• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:02
CET 08:02
KST 16:02
  • 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
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Mechabellum Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread Path of Exile
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 926 users

StarCraft II 5.0.2 Patch Notes (balance test changes) - Pa…

Forum Index > SC2 General
162 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
sneakyfox
Profile Joined January 2017
8216 Posts
August 07 2020 12:28 GMT
#81
On August 07 2020 21:23 ytherik wrote:
Show nested quote +
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
Z3nith
Profile Joined October 2017
485 Posts
August 07 2020 13:04 GMT
#82
On August 07 2020 21:28 sneakyfox wrote:
Show nested quote +
On August 07 2020 21:23 ytherik wrote:
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking


I look forward to Ravager bane being countered by mass immortal
ytherik
Profile Joined July 2020
199 Posts
August 07 2020 13:09 GMT
#83
On August 07 2020 22:04 Z3nith wrote:
Show nested quote +
On August 07 2020 21:28 sneakyfox wrote:
On August 07 2020 21:23 ytherik wrote:
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking


I look forward to Ravager bane being countered by mass immortal


It's not like you are making banes to waste them on Immortals anyway. They are there to counter Zealots/Adepts and zone out HT and this interaction wouldn't be affected if banes were nerfed vs mechanical.
WombaT
Profile Blog Joined May 2010
Northern Ireland26222 Posts
August 07 2020 13:09 GMT
#84
On August 07 2020 21:28 sneakyfox wrote:
Show nested quote +
On August 07 2020 21:23 ytherik wrote:
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking

I’d quite like to see manual detonations having some beneficial trade off vs attack-moving.

+2 banes rolling into worker lines feels insanely unforgiving for the defender right now. If the attacker could get a one shot kill with a manual detonation, but not with A-moving you could get a bit of a dance going, or at least the harassing player would have to keep eyes on it to maximise damage.

It’s not especially intuitive though, so there is that problem.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
August 07 2020 13:50 GMT
#85
On August 07 2020 22:09 Wombat_NI wrote:
Show nested quote +
On August 07 2020 21:28 sneakyfox wrote:
On August 07 2020 21:23 ytherik wrote:
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking

I’d quite like to see manual detonations having some beneficial trade off vs attack-moving.

+2 banes rolling into worker lines feels insanely unforgiving for the defender right now. If the attacker could get a one shot kill with a manual detonation, but not with A-moving you could get a bit of a dance going, or at least the harassing player would have to keep eyes on it to maximise damage.

It’s not especially intuitive though, so there is that problem.


we need them baneling cannons Ravager holding up to 4 banelings and shooting them with higher damage, banes denote upon impact. Skill shot = rewards.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
WombaT
Profile Blog Joined May 2010
Northern Ireland26222 Posts
August 07 2020 14:08 GMT
#86
On August 07 2020 22:50 deacon.frost wrote:
Show nested quote +
On August 07 2020 22:09 Wombat_NI wrote:
On August 07 2020 21:28 sneakyfox wrote:
On August 07 2020 21:23 ytherik wrote:
On August 07 2020 21:19 Elentos wrote:
On August 07 2020 21:13 ytherik wrote:
Was anybody complaining about baneling damage actually? Banelings are de bombas, they are supposed to deal terrible damage, that's the design of the unit. Why not just make them more expensive or more squishy if they seem too strong? Weird decision with the damage nerf indeed.

The only damage complaint I regularly see is that +2 banelings one-shot probes which this doesn't affect at all. I assume this is an attempt to make it so Zergs can't just go mass baneling against stalker/colossus and get away with it. But I really don't think that's the problem with Zerg or banelings.

Wouldn't lowering bane dmg vs mechanical fix the problem more elegantly then? Then it wouldn't affect ZvZ nor Bane vs Zealot interaction. That's the first thing that comes to my mind. It even makes sense lore wise since bane is full of some toxic substance that should not affect mechanical units and structures so much.


That's an interesting idea when looking at the units that would be affected:

Probe
Stalker
Sentry
Immortal
Colossus
SCV
MULE
Hellion
Siege Tank
Thor
(landed) Viking

I’d quite like to see manual detonations having some beneficial trade off vs attack-moving.

+2 banes rolling into worker lines feels insanely unforgiving for the defender right now. If the attacker could get a one shot kill with a manual detonation, but not with A-moving you could get a bit of a dance going, or at least the harassing player would have to keep eyes on it to maximise damage.

It’s not especially intuitive though, so there is that problem.


we need them baneling cannons Ravager holding up to 4 banelings and shooting them with higher damage, banes denote upon impact. Skill shot = rewards.

Sick, and sentries get a new ability called ‘force umbrella’ to cast above the heads of its fellow Protoss warriors. I’m liking these changes man!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Aesto
Profile Joined September 2014
44 Posts
August 07 2020 15:03 GMT
#87
About the Void Ray changes:

I'll freely admit to doing a proxy Void Ray Shield Battery build in every PvT. I have about a 80-90% winrate with it in D1/M3. With those changes to Void Rays, that build would be utterly ridiculous.

It probably wouldn't ruin PvP as much. The higher you get in rating, the more easily Void Rays get shut down.

For PvZ, Void Rays haven't been relevant since sOs (and then Naniwa copying him) did a Void Ray/Chargelot/Storm build sometime in 2014, and Zergs realized they could just counter it with mass Queens. Nowadays Zergs make more Queens anyway, so I wouldn't worry about it. When I play Zerg, I find mass Void Rays pretty easy to beat as long as I remember to connect all my bases with creep.

--

In my eyes, only two things need to be addressed right now: the efficiency of using mass Bane against units it is not supposed to be efficient, and the ease with which Zerg can take out Carriers through Neural. Given these changes, it seems Blizzard has recognized that these are problems, but I'm not so sure about their solutions.
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2020-08-07 15:30:14
August 07 2020 15:29 GMT
#88
On August 08 2020 00:03 Aesto wrote:
About the Void Ray changes:

I'll freely admit to doing a proxy Void Ray Shield Battery build in every PvT. I have about a 80-90% winrate with it in D1/M3. With those changes to Void Rays, that build would be utterly ridiculous.

It probably wouldn't ruin PvP as much. The higher you get in rating, the more easily Void Rays get shut down.

For PvZ, Void Rays haven't been relevant since sOs (and then Naniwa copying him) did a Void Ray/Chargelot/Storm build sometime in 2014, and Zergs realized they could just counter it with mass Queens. Nowadays Zergs make more Queens anyway, so I wouldn't worry about it. When I play Zerg, I find mass Void Rays pretty easy to beat as long as I remember to connect all my bases with creep.

--

In my eyes, only two things need to be addressed right now: the efficiency of using mass Bane against units it is not supposed to be efficient, and the ease with which Zerg can take out Carriers through Neural. Given these changes, it seems Blizzard has recognized that these are problems, but I'm not so sure about their solutions.


Banelings are highly cost inefficient vs anything that are not packed marines. However it's the only units Zerg can make in numbers. The 200 supply cap and the heavy supply cost of every Zerg units while they need more economy supply is limiting Zerg composition choice.

The deathball is way too strong in SC2, while not interesting at all. However, with this patch, Blizzard want to make it invincible, which is another step into killing SC2 (which is already become an awful game due to the balance team trying to follow any random dudes that whine loudly).
Aesto
Profile Joined September 2014
44 Posts
August 07 2020 15:41 GMT
#89
On August 08 2020 00:29 Tyrhanius wrote:
Show nested quote +
On August 08 2020 00:03 Aesto wrote:
About the Void Ray changes:

I'll freely admit to doing a proxy Void Ray Shield Battery build in every PvT. I have about a 80-90% winrate with it in D1/M3. With those changes to Void Rays, that build would be utterly ridiculous.

It probably wouldn't ruin PvP as much. The higher you get in rating, the more easily Void Rays get shut down.

For PvZ, Void Rays haven't been relevant since sOs (and then Naniwa copying him) did a Void Ray/Chargelot/Storm build sometime in 2014, and Zergs realized they could just counter it with mass Queens. Nowadays Zergs make more Queens anyway, so I wouldn't worry about it. When I play Zerg, I find mass Void Rays pretty easy to beat as long as I remember to connect all my bases with creep.

--

In my eyes, only two things need to be addressed right now: the efficiency of using mass Bane against units it is not supposed to be efficient, and the ease with which Zerg can take out Carriers through Neural. Given these changes, it seems Blizzard has recognized that these are problems, but I'm not so sure about their solutions.


Banelings are highly cost inefficient vs anything that are not packed marines. However it's the only units Zerg can make in numbers. The 200 supply cap and the heavy supply cost of every Zerg units while they need more economy supply is limiting Zerg composition choice.

The deathball is way too strong in SC2, while not interesting at all. However, with this patch, Blizzard want to make it invincible, which is another step into killing SC2 (which is already become an awful game due to the balance team trying to follow any random dudes that whine loudly).
Fair enough, I should have written 'effectiveness' rather than 'efficiency'.
Xamo
Profile Joined April 2012
Spain881 Posts
August 07 2020 15:52 GMT
#90
I like most of these changes, and the reasoning behind them seems solid.

Not sure about the baneling though.. it will affect ZvZ and ZvT also. If the problem is the +2 banes one-shotting probes I'd suggest to change its attack from 18(+2)/+17(+2) to 18(+2)/+17(+1), so that +2 banes would do 41 dmg. They would not kill a level-2 armored probe. This is a minor nerf to banes in all match-ups when upgrades kick in, but not unreasonable given that it is a tier-1.5 unit.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Zzzapper
Profile Joined September 2011
1797 Posts
Last Edited: 2020-08-07 15:59:03
August 07 2020 15:57 GMT
#91
A solution to +2 banes vs probes could be making the banelings gain 1 less damage per upgrade (either base or bonus, depending on how much you want to nerf them). +2 banes would deal 41 damage to light, so if protoss has 2 armor or shield upgrades, +2 banes don't kill probes. Right now they need 4 which obviously never happens. +3 comes far later into the game but even that could eventually be offset by 5 armor and shield upgrades. I think it's fair for protoss to have to keep up with zerg's upgrades in order to avoid getting losing their probes.
The question is if this change breaks other interactions with banelings and I honestly don't think it looks too bad. I just looked at light units to examine the softer bonus damage only version of the nerf and it seems fairly resonable to me:

In ZvZ, zerglings are completely unaffected. Drones, like probes, could avoid getting 1 shot by +2 banes by keeping up with armor upgrades. This mostly affects LBM. Drones, unlike probes, would still always 1 shot by +3 banes. Hydras with less than +2 carapace would no longer get 2 shot by +3 banes but that isn't relevant at all imo.

In ZvP, sentries and high templars would avoid getting 2 shot by +2 banes with 1 and 2 armor upgrades, respectively. This can make a huge difference in those fights where a few banes manage to slip through force fields and hit the casters. With maxed upgrades for both players, they also wouldn't get 2 shot. Adepts, DTs, and Zealots are affected with certain combinations of upgrades but the only one I find to be notable is +1 banes no longer 4 shoting unupgraded zealots.

In ZvT, SCVs without +3 armor would no longer be 1 shot which does make a real difference for lategame ZvMech. Mech is also helped out by hellbats not getting killed by 3 +3 banes, hellions with less than +3 armor would no longer die to 2 +3 banes. But all this probably wouldn't affect the matchup more than the base damage nerf imo.
For bio, the pure bane vs. marine interaction would be unchanged, banes would still 2 shot marines in all common situations. The significant difference is that the marines that only get hit by 1 bane would sometimes take 1 extra hit from another unit to kill.

Then there are all the other interactions where the banelings don't kill their target in and the nerf would let it take 1 more shot from the other zerg units but the biggest strength of banelings lies in killing units off completely before the rest of the army comes in so except for marines I don't think those situations are as important as the number of shots to kill various units (for example, 20 marines taking an extra hit each makes a big difference. 6 adepts, not so much).

Edit: Oh, someone else suggested the same thing while I typed this up
ThunderJunk
Profile Joined December 2015
United States721 Posts
August 07 2020 16:40 GMT
#92
I'm reading a lot of baneling remorse, so I want to point some things out.

I've watched so many series in PvZ where the Protoss only won because the Zerg carelessly wasted a bunch of banelings on an Archon, and that's what was needed to come to an even mid-game - and even then the lategame was going to be garbage anyways so the Protoss won by leaning on superior engagements in the midgame. The Stats vs. Reynor finals in the Cynical Death cup is a perfect example of that.

Also, in the time before damage-amped siege tanks, banelings had 25 hp, and ZvT was balanced. +10 hp on units that can be massed... that was a HUGE increase in hp. That buff affected ZvP also, and but Protoss never had a buff like the siege tank buff to balance it out.

The baneling nerf is literally getting Artosis to play Starcraft 2 again after years on the sidelines. It's a good change.
I am free because I know that I alone am morally responsible for everything I do.
mikedupp
Profile Joined May 2020
233 Posts
August 07 2020 17:21 GMT
#93
Surprised to see Zerg not getting a buff. Usually the trend has been a Zerg nerf+buff. I could be wrong though.
JJH777
Profile Joined January 2011
United States4415 Posts
Last Edited: 2020-08-07 17:24:34
August 07 2020 17:24 GMT
#94
On August 07 2020 19:19 hiroshOne wrote:
These are horrible changes. Especially when we got literally 3 pro Zergs that are winning vs Protoss- Serral, Reynor and Rogue- arguably the best players in the world. So much effort to stop Serral from winning, seems to be ballshit not balancing the game. More and more nerfs for Zerg. It's ridiculous.


Dark has an 85% series winrate vs Protoss this year. soO has a 71%. Solar has an 80%. All Zergs are doing amazing in ZvP right now. It's considered the worst balanced matchup for a reason.
Thaniri
Profile Blog Joined March 2011
1264 Posts
August 07 2020 18:08 GMT
#95
Might be nice to get some motivation behind the changes.

Some I like, but some (like the Void Ray ones) I am not looking forward to as a sub 5k Terran player. Void Ray + shield battery cheese is already hard enough to hold off with my poor micro, and now vikings and cyclones will be less effective at kiting them.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 07 2020 18:59 GMT
#96
I have a feeling that they may not go through with all the Void Ray changes. I can see them doing just one or two of them. The Baneling change also has a negative impact on ZvZ.
ㅇㅅㅌㅅ
ImbaVation
Profile Joined May 2018
8 Posts
August 07 2020 20:04 GMT
#97
Proxy voids + batteries is already very demanding for amateur terrans to micro properly. A cyclone/vk die in seconds when slightly mismicroed. Now it is going to be even harder...And yet the balance team didn't even mention this in their notes at all. All they could think of is 'chasing down banshees' LOL. I am in serious doubt of how they appreciate tvp.
DuckS
Profile Joined September 2010
United States845 Posts
August 07 2020 20:18 GMT
#98
The game is not and should not be balanced around amateur terran player's inability to micro properly.
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
WombaT
Profile Blog Joined May 2010
Northern Ireland26222 Posts
Last Edited: 2020-08-07 21:27:51
August 07 2020 21:27 GMT
#99
On August 08 2020 05:18 DuckS wrote:
The game is not and should not be balanced around amateur terran player's inability to micro properly.

Luckily if you ask them any Terran in the world will report having roughly equivalent micro to ByuN at his peak, so it makes it easier to balance around micro requirements at least.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Ben...
Profile Joined January 2011
Canada3485 Posts
August 07 2020 23:48 GMT
#100
The baneling nerf was badly needed so that's good. In both PvZ and TvZ we were seeing ridiculous numbers of banelings being made and even when poorly used they seemed to be cost effective. We shouldn't be watching immortal/archon and mech armies getting wiped out by banelings. It's just silly.

The protoss air buffs outside of the oracle revelation one seem strange. They seem to be intended to buff protoss in PvZ but I'm not exactly sure how these changes do any of that. PvZ lategame isn't what's wrong right now. The issues are that protoss at the top level can almost never get past 3 bases without getting steamrolled by ling/bane/ravager compositions and that there are basically no effective pressure builds left that can't be comfortably dealt with in the majority of cases by zerg, making it difficult to slow down zerg's economy. Adept glaive builds have run their course and are being handled by zerg in such a way that these builds almost always end up with a zerg advantage/win now. Same with archon drops. The two stargate phoenix stuff pros were trying for a bit was even worse. We're basically at the point where anything less than the zerg player making a substantial mistake will result in the zerg by default having an economic advantage.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 206
StarCraft: Brood War
Calm 9860
Leta 567
Light 84
Mong 52
Nal_rA 52
ZergMaN 44
Bale 32
Larva 3
League of Legends
JimRising 678
C9.Mang0241
Counter-Strike
summit1g9475
Other Games
WinterStarcraft524
Trikslyr26
ToD15
Organizations
Other Games
gamesdonequick1097
StarCraft: Brood War
UltimateBattle 57
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• practicex 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling28
Upcoming Events
CranKy Ducklings
2h 58m
WardiTV 2025
3h 58m
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
5h 28m
Ladder Legends
11h 58m
BSL 21
12h 58m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 2h
Ladder Legends
1d 9h
BSL 21
1d 12h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
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 © 2025 TLnet. All Rights Reserved.