• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:06
CEST 16:06
KST 23:06
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
5.0.17 Patch Notes - October 7, 20264Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)78Weekly Cups (Sept 21-27): herO and ByuN double2
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) 5.0.17 Patch Notes - October 7, 2026 How do you feel about the mass reverts in the 5.0.17 PTR? [Old] StarCraft 3 Reportedly in Development Weekly Cups Results (Sep 28-Oct 4)
Tourneys
ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
GG Lan Fest Sofia, Bulgaria [this November] BW General Discussion Fantasy returning? Sagi.gg Launcher Released BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Semifinal A [ASL22] Semifinal B [Megathread] Daily Proleagues [ASL22] Ro8 Day 4
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7191 users

Let's Talk About the Lurker (PvZ) - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
August 30 2021 14:58 GMT
#21
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.


Yeah. Protoss would still go skytoss if their ground army was competitive, because it's an insanely strong comp that (with the current void and battery) you can tech straight into with almost no redundancy. You jump right into your endgame comp that ignores terrain, has a ton of health and can fight at good range with basically just a-move and the use of 1 caster like HT / ruptor. For everyone not playing against Dark and Serral, it's an obviously good choice if you want / have to play out a macro game.

Removing Zerg's best / only tool to chip at it and cost-effectively create weaknesses wouldn't make us see more toss ground, it would just make Zerg die harder to skytoss.
tigera6
Profile Joined March 2021
3516 Posts
August 30 2021 15:00 GMT
#22
On August 30 2021 23:36 datastuff wrote:
Show nested quote +
On August 30 2021 23:31 tigera6 wrote:
On August 30 2021 23:26 datastuff wrote:
On August 30 2021 23:11 tigera6 wrote:
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.

Did you watch Dark against Skytoss in the previous GSL?


Yes? How is this relevant?

Dark literally went Queen-Infestor Fungal+Microbial Shroud against Carriers and took out all the interceprtor. You sure you didnt miss that game against Parting?


Fungal damages and slows interceptors, it doesn't stop them. See the fungaled interceptors still flying towards the ultra
I'm not sure you watched it.

Wrong game though, and the Fungal did not hit the Interceptor well enough, the Infestor get chased way by Templar and Immportal. In the game against Parting (game 4 @ 20:15 gametime), Dark hit most of the Interceptors, slow them down and took them out.
darklycid
Profile Joined May 2014
3562 Posts
August 30 2021 15:17 GMT
#23
On August 30 2021 23:58 Ciaus_Dronu wrote:
Show nested quote +
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.


Yeah. Protoss would still go skytoss if their ground army was competitive, because it's an insanely strong comp that (with the current void and battery) you can tech straight into with almost no redundancy. You jump right into your endgame comp that ignores terrain, has a ton of health and can fight at good range with basically just a-move and the use of 1 caster like HT / ruptor. For everyone not playing against Dark and Serral, it's an obviously good choice if you want / have to play out a macro game.

Removing Zerg's best / only tool to chip at it and cost-effectively create weaknesses wouldn't make us see more toss ground, it would just make Zerg die harder to skytoss.

The general point is still true tho i think, so a nerf to skytoss probably should be paired with a slight nerf to the lurker (and i think both could hopefully make pvz more interesting).
Charoisaur
Profile Joined August 2014
Germany16101 Posts
Last Edited: 2021-08-30 15:28:26
August 30 2021 15:18 GMT
#24
removing both Upgrades is way overkill. Back when they had 9 range they weren't even used that much - 8 range max would make them insanely bad.
I think just reverting the range buff and have them back at 9 will probably be enough.
I don't expect any balance changes though.

and that change would remove Lurkers from ZvT so it's maybe better this way
Many of the coolest moments in sc2 happen due to worker harassment
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
August 30 2021 15:47 GMT
#25
Just wanted to address some points

On August 30 2021 20:05 Nebuchad wrote:
Without commenting on the post in general I find it hard to imagine a situation where 8 lurkers hit your unit(s) simultaneously and it's not your fault


Yeah maybe in my post it made it seem like it was the most common scenario. While it does happen, normally it doesn't. Still the point is more that any ground unit that enter the lurker attack range are instantly killed, forcing you into air.


On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.


You're right, it doesn't stop them completely anymore, but they become so slow that they can barely deal damage.


Ok, maybe forget about the Viper abduct removal. Even though it's ridiculous I agree that's getting into major rework territory and I wanted to focus on the Lurker.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2021-08-30 15:59:20
August 30 2021 15:58 GMT
#26
nerfing shield batteries and buffing zealots would improve this matchup (actually every protoss matchup). it'd make lurkers easier for protoss to handle and make defensive protoss teching builds (like carriers) easier for zerg to handle
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
rycho
Profile Joined July 2010
United States360 Posts
August 30 2021 17:14 GMT
#27
Good post. Lurker/Viper trumps every Protoss ground army and this is a large part of the reason that Protoss air was buffed in the first place. I think Protoss and Zerg players would both like the matchup more if the default metagame Protoss army were ground-based. This can't happen without either giving Protoss something with which to counter Lurker/Viper, or a nerf to Lurker/Viper.

As far as the specific solutions you've offered, I agree that nerfing the Lurker *and* the Viper at once is probably a bit much. If I were balancing the game I'd make smaller tweaks first and see what happens. Removing one of the Lurker upgrades is probably a good start. I also think they move way too fast, I wonder about reducing their move speed off creep or something.

I like the idea of buffing the Infestor, too. Maybe giving the energy upgrade for free and also increasing the radius of fungal by 0.5 or 1?
Obamarauder
Profile Joined June 2015
697 Posts
August 30 2021 17:44 GMT
#28
It never made sense to me that a seige unit has insane dmg/high hp/armored/mobile AND requires detection. Look at all the other seige units in the game, liberator,tank,tempest all have apparent weaknesses. Lurkers have none and basically guarantees trades in ur favor
ErikWM
Profile Joined May 2015
8 Posts
August 30 2021 18:16 GMT
#29
The lurker really is too strong. It's even stronger in ZvT, but i find the changes that you propose kind of weird. Getting rid of the two upgrades doesn't "nerf" the lurker, it effectively removes it completely from the game. That could be reasonable if you counterbalanced other options in zerg late game, but even with the lurker broken as it is ZvT and ZvP are not exactly zerg favored in the late game.

At the same time, looking at the infestor problem doesn't really "deal" with the zergs mid game anti air problem. And it's not really only in ZvP, ZvZ right now is basically in a "blind counter mutas every game" kind of state, because the zergs antiair option is just not good enough in midgame. So you get in a situation where zergs rely on queens for midgame antiair, since hydras are garbage against air units, and because of that the only option that they have is to turtle forever.

And i don't buy the argument that skytoss is a "fine composition", it really isn't. Air units, by default, are far less interesting as primary composition because they're not (in most maps) affected by the terrain. Their interactions are a lot more straightforward and not nearly as cool as, let's say, both players with ground units trying to outmanouver each other.

_________________

So, basically, i think when analysing the matchup, we can identify a couple problems (there are other problems in ZvP, like the queen walk, but let's just focus on the lurker vs air interaction):

- The lurker, like you said, doesn't really have weakness besides air units in the late game. So there's no interaction, it's basically just: Do you have the units to deal with it or not?

- Zerg doesn't have a reliable mid game antiair. Corruptors are really good, but they are so when they have a lot of support. Queens are really, really good, but they are purely defensive units. Hydras, in a vacuum, are ok-ish, but when you consider the fact that they are ground units, and how weak they are against banes / storms / disruptors, they are quite bad.

- Skytoss is strong, in the fact that until a certain point it's easier to play with skytoss than it is to play with zerg. That is not to say that it's imba, because zergs have found good ways to deal with it, and those ways force a lot of micro on the protoss part too, but it really isn't a cool composition, and it forces an ultra defensive playstyle from the zerg, where both sides can't really break one another.

- You didn't put this part on your post, but i feel like broodlords, if skytoss isn't viable, are still really strong, so there's that.

To deal with that:

- A much more elegant solution, in my opinion, would be making the lurker cheaper, but a lot weaker, and basically a midgame unit that doesn't scale well into the late game. To do that you could reduce it's health, it's damage, remove the upgrades, and probably buff it's base burrow speed just a little bit.

- Nerf the attack speed of the broodlords while increasing their damage (so it has less broodlings, making it easier for ground armies to move around and engage)

- Buff the hydra antiair so it can deal with air units even with less supply.

- Change the power of the late game zerg from the lurker to the ultra (i think a good starting point would be removing the armored tag of the ultra, leaving it without tag, while reducing the health, armor and cost of the unit to 200/200)

The ultra is a unit with really defined strenghts and weakness, and just because of that they are already a lot more interesting to play against and with. You would have to be careful with the tweaking though because i don't think anyone wants a repeat of ZvT in 2016~2017.

Like i said before, i agree that the lurker is a really big problem, but your proposed changes don't really modify anything. Hell, no one even gets hydras or lurkers anymore against double stargate openings, it's basically queen walks or just going for broodlords / ultras, a shitton of spores, and queen, viper and infestor support.
freelifeffs
Profile Joined April 2018
97 Posts
August 30 2021 18:26 GMT
#30
what a stupid post, honestly. lurkers are a snowball unit, in even games a nice concave of immortal archon chargelot storm destroys any realistic amount of lurkers. additionally, they can be chipped away by storms or straight up one shotted for free by 2 disruptors.
Railgan
Profile Joined August 2010
Switzerland1509 Posts
August 30 2021 20:52 GMT
#31
I must live in a weird timeline where Protoss suddenly thinks they can't beat lurkers with a ground composition anymore even though they did for years.

Did buffing Voidrays lead to Protoss forgetting that the weakness of the lurker is that their AoE is super narrow?
This makes them an easy target for surrounds and units with high dps like the immortal.

This feels like a propaganda piece written by a diamond league player.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Xamo
Profile Joined April 2012
Spain886 Posts
August 30 2021 20:53 GMT
#32
On August 31 2021 03:26 freelifeffs wrote:
what a stupid post, honestly. lurkers are a snowball unit, in even games a nice concave of immortal archon chargelot storm destroys any realistic amount of lurkers. additionally, they can be chipped away by storms or straight up one shotted for free by 2 disruptors.

Whata stupid post, this is not true.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 30 2021 20:56 GMT
#33
This reminds me of the time toss complained they needed better defensive options so they could safely open robo vs zerg.

Then when they got those defensive options, they just kept going stargate, but greedier.
Cereal
QOGQOG
Profile Joined July 2019
834 Posts
August 30 2021 21:12 GMT
#34
On August 31 2021 05:52 Railgan wrote:
I must live in a weird timeline where Protoss suddenly thinks they can't beat lurkers with a ground composition anymore even though they did for years.

Did buffing Voidrays lead to Protoss forgetting that the weakness of the lurker is that their AoE is super narrow?
This makes them an easy target for surrounds and units with high dps like the immortal.

This feels like a propaganda piece written by a diamond league player.

And this sounds like propaganda written for a diamond league player: unless Zerg seriously overextends and sends nothing along with the lurkers, how exactly is Protoss going to surround them? They certainly aren't going to do so if the lurkers are on creep and the Zerg player is, you know, not actively on fire or otherwise indisposed.

On August 30 2021 23:21 angry_maia wrote:
As a spectator I really wish toss vs zerg had viable lategame ground armies. Coming from broodwar it feels wrong to me that a maxed out air army can just kill maxed out ground in a straight up fight (in brood war carriers need to micro and abuse terrain to beat goliaths while in sc2 it seems like carriers + 2 psi storms can shred any number of hydras).


I think the BW comparison is good: in that game, carriers work on the basis of catching opponents off guard and micro around terrain. Going into them is situational, and the are other reasonable options for Protoss (well, against Terran anyway; air units other than corsairs are pretty bad vs Zerg).
Trying to achieve something similar in SC2 seems desirable, but difficult. Nerfing lurkers would have to be part of the solution though—only other thing I can think of is replacing the Mothership with a ground based spellcaster that could fight lurkers in some way. (Or I guess changing existing spellcasters as has been suggested, but that would have more impact sooner in the game.)
BronzeKnee
Profile Joined March 2011
United States5226 Posts
August 31 2021 01:30 GMT
#35
On August 30 2021 20:58 BisuDagger wrote:
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.


Really interesting idea... but can Protoss afford Sentries late game?
jpg06051992
Profile Joined July 2015
United States580 Posts
August 31 2021 02:23 GMT
#36
The solution imo is to remove Adaptive Talons from the game entirely, it was an upgrade for a different time when the Lurker was a newly introduced unit and there needed to be heavy incentives to utilize it. That time has long since passed, we all know the Lurker is damn good.
"SO MANY BANELINGS!"
phodacbiet
Profile Joined August 2010
United States1740 Posts
August 31 2021 03:07 GMT
#37
On August 30 2021 22:44 Legan wrote:
Show nested quote +
On August 30 2021 20:58 BisuDagger wrote:
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.


This is actually very interesting as it also gives reason to possibly have some Ravagers in Zerg army with Lurkers. They probably could have some other changes or upgrades that make them more useful later for example allowing zealots go through them and make EMP destroy them. Generally anything that allows more mid fight interactions outside of just splitting is great.


Not sure how viable this is though. Aside from doing number changes/removal/tweak to damage here and there, I don't think the intern at blizzard can implement this.
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2021-08-31 06:01:03
August 31 2021 05:49 GMT
#38
On August 31 2021 12:07 phodacbiet wrote:
Show nested quote +
On August 30 2021 22:44 Legan wrote:
On August 30 2021 20:58 BisuDagger wrote:
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.


This is actually very interesting as it also gives reason to possibly have some Ravagers in Zerg army with Lurkers. They probably could have some other changes or upgrades that make them more useful later for example allowing zealots go through them and make EMP destroy them. Generally anything that allows more mid fight interactions outside of just splitting is great.


Not sure how viable this is though. Aside from doing number changes/removal/tweak to damage here and there, I don't think the intern at blizzard can implement this.


I m not sure of what you say... Did you check the possibility to code that ?
I don t think lurker attack "work" as a basic attack. I think his code looks like more to a spell, so you can interrupt the spell.

There s also some deep work in modifying the abduct spell (not expected..unfortunetly), if community wish massive units be abducted less far...

In terms of balance, it seems more revelant for community to modify the gameplay instead of caracteristics.

If this modification is possible it s welcome
Sunburn74
Profile Joined July 2021
3 Posts
August 31 2021 06:17 GMT
#39
I personally feel that PVZ is fine. However the matchup is currently dominated by two units: the lurker and the carrier. Both sides from the start of the game are thinking "how do I stop or manage if the other guys makes lurkers/carriers?". It's similar to how dominant proxy robo was in PVP before the shield battery buff . My entire PVZ playstyle is trying to force the zerg to NOT make lurkers or to make them at a point in the game where they aren't that useful. I agree with the OP that lurkers should be nerfed.

What I would recommend is adding an upgrade to disruptors or to templars that increases the damage of their spells or abilities to burrowed units. Disruptors should one shot lurkers and templars should be able to kill lurkers with one or two storms if the lurker is not microed. Because it affects only burrowed units, it'll be a highly specific change targeting lurkers.
Russano
Profile Joined November 2010
United States434 Posts
August 31 2021 06:58 GMT
#40
Disruptor lurker dynamics work fine and are interesting, the problem there is with vipers being so ridiculous. The nerf I would do is to make the viper a ground unit. Abduct is still abusive ownage but now at least they aren't supremely mobile and the HT + disruptor vs lurker + viper dynamic should be pretty neat to watch.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
OSC
22:00
King of the Hill #264
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 258
MaxPax 211
StarCraft: Brood War
Britney 65027
Calm 4196
Shuttle 3097
Bisu 1835
FanTaSy 1555
EffOrt 736
Mini 638
Soma 479
Rush 440
Stork 347
[ Show more ]
Light 273
firebathero 247
Hyuk 244
Snow 215
ZerO 170
Soulkey 133
Barracks 112
actioN 111
Killer 83
Zeus 81
hero 69
Dewaltoss 63
Sea.KH 59
Mong 53
Pusan 52
Last 46
Hyun 41
Shinee 39
Bale 33
Free 31
ToSsGirL 30
Shine 28
Yoon 24
PianO 21
Aegong 20
Sharp 20
zelot 20
sorry 18
yabsab 17
HiyA 12
Sacsri 9
Icarus 6
Noble 5
Dota 2
Gorgc7380
Dendi841
Counter-Strike
olofmeister1262
kRYSTAL_104
Heroes of the Storm
Lowko435
crisheroes310
Other Games
gofns54145
singsing2157
B2W.Neo755
hiko428
DeMusliM267
byalli258
Hui .190
Livibee186
Liquid`VortiX150
Mew2King84
Rex49
ZerO(Twitch)13
Trikslyr5
Organizations
Other Games
BasetradeTV244
StarCraft: Brood War
lovetv 6
[ Show 10 non-featured ]
StarCraft 2
• StrangeGG 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1701
Upcoming Events
OSC
8h 9m
Replay Cast
8h 54m
OSC
1d 8h
Big Brain Bouts
1d 19h
Rex vs INexorable
GgMaChine vs HeRoMaRinE
Reynor vs herO
AI Arena Tournament
2 days
BSL: Ladder Tournament
2 days
Sparkling Tuna Cup
2 days
Patches Events
3 days
BSL Open Qualifier
3 days
BSL Open Qualifier
3 days
[ Show More ]
WardiTV Weekly
4 days
PiGosaur Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.