• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:21
CEST 00:21
KST 07:21
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th19Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles Code S Season 2 (2026) - RO12 Preview
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
Pros React To: ASL S21 Finals Every Matchup's Top 5 Winrates (all ASLs & KSLs) BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST [Megathread] Daily Proleagues
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2659 users

Blizz: Proposed changes for post-BlizzCon patch 2019 - Pag…

Forum Index > SC2 General
642 CommentsPost a Reply
Prev 1 12 13 14 15 16 33 Next All
Riner1212
Profile Joined November 2012
United States337 Posts
October 10 2019 17:55 GMT
#261
would merging hellbats upgrade with bio upgrade be viable? i mean medivacs do heal hellbats so the are technically bio units is it not?
Sjow "pretty ez life as protoss"
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2019-10-10 19:26:23
October 10 2019 19:03 GMT
#262
On October 10 2019 00:28 hg2g2 wrote:
Show nested quote +
On October 09 2019 12:18 bela.mervado wrote:
I feel that in late game nydus is a nice tool to break a defensive opponent.

One other way to stop or tone down mid game nydus to require creep for exit (as someone already mentioned) before the hive time upgrade.
So the Z would have to fly a (slow) overlord over the base, quite visible, drop creep, then plant the nydus exit.
The hive upgrade would revert to the vision is enough behavior, as it is currently.

Honestly, I've always wondered whether a nydus worm just shouldn't spread creep, taking the creep buffs away, the ability to spread tumors, and possibly take up important space even after it's gone. Being able to fight 'on creep' from an effective nydus seems like an unfair offender's advantage taking into account how important creep is, and I've never really seen that discussed before.


Even if i think you re probably right in terms of game design, Zerg race has always been favoured from creep tumours advantages.. That s why i think it s not mandatory for Blizz team.
Further, to me the problem remains from spreading creep since Beta of SC2, the creep tumors isn t like a "building" cause it s invisible, and it s a huge advantage cause Zerg can handle fight behind and near his border creep line and other races has to pay attention, standing far from the creep.
Of course, if Blizz (or me) could do a test map, some other buff will be required to help start of the Zerg game
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2019-10-10 19:04:13
October 10 2019 19:03 GMT
#263
dble post..
True_Spike
Profile Joined July 2004
Poland3433 Posts
October 10 2019 21:05 GMT
#264
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).
Ben...
Profile Joined January 2011
Canada3485 Posts
October 10 2019 21:18 GMT
#265
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

This has been a complaint of pro terran and protoss players for years now, even back in the old days. Once a Zerg gets enough creep spread on a map, they can't really be surprised by attacks anymore and the combination of the vision and speed boost from creep makes it so getting a positional advantage against lategame zerg is quite difficult. I've always thought even a reduction in vision for the creep tumours would be more than enough. Make it equivalent to a burrowed unit or something along those lines.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
ThunderJunk
Profile Joined December 2015
United States733 Posts
October 10 2019 22:29 GMT
#266
I really like all of the changes.

SC2 gonna be more ground-centric, which is definitely what I want.

Overall, very impressed by the new balance suggestions.

I hope most of them make it through.
I am free because I know that I alone am morally responsible for everything I do.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 10 2019 22:32 GMT
#267
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

Don't forget ovies on the sides of the maps. That's why I love to play as Zerg. I don't have to build 6 or so observers I don't know, I find it neat, but at the same time it's stupid, IMO only the active creep tumors should give vision, dead ones should just keep the creap there and that's it.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
AlexZhang1012
Profile Joined June 2019
63 Posts
October 11 2019 01:45 GMT
#268
Neural Parasite upgrade removed... RIP Thors and Mothership. The Infested Terran patch is more interesting though, making it more like Raven's turrents rather than BL's lings.
gulii
Profile Joined November 2004
Sweden2792 Posts
Last Edited: 2019-10-11 07:45:47
October 11 2019 07:43 GMT
#269
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).


Agree and don't agree.

That would make scans quite OP in late game?

Better to make tumors cost more energy imo and/or make the range of expanding tumors shorter. Or remove that cheap overlord speed.

Not sure. I like that you don't have to die with your supply as much as you could in BW just for scouting.

I guess I like the design of creep. It's a cool feature and I would happily see other nerfs as listed above.



MockHamill
Profile Joined March 2010
Sweden1798 Posts
October 11 2019 08:53 GMT
#270
If you open 1-1-1 with an expansion can a infestor be out when you teleport your BC to their base (or very shortly after)?
If yes that means that BC openings are dead since if you lose your first BC you lose the game.
InfCereal
Profile Joined December 2011
Canada1759 Posts
October 11 2019 10:10 GMT
#271
On October 11 2019 17:53 MockHamill wrote:
If you open 1-1-1 with an expansion can a infestor be out when you teleport your BC to their base (or very shortly after)?
If yes that means that BC openings are dead since if you lose your first BC you lose the game.


If zerg got an infestor out for that time, you wouldn't lose because the zerg would have literally no economy or units. They'd just have an infestor.
Cereal
WombaT
Profile Blog Joined May 2010
Northern Ireland26891 Posts
October 11 2019 10:40 GMT
#272
On October 11 2019 07:32 deacon.frost wrote:
Show nested quote +
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

Don't forget ovies on the sides of the maps. That's why I love to play as Zerg. I don't have to build 6 or so observers I don't know, I find it neat, but at the same time it's stupid, IMO only the active creep tumors should give vision, dead ones should just keep the creap there and that's it.

I’m not sure what nerfs would hit a sweet spot where Zerg isn’t terrible and creep isn’t so potent. Zerg is really reliant on that early warning system to morph units plus set up flanks.

Increase the cool down a little on tumours maybe so the spread isn’t quite so insane? Or some kind of vision nerf, etc.

It’s a big change to start messing with but is really overdue in being something to look at.

The way Legacy flows with its eco and tech Zerg can push it out really aggressively and quickly, and Terran and Protoss don’t have an equivalent boost in windows to push the creep back or delay it.



'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 11 2019 10:58 GMT
#273
On October 11 2019 19:40 Wombat_NI wrote:
Show nested quote +
On October 11 2019 07:32 deacon.frost wrote:
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

Don't forget ovies on the sides of the maps. That's why I love to play as Zerg. I don't have to build 6 or so observers I don't know, I find it neat, but at the same time it's stupid, IMO only the active creep tumors should give vision, dead ones should just keep the creap there and that's it.

I’m not sure what nerfs would hit a sweet spot where Zerg isn’t terrible and creep isn’t so potent. Zerg is really reliant on that early warning system to morph units plus set up flanks.

Increase the cool down a little on tumours maybe so the spread isn’t quite so insane? Or some kind of vision nerf, etc.

It’s a big change to start messing with but is really overdue in being something to look at.

The way Legacy flows with its eco and tech Zerg can push it out really aggressively and quickly, and Terran and Protoss don’t have an equivalent boost in windows to push the creep back or delay it.




Zerg has a unit for 0.5 supply. It's not like they have to sacrifice so much for an early warning system once you know they're coming(because the edge of the creep would keep the vision). It would need some testing, but the current - I can see the whole map - system is wrong(IMO)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
WombaT
Profile Blog Joined May 2010
Northern Ireland26891 Posts
October 11 2019 11:50 GMT
#274
On October 11 2019 19:58 deacon.frost wrote:
Show nested quote +
On October 11 2019 19:40 Wombat_NI wrote:
On October 11 2019 07:32 deacon.frost wrote:
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

Don't forget ovies on the sides of the maps. That's why I love to play as Zerg. I don't have to build 6 or so observers I don't know, I find it neat, but at the same time it's stupid, IMO only the active creep tumors should give vision, dead ones should just keep the creap there and that's it.

I’m not sure what nerfs would hit a sweet spot where Zerg isn’t terrible and creep isn’t so potent. Zerg is really reliant on that early warning system to morph units plus set up flanks.

Increase the cool down a little on tumours maybe so the spread isn’t quite so insane? Or some kind of vision nerf, etc.

It’s a big change to start messing with but is really overdue in being something to look at.

The way Legacy flows with its eco and tech Zerg can push it out really aggressively and quickly, and Terran and Protoss don’t have an equivalent boost in windows to push the creep back or delay it.




Zerg has a unit for 0.5 supply. It's not like they have to sacrifice so much for an early warning system once you know they're coming(because the edge of the creep would keep the vision). It would need some testing, but the current - I can see the whole map - system is wrong(IMO)

No I totally agree with the system feeling wrong to me, much like my dislike of Warp gates in their current form.

With borderline maphack across large portions of the map it feels super constricting, for Protoss especially. It’s super risky to be out on the map outside of actually pushes/fake pushes, Zerg get time to ascertain your strength and can pounce on you, if you shave off a bunch of Zealots to hit outlying bases they can see you coming a mile off.

There’s also the small/large factor of not knowing what your opponent has actually seen too. A Terran scan is a rather big giveaway, or if I catch and obs. With creep you have to assume the possibility that everything you’re doing is seen, which forces cautious play even if your opponent hasn’t seen you, or the tumours are positioned so they didn’t grant vision to a location.

There’s plenty to experiment with, you and others have mentioned some other ideas too. Even if the spawned tumours spread creep at a bigger radius, but were on a higher cool down period might do something. You get the same equivalent spread of creep but with fewer tumours, so they give less of a vision bonus, plus fewer tumours are easier to clear so pushing the creep back is more viable.

It’s such a large part of the game that I’m struggling to instinctively get a fell of how much changes would affect it and to what degree, but I absolutely feel it’s an area worth looking at.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
True_Spike
Profile Joined July 2004
Poland3433 Posts
Last Edited: 2019-10-11 12:03:16
October 11 2019 11:52 GMT
#275
On October 11 2019 19:58 deacon.frost wrote:
Show nested quote +
On October 11 2019 19:40 Wombat_NI wrote:
On October 11 2019 07:32 deacon.frost wrote:
On October 11 2019 06:05 True_Spike wrote:
I decided to play a few games as zerg and one thing that immediately stood out to me (especially ZvT, mid-game and onwards) is how much vision a Z player has throughout the game.

Creep tumors seem downright stupid, especially with how much access to cheap and reliable scouting a Z has (in the forms of lings and overlords).

This got me to think - how big of a deal would it be if a creep tumor had 0 vision (that is it wouldn't be able to see itself) and wouldn't give alerts when attacked? Spreading creep wouldn't be that much harder than it is now (because of speedlings and overlords), but it would be a tad harder to do it perfectly, especially when pressured. Zergs would have to be slighty more mindful of unit placement throughout the game, akin to other races, since creep alone would no longer be enough to notice incoming attacks / unit positioning (which I feel is a big deal in the mid game; it seems like it's impossible to catch the zerg unprepared anywhere on his side of the map because of the vision creep tumors give).

Don't forget ovies on the sides of the maps. That's why I love to play as Zerg. I don't have to build 6 or so observers I don't know, I find it neat, but at the same time it's stupid, IMO only the active creep tumors should give vision, dead ones should just keep the creap there and that's it.

I’m not sure what nerfs would hit a sweet spot where Zerg isn’t terrible and creep isn’t so potent. Zerg is really reliant on that early warning system to morph units plus set up flanks.

Increase the cool down a little on tumours maybe so the spread isn’t quite so insane? Or some kind of vision nerf, etc.

It’s a big change to start messing with but is really overdue in being something to look at.

The way Legacy flows with its eco and tech Zerg can push it out really aggressively and quickly, and Terran and Protoss don’t have an equivalent boost in windows to push the creep back or delay it.




Zerg has a unit for 0.5 supply. It's not like they have to sacrifice so much for an early warning system once you know they're coming(because the edge of the creep would keep the vision). It would need some testing, but the current - I can see the whole map - system is wrong(IMO)


Which is exactly why I think creep tumors should not give vision at all. The edge of the creep is the problem here, since this is what gives you ample time to prepare (and mid-game you always have tons of active creep tumors due to queens pretty much re-spreading creep after every engagement).

Even without creep it seems like Zerg has the best scouting potential out of all the races (in terms of investment cost vs efficiency). Scouting would require more thought than just spamming creep tumors whichever direction you want, even if it's just as simple as sending a ling somewhere on a map (and re-sending it every time it dies; the same way the other 2 races have to scout, losing resources in the process, too).

Injects aren't exactly hard or tedious now with rapid casting prevalent in the game either, so forcing zergs to slightly focus on something else every now and then doesn't seem like a huge deal.
Harris1st
Profile Blog Joined May 2010
Germany7216 Posts
October 11 2019 12:19 GMT
#276
I would not change the vision itself but CD of Creep Tumors as well as energy cost of the initial tumors.

How many games have you seen where T/ P kills 4-6 tumors just for the zerg to plant 15 new ones
Go Serral! GG EZ for Ence. Flashbang dance FTW
Vision_
Profile Joined September 2018
875 Posts
October 11 2019 12:24 GMT
#277
Of course it s THE problem since the Beta...

I already thought to remove vision of creep tumours but i think it s better, in term of game design, to let the vision and remove invisibility --- Like that, ennemies of Zerg will continue to struggle against the borderline of creep (T often get caught, P can struggle a little bit imo)

Then add hit points and armor, buildings priority, plus some welcome upgrade/buff to help defence against among others hellions,
True_Spike
Profile Joined July 2004
Poland3433 Posts
October 11 2019 15:11 GMT
#278
On October 11 2019 21:24 Vision_ wrote:
Of course it s THE problem since the Beta...

I already thought to remove vision of creep tumours but i think it s better, in term of game design, to let the vision and remove invisibility --- Like that, ennemies of Zerg will continue to struggle against the borderline of creep (T often get caught, P can struggle a little bit imo)

Then add hit points and armor, buildings priority, plus some welcome upgrade/buff to help defence against among others hellions,


I don't think that's the way to go, because it would be downright impossible to spread any creep in the early game (and having *some* creep is essential, especially vs terran).
InfCereal
Profile Joined December 2011
Canada1759 Posts
October 11 2019 16:04 GMT
#279
On October 11 2019 21:19 Harris1st wrote:
I would not change the vision itself but CD of Creep Tumors as well as energy cost of the initial tumors.

How many games have you seen where T/ P kills 4-6 tumors just for the zerg to plant 15 new ones


Your solution doesn't solve your problem. An increased CD doesn't matter at all when you have 8 queens.
Cereal
Xamo
Profile Joined April 2012
Spain886 Posts
October 11 2019 16:18 GMT
#280
On October 12 2019 00:11 True_Spike wrote:
Show nested quote +
On October 11 2019 21:24 Vision_ wrote:
Of course it s THE problem since the Beta...

I already thought to remove vision of creep tumours but i think it s better, in term of game design, to let the vision and remove invisibility --- Like that, ennemies of Zerg will continue to struggle against the borderline of creep (T often get caught, P can struggle a little bit imo)

Then add hit points and armor, buildings priority, plus some welcome upgrade/buff to help defence against among others hellions,


I don't think that's the way to go, because it would be downright impossible to spread any creep in the early game (and having *some* creep is essential, especially vs terran).

I agree that it is not the way to go, but creep is way too powerful for defensive purposes, it feels like having a maphack. Additionally, it is an anti-comeback mechanism.

An intermediate alternative would be that creep tumors do not grant complete vision, but only reveal opponent units like the sensor tower does.


My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Prev 1 12 13 14 15 16 33 Next All
Please log in or register to reply.
Live Events Refresh
OSC
19:00
Mid Season Playoffs
Cure vs Babymarine
SKillous vs Arrogfire
Gerald vs MindelVK
goblin vs TBD
Jumy vs HonMonO
SteadfastSC173
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub176
SteadfastSC 173
PiGStarcraft163
ROOTCatZ 109
ProTech86
StarCraft: Brood War
Artosis 338
NaDa 7
Dota 2
capcasts102
Counter-Strike
summit1g10401
Doublelift2547
Fnx 1325
tarik_tv94
Super Smash Bros
Mew2King108
PPMD54
Other Games
Grubby3156
Liquid`RaSZi1410
C9.Mang0229
mouzStarbuck147
Liquid`Hasu130
ViBE111
fpsfer 1
Organizations
Counter-Strike
PGL175
Other Games
BasetradeTV170
StarCraft 2
angryscii 34
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 117
• RyuSc2 32
• Response 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21258
Other Games
• Shiphtur408
Upcoming Events
Replay Cast
1h 40m
Maestros of the Game
14h 40m
Big Brain Bouts
17h 40m
Shino vs Scarlett
Bly vs DnS
Serral vs ByuN
Replay Cast
1d 1h
RSL Revival
1d 8h
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
1d 12h
IPSL
1d 17h
ZZZero vs WorsT
Julia vs eOnzErG
BSL
1d 20h
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
2 days
RSL Revival
2 days
[ Show More ]
Maestros of the Game
2 days
OSC
2 days
IPSL
2 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
4 days
The PondCast
5 days
Maestros of the Game
5 days
Replay Cast
6 days
Replay Cast
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
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.