• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:24
CEST 10:24
KST 17:24
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
Daily SC2 Player Grid - feedback wanted StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16?
Tourneys
Master Swan Open (Global Bronze-Master 2) GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
BW General Discussion vespene.gg — BW replays in browser Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace Megathread Nintendo Switch Thread Beyond All Reason Total War: Warhammer 40K
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI UK Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14788 users

How do you feel about the new PTR patch notes? - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 All
nojok
Profile Joined May 2011
France15846 Posts
April 13 2022 12:18 GMT
#121
On March 25 2022 04:26 Vision_ wrote:
Show nested quote +
On March 24 2022 23:00 Coffeeling wrote:
On March 11 2022 13:40 QOGQOG wrote:
On March 11 2022 10:55 Vindicare605 wrote:
On March 11 2022 09:56 Wrathsc2 wrote:
good changes but they just needed to nerf z a little more. specifically the baneling imo


I can't think of a single thing you could do to the Baneling that wouldn't be catastrophic for Zerg. It's such a one dimensional unit that nerfing any part of it would be very damaging indeed.

The Queen on the other hand does so many things that you can nerf individual parts of her and she's still super strong and super important.

But the Baneling? Any nerf to its hp, damage, or speed would be super damaging to it and Zerg REALLY relies on those units in every match up.

So we'd first need to ask, what are we nerfing Banelings against? Terran? Protoss? Against Workers? Then how would we go about doing it that wouldn't impact the areas we aren't trying to nerf it.

I just don't see anything they could do to it without it being massive.

It's been nerfed before. Relatively recently, even, when Zerg was just killing Protoss every game by a-moving into their armies.

I really disagree with this sort of extreme conservatism when that's left Zerg busted at a pro level for years. At some point, you have to try a big change.



Took a look at Baneling patch notes:

Weapon damage changed from 20 (+15 vs light) to 18 (+17 vs light).

Weapon damage changed from 18 (+17 vs light) to 16 (+19 vs light).


laughs in Ghost

Those patches took the amount of Bane hits to kill a Ghost from 5 to 5,55 (=6) and then 6.25 (=7)


Yes banelings units are the core of the problem... Maybe Banelings could switch to T2 unit, getting bigger, explode slighty stronger but with one supply (and with a good armor, maybe 2). This would be the simpliest way if you doesn t want to modify the overall balance.



In the earlier parts of the game they give so much flexibility as the zerg player can wait almost the last second to morph his lings into banelings (or simply just spend that money elsewhere if he does not need them) and in the late game it feels like they're increasing the zerg max supply because they're not really a half supply unit, in a rather cost inefficient way I admit. Maybe simply increasing their morph time significantly would be enough, I'm clueless tbh.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Lorch
Profile Joined June 2011
Germany3695 Posts
April 13 2022 12:22 GMT
#122
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.
WombaT
Profile Blog Joined May 2010
Northern Ireland27004 Posts
April 13 2022 13:50 GMT
#123
On April 13 2022 21:22 Lorch wrote:
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.

Balance wise perhaps at certain phases over SC2’s lifespan, design wise though?

I don’t think there’s anything fundamentally broken about the baneling as a unit. They have an obvious downside in having to be expended to attack, and there are counter-measures from splitting, walling or (less so nowadays) forcefielding them out.

I think there’s core problems in an RTS design sense with the other two you mentioned for sure, less sure with the baneling in that sense.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Charoisaur
Profile Joined August 2014
Germany16077 Posts
Last Edited: 2022-04-13 15:27:53
April 13 2022 15:25 GMT
#124
On April 13 2022 22:50 WombaT wrote:
Show nested quote +
On April 13 2022 21:22 Lorch wrote:
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.

Balance wise perhaps at certain phases over SC2’s lifespan, design wise though?

I don’t think there’s anything fundamentally broken about the baneling as a unit. They have an obvious downside in having to be expended to attack, and there are counter-measures from splitting, walling or (less so nowadays) forcefielding them out.

I think there’s core problems in an RTS design sense with the other two you mentioned for sure, less sure with the baneling in that sense.

there's nothing "fundamentally broken" with any of those things, when people use this phrase they just mean "this is not my preferred design" and they want to make themselves sound more important.

So if Banelings are not his preferred design then that's how it is.

I completely disagree with that view but it's not any less legitimate than complaining about the design of other "fundamentally broken" units.
Many of the coolest moments in sc2 happen due to worker harassment
meadbert
Profile Blog Joined October 2010
United States681 Posts
Last Edited: 2022-04-13 21:36:49
April 13 2022 20:07 GMT
#125
[image loading]

Top 13 accounts on KR are either Zerg or Terran. Note that this includes Creator's off-race Terran. His Protoss is around 100 MMR lower.
Lorch
Profile Joined June 2011
Germany3695 Posts
April 14 2022 12:26 GMT
#126
On April 14 2022 00:25 Charoisaur wrote:
Show nested quote +
On April 13 2022 22:50 WombaT wrote:
On April 13 2022 21:22 Lorch wrote:
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.

Balance wise perhaps at certain phases over SC2’s lifespan, design wise though?

I don’t think there’s anything fundamentally broken about the baneling as a unit. They have an obvious downside in having to be expended to attack, and there are counter-measures from splitting, walling or (less so nowadays) forcefielding them out.

I think there’s core problems in an RTS design sense with the other two you mentioned for sure, less sure with the baneling in that sense.

there's nothing "fundamentally broken" with any of those things, when people use this phrase they just mean "this is not my preferred design" and they want to make themselves sound more important.

So if Banelings are not his preferred design then that's how it is.

I completely disagree with that view but it's not any less legitimate than complaining about the design of other "fundamentally broken" units.


Yes I have replaced any mention of "I dont like this" with "This is fundamentally flawed" in my dictionary, thank you for pointing that out.

RTS is about farming ressources and using them to produce units, broodlord and swarm host create (potential) infinite units while the amount of ressources always stays the same (unlike say the carrier which has to pay minerals for interceptors). Infested terrans from energy were similiar, but less severe since you did invest energy afterall. So by nature these go against the very fundamentals of RTS design, which is what I would call fundamentally broken. There is a reason that these have fluctuated between completely breaking the game and being close to useless over the history of SC2.

The ability to create units anywhere on the map with little to no risk factor involved kinda explains itself. This was bandaided somewhat decently with slow vs fast warp ins, but again goes against the very core concept of units being made by production facility. If you think back to the original PvP meta in WOL, in any other RTS circumstance you would have had to make 4 gateways in your opponnents base to achieve the same affect. This huge risk was replaced by spending 100 minerals on a pylon.
Due to warpin being a thing, gateway units have had an incredibly hard time being properly balanced. The initial bandaid was the force field, which was about as anti counter micro as you could possibly design an ability. Nowadays you see a ton of shield batteries thrown down, in HOTS it was the mothership core.

SC2 has several of these flawed designs that lead to weird bandaids as blizzard has been unwilling to change these core fundamentals of the game ever since the original beta when people began to point these things out.

As for banelings: Usually an RTS comes down to trading more cost efficiently than your opponnent if you are on an even playing field. You can start trading cost innefficiently when you are economically ahead.
Banelings, since they destroy everything that doesn't fly, allow you to trade cost inefficiently and still come out ahead. You could make a similiar argument against scourge in SC 1, but since those only target flying units and involve a lot more control to be used effectively, they are more niche in both usecase and impact on trade efficiency.
Lucasmus
Profile Joined September 2015
35 Posts
April 14 2022 12:50 GMT
#127
The ability to create units anywhere on the map with little to no risk factor involved kinda explains itself. This was bandaided somewhat decently with slow vs fast warp ins, but again goes against the very core concept of units being made by production facility. If you think back to the original PvP meta in WOL, in any other RTS circumstance you would have had to make 4 gateways in your opponnents base to achieve the same affect. This huge risk was replaced by spending 100 minerals on a pylon.
Due to warpin being a thing, gateway units have had an incredibly hard time being properly balanced. The initial bandaid was the force field, which was about as anti counter micro as you could possibly design an ability. Nowadays you see a ton of shield batteries thrown down, in HOTS it was the mothership core.


I wonder what would happen if units warped in far away would be significantly worse. For example units that are warped in outside range of a Nexus are warped in with 0 shield.
THERIDDLER
Profile Joined July 2014
Canada128 Posts
April 14 2022 15:37 GMT
#128
Might need a few more protoss buffs to have creator and zoun consistently beat maru
Please don't fricken hack, its just a game.
Draddition
Profile Joined February 2014
United States59 Posts
April 14 2022 18:44 GMT
#129
On April 14 2022 21:26 Lorch wrote:
Show nested quote +
On April 14 2022 00:25 Charoisaur wrote:
On April 13 2022 22:50 WombaT wrote:
On April 13 2022 21:22 Lorch wrote:
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.

Balance wise perhaps at certain phases over SC2’s lifespan, design wise though?

I don’t think there’s anything fundamentally broken about the baneling as a unit. They have an obvious downside in having to be expended to attack, and there are counter-measures from splitting, walling or (less so nowadays) forcefielding them out.

I think there’s core problems in an RTS design sense with the other two you mentioned for sure, less sure with the baneling in that sense.

there's nothing "fundamentally broken" with any of those things, when people use this phrase they just mean "this is not my preferred design" and they want to make themselves sound more important.

So if Banelings are not his preferred design then that's how it is.

I completely disagree with that view but it's not any less legitimate than complaining about the design of other "fundamentally broken" units.


Yes I have replaced any mention of "I dont like this" with "This is fundamentally flawed" in my dictionary, thank you for pointing that out.

RTS is about farming ressources and using them to produce units, broodlord and swarm host create (potential) infinite units while the amount of ressources always stays the same (unlike say the carrier which has to pay minerals for interceptors). Infested terrans from energy were similiar, but less severe since you did invest energy afterall. So by nature these go against the very fundamentals of RTS design, which is what I would call fundamentally broken. There is a reason that these have fluctuated between completely breaking the game and being close to useless over the history of SC2.

The ability to create units anywhere on the map with little to no risk factor involved kinda explains itself. This was bandaided somewhat decently with slow vs fast warp ins, but again goes against the very core concept of units being made by production facility. If you think back to the original PvP meta in WOL, in any other RTS circumstance you would have had to make 4 gateways in your opponnents base to achieve the same affect. This huge risk was replaced by spending 100 minerals on a pylon.
Due to warpin being a thing, gateway units have had an incredibly hard time being properly balanced. The initial bandaid was the force field, which was about as anti counter micro as you could possibly design an ability. Nowadays you see a ton of shield batteries thrown down, in HOTS it was the mothership core.

SC2 has several of these flawed designs that lead to weird bandaids as blizzard has been unwilling to change these core fundamentals of the game ever since the original beta when people began to point these things out.

As for banelings: Usually an RTS comes down to trading more cost efficiently than your opponnent if you are on an even playing field. You can start trading cost innefficiently when you are economically ahead.
Banelings, since they destroy everything that doesn't fly, allow you to trade cost inefficiently and still come out ahead. You could make a similiar argument against scourge in SC 1, but since those only target flying units and involve a lot more control to be used effectively, they are more niche in both usecase and impact on trade efficiency.


I've never really agreed with this idea. It's not like there is a textbook (as far as I know) on the fundamental rules of RTS. As far as general RTS guidelines that most people try to abide by, Starcraft is unique and great because it challenges these thoughts. That's what allows for the asymmetric design that makes the game so interesting.

Tech progression for Terran and Protoss is extremely fast without (significant) threat. Terran (and to a lesser extent Zerg) can abandon a position with little cost by simply moving buildings away. Protoss unit production is frontloaded. Larvae allow zerg to leverage production in any direction at a moments notice. Terran bio, overlapping protoss splash, excess zerg map vision, the list goes on. Almost everything in Starcraft goes against what many would consider traditional rules of RTS.

The question is if these units go TOO far. Swarmhosts obviously went too far, providing damage from an extremely safe position. Broodlords tend to be in a pretty good spot- they provide a unique way of dealing damage, but are extremely vulnerable.



RampancyTW
Profile Joined August 2010
United States577 Posts
April 14 2022 19:12 GMT
#130
On April 13 2022 21:22 Lorch wrote:
Banelings, just like free units, warp gates etc. are just poor design choices. You can bandage fix all of them to get a playable game, but fundamentally they are just broken by design.

... I'm just gonna choose to believe that this is satire
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
April 14 2022 20:14 GMT
#131
Its a good start but feel like it didn't do enough to freshen up the game, immortals and colossus lacking a bit, especially vs Zerg.
Prev 1 5 6 7 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 139
StarCraft: Brood War
Sea 2200
Rain 2192
Leta 63
Backho 35
Sharp 31
soO 31
NotJumperer 20
Bale 15
Purpose 7
Mong 1
League of Legends
JimRising 554
Counter-Strike
ceh9636
m0e_tv499
Other Games
WinterStarcraft619
Liquid`RaSZi467
Happy246
RuFF_SC226
Trikslyr21
trigger4
Organizations
Dota 2
PGL Dota 2 - Secondary Stream4854
Other Games
gamesdonequick549
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH270
• StrangeGG 50
• LUISG 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
The PondCast
1h 37m
WardiTV Spring Champion…
2h 37m
MaxPax vs SHIN
ByuN vs herO
Solar vs Zoun
OSC
4h 37m
OSC
15h 37m
CranKy Ducklings
1d 1h
WardiTV Spring Champion…
1d 2h
Cure vs SKillous
WardiTV Spring Champion…
2 days
GSL
2 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
2 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
2 days
[ Show More ]
WardiTV Spring Champion…
3 days
GSL
3 days
Patches Events
3 days
BSL22 NKC (BSL vs China)
3 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
3 days
WardiTV Weekly
4 days
Sparkling Tuna Cup
5 days
Douyu Cup 2020
6 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Liquipedia Results

Completed

Proleague 2026-06-16
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.