• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:11
CET 16:11
KST 00:11
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
[BSL21] Non-Korean Championship - Starts Jan 102SC2 All-Star Invitational: Jan 17-1821Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
uThermal 2v2 Circuit OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Data analysis on 70 million replays I would like to say something about StarCraft Empty tournaments section on Liquipedia A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2 [BSL21] Grand Finals - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers [G] How to get started on ladder as a new Z player
Other Games
General Games
General RTS Discussion Thread Beyond All Reason Elden Ring Thread Nintendo Switch Thread Awesome Games Done Quick 2026!
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 Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Psychological Factors That D…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 910 users

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

Forum Index > SC2 General
240 CommentsPost a Reply
Prev 1 5 6 7 8 9 13 Next All
Ben...
Profile Joined January 2011
Canada3485 Posts
November 30 2019 00:47 GMT
#121
On November 30 2019 05:52 Decendos wrote:
Lets see if it stays as speedy in the next months.

I don't see how they could nerf the speed of charge zealots without giving them something else. If they slow them down at all then they're suddenly useless in PvT because they will neither do their up-front damage they used to do nor be able to keep up and keep dealing damage to stim bio like the current ones do. It'd be the worst aspects of both versions of charge combined into one. We'd be left with zealots that can't keep up with either of the other race's armies, but also are only guaranteed to get one swipe worth of damage. They'd be as useless as the new adept.

The last thing I want them to do is try to do a half-hearted nerf to zealots like they did to stalkers after they changed how stalkers did damage. They took stalkers that were good in one way (they did low damage but attacked quickly so they could deal with things like zerglings and stuff well), changed them to be good in another way instead (they attacked slowly but did more damage. They could 3-hit marines and were actually reasonable for cost against roaches as the like), but then after a bunch of whining from the community they nerfed them after less than a month of being changed and we ended up with a stalker that's not good at either of their previous strengths anymore (it now takes 4 hits again to kill a marine but the stalker attacks slower, and they're completely useless against zerg now). If I remember right people pointed to blink all-ins being too good so stalkers got nerfed then they ended up nerfing the blink research time significantly a couple months later anyway.

I do think we need to wait a while and see GSL or other higher calibre tournaments where people have had more time to practice with the current units before we pass judgment on any of these changes (other than the adept glaive change because we're never going to see anyone use it outside of all-ins now). Things that seem strong at first often tend to lose that strength as people learn how to deal with them. If they keep being too good then maybe look at them.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Athenau
Profile Joined March 2015
570 Posts
November 30 2019 00:51 GMT
#122
On November 30 2019 09:47 Ben... wrote:
Show nested quote +
On November 30 2019 05:52 Decendos wrote:
Lets see if it stays as speedy in the next months.

I don't see how they could nerf the speed of charge zealots without giving them something else. If they slow them down at all then they're suddenly useless in PvT because they will neither do their up-front damage they used to do nor be able to keep up and keep dealing damage to stim bio like the current ones do. It'd be the worst aspects of both versions of charge combined into one. We'd be left with zealots that can't keep up with either of the other race's armies, but also are only guaranteed to get one swipe worth of damage. They'd be as useless as the new adept.

The last thing I want them to do is try to do a half-hearted nerf to zealots like they did to stalkers after they changed how stalkers did damage. They took stalkers that were good in one way (they did low damage but attacked quickly so they could deal with things like zerglings and stuff well), changed them to be good in another way instead (they attacked slowly but did more damage. They could 3-hit marines and were actually reasonable for cost against roaches as the like), but then after a bunch of whining from the community they nerfed them after less than a month of being changed and we ended up with a stalker that's not good at either of their previous strengths anymore (it now takes 4 hits again to kill a marine but the stalker attacks slower, and they're completely useless against zerg now). If I remember right people pointed to blink all-ins being too good so stalkers got nerfed then they ended up nerfing the blink research time significantly a couple months later anyway.

I do think we need to wait a while and see GSL or other higher calibre tournaments where people have had more time to practice with the current units before we pass judgment on any of these changes (other than the adept glaive change because we're never going to see anyone use it outside of all-ins now). Things that seem strong at first often tend to lose that strength as people learn how to deal with them. If they keep being too good then maybe look at them.

Stalkers before the buff/change did 10 damage to non-armored, they took five shots to kill a marine, not four.
Ben...
Profile Joined January 2011
Canada3485 Posts
November 30 2019 01:29 GMT
#123
On November 30 2019 09:51 Athenau wrote:
Show nested quote +
On November 30 2019 09:47 Ben... wrote:
On November 30 2019 05:52 Decendos wrote:
Lets see if it stays as speedy in the next months.

I don't see how they could nerf the speed of charge zealots without giving them something else. If they slow them down at all then they're suddenly useless in PvT because they will neither do their up-front damage they used to do nor be able to keep up and keep dealing damage to stim bio like the current ones do. It'd be the worst aspects of both versions of charge combined into one. We'd be left with zealots that can't keep up with either of the other race's armies, but also are only guaranteed to get one swipe worth of damage. They'd be as useless as the new adept.

The last thing I want them to do is try to do a half-hearted nerf to zealots like they did to stalkers after they changed how stalkers did damage. They took stalkers that were good in one way (they did low damage but attacked quickly so they could deal with things like zerglings and stuff well), changed them to be good in another way instead (they attacked slowly but did more damage. They could 3-hit marines and were actually reasonable for cost against roaches as the like), but then after a bunch of whining from the community they nerfed them after less than a month of being changed and we ended up with a stalker that's not good at either of their previous strengths anymore (it now takes 4 hits again to kill a marine but the stalker attacks slower, and they're completely useless against zerg now). If I remember right people pointed to blink all-ins being too good so stalkers got nerfed then they ended up nerfing the blink research time significantly a couple months later anyway.

I do think we need to wait a while and see GSL or other higher calibre tournaments where people have had more time to practice with the current units before we pass judgment on any of these changes (other than the adept glaive change because we're never going to see anyone use it outside of all-ins now). Things that seem strong at first often tend to lose that strength as people learn how to deal with them. If they keep being too good then maybe look at them.

Stalkers before the buff/change did 10 damage to non-armored, they took five shots to kill a marine, not four.
Ah, I must have done the math wrong.

I still stand by my point of not wanting them to do half-measure changes just to please the community though.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2019-11-30 01:46:44
November 30 2019 01:30 GMT
#124
I think the new stalker is a lot more fun to play with than the old one. The older one had to spend a much larger % of its time attacking so micro like stutter stepping was much less practical. It was also objectively a bit weaker, IMO.

It's in the pre-LOTV campaign missions and feels awful to play with after being used to the new one (which always felt great)

---

On the zealot subject, i think the issue is not so much the charge damage as it is medivac healing rate. They perform very good in some ways but shockingly bad in some other situations where they used to be okay because they were relying heavily on that +8 damage to outdps medivac healing.

A small change in DPS has a huge different on fight outcome when dealing with constant healing like with medivacs.

I think overall bio is probably too reliant on medivacs to fight, even just on an open field. They gain too much of their power from that healing beam since they're so squishy, having medivacs around is the difference between losing your whole army vs being able to stim and shred through all of the zealots then other P units before you've lost much.

It's a lot more obvious than before without the zeal charge damage, they have an easy time without medivacs around but they often do full surrounds on bio that has medivacs and all die without really killing anything. Many of the HSC casters including pros & Artosis were remarking on how weak they looked and how they'd have to recalibrate their expectations for some fights with zealots when that happened. It's also highly sensitive to upgrades, a +1 armor/attack difference swings that fight way more than it probably should.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BabelFish1
Profile Joined September 2015
186 Posts
Last Edited: 2019-11-30 02:11:11
November 30 2019 02:09 GMT
#125
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.


Did any of the pros you mention break down why they think the new zealot is strong in comparison to why I think they're weak?

Because feelings don't really matter much, what does matter is cold, hard logic.

And the cold, hard logic of the matter is that zealots are being asked to tank a lot more damage than before and this impacts TvP massively as well as ZvP (before you could bleed out zerg gas bank by forcing banelings via chargelots and splitting, now you can't even do that). Now in ZvP, the movement speed kind of sort of makes up for the nerf in some instances like vs non-speed Roaches but in TvP, bio deals way, way, waaaaay too much damage for a simple movement speed buff to matter.

Protoss don't need another way to harass. They already have Oracles, Adepts, Warp Prisms, DTs, Phoenix and now, Flux Rays. What they need is a front line unit that soaks up damage and the new zealot doesn't do that.

Also, win rates right now mean absolutely nothing. Nobody knows what's going on with this patch just yet. We need a meta to evolve before win rates mean something, outside of extreme outliers.
BabelFish1
Profile Joined September 2015
186 Posts
November 30 2019 02:14 GMT
#126
On November 30 2019 10:30 Cyro wrote:
I think the new stalker is a lot more fun to play with than the old one. The older one had to spend a much larger % of its time attacking so micro like stutter stepping was much less practical. It was also objectively a bit weaker, IMO.

It's in the pre-LOTV campaign missions and feels awful to play with after being used to the new one (which always felt great)

---

On the zealot subject, i think the issue is not so much the charge damage as it is medivac healing rate. They perform very good in some ways but shockingly bad in some other situations where they used to be okay because they were relying heavily on that +8 damage to outdps medivac healing.

A small change in DPS has a huge different on fight outcome when dealing with constant healing like with medivacs.

I think overall bio is probably too reliant on medivacs to fight, even just on an open field. They gain too much of their power from that healing beam since they're so squishy, having medivacs around is the difference between losing your whole army vs being able to stim and shred through all of the zealots then other P units before you've lost much.

It's a lot more obvious than before without the zeal charge damage, they have an easy time without medivacs around but they often do full surrounds on bio that has medivacs and all die without really killing anything. Many of the HSC casters including pros & Artosis were remarking on how weak they looked and how they'd have to recalibrate their expectations for some fights with zealots when that happened. It's also highly sensitive to upgrades, a +1 armor/attack difference swings that fight way more than it probably should.


That is another variable which I doubt the balance team considered. The +8 damage allowed Zealots to contest bio. Now bio often out heals the damage that chargelots can generate. I mean it's at the point where the Terran is better off not microing their bio. No stutter stepping, no kiting, no using choke points. Just stand still and kill chargelots.

That's a pretty big tell as to how bad the change is.
Athenau
Profile Joined March 2015
570 Posts
November 30 2019 02:29 GMT
#127
8 damage on charge is half of a zealot attack. If the extra speed allows a zealot to get even one extra swing over the entire charge cooldown (~7 seconds) in compared to before, it's a net win.
BabelFish1
Profile Joined September 2015
186 Posts
November 30 2019 02:55 GMT
#128
On November 30 2019 11:29 Athenau wrote:
8 damage on charge is half of a zealot attack. If the extra speed allows a zealot to get even one extra swing over the entire charge cooldown (~7 seconds) in compared to before, it's a net win.


Ish. You have to remember that damage is front loaded so if anything dies to the 8 damage+2 attacks, that's less that a zealot has to tank. If that damage is applied as a normal attack, that means the zealot has to tank more. And that is where the issue lies. By taking away the +8 damage, zealots are significantly less tanky.
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2019-11-30 03:36:32
November 30 2019 03:29 GMT
#129
On November 30 2019 11:55 BabelFish1 wrote:
Show nested quote +
On November 30 2019 11:29 Athenau wrote:
8 damage on charge is half of a zealot attack. If the extra speed allows a zealot to get even one extra swing over the entire charge cooldown (~7 seconds) in compared to before, it's a net win.


Ish. You have to remember that damage is front loaded so if anything dies to the 8 damage+2 attacks, that's less that a zealot has to tank. If that damage is applied as a normal attack, that means the zealot has to tank more. And that is where the issue lies. By taking away the +8 damage, zealots are significantly less tanky.

It's true that more damage earlier in the fight is more significant that more damage later in the fight, but treating this as some sort of catastrophe is overblown. The extra damage on the charge is not likely to change most interactions most of the time. Let's take zealots vs marines + medivacs for example. Before, zealots could two shot marines on the charge IF the following happened:

1. The marine just stimmed (so at 45 hp)
2. Two zealots charge that marine and hit almost simultaneously (denying medivac healing) OR
3. The medivacs are all busy healing different targets.

Zealots are melee, they tend to spread out and engage different targets and don't hit all at once because they have to path through each other to attack. What this amounts to is that, occasionally, one or two extra units will live through the charge that wouldn't have, and in return you get a significant chunk of extra speed on a _melee_ unit, and all that implies.
BabelFish1
Profile Joined September 2015
186 Posts
November 30 2019 04:12 GMT
#130
On November 30 2019 12:29 Athenau wrote:
Show nested quote +
On November 30 2019 11:55 BabelFish1 wrote:
On November 30 2019 11:29 Athenau wrote:
8 damage on charge is half of a zealot attack. If the extra speed allows a zealot to get even one extra swing over the entire charge cooldown (~7 seconds) in compared to before, it's a net win.


Ish. You have to remember that damage is front loaded so if anything dies to the 8 damage+2 attacks, that's less that a zealot has to tank. If that damage is applied as a normal attack, that means the zealot has to tank more. And that is where the issue lies. By taking away the +8 damage, zealots are significantly less tanky.

It's true that more damage earlier in the fight is more significant that more damage later in the fight, but treating this as some sort of catastrophe is overblown. The extra damage on the charge is not likely to change most interactions most of the time. Let's take zealots vs marines + medivacs for example. Before, zealots could two shot marines on the charge IF the following happened:

1. The marine just stimmed (so at 45 hp)
2. Two zealots charge that marine and hit almost simultaneously (denying medivac healing) OR
3. The medivacs are all busy healing different targets.

Zealots are melee, they tend to spread out and engage different targets and don't hit all at once because they have to path through each other to attack. What this amounts to is that, occasionally, one or two extra units will live through the charge that wouldn't have, and in return you get a significant chunk of extra speed on a _melee_ unit, and all that implies.


I dunno man, I've tried the new zealots vs bio and they're awful. Beasty did too and he thought they were awful. They die much, much faster now and bio actually does better by not kiting vs chargelots.
Slydie
Profile Joined August 2013
1928 Posts
November 30 2019 06:21 GMT
#131
On November 30 2019 13:12 BabelFish1 wrote:
Show nested quote +
On November 30 2019 12:29 Athenau wrote:
On November 30 2019 11:55 BabelFish1 wrote:
On November 30 2019 11:29 Athenau wrote:
8 damage on charge is half of a zealot attack. If the extra speed allows a zealot to get even one extra swing over the entire charge cooldown (~7 seconds) in compared to before, it's a net win.


Ish. You have to remember that damage is front loaded so if anything dies to the 8 damage+2 attacks, that's less that a zealot has to tank. If that damage is applied as a normal attack, that means the zealot has to tank more. And that is where the issue lies. By taking away the +8 damage, zealots are significantly less tanky.

It's true that more damage earlier in the fight is more significant that more damage later in the fight, but treating this as some sort of catastrophe is overblown. The extra damage on the charge is not likely to change most interactions most of the time. Let's take zealots vs marines + medivacs for example. Before, zealots could two shot marines on the charge IF the following happened:

1. The marine just stimmed (so at 45 hp)
2. Two zealots charge that marine and hit almost simultaneously (denying medivac healing) OR
3. The medivacs are all busy healing different targets.

Zealots are melee, they tend to spread out and engage different targets and don't hit all at once because they have to path through each other to attack. What this amounts to is that, occasionally, one or two extra units will live through the charge that wouldn't have, and in return you get a significant chunk of extra speed on a _melee_ unit, and all that implies.


I dunno man, I've tried the new zealots vs bio and they're awful. Beasty did too and he thought they were awful. They die much, much faster now and bio actually does better by not kiting vs chargelots.


You are right BeastyQT was not a fan of the change, but that was mainly before playing real ladder with and against them.

From the Terran point of view, still/kiting zealots is much more difficult now, even abusing stim and concussive shells. I have not tried to play with the new Zealots.

I will not argue that your specific build is not worse now, but that is one situation, and I doubt you have played more than 10 ladder pvts since the patch hit considering the patch problems. Good luck finding a new way to play, there are many out there!
Buff the siegetank
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2019-11-30 09:38:42
November 30 2019 09:34 GMT
#132
If zealots were shit which I really don't think its the case, a buff I would suggest would be sentries getting a movement speed buff while their own guardian shield is active, to help them keep up with the zealots.

Also from a spectator point of view with no concerns for balance, I want motherships to not be abductable. It looks ridiculous. 400/400 meme etc.
franzji
Profile Joined September 2013
United States583 Posts
November 30 2019 09:42 GMT
#133
my observations so far is to never make zealots or adepts, as they both suck extreamly bad now.
franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2019-11-30 09:50:26
November 30 2019 09:49 GMT
#134
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.


You really trying to say that players like souL and Marinelord should be beating Zest Stats and Trap, some of the best Koreans ever and GSL masters? Whats Marinelord and souL's best tournament result? lol.
Slydie
Profile Joined August 2013
1928 Posts
November 30 2019 10:09 GMT
#135
On November 30 2019 18:49 youngjiddle wrote:
Show nested quote +
On November 30 2019 08:29 Slydie wrote:
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.


You really trying to say that players like souL and Marinelord should be beating Zest Stats and Trap, some of the best Koreans ever and GSL masters? Whats Marinelord and souL's best tournament result? lol.


No, I am not trying to say that, but 0% winrate is pretty abyssmal and Hellraiser, who is a comparable protoss, did take a map from Bunny.

The main taking point from my records should be the great PvT performance of MaNa.
Buff the siegetank
washikie
Profile Joined February 2011
United States752 Posts
November 30 2019 12:23 GMT
#136
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.



The zealot is so much better in pvz now though, in that matchup it Is a much better core army unit then it used to be the speed is a huge deal. Vs Terran yeah it’s a nerf but tbh I think it’s deserved since the only situations zealots are going to decide the game in are really cheesy openings that leave both players on low econ where that 8 charg dmg is relivant. Or really greedy openings where toss skips robo and dies mass gatewat defense. In both these edge cases I think they performed to well to begin with. They are in some ways a better harass tool to then before and provide some cool micro potential. The mu feels better to me overall with this change.
"when life gives Hero lemons he makes carriers" -Artosis
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2019-11-30 14:37:37
November 30 2019 14:36 GMT
#137
Mech still seems impossible to play in TvP.

Protoss can take his 3rd and attack you when you are just one 2 bases whilst having a worker lead and an army lead at the same time.

Is there any way to actually take your 3rd on time in TvP if you are going mech? Mech seems ok in TvP once you get up to 150+ supply but taking a 3rd on time seems impossible.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
November 30 2019 16:21 GMT
#138
On November 30 2019 11:09 BabelFish1 wrote:
Because feelings don't really matter much, what does matter is cold, hard logic.

So pros experience and opinion doesn't matter, got it.

On November 30 2019 13:12 BabelFish1 wrote:
I dunno man, I've tried the new zealots vs bio and they're awful. Beasty did too and he thought they were awful. They die much, much faster now and bio actually does better by not kiting vs chargelots.

So you tried the units and YOU don't like them and therefore its the truth? Oh and also one pro actually agree with me so I must be right even if multiple other pros disagree

The cold hard truth is that zealot charge overall was changed, not buffed not nerfed but changed. Zealots with charge are stronger in some situations and weaker in others. That means that if you expect them to work as well as before in all situations the problem actually lies with you. Use the unit in the ways that it is good now, instead of stubbornly trying to use it is the same as before and complain that it was changed as if you didn't know that.

If terrans need to retreat from zealots they need to stim a lot harder than before and therefore lose more health and medivac energy. Your comment how terrans dont even need to micro against mass zealots now really makes you seem like you don't understand the concept of starcraft at all. If a zerg would rage because mass zerglings (fast but frail, kind of similar to current zealots) cant counter a dense bio ball with medivacs everyone would laugh at him. Throw in some banelings (tldr colossi, storm or disruptors) and that would look a hell of a lot different. If terran bio needs to be dense to counter chargelots how about mixing in units that counter units that huddle up densily?
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2019-11-30 17:45:31
November 30 2019 17:45 GMT
#139
On November 30 2019 21:23 washikie 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.



The zealot is so much better in pvz now though, in that matchup it Is a much better core army unit then it used to be the speed is a huge deal. Vs Terran yeah it’s a nerf but tbh I think it’s deserved since the only situations zealots are going to decide the game in are really cheesy openings that leave both players on low econ where that 8 charg dmg is relivant. Or really greedy openings where toss skips robo and dies mass gatewat defense. In both these edge cases I think they performed to well to begin with. They are in some ways a better harass tool to then before and provide some cool micro potential. The mu feels better to me overall with this change.


I'd be curious what situations you actually think zealots are better in PvZ (besides an odd kiting example). From my experience of playing, they are now horrible at killing buildings and zerg static defense too. They got a massive DPS nerf in those areas and with zerg-ish maps, pulling off zealot harassment warp-ins to kill drones is even harder, not to mention the adept got nerfed too.
Athenau
Profile Joined March 2015
570 Posts
November 30 2019 18:04 GMT
#140
On December 01 2019 02:45 youngjiddle wrote:
Show nested quote +
On November 30 2019 21:23 washikie 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.



The zealot is so much better in pvz now though, in that matchup it Is a much better core army unit then it used to be the speed is a huge deal. Vs Terran yeah it’s a nerf but tbh I think it’s deserved since the only situations zealots are going to decide the game in are really cheesy openings that leave both players on low econ where that 8 charg dmg is relivant. Or really greedy openings where toss skips robo and dies mass gatewat defense. In both these edge cases I think they performed to well to begin with. They are in some ways a better harass tool to then before and provide some cool micro potential. The mu feels better to me overall with this change.


I'd be curious what situations you actually think zealots are better in PvZ (besides an odd kiting example). From my experience of playing, they are now horrible at killing buildings and zerg static defense too. They got a massive DPS nerf in those areas and with zerg-ish maps, pulling off zealot harassment warp-ins to kill drones is even harder, not to mention the adept got nerfed too.


How on earth did Zealots get a "massive dps nerf" against buildings? That's the one scenario when the impact damage doesn't matter at all because they charge once and then just sit there swinging away.
Prev 1 5 6 7 8 9 13 Next All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
14:00
2026 January
uThermal309
SteadfastSC194
IndyStarCraft 187
WardiTV0
Liquipedia
Platinum Heroes Events
12:00
PSC2L Finals - Playoffs
Percival vs CreatorLIVE!
Gerald vs TBD
RotterdaM1075
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1075
uThermal 309
SteadfastSC 194
IndyStarCraft 187
BRAT_OK 77
MindelVK 24
Chamsc2 15
goblin 14
StarCraft: Brood War
Britney 34478
Rain 4400
Soma 1338
Horang2 998
EffOrt 961
GuemChi 873
Mini 782
Stork 717
Light 498
BeSt 470
[ Show more ]
Shuttle 454
ZerO 439
Rush 341
hero 339
firebathero 254
Last 165
Zeus 125
Barracks 104
Pusan 76
LaStScan 62
Sea.KH 54
910 30
yabsab 27
HiyA 26
Terrorterran 22
Shine 21
Sexy 17
soO 14
Sacsri 9
Noble 9
Dota 2
qojqva3050
BananaSlamJamma249
XcaliburYe247
League of Legends
JimRising 539
C9.Mang0514
Counter-Strike
zeus725
edward182
Other Games
Gorgc3027
Liquid`RaSZi2256
singsing2097
B2W.Neo2080
Grubby1435
Pyrionflax529
Fuzer 326
Hui .299
DeMusliM135
ArmadaUGS108
ZerO(Twitch)20
KnowMe5
Railgan3
Organizations
StarCraft 2
WardiTV820
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Belair 35
• Adnapsc2 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos5018
Upcoming Events
BSL 21
4h 49m
Dewalt vs Cross
Replay Cast
17h 49m
Wardi Open
20h 49m
RotterdaM Event
1d 2h
Patches Events
1d 4h
PiGosaur Cup
1d 9h
OSC
1d 20h
SOOP
2 days
OSC
2 days
OSC
3 days
[ Show More ]
SOOP
5 days
The PondCast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Slon Tour Season 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.