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What balance / design changes do you want to see? - Page 16

Forum Index > SC2 General
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Beelzebub1
Profile Joined May 2015
1004 Posts
October 16 2022 16:03 GMT
#301
On October 16 2022 12:28 OmniSkeptic wrote:
+ While guardian shield is active, sentries are now detectors.
+ Buff Sentry sight range by 1 (to bring it in line with detection range of observers and cannons).
- Observers now constantly make an audible chime (like the one they used to have while deployed).

This helps the toss by making detection more consistently available, but also helps opponents by making it easier to know if their army/ drop has been spotted instead of having to coin flip and pray they didn't pass an observer.

Honestly, I'd even just take a "Observers that are moving or are deployed make a chime" and allow good non-f2ing toss players to intentionally keep them not moving in the less-ranged mode for maximum benefit.

-Nerf creep tumor sight range by 2.

Right now they can see off creep, which is stupid. We can ever-so-slightly nerf lategame creep without nerfing early game creep by reducing sight range, since zergs have the APM early game to use a queen to keep the creep able to spread max distance


Honestly love the sentry change, I've been an advocate for Sentry buffs for awhile, it used to be an essential core GW unit that was made much weaker when the Ravager was introduced to the game.

ejozl
Profile Joined October 2010
Denmark3491 Posts
October 17 2022 11:38 GMT
#302
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
TequilaMockingbird
Profile Joined February 2013
Germany64 Posts
October 23 2022 09:11 GMT
#303
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
October 23 2022 09:48 GMT
#304
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.
Beelzebub1
Profile Joined May 2015
1004 Posts
October 23 2022 15:15 GMT
#305
On October 23 2022 18:48 Ciaus_Dronu wrote:
Show nested quote +
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.


I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.
Harris1st
Profile Blog Joined May 2010
Germany7195 Posts
October 24 2022 14:23 GMT
#306
On October 24 2022 00:15 Beelzebub1 wrote:
Show nested quote +
On October 23 2022 18:48 Ciaus_Dronu wrote:
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.


I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.


Somehow Carrier control should be made more APM heavy. Like control Interceptors or make it a "spell" that needs to targeted or sth so Toss players can not just F2 - A and go for a smoke and come back to a victory screen 10mins later
Go Serral! GG EZ for Ence. Flashbang dance FTW
Beelzebub1
Profile Joined May 2015
1004 Posts
October 25 2022 02:04 GMT
#307
On October 24 2022 23:23 Harris1st wrote:
Show nested quote +
On October 24 2022 00:15 Beelzebub1 wrote:
On October 23 2022 18:48 Ciaus_Dronu wrote:
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.


I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.


Somehow Carrier control should be made more APM heavy. Like control Interceptors or make it a "spell" that needs to targeted or sth so Toss players can not just F2 - A and go for a smoke and come back to a victory screen 10mins later


Honestly man, I want all the units to be viable and all that but I think the best multiplayer games are the ones where capital ships don't become the focus. The Brood Lord, BC, Carrier, Tempest, they all just suck to watch and play against. Free units is gimmicky, interceptor ez mode carrier is gimmicky, and BC blink is gimmicky.

That's why I think a targeted ZvT creep nerf would really serve the game well at the pro level, the mid game needs to be boosted. ZvT has become the new ZvP but the old ZvP where P just camps all game.
Rain_fan
Profile Joined October 2022
2 Posts
October 25 2022 05:20 GMT
#308
I think overall game is pretty balanced but maybe revert some questionable balance changes that seem to create more problems they solve.

Changes to revert:

Forge research time increase
- How was forge imbalanced in the first place?

Observer move speed reduced
- This change makes no sense as I recently watched Zoun vs Cure and Cure scanned Zoun's observer twice failed to kill it. there will always be a situation where a flying unit goes just out of range and survives whether its overlord or medivac.

Adept build time increased 3 seconds in gateway
- What balance problem did this solve? vs Z most pros don't even bother shading the adept in nowadays since 1 queen and 2 lings should shut down the shade without losing a drone. vs Terran it seems to have created a balance problem where Terran can proxy the first rax and have a reaper out uncontested and be guaranteed at least 1 or more probes even if Protoss goes for earliest possible adept/stalker. Cure did this to Zoun multiple times and it didn't look very balanced.

I'm sure there are more changes from other races but since I happen to play protoss those stand out to me as changes that either don't make sense or actually create balance issues where there were none.
karnaahai
Profile Joined October 2022
1 Post
Last Edited: 2022-12-09 19:11:31
October 26 2022 11:34 GMT
#309
Bot edit.

User was banned for this post.
Charoisaur
Profile Joined August 2014
Germany16063 Posts
October 26 2022 12:40 GMT
#310
On October 26 2022 20:34 karnaahai wrote:
Does anyone remember in WoL beta when each race had like a "macro" unit that basically was defensive? Like a hero. Zerg could only make 1 queen, etc. Thought that was kind of cool.

like a Mothership Core?
Many of the coolest moments in sc2 happen due to worker harassment
Harris1st
Profile Blog Joined May 2010
Germany7195 Posts
October 26 2022 14:30 GMT
#311
On October 26 2022 21:40 Charoisaur wrote:
Show nested quote +
On October 26 2022 20:34 karnaahai wrote:
Does anyone remember in WoL beta when each race had like a "macro" unit that basically was defensive? Like a hero. Zerg could only make 1 queen, etc. Thought that was kind of cool.

like a Mothership Core?


Was not a defensive unit

Go Serral! GG EZ for Ence. Flashbang dance FTW
ejozl
Profile Joined October 2010
Denmark3491 Posts
Last Edited: 2022-10-26 21:40:56
October 26 2022 21:36 GMT
#312
On October 25 2022 14:20 Rain_fan wrote:
I think overall game is pretty balanced but maybe revert some questionable balance changes that seem to create more problems they solve.

Changes to revert:

Forge research time increase
- How was forge imbalanced in the first place?

Observer move speed reduced
- This change makes no sense as I recently watched Zoun vs Cure and Cure scanned Zoun's observer twice failed to kill it. there will always be a situation where a flying unit goes just out of range and survives whether its overlord or medivac.

Adept build time increased 3 seconds in gateway
- What balance problem did this solve? vs Z most pros don't even bother shading the adept in nowadays since 1 queen and 2 lings should shut down the shade without losing a drone. vs Terran it seems to have created a balance problem where Terran can proxy the first rax and have a reaper out uncontested and be guaranteed at least 1 or more probes even if Protoss goes for earliest possible adept/stalker. Cure did this to Zoun multiple times and it didn't look very balanced.

I'm sure there are more changes from other races but since I happen to play protoss those stand out to me as changes that either don't make sense or actually create balance issues where there were none.

I miss Shield Battery rushes

I also think the Queen nerfs except range nerf, were bad.
I find the Creep Tumour not being able to cancel was a weird change. Because if you're telling me they're not connected, then surely, when killing a tumour, it shouldn't also kill the one that it's creating.

For Terran I would want them to be able to place a Barracks, without the need for a Depot, though this one is arguably huge.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
OmniSkeptic
Profile Joined January 2021
Canada86 Posts
October 27 2022 20:45 GMT
#313
On October 17 2022 20:38 ejozl wrote:
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.


...did you just not read the explanation? Nerfing by two so you can't spread the full range is exactly the point. It nerfs lategame creep without nerfing early game creep because in the earlygame you always have units like queens, lings, and overlords near the initial tumors which can give you vision. However, it slows down the lategame because you're just spreading creep in random areas that don't have units nearby.
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2022-10-28 09:10:11
October 28 2022 07:37 GMT
#314
On October 28 2022 05:45 OmniSkeptic wrote:
Show nested quote +
On October 17 2022 20:38 ejozl wrote:
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.


...did you just not read the explanation? Nerfing by two so you can't spread the full range is exactly the point. It nerfs lategame creep without nerfing early game creep because in the earlygame you always have units like queens, lings, and overlords near the initial tumors which can give you vision. However, it slows down the lategame because you're just spreading creep in random areas that don't have units nearby.


In theory it could works out but I m not sure pro players take time to spread their tumors at maximum range in late game.....

I proposed 3 years ago (reduction from 10 to 7 for example). But if a tweak can happen i m in. The idea of reducing vision by 2 (or 3?) is good because player ability in spreading creep would be more efficient depending how good they are. It will nerf Serral, Reynor or Dark insane creep ability and allow mid tiers players like Lambo to be close from the top despite a slower APM.

[image loading]


ejozl
Profile Joined October 2010
Denmark3491 Posts
October 28 2022 08:54 GMT
#315
On October 28 2022 05:45 OmniSkeptic wrote:
Show nested quote +
On October 17 2022 20:38 ejozl wrote:
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.


...did you just not read the explanation? Nerfing by two so you can't spread the full range is exactly the point. It nerfs lategame creep without nerfing early game creep because in the earlygame you always have units like queens, lings, and overlords near the initial tumors which can give you vision. However, it slows down the lategame because you're just spreading creep in random areas that don't have units nearby.

Okay. But that I just disagree with. It's just unecessary hassle that has the minimum of change. Not to mention that it's obscure, so newbies would probably not even know they're getting 'cheated' by 1 range.

In that case I'd rather go overboard and nerf it's vision to 4, or 1 and have buffs elsewhere to compensate.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2022-10-28 12:43:00
October 28 2022 12:26 GMT
#316
On October 28 2022 17:54 ejozl wrote:
Show nested quote +
On October 28 2022 05:45 OmniSkeptic wrote:
On October 17 2022 20:38 ejozl wrote:
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.


...did you just not read the explanation? Nerfing by two so you can't spread the full range is exactly the point. It nerfs lategame creep without nerfing early game creep because in the earlygame you always have units like queens, lings, and overlords near the initial tumors which can give you vision. However, it slows down the lategame because you're just spreading creep in random areas that don't have units nearby.

Okay. But that I just disagree with. It's just unecessary hassle that has the minimum of change. Not to mention that it's obscure, so newbies would probably not even know they're getting 'cheated' by 1 range.

In that case I'd rather go overboard and nerf it's vision to 4, or 1 and have buffs elsewhere to compensate.


I m really curious on how you could compensate without imbalancing match up against Protoss or Terran. I mean, tweak by 3 the vision of creep (as you can see in the picture above) is huge nerf just because some units could attack tumors without been spotted immediately. Set 1 or 4 to the radius vision of tumors will result in a lack of design, of course decreasing from 10 to 9 is not game changing.

Actually the creep feature is what makes an insane difference between pro players and other players, and nerf this feature will affect globally the game and i don t think it s necessary to compensate elsewhere (considering a drastic case from 10 to 4). Imagine at top level, just a little bit reduction from 10 to 7 will delay the reaction of zerg opponent by one seconds on EACH attacks approximatively

I think 8 is the maximum nerf from a design persepective, Zerg can continue to spawn tumors without so much constraint and attackers can benefit from a little bit more fog of war
MJG
Profile Joined May 2018
United Kingdom1451 Posts
Last Edited: 2022-10-28 14:17:20
October 28 2022 14:16 GMT
#317
On October 24 2022 23:23 Harris1st wrote:
Show nested quote +
On October 24 2022 00:15 Beelzebub1 wrote:
On October 23 2022 18:48 Ciaus_Dronu wrote:
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.

Pretty strong agree.

Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.

The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.

And even then... recall is a thing. In case you do happen to actually pull off the engage.

I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.

Somehow Carrier control should be made more APM heavy. Like control Interceptors or make it a "spell" that needs to targeted or sth so Toss players can not just F2 - A and go for a smoke and come back to a victory screen 10mins later

Interceptors can already be controlled separately from the Carrier by abusing their "leash range".

There is a massive difference in efficacy between target-fired Interceptors that swarm into a fight by abusing their "leash range" and improperly targeted Interceptors that trickle into a fight from a-moved Carriers.
puking up frothing vitriolic sarcastic spittle
ejozl
Profile Joined October 2010
Denmark3491 Posts
October 29 2022 14:21 GMT
#318
On October 28 2022 21:26 Vision_ wrote:
Show nested quote +
On October 28 2022 17:54 ejozl wrote:
On October 28 2022 05:45 OmniSkeptic wrote:
On October 17 2022 20:38 ejozl wrote:
Creep Tumour vision should only be reduced by 1. Else they can't spread by themselves and you'd need to have units in place to get the full range.


...did you just not read the explanation? Nerfing by two so you can't spread the full range is exactly the point. It nerfs lategame creep without nerfing early game creep because in the earlygame you always have units like queens, lings, and overlords near the initial tumors which can give you vision. However, it slows down the lategame because you're just spreading creep in random areas that don't have units nearby.

Okay. But that I just disagree with. It's just unecessary hassle that has the minimum of change. Not to mention that it's obscure, so newbies would probably not even know they're getting 'cheated' by 1 range.

In that case I'd rather go overboard and nerf it's vision to 4, or 1 and have buffs elsewhere to compensate.


I m really curious on how you could compensate without imbalancing match up against Protoss or Terran. I mean, tweak by 3 the vision of creep (as you can see in the picture above) is huge nerf just because some units could attack tumors without been spotted immediately. Set 1 or 4 to the radius vision of tumors will result in a lack of design, of course decreasing from 10 to 9 is not game changing.

Actually the creep feature is what makes an insane difference between pro players and other players, and nerf this feature will affect globally the game and i don t think it s necessary to compensate elsewhere (considering a drastic case from 10 to 4). Imagine at top level, just a little bit reduction from 10 to 7 will delay the reaction of zerg opponent by one seconds on EACH attacks approximatively

I think 8 is the maximum nerf from a design persepective, Zerg can continue to spawn tumors without so much constraint and attackers can benefit from a little bit more fog of war

Oh I'm not denying that it's a huge nerf. But it's a better nerf.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
jack_less
Profile Joined May 2022
78 Posts
Last Edited: 2022-10-29 17:32:43
October 29 2022 16:55 GMT
#319
On October 24 2022 00:15 Beelzebub1 wrote:
Show nested quote +
On October 23 2022 18:48 Ciaus_Dronu wrote:
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.


I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.

do you think this would have that much impact on pro lvl? They play on efficient, so they would still use Focus fire.
example: if you only change the prio of viking/ corruptor vs interceptors/carrier.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2022-11-20 13:36:46
November 20 2022 13:24 GMT
#320
On October 30 2022 01:55 jack_less wrote:
Show nested quote +
On October 24 2022 00:15 Beelzebub1 wrote:
On October 23 2022 18:48 Ciaus_Dronu wrote:
On October 23 2022 18:11 TequilaMockingbird wrote:
I know that this seems to be only a problem in the lower leagues (say master 3 and below ?) but I still think carriers are too strong in PvZ. I know they have been tweaked, Zergs got microbial shroud and so on but somehow sitting on top of batteries and cannons and going straight to carriers (maybe with a hand full of Voids or some light adapt pressure before) is somehow still a thing. Requires no more than 70 apm and Zerg needs to bend over backwards and rip out an arm to maybe end up on even footing. Just no fun when you scout what the Protoss is doing and know you are in for 40 min of dumb corruptor+viper vs skytoss dance (I will not even call it "a macro game") where you maaaaaaaybe manage to land your dream fungal + parasitic combo, otherwise you are screwed. And not it is not equally hard for toss to micro, you can basically do it with only your mouse while using the other hand to pick your nose.
Yes I am frustrated, maybe it is just me and I am too bad at the game but I strongly hate this unit comp, have hated it in Beta and will still hate when they make Sc3 in 25 years.
Thanks for reading my ramblings, sorry for bad formatting I am angry.


Pretty strong agree.
Skytoss vs Zerg is really oppressive if you don't have absolutely toptier control - most of the times I've stopped laddering for a while have been skytoss PvZ games.
The turtle is hard to break, and the army nearly controls itself. It's stupid.

Lategame TvP is also quite rough, but at least ghosts and libs can sometimes get the `lol deleted' effect if the protoss misplays. Carriers are too tanky for that to really happen.
And even then... recall is a thing. In case you do happen to actually pull off the engage.


I agree, but the issue is that you can't nerf Skytoss because SkyZerg is sooo soo ridiculously strong at the top level.

Anything below the pro level yes I agree Skytoss is low APM and very difficult to counter, but at the pro level Zergs like Dark/Reynor/Serral just make Skytoss look silly.

do you think this would have that much impact on pro lvl? They play on efficient, so they would still use Focus fire.
example: if you only change the prio of viking/ corruptor vs interceptors/carrier.


Do you agree on the fact that Protoss are playing skytoss because of their lack of consistent army ground units against air ? Stalkers, Archon or HT aren t good enought against Broodlords/Corrupter/Infestators ? What if Protoss would get an hoverboard with a Cyclone design unit in his army ? (Even if it wont happen). It aims to replace the tempest unit
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