• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:25
CET 07:25
KST 15:25
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
[D] Hacker peak in sc2 ? No more SC2 streamers on team liquid? Username Change Request - Toxickej Kapr Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [D] the control group Simple Questions/Answers [G] How to playtest arcade maps
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Rollback Netcode in Brood War SC4ALL II Brood War Complete Invited Player Lineup BGH Auto Balance -> http://bghmmr.eu/ Sagi.gg Launcher Released Top Players of October 2026 (EBPD Rankings)
Tourneys
Small VOD Thread 2.0 [$1250] International ShieldBattery League [Megathread] Daily Proleagues KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Deus Ex 3!? Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11596 users

4.11.0 Patch - Major balance changes, Mengsk Commander - P…

Forum Index > SC2 General
240 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 11 12 13 Next All
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2019-11-28 10:13:34
November 28 2019 09:55 GMT
#81
On November 28 2019 07:12 Snakestyle11 wrote:
Show nested quote +
On November 28 2019 05:14 Elentos wrote:
On November 28 2019 04:54 Snakestyle11 wrote:
Queen were giving extra range so libs cant deny mining til spire unit.

Queens were given extra range primarily for this, but also the strength of tankivacs and possibly 2-1-1 back in 2016. 2-1-1 is a dead build, tankivacs were removed a few months after the queen buff and liberators no longer have the range they used to. On top of that, mapmakers in this day and age are very aware that liberators exist and have that in their mind when they set up their maps.

Functionally, the 8 range anti-air queen is a relic from a time where Zerg had it a lot worse. It has outlived every reason it was implemented for. So I think the question of whether it's still necessary to have that +1 extra range that snipes air units in the middle of the map from the natural is at the very least justified.


True,It could maybe be reverted to 7 range, especially with WP pick up nerf, lib range nerf, and tankivacs removal.

Too bad they had to break the game even more by adding free teleport battlecruisers that can shoot while moving and be in your main base at the 5minute mark.

Now if you remove 1 range from queens, BCs can just kite them away and kill everything on their path while moving away. Lmao.

Its kind of ridiculous that its viable way to open is with a BC as your first gas unit, and harass workers with it.
Why does every damn terran unit has to be a worker harass unit.

Dont mean to offend anyone, but this is what happen when our game is balanced by the ppl in charge of coop commander. I really think they are the same ppl, and probably dont have the resources they need to properly balance this game or change the design...


Your last sentence is kind of funny. You realize that Terran economy is terrible early game. All things equal: Protoss will have 25% more workers in the first 5 minutes without disruption; Zerg will have even more. This is why Terran's are not winning. There are maps that take almost a minute to cross and Zerg units that trade evenly AND have a better economy...similar with Protoss.

I would enjoy games where Terran does not have to kill 10+ workers to be even.
How much better to get wisdom than gold; to get insight rather than silver!
Penev
Profile Joined October 2012
28536 Posts
November 28 2019 10:42 GMT
#82
Now show me some S H R O U D zergbois, you'll only have to evolve through the entire tech tree to get it!
I Protoss winner, could it be?
BisuDagger
Profile Blog Joined October 2009
Bisutopia19399 Posts
November 28 2019 11:17 GMT
#83
On November 28 2019 13:42 AttackZerg wrote:
Show nested quote +
On November 28 2019 10:59 BisuDagger wrote:
On November 28 2019 07:12 Snakestyle11 wrote:
On November 28 2019 05:14 Elentos wrote:
On November 28 2019 04:54 Snakestyle11 wrote:
Queen were giving extra range so libs cant deny mining til spire unit.

Queens were given extra range primarily for this, but also the strength of tankivacs and possibly 2-1-1 back in 2016. 2-1-1 is a dead build, tankivacs were removed a few months after the queen buff and liberators no longer have the range they used to. On top of that, mapmakers in this day and age are very aware that liberators exist and have that in their mind when they set up their maps.

Functionally, the 8 range anti-air queen is a relic from a time where Zerg had it a lot worse. It has outlived every reason it was implemented for. So I think the question of whether it's still necessary to have that +1 extra range that snipes air units in the middle of the map from the natural is at the very least justified.


True,It could maybe be reverted to 7 range, especially with WP pick up nerf, lib range nerf, and tankivacs removal.

Too bad they had to break the game even more by adding free teleport battlecruisers that can shoot while moving and be in your main base at the 5minute mark.

Now if you remove 1 range from queens, BCs can just kite them away and kill everything on their path while moving away. Lmao.

Its kind of ridiculous that its viable way to open is with a BC as your first gas unit, and harass workers with it.
Why does every damn terran unit has to be a worker harass unit.

Dont mean to offend anyone, but this is what happen when our game is balanced by the ppl in charge of coop commander. I really think they are the same ppl, and probably dont have the resources they need to properly balance this game or change the design...

This is just theory crafting:
I'm not opposed to going a step further to make hydras attainable. Zergs get the least units unlocked per structure built. Pool, hydra den, lurker den, ultra etc... All are buildings that unlock one unit. I would be okay if the roach warren (renamed?) also unlocked hydras that way they can be built without the extra building investment and provide the extra has for more just as earlier.


Not to nitpick but a roach warren unlocks 2 units right - roach and ravagers?

I didn't list Roach Warren as I agree with you, even though you need lair to get to the second unit. I only mention roach warren as an option for where the hydra could come out.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Harris1st
Profile Blog Joined May 2010
Germany7445 Posts
November 28 2019 12:02 GMT
#84
On November 28 2019 19:42 Penev wrote:
Now show me some S H R O U D zergbois, you'll only have to evolve through the entire tech tree to get it!


Hmmm ... since we have that ability now anyway and nobody uses it. How about some early game harass defense vs Protoss / Terran air?

Like Queens can cast shroud (upgradable in Hatcheries?) now and we move Transfuse to Infestors and buff it slightly.
Would help vs all sorts of air harass, be it Lib, Banshee, BC, Oracle, VR. Situation with Phoenix is different since they lift above the shroud. Or they can't lift things under shroud period.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Majick
Profile Joined August 2016
416 Posts
November 28 2019 12:03 GMT
#85
On November 28 2019 20:17 BisuDagger wrote:
Show nested quote +
On November 28 2019 13:42 AttackZerg wrote:
On November 28 2019 10:59 BisuDagger wrote:
On November 28 2019 07:12 Snakestyle11 wrote:
On November 28 2019 05:14 Elentos wrote:
On November 28 2019 04:54 Snakestyle11 wrote:
Queen were giving extra range so libs cant deny mining til spire unit.

Queens were given extra range primarily for this, but also the strength of tankivacs and possibly 2-1-1 back in 2016. 2-1-1 is a dead build, tankivacs were removed a few months after the queen buff and liberators no longer have the range they used to. On top of that, mapmakers in this day and age are very aware that liberators exist and have that in their mind when they set up their maps.

Functionally, the 8 range anti-air queen is a relic from a time where Zerg had it a lot worse. It has outlived every reason it was implemented for. So I think the question of whether it's still necessary to have that +1 extra range that snipes air units in the middle of the map from the natural is at the very least justified.


True,It could maybe be reverted to 7 range, especially with WP pick up nerf, lib range nerf, and tankivacs removal.

Too bad they had to break the game even more by adding free teleport battlecruisers that can shoot while moving and be in your main base at the 5minute mark.

Now if you remove 1 range from queens, BCs can just kite them away and kill everything on their path while moving away. Lmao.

Its kind of ridiculous that its viable way to open is with a BC as your first gas unit, and harass workers with it.
Why does every damn terran unit has to be a worker harass unit.

Dont mean to offend anyone, but this is what happen when our game is balanced by the ppl in charge of coop commander. I really think they are the same ppl, and probably dont have the resources they need to properly balance this game or change the design...

This is just theory crafting:
I'm not opposed to going a step further to make hydras attainable. Zergs get the least units unlocked per structure built. Pool, hydra den, lurker den, ultra etc... All are buildings that unlock one unit. I would be okay if the roach warren (renamed?) also unlocked hydras that way they can be built without the extra building investment and provide the extra has for more just as earlier.


Not to nitpick but a roach warren unlocks 2 units right - roach and ravagers?

I didn't list Roach Warren as I agree with you, even though you need lair to get to the second unit. I only mention roach warren as an option for where the hydra could come out.


You don’t need Lair to unlock Ravagers...
BisuDagger
Profile Blog Joined October 2009
Bisutopia19399 Posts
Last Edited: 2019-11-28 13:16:40
November 28 2019 13:12 GMT
#86
On November 28 2019 21:03 Majick wrote:
Show nested quote +
On November 28 2019 20:17 BisuDagger wrote:
On November 28 2019 13:42 AttackZerg wrote:
On November 28 2019 10:59 BisuDagger wrote:
On November 28 2019 07:12 Snakestyle11 wrote:
On November 28 2019 05:14 Elentos wrote:
On November 28 2019 04:54 Snakestyle11 wrote:
Queen were giving extra range so libs cant deny mining til spire unit.

Queens were given extra range primarily for this, but also the strength of tankivacs and possibly 2-1-1 back in 2016. 2-1-1 is a dead build, tankivacs were removed a few months after the queen buff and liberators no longer have the range they used to. On top of that, mapmakers in this day and age are very aware that liberators exist and have that in their mind when they set up their maps.

Functionally, the 8 range anti-air queen is a relic from a time where Zerg had it a lot worse. It has outlived every reason it was implemented for. So I think the question of whether it's still necessary to have that +1 extra range that snipes air units in the middle of the map from the natural is at the very least justified.


True,It could maybe be reverted to 7 range, especially with WP pick up nerf, lib range nerf, and tankivacs removal.

Too bad they had to break the game even more by adding free teleport battlecruisers that can shoot while moving and be in your main base at the 5minute mark.

Now if you remove 1 range from queens, BCs can just kite them away and kill everything on their path while moving away. Lmao.

Its kind of ridiculous that its viable way to open is with a BC as your first gas unit, and harass workers with it.
Why does every damn terran unit has to be a worker harass unit.

Dont mean to offend anyone, but this is what happen when our game is balanced by the ppl in charge of coop commander. I really think they are the same ppl, and probably dont have the resources they need to properly balance this game or change the design...

This is just theory crafting:
I'm not opposed to going a step further to make hydras attainable. Zergs get the least units unlocked per structure built. Pool, hydra den, lurker den, ultra etc... All are buildings that unlock one unit. I would be okay if the roach warren (renamed?) also unlocked hydras that way they can be built without the extra building investment and provide the extra has for more just as earlier.


Not to nitpick but a roach warren unlocks 2 units right - roach and ravagers?

I didn't list Roach Warren as I agree with you, even though you need lair to get to the second unit. I only mention roach warren as an option for where the hydra could come out.


You don’t need Lair to unlock Ravagers...

*facepalm* Can I blame my two year old for my brain deadness? To explain where my head was, I've always thought ravagers would be a better lair unit and hydras a tier 1. It's part of the SC1 in me that wants hydras available sooner.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
bela.mervado
Profile Joined December 2008
Hungary418 Posts
November 28 2019 14:26 GMT
#87
i wish hydra to be a 1 supply unit on hatch level, probably ~50 hp until the lair level research is done
(speed+hp like banes, or hp distributed to the 2 upgrades, like each gives +20 hp so hopefully there would not be too sharp spikes in hydra power level, and no unstoppable early allins with hydra).
hmm this looks like a zerg marine
AttackZerg
Profile Blog Joined January 2003
United States7699 Posts
November 28 2019 14:34 GMT
#88
On November 28 2019 22:12 BisuDagger wrote:
Show nested quote +
On November 28 2019 21:03 Majick wrote:
On November 28 2019 20:17 BisuDagger wrote:
On November 28 2019 13:42 AttackZerg wrote:
On November 28 2019 10:59 BisuDagger wrote:
On November 28 2019 07:12 Snakestyle11 wrote:
On November 28 2019 05:14 Elentos wrote:
On November 28 2019 04:54 Snakestyle11 wrote:
Queen were giving extra range so libs cant deny mining til spire unit.

Queens were given extra range primarily for this, but also the strength of tankivacs and possibly 2-1-1 back in 2016. 2-1-1 is a dead build, tankivacs were removed a few months after the queen buff and liberators no longer have the range they used to. On top of that, mapmakers in this day and age are very aware that liberators exist and have that in their mind when they set up their maps.

Functionally, the 8 range anti-air queen is a relic from a time where Zerg had it a lot worse. It has outlived every reason it was implemented for. So I think the question of whether it's still necessary to have that +1 extra range that snipes air units in the middle of the map from the natural is at the very least justified.


True,It could maybe be reverted to 7 range, especially with WP pick up nerf, lib range nerf, and tankivacs removal.

Too bad they had to break the game even more by adding free teleport battlecruisers that can shoot while moving and be in your main base at the 5minute mark.

Now if you remove 1 range from queens, BCs can just kite them away and kill everything on their path while moving away. Lmao.

Its kind of ridiculous that its viable way to open is with a BC as your first gas unit, and harass workers with it.
Why does every damn terran unit has to be a worker harass unit.

Dont mean to offend anyone, but this is what happen when our game is balanced by the ppl in charge of coop commander. I really think they are the same ppl, and probably dont have the resources they need to properly balance this game or change the design...

This is just theory crafting:
I'm not opposed to going a step further to make hydras attainable. Zergs get the least units unlocked per structure built. Pool, hydra den, lurker den, ultra etc... All are buildings that unlock one unit. I would be okay if the roach warren (renamed?) also unlocked hydras that way they can be built without the extra building investment and provide the extra has for more just as earlier.


Not to nitpick but a roach warren unlocks 2 units right - roach and ravagers?

I didn't list Roach Warren as I agree with you, even though you need lair to get to the second unit. I only mention roach warren as an option for where the hydra could come out.


You don’t need Lair to unlock Ravagers...

*facepalm* Can I blame my two year old for my brain deadness? To explain where my head was, I've always thought ravagers would be a better lair unit and hydras a tier 1. It's part of the SC1 in me that wants hydras available sooner.


This.

Queens+creep and no early hydras have been the strangest adjustments for me. That and muta control being way, way less dangerous.
Harris1st
Profile Blog Joined May 2010
Germany7445 Posts
November 28 2019 14:34 GMT
#89
On November 28 2019 23:26 bela.mervado wrote:
i wish hydra to be a 1 supply unit on hatch level, probably ~50 hp until the lair level research is done
(speed+hp like banes, or hp distributed to the 2 upgrades, like each gives +20 hp so hopefully there would not be too sharp spikes in hydra power level, and no unstoppable early allins with hydra).
hmm this looks like a zerg marine


Exactly. Makes it boring and generic. I'm against it
Go Serral! GG EZ for Ence. Flashbang dance FTW
deacon.frost
Profile Joined February 2013
Czech Republic12134 Posts
Last Edited: 2019-11-28 15:17:31
November 28 2019 15:14 GMT
#90
On November 28 2019 19:42 Penev wrote:
Now show me some S H R O U D zergbois, you'll only have to evolve through the entire tech tree to get it!

Have. To. Resist. The. Urge. To. Link. The. SWTOR. Videos. Where. I. Used. The. Shroud.

Nghhhhhhhhhhhhhhhhhhhh,

Fine, I made it.
(I simply love the fact I used shroud so many times, although in a different Star* game )

I just don't get the usage, like at all. What was the intention? That you group your hydras and f2 them under carriers? While they don't melt to storms, big boom balls, archons or colossi? With a radius 3? (IIRC) Even on lair it's useless as the issue of airtoss strength always was the splash damage melting your units not the airtoss itself.

Fine, it will help lower league players against "airtoss" players, but this is usually decided with +2/+2 hydra push on lair before they can mass the critical mass(or get splash to it). So, uh. Yeah, then we return to the hive reminder :D
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 28 2019 15:26 GMT
#91
On November 29 2019 00:14 deacon.frost wrote:
Show nested quote +
On November 28 2019 19:42 Penev wrote:
Now show me some S H R O U D zergbois, you'll only have to evolve through the entire tech tree to get it!

Have. To. Resist. The. Urge. To. Link. The. SWTOR. Videos. Where. I. Used. The. Shroud.

Nghhhhhhhhhhhhhhhhhhhh,

Fine, I made it.
(I simply love the fact I used shroud so many times, although in a different Star* game )

I just don't get the usage, like at all. What was the intention? That you group your hydras and f2 them under carriers? While they don't melt to storms, big boom balls, archons or colossi? With a radius 3? (IIRC) Even on lair it's useless as the issue of airtoss strength always was the splash damage melting your units not the airtoss itself.

Fine, it will help lower league players against "airtoss" players, but this is usually decided with +2/+2 hydra push on lair before they can mass the critical mass(or get splash to it). So, uh. Yeah, then we return to the hive reminder :D


Well so far it seems like Zerg is still the strongest race. So until Zerg starts to stuggle in the late game I see no reason to improve the shroud ability.

Maybe a switch could be made where Vipers can not abduct massive units, then I could see an improved shroud ability. It would also be a design improvement.
bela.mervado
Profile Joined December 2008
Hungary418 Posts
November 28 2019 15:30 GMT
#92
On November 28 2019 23:34 Harris1st wrote:
Show nested quote +
On November 28 2019 23:26 bela.mervado wrote:
i wish hydra to be a 1 supply unit on hatch level, probably ~50 hp until the lair level research is done
(speed+hp like banes, or hp distributed to the 2 upgrades, like each gives +20 hp so hopefully there would not be too sharp spikes in hydra power level, and no unstoppable early allins with hydra).
hmm this looks like a zerg marine


Exactly. Makes it boring and generic. I'm against it


hehe good point there
Obamarauder
Profile Joined June 2015
697 Posts
November 28 2019 17:19 GMT
#93
liberators dont hit burrowed lurkers. is that intended?
batatm
Profile Joined June 2014
Israel116 Posts
November 28 2019 17:21 GMT
#94
On November 29 2019 00:26 MockHamill wrote:
Show nested quote +
On November 29 2019 00:14 deacon.frost wrote:
On November 28 2019 19:42 Penev wrote:
Now show me some S H R O U D zergbois, you'll only have to evolve through the entire tech tree to get it!

Have. To. Resist. The. Urge. To. Link. The. SWTOR. Videos. Where. I. Used. The. Shroud.

Nghhhhhhhhhhhhhhhhhhhh,

Fine, I made it.
(I simply love the fact I used shroud so many times, although in a different Star* game )

I just don't get the usage, like at all. What was the intention? That you group your hydras and f2 them under carriers? While they don't melt to storms, big boom balls, archons or colossi? With a radius 3? (IIRC) Even on lair it's useless as the issue of airtoss strength always was the splash damage melting your units not the airtoss itself.

Fine, it will help lower league players against "airtoss" players, but this is usually decided with +2/+2 hydra push on lair before they can mass the critical mass(or get splash to it). So, uh. Yeah, then we return to the hive reminder :D


Well so far it seems like Zerg is still the strongest race. So until Zerg starts to stuggle in the late game I see no reason to improve the shroud ability.

Maybe a switch could be made where Vipers can not abduct massive units, then I could see an improved shroud ability. It would also be a design improvement.

having a uselss ability is a design flaw,not a balance problem.
if you're claiming that design flaws should not be dealt with until balance is resolved i can't agree with you.
also, declaring zerg is still the strongest race only 2 days after the patch was released is rather doubtful,
even when considering the tournament played on it prior to it's release (olimo weekly, HSC).
BabelFish1
Profile Joined September 2015
186 Posts
November 28 2019 19:26 GMT
#95
Not a fan of what they did to Protoss. Chargelots are awful now, Adepts may as well not be a unit and Flux Void Rays are kinda silly. You can juggle your opponent using 2 squads of them the same way Terran juggles their opponents with alternating drops...

Blizzard. If I want fast, disposable units, I'll play Zerg. If I want to harass the entire game and piss my opponent off with juggling drops, I'll play Terran. Why the heck are you screwing with racial identity and making weird changes nobody asked for? Charge wasn't overpowered and if your intent was for the Zealot to be a front line meat shield instead of a front line damage dealer, you failed because you didn't understand that the reason the +8 damage Chargelot tanked well wasn't because it actually tanked. It was because it killed stuff fast enough to reduce the damage it had to tank. And that was a variable you didn't think through. I am a little disappointed in you. Do better please.
Ben...
Profile Joined January 2011
Canada3485 Posts
November 28 2019 21:21 GMT
#96
On November 29 2019 04:26 BabelFish1 wrote:
Adepts may as well not be a unit.

They're shockingly bad now. You used to at least be able to get glaives and do a bit of harass against zerg while also being able to use them defensively afterward if the zerg countered with a bunch of lings or even a few roaches, but now that upgrade is basically useful for that one first surprise shot of harass then the adepts are useless afterward. It's turned the adept into this crappy all-or-nothing unit where either the zerg is unprepared for the harass and they lose all their drones and the game since 4-6 adepts can basically wipe out a mineral line in that 6 seconds, or the zerg defends the adepts and then the protoss is at a big disadvantage because the upgrade isn't really useful defensively. I can only really see adepts being used offensively in all-ins now and that's about it. If the time with boosted attack speed was longer they might be more useful in other scenarios, but as is they're not.

As is, when attacking, the opponent can bait out a shade from the adepts, retreat until either the shade is cancelled and put on cooldown or until the adepts shade, then attack a second or two later and at most deal with a couple seconds of adepts at boosted attack speed before they're on cooldown and back to attacking super slowly until the next shade completes. At best, an adept can be in their boosted attack speed around 6 of every 18 seconds, but that requires perfectly timed shades and for the adepts to be able to be utilized for the entire 6 seconds. I just don't see how it's a worthwhile upgrade to consider anymore outside of all-in timings.

I can't really judge charge zealots yet. They definitely seem better against zerg off-creep and for running into mineral lines. Terran is a different story. From what I've seen so far, charge zealots seem much worse when used how we used old zealots against Terran, but there are likely to be other ways of using them that we haven't fully figured out yet. Trapping armies with flanks and things like that will likely become much more common I expect.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
BabelFish1
Profile Joined September 2015
186 Posts
Last Edited: 2019-11-28 21:43:01
November 28 2019 21:41 GMT
#97
On November 29 2019 06:21 Ben... wrote:
Show nested quote +
On November 29 2019 04:26 BabelFish1 wrote:
Adepts may as well not be a unit.

They're shockingly bad now. You used to at least be able to get glaives and do a bit of harass against zerg while also being able to use them defensively afterward if the zerg countered with a bunch of lings or even a few roaches, but now that upgrade is basically useful for that one first surprise shot of harass then the adepts are useless afterward. It's turned the adept into this crappy all-or-nothing unit where either the zerg is unprepared for the harass and they lose all their drones and the game since 4-6 adepts can basically wipe out a mineral line in that 6 seconds, or the zerg defends the adepts and then the protoss is at a big disadvantage because the upgrade isn't really useful defensively. I can only really see adepts being used offensively in all-ins now and that's about it. If the time with boosted attack speed was longer they might be more useful in other scenarios, but as is they're not.

As is, when attacking, the opponent can bait out a shade from the adepts, retreat until either the shade is cancelled and put on cooldown or until the adepts shade, then attack a second or two later and at most deal with a couple seconds of adepts at boosted attack speed before they're on cooldown and back to attacking super slowly until the next shade completes. At best, an adept can be in their boosted attack speed around 6 of every 18 seconds, but that requires perfectly timed shades and for the adepts to be able to be utilized for the entire 6 seconds. I just don't see how it's a worthwhile upgrade to consider anymore outside of all-in timings.

I can't really judge charge zealots yet. They definitely seem better against zerg off-creep and for running into mineral lines. Terran is a different story. From what I've seen so far, charge zealots seem much worse when used how we used old zealots against Terran, but there are likely to be other ways of using them that we haven't fully figured out yet. Trapping armies with flanks and things like that will likely become much more common I expect.


My issue with the chargelot in TvP is sure, we can flank with them but they just evaporate to everything now. The front loaded damage on charge reduced the amount of units the chargelot had to tank.

And with Tanks, Mines, Liberators and PFs...where's the runby potential? Terran is uniquely designed to be nigh immune to runbys.

As for Zerg, sure they're good at chasing down zerg units off creep but the old chargelots already did that and actually killed what they chased. You kited or you lost all your Roaches during the retreat. Now you can just stand still and force the chargelots to run away.

It was a very poorly thought through change...which is kinda par for all the Protoss changes. Poorly thought through.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19399 Posts
November 28 2019 21:48 GMT
#98
Adepts and zealots need synergy in the late game. What if you could shade onto a unit and the shade would absorb damage as if it were a d-matrix for the duration of the shade attached to the unit/zealot. Adepts would then be useful in equal numbers with zealots, but frail damage dealers left alone.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
BabelFish1
Profile Joined September 2015
186 Posts
November 28 2019 22:50 GMT
#99
On November 29 2019 06:48 BisuDagger wrote:
Adepts and zealots need synergy in the late game. What if you could shade onto a unit and the shade would absorb damage as if it were a d-matrix for the duration of the shade attached to the unit/zealot. Adepts would then be useful in equal numbers with zealots, but frail damage dealers left alone.


Sounds complicated. Why doesn't the balance team just follow through and make the Adept actually deal damage and the Zealot actually tank damage?

Charge giving +30 or 40 shields and take away some of that meme worthy Zealot speed currently on charge and Adepts dealing bonus damage to targets they consecutively attack with Shade active would be enough, along with reverting that Glavies change they did.
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2019-11-29 00:55:10
November 29 2019 00:54 GMT
#100
On November 28 2019 06:25 Allred wrote:
well from a balance point of view. zealots are now officially awful units...


"These were the kind of bold balance changes Protoss needed to have chance in PvZ." - Random Terran Player

I called it when I saw the notes, these changes hurt Protoss more than they help.
Prev 1 2 3 4 5 6 7 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
OSC
08:00
OSC Elite Rising Star #21
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft476
Nina 85
StarCraft: Brood War
Rain 3400
GuemChi 1761
Hyuk 653
Stork 304
Mong 273
ProTech165
Dewaltoss 105
soO 11
Icarus 7
Force[name] 6
Other Games
summit1g10600
Doublelift3345
Coldzera 798
JimRising 535
XaKoH 320
C9.Mang0289
Fuzer 105
NeuroSwarm65
ViBE53
Organizations
Other Games
BasetradeTV164
Counter-Strike
PGL120
[ Show 14 non-featured ]
StarCraft 2
• practicex 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2178
League of Legends
• Rush980
• Lourlo772
• Stunt359
Upcoming Events
IntoTheTV X SOOP
1d 4h
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
1d 10h
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
1d 12h
IntoTheTV X SOOP
2 days
IPSL
2 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
2 days
Replay Cast
3 days
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
4 days
[ Show More ]
The PondCast
6 days
KCM Race Survival
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.