. The attack itself is not that much of a threat, but each one spawns 2 Broodlings, which prevent the enemy army from advancing, prevents Thors from being able to deal with the Broodlords, and even force friendly splash damage. I understand that the Zerg need a siege unit to break turtle positions, but maybe changing the attack to spawn only one Broodling would be a reasonable change for a unit that already has a good HP, very long range, and good attack damage.
Overall the problem for the lategame TvZ is the spore-Viper-Corruptor-Broodlord-Queen push, especially when coupled with infestors, because the Terran has no way to break such a position, unless the Zerg does a huge controlling mistake.

ZvP:
- Carriers are a bit too strong as it currently stands. Not by itself, but in combination with the midgame composition of High Templar, Archon, Immortal, they are extremely hard to deal with for Zerg players.

PvT:
- In this matchup, Terran has no lategame, because everything gets hard countered by something in the Protoss arsenal. Ranged liberators get dealt by Tempests, Thors get run over by Zealots, Ravens don't deal damage, and the Battlecruisers also get owned by Tempests. All the while Protoss can still transition into Carriers, which, in combination with any kind of splash damage destroy anything Terran can muster.

My suggestion for balancing the lategame would be to look at the lategame spellcaster units of all races. I feel like the Raven has finally found a very good spot as a purely support unit, while Vipers and High Templars in combination with the air army are still too strong. Their roles should be changed a bit, to be more in line with the Ravens, having only utility spells (e. g. blinding cloud, feedback). In addition to that, the massing of air units should be highly discouraged. They should be used purely as the support units, and not as the core army. I would suggest a complete redesign of the capital ships, Tempests, Carriers, Battlecruisers, Broodlords, and maybe to some degree even Corruptors.


While I think you have the core problems of the game down pat. I don't think can remove storm from the game, its just to core a part of protoss identity and to many strategies are centered around it to even consider doing such a thing, I think it would be fair however if storm did not hit air units, this way it still has the same power agianst clumps of bio, hydra bane, ect but it wont just outright win you the air game in most head on engagements due to the incredible amounts of dmg it does to stacked air units. as for vipers, abduct is in a wierd spot, I think its way to good vs terran and realy limits terran late game, in alot of ways its similar to how feedback used to totally deny terran the use of thors and bcs. Its just so good vs big units that once zerg has them terran just cant risk trying to go for big units. On the other hand the viper is absolutely mandatory for zerg to have even a remote chance in late game zvp and this is primarily due to the anti massive role it plays.I think that this issue realy stems from the bigger issue of protoss being to good in the late game and that you cant fix this isues with out addressing the strength of late game protoss in all match ups.


Read my post again please, I have never said I would like to change storm Apart from that, I totally agree with what you are saying right now. The bigger picture here is that one race has extremely powerful lategame, the 2nd race got an extremely powerful lategame unit to compensate for that, but as it turns out, that unit also denies the 3rd race any chance of having the lategame, so in the end, the 3rd race (Terran) is left with the "Kill them before they get there".
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