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

Forum Index > SC2 General
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franzji
Profile Joined September 2013
United States583 Posts
November 29 2019 01:18 GMT
#101
Completely random thought here... but Terran mech is pretty good vs protoss now. Tanks+libs counter ground and Thors beat protoss air. It's kinda weird but lowkey really really strong.
ilax30
Profile Joined November 2019
720 Posts
November 29 2019 01:41 GMT
#102
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact
franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2019-11-29 03:03:57
November 29 2019 03:03 GMT
#103
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact


yes they are good in those cases, but in other cases they have gotten seriously nerfed, like later in the game when the zealots die very fast after they hit their "charge" +damage boost vs. terran.

I would say it's still a nerf.
AttackZerg
Profile Blog Joined January 2003
United States7465 Posts
November 29 2019 03:41 GMT
#104
I was really excited to face protoss with units fast enough to tri-quad split late middlegame to give protoss a second opportunity to get to a advantageous lategame.

Instead, they made zealots just slow enough to be bad and just weak enough to call it a nerf.

I hope they increase the lot speed a little more. Or give it more damage.

The adept is a great concept unit ... but it is a gimmick unit and ... protoss deserve better. Imo.

I play zerg, I just want my opponents to have a good, fair and enjoyable opportunity to win games.
Ben...
Profile Joined January 2011
Canada3485 Posts
November 29 2019 03:42 GMT
#105
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact

Yeah, that's what I meant when I said they seemed good versus zerg from the bit I've seen on stream and played. If roaches aren't on creep the zerg has to stutter step micro them now to kill the zealots or the roaches will just die as they try to retreat. Just retreating doesn't cut it because the zealots are faster now, even with roach speed when off creep.They're also quite good against ravagers since ravagers are slower. They certainly seem to make roach/ravager busts on the third much bigger of a risk that they previously were as retreating is much harder, especially with the ravagers. I've already had a game where the zerg did a ravager bust, lost everything but the ravagers, tried to retreat with their ravagers, and lost all of the ravagers to zealots. It was pretty satisfying.

They also are significantly better against hydras with or without speed off creep. The zerg player now has to be way more careful with their banelings when doing a hydra/ling/bane all-in because of the banelings gets wasted on an archons or immortals, the zealots will be much more likely to clean up the rest of the units before the zerg can retreat back to creep. If there isn't a critical mass of hydras, they're borderline bad against zealots now if they don't have other units with them to keep the zealots away.

But then against terran it's a completely different story so it's hard to say overall at this point if they're too good or not.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
papapanda
Profile Joined April 2010
Taiwan326 Posts
Last Edited: 2019-11-29 06:41:33
November 29 2019 06:39 GMT
#106
On November 29 2019 12:03 youngjiddle wrote:
Show nested quote +
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact


yes they are good in those cases, but in other cases they have gotten seriously nerfed, like later in the game when the zealots die very fast after they hit their "charge" +damage boost vs. terran.

I would say it's still a nerf.


What changes make zealots less tanky vs terran?
Your statement is grammatically chaotic so I'm not quite sure what you mean with all the "they's", but I'm assuming you are making a joke about stim since zealot's have no damage boost. Are you referencing the 21 second reduction in stim upgrade time (from Patch 4.10.1) as "seriously nerf[ing]" zealots specifically?

A valid complaint is zealots not being able to deal extra burst damage with charge, but they still fulfill their role as a front line tank.
Slydie
Profile Joined August 2013
1927 Posts
November 29 2019 08:52 GMT
#107
On November 29 2019 15:39 papapanda wrote:
Show nested quote +
On November 29 2019 12:03 youngjiddle wrote:
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact


yes they are good in those cases, but in other cases they have gotten seriously nerfed, like later in the game when the zealots die very fast after they hit their "charge" +damage boost vs. terran.

I would say it's still a nerf.


What changes make zealots less tanky vs terran?
Your statement is grammatically chaotic so I'm not quite sure what you mean with all the "they's", but I'm assuming you are making a joke about stim since zealot's have no damage boost. Are you referencing the 21 second reduction in stim upgrade time (from Patch 4.10.1) as "seriously nerf[ing]" zealots specifically?

A valid complaint is zealots not being able to deal extra burst damage with charge, but they still fulfill their role as a front line tank.


They are not less tanky, but I think he meant they initially off kill less bio quickly now to reduce the DPS of the bioball. I guess you could consider lategame zealots one-hit-wonders lategame, as they would often not survive after their initial charge attack.

Speed of units is very important in SC2. My feeling is that the charge change will be considered a fair trade or buff when everything is said and done.
Buff the siegetank
LHK
Profile Joined May 2015
204 Posts
November 29 2019 09:06 GMT
#108
On November 29 2019 17:52 Slydie wrote:
Show nested quote +
On November 29 2019 15:39 papapanda wrote:
On November 29 2019 12:03 youngjiddle wrote:
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact


yes they are good in those cases, but in other cases they have gotten seriously nerfed, like later in the game when the zealots die very fast after they hit their "charge" +damage boost vs. terran.

I would say it's still a nerf.


What changes make zealots less tanky vs terran?
Your statement is grammatically chaotic so I'm not quite sure what you mean with all the "they's", but I'm assuming you are making a joke about stim since zealot's have no damage boost. Are you referencing the 21 second reduction in stim upgrade time (from Patch 4.10.1) as "seriously nerf[ing]" zealots specifically?

A valid complaint is zealots not being able to deal extra burst damage with charge, but they still fulfill their role as a front line tank.


They are not less tanky, but I think he meant they initially off kill less bio quickly now to reduce the DPS of the bioball. I guess you could consider lategame zealots one-hit-wonders lategame, as they would often not survive after their initial charge attack.

Speed of units is very important in SC2. My feeling is that the charge change will be considered a fair trade or buff when everything is said and done.



I believe they want the goal of Zealots to be more similar to BW - where more surface area = more damage. Splitting / Flanking etc being necessary to maximize the unit. Where before, the charge in would kill say 5% of the bio-ball on engage (cos insta-gibbing marines), now in order to get value you have to have surface area and/or flanking similar to lings. Will it work in practice? Not super sure on that, but that to me seems like the goal.
-Laura
washikie
Profile Joined February 2011
United States752 Posts
November 29 2019 17:32 GMT
#109
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.
"when life gives Hero lemons he makes carriers" -Artosis
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2019-11-29 17:58:07
November 29 2019 17:57 GMT
#110
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.
BabelFish1
Profile Joined September 2015
186 Posts
November 29 2019 18:38 GMT
#111
On November 29 2019 18:06 LHK wrote:
Show nested quote +
On November 29 2019 17:52 Slydie wrote:
On November 29 2019 15:39 papapanda wrote:
On November 29 2019 12:03 youngjiddle wrote:
On November 29 2019 10:41 ilax30 wrote:
Have people actually played with the new chargelots? Soo good roaches cant kite them off creep them. Harstem even said in one of his pre hsc streams that he told the balance team they are a bit too good now. People really like to overreact


yes they are good in those cases, but in other cases they have gotten seriously nerfed, like later in the game when the zealots die very fast after they hit their "charge" +damage boost vs. terran.

I would say it's still a nerf.


What changes make zealots less tanky vs terran?
Your statement is grammatically chaotic so I'm not quite sure what you mean with all the "they's", but I'm assuming you are making a joke about stim since zealot's have no damage boost. Are you referencing the 21 second reduction in stim upgrade time (from Patch 4.10.1) as "seriously nerf[ing]" zealots specifically?

A valid complaint is zealots not being able to deal extra burst damage with charge, but they still fulfill their role as a front line tank.


They are not less tanky, but I think he meant they initially off kill less bio quickly now to reduce the DPS of the bioball. I guess you could consider lategame zealots one-hit-wonders lategame, as they would often not survive after their initial charge attack.

Speed of units is very important in SC2. My feeling is that the charge change will be considered a fair trade or buff when everything is said and done.



I believe they want the goal of Zealots to be more similar to BW - where more surface area = more damage. Splitting / Flanking etc being necessary to maximize the unit. Where before, the charge in would kill say 5% of the bio-ball on engage (cos insta-gibbing marines), now in order to get value you have to have surface area and/or flanking similar to lings. Will it work in practice? Not super sure on that, but that to me seems like the goal.



Problem with this idea is that Terran bio has waaaaay too much dps density for that to ever work. You'd have to buff the crap out of Zealot health or shields, like by 50, for that dynamic to work and I'm pretty sure that would break PvZ. Z wouldn't be able to trade with those Zealots early on.

I really, really think the balance team should revert their Zealot and Adept ideas. They're poorly thought through and have hilarious implementation. I also hope that they really, really consider the impacts of their changes going forward because these changes indicate to me that they've no clue what they're doing when it comes to Protoss.
BabelFish1
Profile Joined September 2015
186 Posts
November 29 2019 18:40 GMT
#112
On November 30 2019 02:57 MockHamill wrote:
Show nested quote +
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.
Slydie
Profile Joined August 2013
1927 Posts
November 29 2019 19:12 GMT
#113
On November 30 2019 03:40 BabelFish1 wrote:
Show nested quote +
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.
Buff the siegetank
WombaT
Profile Blog Joined May 2010
Northern Ireland25976 Posts
November 29 2019 19:33 GMT
#114
On November 30 2019 04:12 Slydie wrote:
Show nested quote +
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.

Which pros said that?

While not absolute consensus most of what I’ve heard (from P) is that new Zealot is pretty bad for vT in certain aspects, although runbys are good and that the extra mobility is a good tool vZ

We’ll see how it settles down. My instinct would be that the loss of the bonus damage will be bad for the vT matchup, but good for the vZ (looking at it as a neutral not as a P here as before)

vT I think the burst damage is really important and even with the extra speed Zealots aren’t fast enough to compensate entirely via increased micro ability. vZ, while certainly nice the unit and composition interactions mean I don’t think the bonus damage is as critical, and the increased mobility helps P in other ways like sharking around and clearing creep. Plus the nerf neuters some of the sillier early chargelot Immortal timings too which I’m not really a fan of as a player or a viewer
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Obamarauder
Profile Joined June 2015
697 Posts
November 29 2019 19:45 GMT
#115
Not sure how i feel about the chargelot nerf even as a terran. Protoss players arent doing gateway heavy style anymore and going to colossus/stalker centric builds. It almost feels like a faster paced Hots TvP atm
BabelFish1
Profile Joined September 2015
186 Posts
November 29 2019 20:09 GMT
#116
On November 30 2019 04:12 Slydie wrote:
Show nested quote +
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.


I'm not the kind of guy to just accept what pros say without analysis. If I did, then I'd agree with Special that ObSeRvErS ArE ToO StRoNg. As one example of insane pro bias and why critical thought is very important.

Homestory cup wasn't a good indicator of anything. New patch, small sample size and it's the 1st tournament on the new patch. The meta has absolutely zero refinement right now.

But on paper and in practice, Zealots are bad vs bio now. Very, very bad and it's because without the +8 damage on charge, they don't kill as fast which means they have to tank more. Even double forge chrono'd constantly doesn't make up for that loss.

In PvZ it's more of a redesign though. Not entirely sure how the speed works out vs Roaches but Roaches off creep could kite before whereas they can't now so it probably ends up being about the same.
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2019-11-29 20:53:21
November 29 2019 20:52 GMT
#117
On November 30 2019 05:09 BabelFish1 wrote:
Show nested quote +
On November 30 2019 04:12 Slydie wrote:
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.


I'm not the kind of guy to just accept what pros say without analysis. If I did, then I'd agree with Special that ObSeRvErS ArE ToO StRoNg. As one example of insane pro bias and why critical thought is very important.

Homestory cup wasn't a good indicator of anything. New patch, small sample size and it's the 1st tournament on the new patch. The meta has absolutely zero refinement right now.

But on paper and in practice, Zealots are bad vs bio now. Very, very bad and it's because without the +8 damage on charge, they don't kill as fast which means they have to tank more. Even double forge chrono'd constantly doesn't make up for that loss.

In PvZ it's more of a redesign though. Not entirely sure how the speed works out vs Roaches but Roaches off creep could kite before whereas they can't now so it probably ends up being about the same.


New Zealot is superstrong now. The -8 damage dont do much. Even 20 Zealots charging will do 160 dmg = 1 marine 1 marauder...but them being able to runby a lot faster, pull back faster means stronger lategame zealots and also forcing out just 1 more stim out of Terran because stimmed bio is only slightly faster now is WAY more damage than the +8.

Overall more speedy zealots ist just insane vs any Z unit offcreep and vs stimmed bio and lategame vs all races. Lets see if it stays as speedy in the next months.
BabelFish1
Profile Joined September 2015
186 Posts
November 29 2019 20:57 GMT
#118
On November 30 2019 05:52 Decendos wrote:
Show nested quote +
On November 30 2019 05:09 BabelFish1 wrote:
On November 30 2019 04:12 Slydie wrote:
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.


I'm not the kind of guy to just accept what pros say without analysis. If I did, then I'd agree with Special that ObSeRvErS ArE ToO StRoNg. As one example of insane pro bias and why critical thought is very important.

Homestory cup wasn't a good indicator of anything. New patch, small sample size and it's the 1st tournament on the new patch. The meta has absolutely zero refinement right now.

But on paper and in practice, Zealots are bad vs bio now. Very, very bad and it's because without the +8 damage on charge, they don't kill as fast which means they have to tank more. Even double forge chrono'd constantly doesn't make up for that loss.

In PvZ it's more of a redesign though. Not entirely sure how the speed works out vs Roaches but Roaches off creep could kite before whereas they can't now so it probably ends up being about the same.


New Zealot is superstrong now. The -8 damage dont do much. Even 20 Zealots charging will do 160 dmg = 1 marine 1 marauder...but them being able to runby a lot faster, pull back faster means stronger lategame zealots and also forcing out just 1 more stim out of Terran because stimmed bio is only slightly faster now is WAY more damage than the +8.

Overall more speedy zealots ist just insane vs any Z unit offcreep and vs stimmed bio and lategame vs all races. Lets see if it stays as speedy in the next months.


I'll give it more of a try later on, maybe I'm just not doing something right but for my preferred opener, which is fast charge on 1 gas and a fast 3rd before grabbing 3 additional gas, it's nowhere near as good. Terran 2 base allins just shred the chargelots without that +8 damage during that timing window. Especially if it involves bio.
Slydie
Profile Joined August 2013
1927 Posts
November 29 2019 23:29 GMT
#119
On November 30 2019 05:09 BabelFish1 wrote:
Show nested quote +
On November 30 2019 04:12 Slydie wrote:
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.


I'm not the kind of guy to just accept what pros say without analysis. If I did, then I'd agree with Special that ObSeRvErS ArE ToO StRoNg. As one example of insane pro bias and why critical thought is very important.

Homestory cup wasn't a good indicator of anything. New patch, small sample size and it's the 1st tournament on the new patch. The meta has absolutely zero refinement right now.

But on paper and in practice, Zealots are bad vs bio now. Very, very bad and it's because without the +8 damage on charge, they don't kill as fast which means they have to tank more. Even double forge chrono'd constantly doesn't make up for that loss.

In PvZ it's more of a redesign though. Not entirely sure how the speed works out vs Roaches but Roaches off creep could kite before whereas they can't now so it probably ends up being about the same.


It was early of the patch, but I think the PvT overall winrate was the best of the tournament, way in th 60s, so it should be a good indicator, even considering the Korean P vs European T matchups. Some individual winrates in PvT:
Parting: 4-3
Showtime: 5-4
MaNa: 9-3
Trap: 12-4
Stats: 4-0
Zest: 4-0

On the flipside, Cure, Innovation and uThermal went 5-1, 5-0 and 7-4 respectively, but Clem, who is famous for being one of the best TvP players in Europe, recently beating MaNa in nationwars, only managed a 5-4 record, and solid players like souL and Marinelord did not win a TvP.

As for the pros, I have heard Harstem, Demuslim and Heromarine state that they think the new zealots are very strong after the patch released, which are pretty much all the ones I have heard talk about the issue lately.

Yes, the sample sizes could have been bigger, but it is still a lot more data and qualified opinions than what you came up with.

I think what they lose in dps in main fights is more than made up for by a massive improvement as a catchup, flanking, runby and harassment unit.
Buff the siegetank
Slydie
Profile Joined August 2013
1927 Posts
Last Edited: 2019-11-29 23:33:48
November 29 2019 23:33 GMT
#120
On November 30 2019 08:29 Slydie wrote:
Show nested quote +
On November 30 2019 05:09 BabelFish1 wrote:
On November 30 2019 04:12 Slydie wrote:
On November 30 2019 03:40 BabelFish1 wrote:
On November 30 2019 02:57 MockHamill wrote:
On November 30 2019 02:32 washikie wrote:
I for one am quite enjoying this patch. The changes they made have done a lot to improve ballance. I think I might enjoy a few more radical changes that shake up late game. But overall this was good.


I agree that this patch is a major improvement. Zealot change improved TvP and Nydus went from OP to strong.

The only thing I do not like is that TvT is still about who can mass the most vikings. Thors do absolutely nothing against vikings or liberators. Basically if I see my opponent trying to mix in Thors instead of just massing more vikings, it is a free win, given similar skill level.


The heck? The Zealot is a total unmitigated failure in TvP after the Charge nerf. Chargelots cannot contest bio now and that was a fairly important dynamic.


Well, PvT had a fantastic overall winrate at homestory cup, which was played on the patch, and both Terran and Protoss pros stated they think the new Zealot is too strong.


I'm not the kind of guy to just accept what pros say without analysis. If I did, then I'd agree with Special that ObSeRvErS ArE ToO StRoNg. As one example of insane pro bias and why critical thought is very important.

Homestory cup wasn't a good indicator of anything. New patch, small sample size and it's the 1st tournament on the new patch. The meta has absolutely zero refinement right now.

But on paper and in practice, Zealots are bad vs bio now. Very, very bad and it's because without the +8 damage on charge, they don't kill as fast which means they have to tank more. Even double forge chrono'd constantly doesn't make up for that loss.

In PvZ it's more of a redesign though. Not entirely sure how the speed works out vs Roaches but Roaches off creep could kite before whereas they can't now so it probably ends up being about the same.


It was early of the patch, but I think the PvT overall winrate was the best of the tournament, way in th 60s, so it should be a good indicator, even considering the Korean P vs European T matchups. Some individual winrates in PvT:
Parting: 4-3
Showtime: 5-4
MaNa: 9-3
Trap: 12-4
Stats: 4-0
Zest: 4-0

On the flipside, Cure, Innovation and uThermal went 5-1, 5-0 and 7-4 respectively, but Clem, who is famous for being one of the best TvP players in Europe, recently beating MaNa in nationwars, only managed a 5-4 record, and solid players like souL and Marinelord did not win a TvP.

As for the pros, I have heard Harstem, Demuslim and Heromarine state that they think the new zealots are very strong after the patch released, which are pretty much all the ones I have heard talk about the issue lately.

Yes, the sample sizes could have been bigger, but it is still a lot more data and qualified opinions than what you came up with.

I think what they lose in dps in main fights is more than made up for by a massive improvement as a catchup, flanking, runby and harassment unit.

The last game I saw on stream, a slightly distracted Heromarine got owned by a charge/warp prism plays right as he was about to move out for his 2-base push. Maybe try that instead (just not vs me, plz!)
Buff the siegetank
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