• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:03
CET 01:03
KST 09:03
  • 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
ByuL: The Forgotten Master of ZvT25Behind the Blue - Team Liquid History Book18Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0241LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Behind the Blue - Team Liquid History Book ByuL: The Forgotten Master of ZvT Liquipedia WCS Portal Launched Kaelaris on the futue of SC2 and much more...
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) How do the "codes" work in GSL? LiuLi Cup: 2025 Grand Finals (Feb 10-16)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
CasterMuse Youtube A cwal.gg Extension - Easily keep track of anyone A new season just kicks off Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues [LIVE] [S:21] ASL Season Open Day 1 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Fighting Spirit mining rates Current Meta
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread New broswer game : STG-World Diablo 2 thread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War Canadian Politics Mega-thread Ask and answer stupid questions here!
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion 2024 - 2026 Football Thread TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1748 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
France15845 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
Germany3691 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 Ireland26268 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
Germany16044 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
Germany3691 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
Canada126 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
OSC
00:00
OSC Elite Rising Star #17.5
CranKy Ducklings9
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 223
Temp0 50
StarCraft: Brood War
Artosis 641
GuemChi 40
NaDa 18
Dota 2
syndereN546
canceldota378
Super Smash Bros
PPMD32
Liquid`Ken13
Other Games
summit1g12637
shahzam735
C9.Mang0185
Maynarde100
Trikslyr73
ZombieGrub52
ArmadaUGS32
Organizations
Counter-Strike
PGL666
Other Games
gamesdonequick215
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 82
• intothetv
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• AfreecaTV YouTube
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21376
• lizZardDota254
League of Legends
• TFBlade1375
• Stunt222
Other Games
• imaqtpie1537
• Scarra1412
• Shiphtur221
Upcoming Events
WardiTV Winter Champion…
11h 57m
Replay Cast
1d 8h
WardiTV Winter Champion…
1d 11h
The PondCast
2 days
Replay Cast
2 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
SC Evo Complete
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
[ Show More ]
uThermal 2v2 Circuit
5 days
Replay Cast
6 days
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-22
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.