• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:03
CET 13:03
KST 21:03
  • 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
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
LiuLi Cup: 2025 Grand Finals (Feb 10-16)7Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker7PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)11Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2
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 Weekly Cups (Jan 12-18): herO, MaxPax, Solar win Rongyi Cup S3 - Preview & Info Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
LiuLi Cup: 2025 Grand Finals (Feb 10-16) Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April WardiTV Mondays
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
Gypsy to Korea ACS replaced by "ASL Season Open" - Starts 21/02 Recent recommended BW games [ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Diablo 2 thread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread EVE Corporation
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Sex and weight loss Russo-Ukrainian War Thread Ask and answer stupid questions here! YouTube Thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2581 users

What balance / design changes do you want to see? - Page 11

Forum Index > SC2 General
Post a Reply
Prev 1 9 10 11 12 13 17 Next All
syndbg
Profile Joined February 2018
43 Posts
May 30 2022 11:46 GMT
#201
On May 30 2022 20:42 serendipitous wrote:
Hydras are meant to be a squishy long range backline unit with high dps and they do that job wonderfully. Dunno why we'd want to buff them.


The thought process from the last few replies in the thread was "how to make sc2 more like BW" and specifically "how to make the queen less of a catch-all defensive clutch for zerg early game".

So, that's why people are thinking of a way to make hydra less garbo and somewhat decent vs early game, so that you actually:
* make larva more impactful in the early game
* specialize the queen only for macro mechanics (inject+creep)
* make hydras relevant again, which was part of zerg identity in BW
Charoisaur
Profile Joined August 2014
Germany16035 Posts
May 30 2022 11:49 GMT
#202
On May 30 2022 20:11 syndbg wrote:
Show nested quote +
On May 30 2022 13:12 dph114 wrote:
On May 30 2022 00:12 Vision_ wrote:
On May 29 2022 22:33 Beelzebub1 wrote:
On May 29 2022 21:05 Vision_ wrote:
Having an eye on the previous video i linked some days ago, hydralisks aren t enought cost efficient against marines/medivacs.. Of course you can argue that Zergs need a mixed army composition with Banelings, but their cost is the same amount of minerals and gas (and Tier 1...).

I feel like it s more dependant about player skill injection than a true strategic decision and Zergs can run out of bankrupt if his parry (of paying hydralisks) isn t enought cost-effective.

That s why adding one point to the hydralisks range (and lower his damage in consequence) possibly not have such a big impact (in term of priority) on the units range ladder ((Wiki)Range ), ... And with reducing medivacs range from 4 to 3, you could get a new relationship/interaction between units (by now it s about mediv : 4 + 5 = 9 (marines) against 6 for hydralisks).

With these changes, a skilled Zerg could snipe more medivacs. Just my feelings


But why? Hydralisks are not a balance issue, they aren't weak, they aren't strong. Why would they need a buff to snipe medivacs? lol


because marines/medivacs rapes hydralisks.

and? Should BC's be buffed because corrupters rape them?


Woah R-word. D:
I don't t think the analogy is correct. BCs have a good window where they're strong, which is pretty much until you have enough corruptors to 1shot BCs.

Hydras... I don't think there's a time when the hydra is better.

However, the idea of playing with the default hydra range might be useful.
Note that queens are extremely needed to defend proxy raxes. In the current state with awful range w/o upgrades and the current hp/cost, hydra is just useless vs that.


Yeah if you're using Hydras to defend proxy raxes, you're doing something wrong
Many of the coolest moments in sc2 happen due to worker harassment
syndbg
Profile Joined February 2018
43 Posts
May 30 2022 11:56 GMT
#203
On May 30 2022 20:49 Charoisaur wrote:
Show nested quote +
On May 30 2022 20:11 syndbg wrote:
On May 30 2022 13:12 dph114 wrote:
On May 30 2022 00:12 Vision_ wrote:
On May 29 2022 22:33 Beelzebub1 wrote:
On May 29 2022 21:05 Vision_ wrote:
Having an eye on the previous video i linked some days ago, hydralisks aren t enought cost efficient against marines/medivacs.. Of course you can argue that Zergs need a mixed army composition with Banelings, but their cost is the same amount of minerals and gas (and Tier 1...).

I feel like it s more dependant about player skill injection than a true strategic decision and Zergs can run out of bankrupt if his parry (of paying hydralisks) isn t enought cost-effective.

That s why adding one point to the hydralisks range (and lower his damage in consequence) possibly not have such a big impact (in term of priority) on the units range ladder ((Wiki)Range ), ... And with reducing medivacs range from 4 to 3, you could get a new relationship/interaction between units (by now it s about mediv : 4 + 5 = 9 (marines) against 6 for hydralisks).

With these changes, a skilled Zerg could snipe more medivacs. Just my feelings


But why? Hydralisks are not a balance issue, they aren't weak, they aren't strong. Why would they need a buff to snipe medivacs? lol


because marines/medivacs rapes hydralisks.


Did you even try to reply in the context
and? Should BC's be buffed because corrupters rape them?


Woah R-word. D:
I don't t think the analogy is correct. BCs have a good window where they're strong, which is pretty much until you have enough corruptors to 1shot BCs.

Hydras... I don't think there's a time when the hydra is better.

However, the idea of playing with the default hydra range might be useful.
Note that queens are extremely needed to defend proxy raxes. In the current state with awful range w/o upgrades and the current hp/cost, hydra is just useless vs that.


Yeah if you're using Hydras to defend proxy raxes, you're doing something wrong


That's a pretty shallow reply taking things out of context.
WombaT
Profile Blog Joined May 2010
Northern Ireland26242 Posts
May 30 2022 12:11 GMT
#204
On May 30 2022 20:46 syndbg wrote:
Show nested quote +
On May 30 2022 20:42 serendipitous wrote:
Hydras are meant to be a squishy long range backline unit with high dps and they do that job wonderfully. Dunno why we'd want to buff them.


The thought process from the last few replies in the thread was "how to make sc2 more like BW" and specifically "how to make the queen less of a catch-all defensive clutch for zerg early game".

So, that's why people are thinking of a way to make hydra less garbo and somewhat decent vs early game, so that you actually:
* make larva more impactful in the early game
* specialize the queen only for macro mechanics (inject+creep)
* make hydras relevant again, which was part of zerg identity in BW

I’m not sure how relevant identity is, they’re just profoundly different games. At least in terms of the presence of a particular unit, people wanted better Carriers as they too are iconic, only for the prevalence of Carrier-augmented deathballs to disavow many of that notion.

Giving Zerg more to think about, and more options correspondingly rather than Queens as a catch all just seems a good fundamental design tweak.

As it stands hydra are the only candidate that can possibly be slotted in to give Zerg reliable AA against a variety of air harassment that hits pretty early, and Zerg 100% need that alternative if the Queen is to be modified to be less of a catch-all

I don’t think beyond that more hydras equals a more Zergy feel though, while I think there’s some balance issues with it/them creep in SC2 absolutely has a Zerg flavour, banes too. Zerg get to play with highly mobile, numerous and squishy melee/short range comps in ling/bling/muta that feels very swarmy too.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
May 30 2022 12:21 GMT
#205
I don't think aiming to make hydras a good early game unit in SC2 is even vaguely realistic (for one, the way zerg econ scaling and early gas interact means you'd need hydras to be bullshit OP as units to fill the queen's role without crippling the Zerg).

However, making queens worse AA for the midgame and hydras better there makes some sense, and is a lot more realistic. The damage point idea (for AA specifically, I don't think it could be balanced vs ground) is solid because it is a major buff against low health units like interceptors (and to a degree mutas) that hydras currently absolutely suck against struggle with.
DormeurDuVal
Profile Joined May 2022
6 Posts
May 30 2022 12:25 GMT
#206
What I'd like to see is a deep change inspired by sane first principles.

- No free units
- No stacking AoE
- No race-specific damage (like the extra widow mines damage against shield)
- No mono units
- Spell casters should not be useful once massed, or in direct combat (the ghost...)


I also think that Liberators, Cyclones, Colossus, Disruptors, Swarm hosts and Lurkers are not well designed and tend to create stale situations.



WombaT
Profile Blog Joined May 2010
Northern Ireland26242 Posts
May 30 2022 12:28 GMT
#207
On May 30 2022 21:25 DormeurDuVal wrote:
What I'd like to see is a deep change inspired by sane first principles.

- No free units
- No stacking AoE
- No race-specific damage (like the extra widow mines damage against shield)
- No mono units
- Spell casters should not be useful once massed, or in direct combat (the ghost...)


I also think that Liberators, Cyclones, Colossus, Disruptors, Swarm hosts and Lurkers are not well designed and tend to create stale situations.




What do you mean by no mono units?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
DormeurDuVal
Profile Joined May 2022
6 Posts
May 30 2022 12:44 GMT
#208
On May 30 2022 21:28 WombaT wrote:
Show nested quote +
On May 30 2022 21:25 DormeurDuVal wrote:
What I'd like to see is a deep change inspired by sane first principles.

- No free units
- No stacking AoE
- No race-specific damage (like the extra widow mines damage against shield)
- No mono units
- Spell casters should not be useful once massed, or in direct combat (the ghost...)


I also think that Liberators, Cyclones, Colossus, Disruptors, Swarm hosts and Lurkers are not well designed and tend to create stale situations.




What do you mean by no mono units?


The mothership. It should simply be removed, this is a pure gimmick.
DormeurDuVal
Profile Joined May 2022
6 Posts
May 30 2022 12:50 GMT
#209
An other aspect of the game that I think could have profound implication is the max 200 pop limit.

In my opinion, the max population limit should only be reached on rare occasion, extremely late game.

Thus, it should be increased, and the map ressources should maybe be decreased, depending on the results.

The dynamic of 200pop vs 200pop with huge banks is not great, often leading to stale situations.

Of course many units should be rebalanced accordingly, the cost of roaches comes to mind...
DormeurDuVal
Profile Joined May 2022
6 Posts
May 30 2022 12:52 GMT
#210
The Queen is a bit too versatile in my opinion, it can be used as a macro unit, defense unit, attack unit and support spell caster, both anti ground and anti air.

This role could maybe be slit into two versions of the queen, the basic defense queen and the advanced attack queen...
WombaT
Profile Blog Joined May 2010
Northern Ireland26242 Posts
May 30 2022 16:17 GMT
#211
On May 30 2022 21:44 DormeurDuVal wrote:
Show nested quote +
On May 30 2022 21:28 WombaT wrote:
On May 30 2022 21:25 DormeurDuVal wrote:
What I'd like to see is a deep change inspired by sane first principles.

- No free units
- No stacking AoE
- No race-specific damage (like the extra widow mines damage against shield)
- No mono units
- Spell casters should not be useful once massed, or in direct combat (the ghost...)


I also think that Liberators, Cyclones, Colossus, Disruptors, Swarm hosts and Lurkers are not well designed and tend to create stale situations.




What do you mean by no mono units?


The mothership. It should simply be removed, this is a pure gimmick.

Ok I get you now. It’s pretty rarely deployed though and is a borderline gimmick anyway, which is IMO fine. I don’t mind the odd unit that is super situational.

What’s wrong with stacking AoE or race-specific damage?

Clumping, easily deployable, high DPS compositions (hello bio) need counter measures, and AoE is that countermeasure.

You need mines to be potent to some degree for bio-mine to be viable, Protoss happen to have a rather tanky melee unit, Zerg have a numerous and squishy, speedy melee unit. If you outright buff mines and their damage you both melt Zerg, but also Terran units from dragged mines. That upsets the rather delicate, borderline balanced interaction there, so doing that is rather problematic. If you don’t boost their damage mines relatively tickle Zealots charging in.

So the best compromise is a bonus damage to shields, which Protoss only possess. It’s not the most elegant solution possible but it’s not really fundamentally different from attack/armour bonuses.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
May 30 2022 16:35 GMT
#212
On May 31 2022 01:17 WombaT wrote:
Show nested quote +
On May 30 2022 21:44 DormeurDuVal wrote:
On May 30 2022 21:28 WombaT wrote:
On May 30 2022 21:25 DormeurDuVal wrote:
What I'd like to see is a deep change inspired by sane first principles.

- No free units
- No stacking AoE
- No race-specific damage (like the extra widow mines damage against shield)
- No mono units
- Spell casters should not be useful once massed, or in direct combat (the ghost...)


I also think that Liberators, Cyclones, Colossus, Disruptors, Swarm hosts and Lurkers are not well designed and tend to create stale situations.




What do you mean by no mono units?


The mothership. It should simply be removed, this is a pure gimmick.

Ok I get you now. It’s pretty rarely deployed though and is a borderline gimmick anyway, which is IMO fine. I don’t mind the odd unit that is super situational.

What’s wrong with stacking AoE or race-specific damage?

Clumping, easily deployable, high DPS compositions (hello bio) need counter measures, and AoE is that countermeasure.

You need mines to be potent to some degree for bio-mine to be viable, Protoss happen to have a rather tanky melee unit, Zerg have a numerous and squishy, speedy melee unit. If you outright buff mines and their damage you both melt Zerg, but also Terran units from dragged mines. That upsets the rather delicate, borderline balanced interaction there, so doing that is rather problematic. If you don’t boost their damage mines relatively tickle Zealots charging in.

So the best compromise is a bonus damage to shields, which Protoss only possess. It’s not the most elegant solution possible but it’s not really fundamentally different from attack/armour bonuses.


Agreed here on all counts.
I think the mine +shield damage was one of the better tweaks to a unit that made it workable in an extra matchup.
DormeurDuVal
Profile Joined May 2022
6 Posts
May 30 2022 17:45 GMT
#213
I am not saying that the window mine is unbalanced but that the way this balance was achieved is ugly.

Tanks are an other AoE unit, they don't do special damage to a race.

I think that Protoss having tanky units is a trait of the race, that should be preserved for diversity of gameplay engagement, if mines were not that effective against some protoss composition because of their tankiness, I don't think that would be a huge problem, but of course that should be balanced.

Stackable AoE is something that in my opinion should really be adressed. Psi storm is a very powerful AoE spell, but it can't be stacked, and this is a very good design choice as that would make it a doom spell if it was, use 4-5 templars and cast as a full 3-4 stacked storm and see your army evaporate in an instant.

The same logic should apply to collosus, the overlaping lasers should not do overlaping damage, idem for lurkers and many other AoE.

And the free units thing, I think this is a recipe for stale turtle style games.
egrimm
Profile Joined September 2011
Poland1199 Posts
Last Edited: 2022-05-30 17:54:35
May 30 2022 17:53 GMT
#214
On May 30 2022 21:11 WombaT wrote:
Show nested quote +
On May 30 2022 20:46 syndbg wrote:
On May 30 2022 20:42 serendipitous wrote:
Hydras are meant to be a squishy long range backline unit with high dps and they do that job wonderfully. Dunno why we'd want to buff them.


The thought process from the last few replies in the thread was "how to make sc2 more like BW" and specifically "how to make the queen less of a catch-all defensive clutch for zerg early game".

So, that's why people are thinking of a way to make hydra less garbo and somewhat decent vs early game, so that you actually:
* make larva more impactful in the early game
* specialize the queen only for macro mechanics (inject+creep)
* make hydras relevant again, which was part of zerg identity in BW

I’m not sure how relevant identity is, they’re just profoundly different games. At least in terms of the presence of a particular unit, people wanted better Carriers as they too are iconic, only for the prevalence of Carrier-augmented deathballs to disavow many of that notion.

Giving Zerg more to think about, and more options correspondingly rather than Queens as a catch all just seems a good fundamental design tweak.

As it stands hydra are the only candidate that can possibly be slotted in to give Zerg reliable AA against a variety of air harassment that hits pretty early, and Zerg 100% need that alternative if the Queen is to be modified to be less of a catch-all

I don’t think beyond that more hydras equals a more Zergy feel though, while I think there’s some balance issues with it/them creep in SC2 absolutely has a Zerg flavour, banes too. Zerg get to play with highly mobile, numerous and squishy melee/short range comps in ling/bling/muta that feels very swarmy too.


The queen AA change is the exact reason why the Hydra keeps getting mentioned over and over again as it seems like the only candidate to address the Zerg AA issue.

Moreover, currently you can get the "swarmy feel" only by going for ling/melee based compositions.
What I'd like to see, and also some people arguing for changing the hydra I suppose, is to have the same vibe when going other compositions, namely "ranged"=roach+hydra and I believe with changes to both roach an hydra it is possible.

I'd like Roach and Hydra to coexist in T1.5 and have Zergs to do some decisions in the early game which unit they want to commit.
I imagine something like:

Roach
- supply changed form 2 to 1
- reduced the attack range from 4 to 3
- unit characteristics: slow, sturdy, armored, tanky, defensive, low range

You can have much more roaches in the maxed army, however they are not gonna scale well in bigger fights as many of them gonna be blocked from attacking due to lower range. Hopefully this would mean more scattered fights when zerg maxes out. Also easier to build in the early game as the cost is lower because you do not need that many overlords which means that building only a few defensive roaches is not that big of a commitment.

Hydra
- moved to Hatch tech (obviously still needs Den)
- supply changed form 2 to 1
- cost changed to 75/25
- build time: 24 -> 19
- tune/balance health and DPS later on
- unit characteristics: fast, nimble, squishy, AA, easily microable, long range

Indented to provide early game AA to help fight against harass units. Lesser cost and 1 supply should allow to build fearsome swarmy army with 1 supply roaches as a backbone. Also might become a go-to AA in the bigger armies but hard to tell.


Queen
- AA & ground attack range reduced to 4
sOs TY PartinG
ejozl
Profile Joined October 2010
Denmark3476 Posts
Last Edited: 2022-06-01 12:18:10
May 31 2022 21:20 GMT
#215
I had a similar idea, because I was tired of Roach wars in HotS and thought about 3 range Roaches, how different it would be. I think what adds a lot to the death ball, which is so disliked, is units with long range. When you think about it, the less range the more positioning matters and it becomes a battle for concaves, but with long range you just stand and shoot.

So my idea for the Roach was to go back to the original design of the Roach from the beta. Armour increased from 1->2 and range decreased from 4->3.

As I said earlier I would also like to see -1 range Hydras in exchange for a movement speed buff.

And so with these range changes, the Zerg ranged unit army would consist of 3 range, bulkier Roaches tanking the front, with faster, 4 range Hydras in the next line and then lastly sieging from the back we have the 6 range Ravagers. I think this makes more sense, so the Ravagers are well protected, but are also the slower unit. Instead of as it is now, where all the ranged Zerg units incl. the Queen have the 4-6 range and so they all awkwardly clump up.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
871 Posts
Last Edited: 2022-06-01 10:04:06
June 01 2022 09:11 GMT
#216
On May 30 2022 04:07 Charoisaur wrote:
Show nested quote +
On May 30 2022 00:12 Vision_ wrote:
On May 29 2022 22:33 Beelzebub1 wrote:
On May 29 2022 21:05 Vision_ wrote:
Having an eye on the previous video i linked some days ago, hydralisks aren t enought cost efficient against marines/medivacs.. Of course you can argue that Zergs need a mixed army composition with Banelings, but their cost is the same amount of minerals and gas (and Tier 1...).

I feel like it s more dependant about player skill injection than a true strategic decision and Zergs can run out of bankrupt if his parry (of paying hydralisks) isn t enought cost-effective.

That s why adding one point to the hydralisks range (and lower his damage in consequence) possibly not have such a big impact (in term of priority) on the units range ladder ((Wiki)Range ), ... And with reducing medivacs range from 4 to 3, you could get a new relationship/interaction between units (by now it s about mediv : 4 + 5 = 9 (marines) against 6 for hydralisks).

With these changes, a skilled Zerg could snipe more medivacs. Just my feelings


But why? Hydralisks are not a balance issue, they aren't weak, they aren't strong. Why would they need a buff to snipe medivacs? lol


because marines/medivacs rapes hydralisks.

Building other units than the hydralisk is not an option?


* make hydras relevant again, which was part of zerg identity in BW (syndbg quote)

I now approve the concept of getting three balanced basic units in the Zerg army play-style. I also consider Stalkers as odd in the meta. but generally i m convinced 99.9% by a reduction of speed damage interaction (which is an average complicated tweak - indeed this is mostly mathematical), to resume, i promote hydras to be a core unit, coming sooner.

Is the concept of balancing each race one after the other realistic/do-able ? as long as it remains balanced against the two others I think most of members of this forum would rather like to see Zerg be patched in first (if you must chose only one entire race to re-work)

It s hard in my mind to consider air domination as a part of the strategy. I enjoy mutas, vikings and phoenix. I also enjoy Tempest and kinda like BC. But i don t really like to talk about Corrupters. I can imagine bigger supply cost units in the air domain but it would be a part of a new era Is there an issue with vipers because you can create them without limit ? are air casters breaker only because they can be created in just one time in the Zerg race ?

For example, would you require two larvas for creating a viper, i mean it s not completely out of sense ?
dph114
Profile Joined May 2022
30 Posts
June 02 2022 19:11 GMT
#217
I dont understand why everyone here wants to buff hydra, which would break all the mu's simply because aoe is much weaker in sc2, for it would pretty much make every mu mass hydra, this would also mean some of the other races units might need to buffed mostly siege tank and gateway units for protoss imo.

This would destroy balance and meta of sc2 as we know it.

If you really wanted to make hydra t1 unit, imo reduce its range to something like 4, and make its anti-air range bigger. Make it dedicated aa and nerf queen antiair or heal? This would make hydra similar situation as reaper a dedicated early game unit. It wouldnt effect balance later in the game..
UnLarva
Profile Joined March 2019
458 Posts
June 02 2022 19:38 GMT
#218
Ladder should be forced to Random,

That would end all unconstructive balance whining.
Part-time Serralogist
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 02 2022 21:37 GMT
#219
On June 03 2022 04:38 UnLarva wrote:
Ladder should be forced to Random,

That would end all unconstructive balance whining.


And replace it all with the much more constructive "Let us choose our race again" whining.

-------------

Separate note: In the current state of affairs, we can expect more changes. The community at large (possibly) has some influence here. Given this, I think it'd be somewhat nice to focus on realistic changes.

Changing the supply or place in the tech tree of any core unit, like the hydra, is not a realistic change.
I don't think there's any point discussing it. Not only will it not happen (not practically relevant), but I really don't think it's possible to construct a good theory about what the game would actually look like after such a change (outside of the immediate early game, like hydra allins vs protoss becoming a thing).
Vision_
Profile Joined September 2018
871 Posts
Last Edited: 2022-06-03 12:28:51
June 03 2022 06:23 GMT
#220
On June 03 2022 06:37 Ciaus_Dronu wrote:
Show nested quote +
On June 03 2022 04:38 UnLarva wrote:
Ladder should be forced to Random,

That would end all unconstructive balance whining.


And replace it all with the much more constructive "Let us choose our race again" whining.

-------------

Separate note: In the current state of affairs, we can expect more changes. The community at large (possibly) has some influence here. Given this, I think it'd be somewhat nice to focus on realistic changes.

Changing the supply or place in the tech tree of any core unit, like the hydra, is not a realistic change.
I don't think there's any point discussing it. Not only will it not happen (not practically relevant), but I really don't think it's possible to construct a good theory about what the game would actually look like after such a change (outside of the immediate early game, like hydra allins vs protoss becoming a thing).


Any problem has his own issue. With a good team in place (pro, stronk-casuals and casters), with a first release of slower damage interaction, i don t think replacing Hydras in T1 is impossible. You could also give a chance into a 9-starter workers in an eventual incomming era. (ps : the first release is about creating a copy of sc2 with slower damage interaction and eventually 9 workers starting, then patchs could be delivery on it)

On June 03 2022 04:11 dph114 wrote:
I dont understand why everyone here wants to buff hydra, ..


I said Hydras are a bit weak, but it s considering the bio playstyle of Terran. I didn t want to speak about buff, even if i m going too far when i said "bio rapes hydras", i promote just a new composition of basic zerg units. and so Hydras aren t weak against Protoss

First Release :

> Slower interaction Damage
> 5 workers starting
> Workers carry now 10 minerals (instead of 5). The time for gathering ressource is increased up to be equal like "if the worker would have done 2 back and forth". HHM (Hot Harvesting Minerals) : after been gathered, minerals are hot and can t be gather until the next trip.
> In Consequence, workers gain 70% hit points. Their damage is reduced by 33%. Their mineral cost increased from 50 to 100, double construction time,
> New ground type for forbidden installation buildings


> Larva no longer provides Drones
> Hatchery New ability is added > Create Drone. This spells creates Drones (the time to make drone is a little bit shorter than SCV or probes)
> Spawning time for tumors increased from 11 to 13

> Warpgate duration protoss units inverted in term of logic

I will do the "slower interaction damage" sheet. Then the author of HHM could be a big help.
Then i m searching modders to go further in modifications (...)

WIP : decrease 30% damage per second


Prev 1 9 10 11 12 13 17 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
Group C
Scarlett vs TriGGeR
ByuN vs herO
RotterdaM739
TKL 190
IndyStarCraft 189
Rex119
BRAT_OK 116
Liquipedia
KCM Race Survival
10:00
Regular season
Bisu vs SomaLIVE!
Kim Chul Min (afreeca) 1718
LiquipediaDiscussion
PiG Sty Festival
22:20
PiG Sty Final Qualifier
ShoWTimE vs KrystianerLIVE!
PiGStarcraft482
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 739
PiGStarcraft482
TKL 190
IndyStarCraft 189
ProTech127
Rex 119
BRAT_OK 116
StarCraft: Brood War
Britney 46940
Calm 5493
Sea 2316
Bisu 1071
Jaedong 850
Mini 579
Hyuk 468
Snow 410
Shuttle 349
Leta 261
[ Show more ]
ZerO 244
Stork 216
Light 216
Soma 207
Soulkey 175
Larva 174
Last 169
Mong 152
Pusan 135
Rush 66
Sharp 61
Barracks 59
Sea.KH 46
ajuk12(nOOB) 43
Yoon 39
GoRush 38
Killer 38
Free 35
Sacsri 33
ToSsGirL 29
Hm[arnc] 26
Backho 23
Terrorterran 22
sorry 22
scan(afreeca) 18
Movie 17
Icarus 7
zelot 2
Dota 2
XcaliburYe108
NeuroSwarm92
League of Legends
JimRising 273
Counter-Strike
shoxiejesuss2137
zeus1236
byalli679
x6flipin501
allub189
kRYSTAL_64
Other Games
Liquid`RaSZi1055
singsing783
B2W.Neo546
crisheroes190
Fuzer 152
XaKoH 148
Mew2King109
Livibee70
KnowMe6
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Response 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota248
League of Legends
• Jankos1456
• Stunt460
Upcoming Events
Replay Cast
11h 57m
Online Event
21h 57m
LiuLi Cup
22h 57m
Serral vs Zoun
Cure vs Classic
Big Brain Bouts
1d 4h
Serral vs TBD
RSL Revival
1d 14h
RSL Revival
1d 21h
LiuLi Cup
1d 22h
uThermal 2v2 Circuit
1d 23h
RSL Revival
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
Replay Cast
3 days
Replay Cast
3 days
LiuLi Cup
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
OSC
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
Replay Cast
6 days
The PondCast
6 days
KCM Race Survival
6 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 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
PGL Cluj-Napoca 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.