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Let's Talk About the Lurker (PvZ) - Page 6

Forum Index > SC2 General
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Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
September 20 2021 11:15 GMT
#101
On September 20 2021 12:16 QOGQOG wrote:
Ravagers have an attack against air.


Which is functionally only an attack against overlords, sieged units and people not watching their screens
jpg06051992
Profile Joined July 2015
United States580 Posts
September 20 2021 14:13 GMT
#102
On September 20 2021 10:18 ErikWM wrote:
Show nested quote +
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens.


Probably not a good idea to give hatch tech zerg a mobile anti air without changing a LOT of stuff with it.


Would be acceptable as long as Queens were nerfed. The only reason Zergs learned long ago to lean on mass Queens is because Zerg has terrible early game anti air capabilities and even in the mid game they are expensive and unwieldy.
"SO MANY BANELINGS!"
Draddition
Profile Joined February 2014
United States59 Posts
September 20 2021 18:24 GMT
#103
I haven't had the time to watch a TON of SC2 lately- so I may be off base here- but are we even seeing Lurkers in ZvP at the top level right now? Every game I've seen of ZvProtoss ground is just bane ravager crashing in over and over again, and ravagers seem to be the biggest problem. Honestly, I would seriously support just deleting ravagers and tuning the game a bit from there- maybe it would give us the incentive to finally hit shield batteries too (why TF do they still finish with so much energy?).
InfCereal
Profile Joined December 2011
Canada1759 Posts
September 20 2021 19:29 GMT
#104
On September 21 2021 03:24 Draddition wrote:
I haven't had the time to watch a TON of SC2 lately- so I may be off base here- but are we even seeing Lurkers in ZvP at the top level right now? Every game I've seen of ZvProtoss ground is just bane ravager crashing in over and over again, and ravagers seem to be the biggest problem. Honestly, I would seriously support just deleting ravagers and tuning the game a bit from there- maybe it would give us the incentive to finally hit shield batteries too (why TF do they still finish with so much energy?).


You didn't see it before the patch either.

I have no idea where this rhetoric came from.
Cereal
egrimm
Profile Joined September 2011
Poland1201 Posts
Last Edited: 2021-09-20 21:02:27
September 20 2021 20:58 GMT
#105
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.
sOs TY PartinG
QOGQOG
Profile Joined July 2019
834 Posts
September 20 2021 21:52 GMT
#106
On September 20 2021 20:15 Ciaus_Dronu wrote:
Show nested quote +
On September 20 2021 12:16 QOGQOG wrote:
Ravagers have an attack against air.


Which is functionally only an attack against overlords, sieged units and people not watching their screens

I never said it was a good attack.

That said, roach/ravager is one of the least interesting unit compositions, and I'd rather it not become even more common.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2021-09-21 04:07:07
September 21 2021 04:00 GMT
#107
In broodwar, the Lurker had 125 health. In SC2, it has 200 health. I've seen a lot of fights where lurkers get scanned and split armies attack into them with good positioning and then still die because they get hard out dpsed by the Lurkers. Maybe just lower the hp a bit. It would be an easy change that wouldn't cause a huge shift in the meta or a require game-changing balance patch.

P.S. and while they're at it they can lower shield battery rate of shield restoration and buff overcharge to compensate, to make it less effective to use batteries offensively.
~ ~ <°)))><~ ~ ~
Vision_
Profile Joined September 2018
876 Posts
September 21 2021 06:15 GMT
#108
On September 21 2021 05:58 egrimm wrote:
Show nested quote +
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.


You should be in charge of the next patch.
egrimm
Profile Joined September 2011
Poland1201 Posts
September 21 2021 06:46 GMT
#109
On September 21 2021 15:15 Vision_ wrote:
Show nested quote +
On September 21 2021 05:58 egrimm wrote:
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.


You should be in charge of the next patch.

Thank you
Honestly I've already read enough good ideas in this and similar threads that I am confident that well selected community based balance team would do the job more than fine.
Unfortunately it is rather unlikely that it will ever happen but one can dream
sOs TY PartinG
WombaT
Profile Blog Joined May 2010
Northern Ireland27249 Posts
September 21 2021 10:02 GMT
#110
On September 21 2021 05:58 egrimm wrote:
Show nested quote +
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.

It’s changing way too much at once, and ofc is super unlikely to be implemented, but as a starting point for development I think it makes a lot more sense. The Queen being so bloody good isn’t something a lot of people like. Plus your proposals would make the Zerg a little more swarmy again, which I also like.

It’s not the only decision they made that has huge knock-on effects that all kind of suck, and keep getting impounded by subsequent units slotting in.

For example Protoss warp gate working as it does basically gimping gateway tech. Protoss gets tons of AoE to compensate, a nightmare for Terrans to play against disruptors/storm/teleporting individual men in the lategame, or Zergs have to break down Skytoss every other game.

But hey, I’ve only been banging that drum for a decade :p SC2 to me is remarkably balanced and fun considering some of the core design choices being outright bad IMO.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
egrimm
Profile Joined September 2011
Poland1201 Posts
September 21 2021 13:35 GMT
#111
On September 21 2021 19:02 WombaT wrote:
Show nested quote +
On September 21 2021 05:58 egrimm wrote:
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.

It’s changing way too much at once, and ofc is super unlikely to be implemented, but as a starting point for development I think it makes a lot more sense. The Queen being so bloody good isn’t something a lot of people like. Plus your proposals would make the Zerg a little more swarmy again, which I also like.

It’s not the only decision they made that has huge knock-on effects that all kind of suck, and keep getting impounded by subsequent units slotting in.

For example Protoss warp gate working as it does basically gimping gateway tech. Protoss gets tons of AoE to compensate, a nightmare for Terrans to play against disruptors/storm/teleporting individual men in the lategame, or Zergs have to break down Skytoss every other game.

But hey, I’ve only been banging that drum for a decade :p SC2 to me is remarkably balanced and fun considering some of the core design choices being outright bad IMO.

You are totally right and warpgate example is really on point.
And again it could be solvable if implemented correctly however it would be even more impactful on the whole game as the changes I suggested for the Zerg tech tree which explains why blizzard was reluctant to ever touch the warpgate.
Imho warpgate should be moved into later part of the game and also nerfed a bit.
Example:
1. 150/150 160sec upgrade on twilight council (needs to compete for time and resources against crucial gateway units uprageds)
2. Every unit build time for regular gateway and warpgate is the same
3. Unified warp time for any pylon/warp prism. The value should be between current fast and slow warp time.
4. Warped unit is without shields to nerf instant reinforcements strength but keeping harassment potential.
5. Buff gateway units accordingly (especially build time)

With such approach you as a protoss player get to "choose" if you want to commit to warpgate tech faster or slower.
Do you get blink or warp gate first?
You could go for faster warpgate to harass your opponent or postpone and play defensively with upgraded units.
Maybe i go double TC and hit some sick all-in timing?
Or focus on robo tech turtle and get warpgate one i start pushing and harassing with warp prism?

And yes SC2 is great and fun game but it is in some areas really frustrating and "over amped" which is sad and makes people like me constantly envisioning how the game would look like if some stuff would be changed

sOs TY PartinG
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
September 21 2021 14:55 GMT
#112
Units warping in without shields is an excellent and pretty elegant way to nerf warpgate tech tbh, I like that, especially if it means Protoss can have the kind of early game units that Terran gets, aka ones that dont become super obsolete.
Incremental change is the Democrat version of Trickle Down economics.
Vision_
Profile Joined September 2018
876 Posts
Last Edited: 2021-09-21 16:54:53
September 21 2021 16:31 GMT
#113
On September 21 2021 15:46 egrimm wrote:
Show nested quote +
On September 21 2021 15:15 Vision_ wrote:
On September 21 2021 05:58 egrimm wrote:
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.


You should be in charge of the next patch.

Thank you
Honestly I've already read enough good ideas in this and similar threads that I am confident that well selected community based balance team would do the job more than fine.
Unfortunately it is rather unlikely that it will ever happen but one can dream


On September 21 2021 23:55 Zambrah wrote:
Units warping in without shields is an excellent and pretty elegant way to nerf warpgate tech tbh, I like that, especially if it means Protoss can have the kind of early game units that Terran gets, aka ones that dont become super obsolete.


Yes I also like very much this idea, because add options always sounds good in a strategy game

Some time ago, i ve also been pleased by the idea of paying tumors as a building, i.e with a drone (but the network can t be destroyed, the last tumor receives the ability to spawn a new one). The idea is simple..

1) zergs would have the advantage to re-expand which is great regarding how features in sc2 are punitives
2) depending the size of the map, Zerg could decide to pay more or less starting tumors, which improves decision making
3) ofc the number of larva by injection is adjusted

In this idea, you have two advantages : mechanically less frustrating for casual gamers and best decision making compared to now (which is to chose if you inject first or spawn tumor first)

As this idea would demand a ton of rework, it could be very-simplified in allowing queens to create only one tumors (or two charges ?) which is linked to his soul. If the queen dies, any new tumors can be spawn again. You can re-spawn from the last living tumor inside the network (after the head-tumor has been killed)

But to talk about the subject, lurkers could now go down from T3 to T2 because nobody uses the SH anymore.
maybe I can dream again of infestors used to swing infested terrans at very very long range
WombaT
Profile Blog Joined May 2010
Northern Ireland27249 Posts
Last Edited: 2021-09-21 20:37:14
September 21 2021 20:35 GMT
#114
On September 21 2021 22:35 egrimm wrote:
Show nested quote +
On September 21 2021 19:02 WombaT wrote:
On September 21 2021 05:58 egrimm wrote:
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.

It’s changing way too much at once, and ofc is super unlikely to be implemented, but as a starting point for development I think it makes a lot more sense. The Queen being so bloody good isn’t something a lot of people like. Plus your proposals would make the Zerg a little more swarmy again, which I also like.

It’s not the only decision they made that has huge knock-on effects that all kind of suck, and keep getting impounded by subsequent units slotting in.

For example Protoss warp gate working as it does basically gimping gateway tech. Protoss gets tons of AoE to compensate, a nightmare for Terrans to play against disruptors/storm/teleporting individual men in the lategame, or Zergs have to break down Skytoss every other game.

But hey, I’ve only been banging that drum for a decade :p SC2 to me is remarkably balanced and fun considering some of the core design choices being outright bad IMO.

You are totally right and warpgate example is really on point.
And again it could be solvable if implemented correctly however it would be even more impactful on the whole game as the changes I suggested for the Zerg tech tree which explains why blizzard was reluctant to ever touch the warpgate.
Imho warpgate should be moved into later part of the game and also nerfed a bit.
Example:
1. 150/150 160sec upgrade on twilight council (needs to compete for time and resources against crucial gateway units uprageds)
2. Every unit build time for regular gateway and warpgate is the same
3. Unified warp time for any pylon/warp prism. The value should be between current fast and slow warp time.
4. Warped unit is without shields to nerf instant reinforcements strength but keeping harassment potential.
5. Buff gateway units accordingly (especially build time)

With such approach you as a protoss player get to "choose" if you want to commit to warpgate tech faster or slower.
Do you get blink or warp gate first?
You could go for faster warpgate to harass your opponent or postpone and play defensively with upgraded units.
Maybe i go double TC and hit some sick all-in timing?
Or focus on robo tech turtle and get warpgate one i start pushing and harassing with warp prism?

And yes SC2 is great and fun game but it is in some areas really frustrating and "over amped" which is sad and makes people like me constantly envisioning how the game would look like if some stuff would be changed


Yeah I like it.

My issue is the lack of trade off. Mobility of reinforcement versus, something. Anything!

Warp gate is just outright better than gateway production, when it should be worse outside of the whole ‘warping’ thing. It just cuts a strategic decision, much as the Queen being so good makes it a no-brainer to build a bunch of Queens.

Less strategic decisions and you’ve less variety in strategy too. Strategy encompasses more than x build order.

I’m a little biased, I personally like macro cycles and find the Terran and Zergs to be a bit more satisfying. I’d love the Protoss cycle to be a bit more mechanically demanding.

And hey you open up variety. Do you just pump out tons of units and chrono your gateways like a champ and try to bludgeon your opponent with pure macro, or start getting funky with warp gates and the positional advantage they give you?

But hey I don’t think we’ll see such radical changes, but I hope the next Starcraft or the next comparably good RTS keeps these kind of tradeoffs in mind.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
September 21 2021 20:44 GMT
#115
Is there any top player giving his opinion on this matter?
How may help u?
Railgan
Profile Joined August 2010
Switzerland1509 Posts
September 21 2021 22:38 GMT
#116
On September 22 2021 05:44 BonitiilloO wrote:
Is there any top player giving his opinion on this matter?

IDK I am top 100 in EU.

My thoughts are: The Lurker isn't the reason Protoss doesn't go Ground. The reason is because Skytoss is so strong.

It is the same like back in the day when Protoss complained they have to open Stargate every Game versus Zerg cause of Ling Drops.

Then Ling Drops got nerfed and Protoss kept Opening Stargate every game just more aggressive.

Everytime you nerf something in SC2 the other Races will just try to play greedier and greedier. If you nerf Lurkers Protoss will keep playing Sky but even greedier and more aggressive with more Disruptors / Archons / Storm.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
WombaT
Profile Blog Joined May 2010
Northern Ireland27249 Posts
September 21 2021 23:13 GMT
#117
On September 22 2021 07:38 Railgan wrote:
Show nested quote +
On September 22 2021 05:44 BonitiilloO wrote:
Is there any top player giving his opinion on this matter?

IDK I am top 100 in EU.

My thoughts are: The Lurker isn't the reason Protoss doesn't go Ground. The reason is because Skytoss is so strong.

It is the same like back in the day when Protoss complained they have to open Stargate every Game versus Zerg cause of Ling Drops.

Then Ling Drops got nerfed and Protoss kept Opening Stargate every game just more aggressive.

Everytime you nerf something in SC2 the other Races will just try to play greedier and greedier. If you nerf Lurkers Protoss will keep playing Sky but even greedier and more aggressive with more Disruptors / Archons / Storm.

If you don’t nerf airtoss to compensate. Which you could do.

Outside of 2/3 base timing attacks why would any non-suicidal Toss, outside of a huge skill disparity go ground against Zerg? It’s basically suicide in a late game.

Lurkers, especially with caster support absolutely butcher Protoss ground armies, from frequently used compositions to fantasy theorycraft compositions. They outrange most, need detection to hit and vipers can either yoink stuff on or blinding cloud.

The current Sky toss meta is absolutely a mother of invention thing.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vision_
Profile Joined September 2018
876 Posts
Last Edited: 2021-09-22 07:00:43
September 22 2021 04:32 GMT
#118
On September 22 2021 05:44 BonitiilloO wrote:
Is there any top player giving his opinion on this matter?


I ve heard about DNS opinion regarding "Queens walk", it seems to cut most of the gateway-robot opening from what i ve understand.

Could be the conclusion of SC2 ? Queens heal roachs with rapid fire and breaks all robot-builds

Wiki Quote Transfusion

Multiple applications of Transfusion in rapid succession each heal for 75 health, but the 50 health over time effect does not stack, i.e., will be applied only once.

InfCereal
Profile Joined December 2011
Canada1759 Posts
September 22 2021 10:26 GMT
#119
On September 22 2021 13:32 Vision_ wrote:
Show nested quote +
On September 22 2021 05:44 BonitiilloO wrote:
Is there any top player giving his opinion on this matter?


I ve heard about DNS opinion regarding "Queens walk", it seems to cut most of the gateway-robot opening from what i ve understand.

Could be the conclusion of SC2 ? Queens heal roachs with rapid fire and breaks all robot-builds

Show nested quote +
Wiki Quote Transfusion

Multiple applications of Transfusion in rapid succession each heal for 75 health, but the 50 health over time effect does not stack, i.e., will be applied only once.



I'd like to see a video of a zerg doing a queen walk against a robo opening.
Cereal
deacon.frost
Profile Joined February 2013
Czech Republic12132 Posts
September 22 2021 10:28 GMT
#120
On September 21 2021 05:58 egrimm wrote:
Show nested quote +
On September 20 2021 07:10 Snakestyle11 wrote:
They could just give ravagers are an attack against air, and nerf queens. It would on the other hand completely remove hydras from the game, so probably bad design wise in that regard.

It would however make the game more dynamic, as in the units zerg builds to be safe in the early game could also be used to pressure, so both sides of the matchup would be a little less greedy and make more ground forces in the early and mid game. It would lead to more trades on both sides of the map, instead of zerg defending on mass queen all game or all inning with queens.

It would also lead to robo openings becoming more meta in pvz, and having a mid game where protoss and zergs both split their army in two or more while protoss tries to secure a 4th base, leading to more ground trades and less passive stargate play / queen all ins.

I really think overall it would make for a much better game, to play and to watch, than the current snooze fest of zerg defends on mass queens for 10minutes or all-in with queens, because they have no viable GroundtoAir unit other than queens.


The decision in early SC2 development to move hydras to T2 was a bad one. It leads to a lot of problems.
1. You cannot nerf queen as it is the only Zerg unit with the anti air in the early game.
2. Lurker being an upgrade to hydras must be further away in the tech tree pushing it to T3 and needs to be ridiculously strong to compete against other T3 options (both Zerg and T/P)
3. Hydras on T2 kinda have to deal a lot of dmg which leads them to be expensive (2supply 100/50) and with combination of relatively low health a glass Cannon unit kind of hard to be balanced. It either rolls over opponents army with superior dps or gets evaporated by any AoE.
Imho the whole hydra/lurker tech branch should be moved a step down and the units be adjusted (toned down) to that: cheaper, weaker, more massable - proper Zerg style.
Cheaper T1.5 hydra might open the possibilities for Zerg to play differently than amass queens as the only anti air option and also queen might be finally nerfed to more fit a role of a supporting and macro unit not catch-all swiss scissors unit.
Faster and cheaper T2 lurker might become an alternative to baneling AoE in the midgame and provide actually fun interactions against not maxed-out armies.

We actually have to nerf the queens and move from there. I'm not saying "nerf the queens and be done". But without changing the queens we can't move forward as the whole Zerg game stands on the band aid which is queen. After the queen nerf we can
1) Introduce a new unit/upgrade - e.g. roaches shooting up
2) Move hydra down the tree in a weaker state with an additional upgrade
3) Do something else
to battle the air units issue, but without nerfing queens we won't move forward.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
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