• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:28
CEST 07:28
KST 14:28
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced72026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Data needed Any progamer "explanation" videos like this one? ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions
Tourneys
[ASL21] Ro16 Group D [ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1723 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
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 Ireland26645 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
Germany16062 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
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
PiGosaur Cup
00:00
#78
PiGStarcraft261
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 52
StarCraft: Brood War
GuemChi 6908
Nal_rA 325
ProTech124
Bale 9
Icarus 9
yabsab 6
Super Smash Bros
hungrybox558
Mew2King48
Other Games
summit1g8868
WinterStarcraft509
PiGStarcraft261
C9.Mang0220
Trikslyr130
Organizations
Other Games
gamesdonequick870
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1455
• Stunt451
Upcoming Events
RSL Revival
4h 32m
Replay Cast
18h 32m
The PondCast
1d 4h
KCM Race Survival
1d 4h
WardiTV Map Contest Tou…
1d 5h
Gerald vs TBD
Clem vs TBD
ByuN vs TBD
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 9h
CranKy Ducklings
1d 18h
Escore
2 days
RSL Revival
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Map Contest Tou…
3 days
Universe Titan Cup
3 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
TBD vs YSC
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.