• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:44
CEST 08:44
KST 15:44
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!39Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Which box art did your first copy of StarCraft 1 have? New 3v3 BGH Ladder (and more) on ShieldBattery! ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [ASL22] Ro24 Group F [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stratus: Battle for the sky now on steam Early acc General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4605 users

SC2 5.0.14 PTR patch notes - (Balance, Oct 21, 2024) - Pag…

Forum Index > SC2 General
284 CommentsPost a Reply
Prev 1 9 10 11 12 13 15 Next All
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
Last Edited: 2024-10-26 16:21:34
October 26 2024 16:18 GMT
#201
On October 26 2024 20:58 Vindicare605 wrote:
Show nested quote +
On October 26 2024 16:26 tigera6 wrote:
On October 26 2024 08:47 Blitzball04 wrote:
On October 26 2024 08:08 geokilla wrote:
https://x.com/Clem_sc2/status/1849867494011568516

Even Clem says Protoss needs help


So we can eliminate Clem as the “top terran” in question that is fighting for nerfs for other races

Maybe Maru is the terran in question? He does has a history of complaining how weak terran is in lots of interviews (even when terran was strong)


Was somebody mention its Spirit who advocate for Terran in the balance forum? As for Maru, he would complain in interview but I doubt he care much about the game overall at his point to make some balance suggestion. The way he played in the last couple tournament showed how he was lacking preparation or even practice, keep doing the same thing, make no adjustment and terrible at reading the game state.


Maru has also never to my knowledge been vocal about balance and he's had the longest career of any top tier pro still playing SC2. In all of the teams that Maru has been on I can remember teammates of his being vocal about balance, be them Ryung, Rogue, Creator, or even Polt.

We never hear from Maru about balance and any time we do it's the shortest vaguest answer possible just to give an answer to whoever is asking him in an interview.

I sincerely doubt that Maru is advocating for tons of Terran buffs behind the scenes, especially at this point in his career.


I can imagine everyone arguing for two hours about ghost change with Maru wrapped in a hoddie in the corner of the room, then him finally going to wisper into ByuN's ears : "No, Toss imba, Ghost need pewpew" and all the terrans applauding.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Qotsa4
Profile Joined July 2019
France9 Posts
October 26 2024 17:37 GMT
#202
Oliveira is also definetely a top terran...anyway we will probably never know who is in charge.
Overall I don't see any good for protoss with this patch
bela.mervado
Profile Joined December 2008
Hungary415 Posts
October 26 2024 22:41 GMT
#203
I actually think
1. WombaT should not have had adopted this patch
2. There are good changes for P in the patch, but there are too many buffs to the others to make it unpredictable.

+ (TvP) Colossus shield hp change is good: 8->10 viking shots are needed to take down emp'd robots now.
+ (PvP,TvP) Battery hp/shield increase is nice for (adept) walls as well, T tries to (and will) focus down super battery.
+ 400/400 meme ship is a good change no one asked for
= Tempest is a good balanced change, more microable, slightly less range
Qotsa4
Profile Joined July 2019
France9 Posts
October 27 2024 15:07 GMT
#204
For the colossus change, more hp means also unrecoverable damage after a fight, not a significant change for me. I don't get the comment "more rewarding for Armor upgrade investments" in the patch note.
Nebuchad
Profile Blog Joined December 2012
Switzerland12524 Posts
October 27 2024 15:31 GMT
#205
On October 28 2024 00:07 Qotsa4 wrote:
For the colossus change, more hp means also unrecoverable damage after a fight, not a significant change for me. I don't get the comment "more rewarding for Armor upgrade investments" in the patch note.


Armor upgrades apply to HP not to shields so if you have more HP and less shields your armor upgrades cover a larger percentage of the damage that your colossus takes.
No will to live, no wish to die
Beelzebub1
Profile Joined May 2015
1005 Posts
October 27 2024 15:54 GMT
#206
I've watched Artosis, Harstem, and Pig's breakdown of this patch.

I mostly agree with Artosis, most of the changes are good ideas, or at least the flavor of them is in the spirit of the right direction. The issue is that the balance council still thinks that balancing Protoss to not be, "too frustrating" at lower leagues is hamstringing the entire process. Frankly I don't care if your scouting or micro or macro sucks, Protoss is strong below the pro level, fucking deal with it, SC2 is an old game, and I'm Zerg fwiw.

For Terran and Zerg, it's mostly net buffs. All Zerg needed was the shroud change and the Queen mineral change, boom, those would have been great changes. Hydralisks see plenty of use, they don't need anymore changes. Shroud sucks, Queens are too efficient. Spore and Spine buffs? For a tiny mineral nerf to Queens? They say they want to nerf defensive play but then buff static defense for Zerg, this is a total contradiction. Spines and spores are not bad static D, totally unnecessary changes.

They over thought this one alot, less is more.

Terran changes swing from excellent like the Liberator change to frankly asinine, like the missile turret salvage change.

The Protoss changes are imo, bad, extremely so, I heavily disagree with most of them and imo this will put the final nail in the coffin for this race at the pro level, the balance councils fear of not giving Protoss core power buffs because noobs below the pro level get "frustrated" is frankly stupid as hell, it was stupid 7 years ago and it's even more stupid now in the twilight of this games lifespan.

Tempest change = Okay? Cool I guess? Is this going to boost Protoss power level?

Mothership = Who cares? Cool I guess?

Colossus = This unit sucks and has suffered from huge power creep loss, it needs a net buff, not a feel good change. Z and T have a plethora of counters to this unit.

Immortal nerf = Literally idiotic, and for a match up that is widely considered at this point very balanced at that.

Disruptor nerf = Literally idiotic, this unit is bad at the top level of play and was one of the few come back units that Protoss had. Once again, Protoss get's nerfed for being "frustrating" with no suitable buffs to compensate. I don't even like this unit, they should remove it and replace it with the Reaver. Better yet, remove it and buff GW units accordingly.

Energy OC = I actually like this idea, but coupling it with a nerf to Protoss's primary defensive ability is imo bad. Battery OC is not a "fun high skill" ability, but it's necessary because Protoss is soooo fragile early on, especially against Terran. This needs to be closely monitored, Protoss doesn't need nerfs, they need buffs.

Really hoping the balance council grows some balls and just lays on some damn buffs for Protoss, enough is enough, they don't have to be weak forever guys.
Qotsa4
Profile Joined July 2019
France9 Posts
October 27 2024 16:00 GMT
#207
On October 28 2024 00:31 Nebuchad wrote:
Show nested quote +
On October 28 2024 00:07 Qotsa4 wrote:
For the colossus change, more hp means also unrecoverable damage after a fight, not a significant change for me. I don't get the comment "more rewarding for Armor upgrade investments" in the patch note.


Armor upgrades apply to HP not to shields so if you have more HP and less shields your armor upgrades cover a larger percentage of the damage that your colossus takes.

ok thx, I was note sure of that.
Ronin2011
Profile Joined November 2012
Greece30 Posts
October 27 2024 21:10 GMT
#208
On October 26 2024 21:14 Charoisaur wrote:
Show nested quote +
On October 26 2024 18:22 Ronin2011 wrote:
On October 26 2024 17:43 Charoisaur wrote:
On October 26 2024 08:41 Blitzball04 wrote:
On October 25 2024 22:14 BlackEyed wrote:
I don't understand, is this some kind of conspiracy or why is the obvious OP of ghosts being ignored? Has a pew pew lover gotten to power or is there some other reason?


Remember that the balance council is heavily Terran favoured and Protoss biased

There is no way the ghost will get nerfed no matter how Op they due to all the terran pros whining within the council


Right, there's no way they'd ever nerf the Ghost.
I must have imagined them nerfing EMP radius by 33%, snipe damage by 20% and making units being able to cancel snipe by running away


How on earth has this to do with anything? If a unit is stronger than it should be, does it matter how many times has been nerfed or changed?
Brother, u have reached a point where ur "arguments" only provide spam for this thread and nothing more.

Jesus, what's going on with your reading comprehension? He said there's no way the balance council would ever nerf the Ghost. This statement is hardly justifiable when we know from past data that in fact the balance council is very willing to nerf the Ghost as they have done it multiple times.


I will try to explain this just like I would, to a 5-year-old child.
It is reading comprehension that would require you to understand that he talks about the current state of balance council, with his point deriving from the fact that we just had a fresh balance changes proposal, and a ghost nerf/change is not among them.
So yeah, not only his point is valid but with ur answer that talks about year old ghost changes, proves that u either have poor comprehension skills, or u r just here to spam since u have nothing better to do. In either occasion, I'm out.

P.S. With all the community outrage that the absence of a ghost nerf/change caused, that even made Clem to be scared and speak in favor of a nerf, let us hope that we will soon see fresh changes that will include such a proposal.
The time of Reckoning has come!
Athenau
Profile Joined March 2015
589 Posts
October 27 2024 21:27 GMT
#209
On October 28 2024 06:10 Ronin2011 wrote:
Show nested quote +
On October 26 2024 21:14 Charoisaur wrote:
On October 26 2024 18:22 Ronin2011 wrote:
On October 26 2024 17:43 Charoisaur wrote:
On October 26 2024 08:41 Blitzball04 wrote:
On October 25 2024 22:14 BlackEyed wrote:
I don't understand, is this some kind of conspiracy or why is the obvious OP of ghosts being ignored? Has a pew pew lover gotten to power or is there some other reason?


Remember that the balance council is heavily Terran favoured and Protoss biased

There is no way the ghost will get nerfed no matter how Op they due to all the terran pros whining within the council


Right, there's no way they'd ever nerf the Ghost.
I must have imagined them nerfing EMP radius by 33%, snipe damage by 20% and making units being able to cancel snipe by running away


How on earth has this to do with anything? If a unit is stronger than it should be, does it matter how many times has been nerfed or changed?
Brother, u have reached a point where ur "arguments" only provide spam for this thread and nothing more.

Jesus, what's going on with your reading comprehension? He said there's no way the balance council would ever nerf the Ghost. This statement is hardly justifiable when we know from past data that in fact the balance council is very willing to nerf the Ghost as they have done it multiple times.


I will try to explain this just like I would, to a 5-year-old child.
It is reading comprehension that would require you to understand that he talks about the current state of balance council, with his point deriving from the fact that we just had a fresh balance changes proposal, and a ghost nerf/change is not among them.
So yeah, not only his point is valid but with ur answer that talks about year old ghost changes, proves that u either have poor comprehension skills, or u r just here to spam since u have nothing better to do. In either occasion, I'm out.

P.S. With all the community outrage that the absence of a ghost nerf/change caused, that even made Clem to be scared and speak in favor of a nerf, let us hope that we will soon see fresh changes that will include such a proposal.

Please stop, this is embarrassing.
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
October 27 2024 23:15 GMT
#210
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
WombaT
Profile Blog Joined May 2010
Northern Ireland27303 Posts
October 27 2024 23:26 GMT
#211
On October 28 2024 08:15 Cyro wrote:
Show nested quote +
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran

For Brood War perhaps

I think the suspicion has always been that they found a way to make it suitably powerful in SC2 with its engine. Either brutally powerful, or having to be over nerfed so it was ineffective. Seeing it in SC Evo seemed to somewhat validate that at least for me

Also its coolest synergy with shuttles, really drops off a lot quicker in being realistically doable given how much quicker armies scale up.

For me it’s possibly my favourite RTS unit, although the siege tank may be the consensus best-designed, iconic SC unit. So I’d absolutely bloody love to see it

But given Protoss has had not one, but two robo AoE units that aren’t the Reaver, that would be my best guess.

I think the Disruptor is a clear attempt to make something similar but have them become harder to use the more of them you have so as to not be oppressive. I’m not sure it’s been a super effective experiment overall, but I think the rationale

It’s hard enough to attack into disruptors, but they are a bit of an APM/micro sink, I can’t imagine how hard it would be to attack into 5/6 reavers with reliable scarabs, that you can A-move

Perhaps simply taking the disruptor idea and remove the A-move ability off the reaver, but let you target fire with a regular targeted attack versus an ability might be one way.

I want my sluggy boiz back dagnabbit!

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
Last Edited: 2024-10-27 23:59:16
October 27 2024 23:56 GMT
#212
On October 28 2024 08:15 Cyro wrote:
Show nested quote +
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran


The Reaver was just another victim of the SC2 team deciding to replace units with new designs that weren't as good as their SC1 counter parts. Protoss lost the Reaver and Arbiter and got the Mothership and Collosus instead. Terran lost the Vulture, Goliath and Wraith and got the Hellion, Banshee, Viking and Thor instead. The roles that used to be accomplished by 2 units in the Goliath and Wraith now gets filled by 3 units.

Zerg actually got it the worst in these trades. They had their core ground to air unit moved to the Lair and made double the supply and cost (almost) and replaced with a unit that doesn't fit that role at all. So because of that stupidity Blizzard had to then tweak their macro mechanic to form the basis of their early game anti-air role.

Aside from my complaints about Warp Gate, my next biggest complaint about SC2 are these (if they weren't broken why did you fix them?) units in SC2, that were designed to replace amazing Brood War units that ended up being straight up worse units in general.

It's one thing to replace the Scout, Dropship, Devourer, Wraith and Shuttle with newer more interesting designs. But replacing units like the Goliath, Hydralisk and Reaver with shit like the Collosus, Roach and Thor caused ALL kinds of problems that each race is still dealing with today.
aka: KTVindicare the Geeky Bartender
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
Last Edited: 2024-10-28 01:25:22
October 28 2024 00:41 GMT
#213
On October 28 2024 08:56 Vindicare605 wrote:
Show nested quote +
On October 28 2024 08:15 Cyro wrote:
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran


The Reaver was just another victim of the SC2 team deciding to replace units with new designs that weren't as good as their SC1 counter parts. Protoss lost the Reaver and Arbiter and got the Mothership and Collosus instead. Terran lost the Vulture, Goliath and Wraith and got the Hellion, Banshee, Viking and Thor instead. The roles that used to be accomplished by 2 units in the Goliath and Wraith now gets filled by 3 units.

Zerg actually got it the worst in these trades. They had their core ground to air unit moved to the Lair and made double the supply and cost (almost) and replaced with a unit that doesn't fit that role at all. So because of that stupidity Blizzard had to then tweak their macro mechanic to form the basis of their early game anti-air role.

Aside from my complaints about Warp Gate, my next biggest complaint about SC2 are these (if they weren't broken why did you fix them?) units in SC2, that were designed to replace amazing Brood War units that ended up being straight up worse units in general.

It's one thing to replace the Scout, Dropship, Devourer, Wraith and Shuttle with newer more interesting designs. But replacing units like the Goliath, Hydralisk and Reaver with shit like the Collosus, Roach and Thor caused ALL kinds of problems that each race is still dealing with today.


I've never understood this.

Starcraft 1 and Starcraft 2 are not the same game, they aren't even close to being the same game. Saying reavers would make SC2 protoss better is like saying they should put longbowmen or Spell Breakers into the game, they are just RTS concepts. Sure some could be adapted into SC2 and turn out great, but there's essentially nothing of the theory of BW that works in SC2.

Don't get me wrong, I generally enjoy BW, but like we have baneling in SC2, and easier macro, and better unit movement. Do you want to give a Starcraft 2 zerg a cheap hatch-tech mobile anti-air so that he can ling-bane-hydra bust every game? Of course not, that's an absurd idea.

Also, I know it's a core BW unit, but the Goliath is the world's dullest unit. It's just a giant marine that cannot micro. That's like if someone complained they removed the corruptor from SC3.
Writerhttp://i.imgur.com/9p6ufcB.jpg
WombaT
Profile Blog Joined May 2010
Northern Ireland27303 Posts
October 28 2024 01:39 GMT
#214
On October 28 2024 09:41 Nakajin wrote:
Show nested quote +
On October 28 2024 08:56 Vindicare605 wrote:
On October 28 2024 08:15 Cyro wrote:
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran


The Reaver was just another victim of the SC2 team deciding to replace units with new designs that weren't as good as their SC1 counter parts. Protoss lost the Reaver and Arbiter and got the Mothership and Collosus instead. Terran lost the Vulture, Goliath and Wraith and got the Hellion, Banshee, Viking and Thor instead. The roles that used to be accomplished by 2 units in the Goliath and Wraith now gets filled by 3 units.

Zerg actually got it the worst in these trades. They had their core ground to air unit moved to the Lair and made double the supply and cost (almost) and replaced with a unit that doesn't fit that role at all. So because of that stupidity Blizzard had to then tweak their macro mechanic to form the basis of their early game anti-air role.

Aside from my complaints about Warp Gate, my next biggest complaint about SC2 are these (if they weren't broken why did you fix them?) units in SC2, that were designed to replace amazing Brood War units that ended up being straight up worse units in general.

It's one thing to replace the Scout, Dropship, Devourer, Wraith and Shuttle with newer more interesting designs. But replacing units like the Goliath, Hydralisk and Reaver with shit like the Collosus, Roach and Thor caused ALL kinds of problems that each race is still dealing with today.


I've never understood this.

Starcraft 1 and Starcraft 2 are not the same game, they aren't even close to being the same game. Saying reavers would make SC2 protoss better is like saying they should put longbowmen or Speel Breakers into the game, they are just RTS concepts. Sure some could be adapted into SC2 and turn out great, but there's essentially nothing of the theory of BW that works in SC2.

Don't get me wrong, I generally enjoy BW, but like we have baneling in SC2, and easier macro, and better unit movement. Do you want to give a Starcraft 2 zerg a cheap hatch-tech mobile anti-air so that he can ling-bane-hydra bust every game? Of course not, that's an absurd idea.

Also, I know it's a core BW unit, but the Goliath is the world's dullest unit. It's just a giant marine that cannot micro. That's like if someone complained they removed the corruptor from SC3.

Look at the marine. It’s not that different in stats from its BW counterpart, but much stronger based on these other factors

I’m of the opinion that classic vulture/tank/goliath mech would be basically unbeatable with SC2’s control, pathing and macro

People complain about Thors being perpetually clunky units, I think that was always intentional to not give mech a really solid AA unit that’s easy to use.

SC2’s devs made missteps don’t get me wrong (warpgate curse youuuuuuu), but I’m pretty sure they knew these aspects of their baby and what they might need to change based on the engine choices they made.

I mean, even in WoL campaign there’s quite a lot of these missing units from BW. I’d imagine they pulled over BW units, made their new units and (imperfectly) figured out what worked and what didn’t for the multiplayer

Still want my Reaver though. Perhaps in WombaT ‘sPatch 2.0…
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
Last Edited: 2024-10-28 02:04:22
October 28 2024 01:46 GMT
#215
On October 28 2024 10:39 WombaT wrote:
Show nested quote +
On October 28 2024 09:41 Nakajin wrote:
On October 28 2024 08:56 Vindicare605 wrote:
On October 28 2024 08:15 Cyro wrote:
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran


The Reaver was just another victim of the SC2 team deciding to replace units with new designs that weren't as good as their SC1 counter parts. Protoss lost the Reaver and Arbiter and got the Mothership and Collosus instead. Terran lost the Vulture, Goliath and Wraith and got the Hellion, Banshee, Viking and Thor instead. The roles that used to be accomplished by 2 units in the Goliath and Wraith now gets filled by 3 units.

Zerg actually got it the worst in these trades. They had their core ground to air unit moved to the Lair and made double the supply and cost (almost) and replaced with a unit that doesn't fit that role at all. So because of that stupidity Blizzard had to then tweak their macro mechanic to form the basis of their early game anti-air role.

Aside from my complaints about Warp Gate, my next biggest complaint about SC2 are these (if they weren't broken why did you fix them?) units in SC2, that were designed to replace amazing Brood War units that ended up being straight up worse units in general.

It's one thing to replace the Scout, Dropship, Devourer, Wraith and Shuttle with newer more interesting designs. But replacing units like the Goliath, Hydralisk and Reaver with shit like the Collosus, Roach and Thor caused ALL kinds of problems that each race is still dealing with today.


I've never understood this.

Starcraft 1 and Starcraft 2 are not the same game, they aren't even close to being the same game. Saying reavers would make SC2 protoss better is like saying they should put longbowmen or Speel Breakers into the game, they are just RTS concepts. Sure some could be adapted into SC2 and turn out great, but there's essentially nothing of the theory of BW that works in SC2.

Don't get me wrong, I generally enjoy BW, but like we have baneling in SC2, and easier macro, and better unit movement. Do you want to give a Starcraft 2 zerg a cheap hatch-tech mobile anti-air so that he can ling-bane-hydra bust every game? Of course not, that's an absurd idea.

Also, I know it's a core BW unit, but the Goliath is the world's dullest unit. It's just a giant marine that cannot micro. That's like if someone complained they removed the corruptor from SC3.

Look at the marine. It’s not that different in stats from its BW counterpart, but much stronger based on these other factors

I’m of the opinion that classic vulture/tank/goliath mech would be basically unbeatable with SC2’s control, pathing and macro

People complain about Thors being perpetually clunky units, I think that was always intentional to not give mech a really solid AA unit that’s easy to use.

SC2’s devs made missteps don’t get me wrong (warpgate curse youuuuuuu), but I’m pretty sure they knew these aspects of their baby and what they might need to change based on the engine choices they made.

I mean, even in WoL campaign there’s quite a lot of these missing units from BW. I’d imagine they pulled over BW units, made their new units and (imperfectly) figured out what worked and what didn’t for the multiplayer

Still want my Reaver though. Perhaps in WombaT ‘sPatch 2.0…


Yeah, I pretty much agree with all that, altought I go back and fourth on warpgate.
With all the talks about the balance council, now's the time to push for balance emperor Wombat the First.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Pentarp
Profile Joined August 2015
227 Posts
October 28 2024 02:19 GMT
#216
On October 28 2024 00:54 Beelzebub1 wrote:
I've watched Artosis, Harstem, and Pig's breakdown of this patch.

I mostly agree with Artosis, most of the changes are good ideas, or at least the flavor of them is in the spirit of the right direction. The issue is that the balance council still thinks that balancing Protoss to not be, "too frustrating" at lower leagues is hamstringing the entire process. Frankly I don't care if your scouting or micro or macro sucks, Protoss is strong below the pro level, fucking deal with it, SC2 is an old game, and I'm Zerg fwiw.

For Terran and Zerg, it's mostly net buffs. All Zerg needed was the shroud change and the Queen mineral change, boom, those would have been great changes. Hydralisks see plenty of use, they don't need anymore changes. Shroud sucks, Queens are too efficient. Spore and Spine buffs? For a tiny mineral nerf to Queens? They say they want to nerf defensive play but then buff static defense for Zerg, this is a total contradiction. Spines and spores are not bad static D, totally unnecessary changes.

They over thought this one alot, less is more.

Terran changes swing from excellent like the Liberator change to frankly asinine, like the missile turret salvage change.

The Protoss changes are imo, bad, extremely so, I heavily disagree with most of them and imo this will put the final nail in the coffin for this race at the pro level, the balance councils fear of not giving Protoss core power buffs because noobs below the pro level get "frustrated" is frankly stupid as hell, it was stupid 7 years ago and it's even more stupid now in the twilight of this games lifespan.

Tempest change = Okay? Cool I guess? Is this going to boost Protoss power level?

Mothership = Who cares? Cool I guess?

Colossus = This unit sucks and has suffered from huge power creep loss, it needs a net buff, not a feel good change. Z and T have a plethora of counters to this unit.

Immortal nerf = Literally idiotic, and for a match up that is widely considered at this point very balanced at that.

Disruptor nerf = Literally idiotic, this unit is bad at the top level of play and was one of the few come back units that Protoss had. Once again, Protoss get's nerfed for being "frustrating" with no suitable buffs to compensate. I don't even like this unit, they should remove it and replace it with the Reaver. Better yet, remove it and buff GW units accordingly.

Energy OC = I actually like this idea, but coupling it with a nerf to Protoss's primary defensive ability is imo bad. Battery OC is not a "fun high skill" ability, but it's necessary because Protoss is soooo fragile early on, especially against Terran. This needs to be closely monitored, Protoss doesn't need nerfs, they need buffs.

Really hoping the balance council grows some balls and just lays on some damn buffs for Protoss, enough is enough, they don't have to be weak forever guys.

Protoss isnt just strong below pro. It's strong at (lower league) pro levels too. You dont wanna live in a world of PvP after PvP every tourney stream.

Get rid of warp tech.

Increase micro and multitasking by nerfing deathball-centric units like collosi to the ground and buffing other units to compensate. 1 giant ball of army roaming around is just a terrible gamplay.
Plogamer TL.net RedRocket B.net
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
Last Edited: 2024-10-28 03:38:07
October 28 2024 03:26 GMT
#217
On October 28 2024 09:41 Nakajin wrote:
Show nested quote +
On October 28 2024 08:56 Vindicare605 wrote:
On October 28 2024 08:15 Cyro wrote:
I don't even like this unit, they should remove it and replace it with the Reaver.


Reaver is probably the best designed protoss unit IMO. Removing it is akin to deleting the dropship or the siege tank from terran


The Reaver was just another victim of the SC2 team deciding to replace units with new designs that weren't as good as their SC1 counter parts. Protoss lost the Reaver and Arbiter and got the Mothership and Collosus instead. Terran lost the Vulture, Goliath and Wraith and got the Hellion, Banshee, Viking and Thor instead. The roles that used to be accomplished by 2 units in the Goliath and Wraith now gets filled by 3 units.

Zerg actually got it the worst in these trades. They had their core ground to air unit moved to the Lair and made double the supply and cost (almost) and replaced with a unit that doesn't fit that role at all. So because of that stupidity Blizzard had to then tweak their macro mechanic to form the basis of their early game anti-air role.

Aside from my complaints about Warp Gate, my next biggest complaint about SC2 are these (if they weren't broken why did you fix them?) units in SC2, that were designed to replace amazing Brood War units that ended up being straight up worse units in general.

It's one thing to replace the Scout, Dropship, Devourer, Wraith and Shuttle with newer more interesting designs. But replacing units like the Goliath, Hydralisk and Reaver with shit like the Collosus, Roach and Thor caused ALL kinds of problems that each race is still dealing with today.


I've never understood this.

Starcraft 1 and Starcraft 2 are not the same game, they aren't even close to being the same game. Saying reavers would make SC2 protoss better is like saying they should put longbowmen or Spell Breakers into the game, they are just RTS concepts. Sure some could be adapted into SC2 and turn out great, but there's essentially nothing of the theory of BW that works in SC2.

Don't get me wrong, I generally enjoy BW, but like we have baneling in SC2, and easier macro, and better unit movement. Do you want to give a Starcraft 2 zerg a cheap hatch-tech mobile anti-air so that he can ling-bane-hydra bust every game? Of course not, that's an absurd idea.

Also, I know it's a core BW unit, but the Goliath is the world's dullest unit. It's just a giant marine that cannot micro. That's like if someone complained they removed the corruptor from SC3.


You make a good point about the Baneling, that's another unit that has been an absolute fucking nightmare to balance over the years.

So because Zerg has Banelings, they can't have Hydralisks in the early game. That makes sense.

But because Zerg doesn't have Hydralisks their early game anti-air is all but non-existant, that means they get absolutely wrecked by heavy investments in early game air harass. So Blizzard buffs the shit out of the Queen to compensate.

Now the Queen is this nightmare of a unit that does too much of everything and basically becomes the 1 stop shop for EVERYTHING Zerg needs to defend while also at the same time accelerating their macro and map control with Creep Tumors and Inject Larva.

How about just put Banelings on Lair Tech and leave the Hydralisk where it was? Why the fuck did we need to put Banelings on Hatch tech? That even works better conceptually since it gives Zerglings 3 distinct power spikes at each stage of evolution on the Hatchery. Speed on Hatch Tech, Banelings on Lair Tech and Adrenal Glands on Hive.

Look at all of the bullshit design we got for Zerg because the SC2 team REALLY WANTED their new units to have the spotlight? They REALLY wanted Roaches and Banelings to be on Hatch tech when there was absolutely no reason for them to be.

This is just one bad example. There's other examples all over the game.

Yes, at the end of the day, SC2 is a different game from Brood War. But we have so many areas of this game that have been such sticking points for balance over the years that all come from the SC2's team's strange new unit designs that replaced older unit designs that frankly worked better.

What would Protoss be if they didn't have Warp Gate and only had one Splash Unit off of the Robotics Facility? What other cool shit could we have given them to build their SC2 identity around? Instead of Hatch Tech Banelings being so overpowered that it justifes FOREVER how strong SC2 Marines are, what if we had Hatch Tech Hydralisks and put the Roach and Baneling on Lair tech and changed their power scaling a bit?

I'm just saying. There's a lot of missed opportunities for BETTER design in SC2 that could have happened if the SC2 team had simply not been so gung ho about putting their new concepts ahead of the old ones.
aka: KTVindicare the Geeky Bartender
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
Last Edited: 2024-10-28 04:09:50
October 28 2024 04:00 GMT
#218
Also as far as the Goliath goes. I 100 percent agree that it's a dull unit. I'm not disputing that fact. I'm merely pointing out that the role the Goliath filled on the Terran roster (GtA Anti-armored) is one that has been a huge problem for the Terran roster throughout the entirety of SC2 because all of the units that replaced it for that role: Viking, Thor, Cyclone all have significant design features that make them unable to fill that role anywhere near as effectively as the Goliath did.

I'm all for replacing old boring unit designs with units that are more interesting. But not if it means that the new units perform horribly at the roles they are slotting in for. And by the way, because that role was so inadequately filled for so long in SC2 you know which unit can't ever be nerfed because it needs to be able to fill in for that role? Yup you guessed it, the good o'l reliable Terran Marine.

And don't get me wrong, The Viking as a concept is one of my favorite units in SC2. What sci fi nerd doesn't love a transforming Jet? But concept and actual gameplay are two different things. The Viking does not replace the Goliath. If anything it SORTA replaces the Wraith.
aka: KTVindicare the Geeky Bartender
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
Last Edited: 2024-10-28 13:04:51
October 28 2024 12:48 GMT
#219
I get you, but I think it depends on where you're coming from.

Naturally, a lot of people on TL come from BW and have transitioned to SC2 after, which was expected to keep the same design philosophy. Personally, I played a little BW single-player as a kid, but I mostly tried it when the remastered came out after years of Starcraft 2.

There is no doubt BW does a lot of things right, some I like better than SC2 (the art direction among others), but with the eyes of a SC2 player I find there are very noticeable problems in BW design. For example, I find the defender advantage and the low-ground/high-ground mechanics to be way too strong leading to a lot of very stale games, I have quit BW game out of boredom, something I've never done in SC2. Part of that is just how the engine and the more intensive macro work, but part of it comes from the design units.


To continue with the hydralisk-baneling, I find that the lack of attacking tools for BW zerg is a huge problem. Unless you do an all-in, it's extremely hard for zerg to break a defensive position, especially up a ramp, before you have that one late-game unit with an overpower bandaid spell which makes your units invincible. I won't say the bane never created problems (although I think they mostly arrived from LOTV economy change), but I really don't think the BW approach is an adequate solution.

Same for the Goliath, you are right that there are no reliable and easy-to-mass ground-to-air mech units in SC2, but is it a problem? As a SC2 terran main, I find the existence of the goliath in BW to be a much bigger problem than its non-existence in SC2. It makes mech extremely safe to get to, encourages camping and turtling, and kills a lot of the variety. In SC2, terran players need to be so much more imaginative and attentive when going mech, the dynamic is a lot more fun to me.

Plus, like you said what do we get in ''exchange'' from the goliath? The SC2 marine, probably my favorite unit in all RTS games. It's so twitchy and versatile, it has awesome synergy with the rest of the terran toolbox.

Everyone likes different things and there is nothing wrong with that, but the idea of nerfing the marine, putting the Goliath in the game, and forcing me to play those awful snoozefest BW tvt, is not at all appealing to me and I certainly don't consider it a mistake from Blizzard SC2 development team.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
Last Edited: 2024-10-29 02:31:10
October 29 2024 00:56 GMT
#220
Everyone likes different things and there is nothing wrong with that, but the idea of nerfing the marine, putting the Goliath in the game, and forcing me to play those awful snoozefest BW tvt, is not at all appealing to me and I certainly don't consider it a mistake from Blizzard SC2 development team.


I'm not saying that I want every Terran to be forced into playing Mech.

What I am saying is that the SC2 Marine is frankly too strong and too versatile of a unit. It always has been, we've known it always has been since 2010. But despite how too good it is, we can't ever nerf it because unit interactions like Marines vs Banelings and Terran's over reliance on it for anti-air means no matter how the game changes the Marine has to stay the way that it is.

Because of unit interactions like these. We are so limited in what kind of balance tweaks we can actually do without completely breaking certain match ups. When so much of TvZ balance is balanced on the knife's edge interaction of Banelings vs Marines that means that any time either of those units are problematic vs Protoss we have to tear our hair out figuring out an alternative way to handle that problem.

The entire reason I bring up Starcraft's design in these threads is to illustrate the fundamental truth that game design and game balance ARE intrinsicly linked together. Whatever design choices were made 15 years ago by the SC2 team for whatever reason, whether you like them or not, are VERY important choices that still dictate what kind of balance tweaks we can do in today's game. As long as we consider those choices to be set in stone and unchangeable, then our options for how to balance the game today will remain limited.
aka: KTVindicare the Geeky Bartender
Prev 1 9 10 11 12 13 15 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech131
StarCraft: Brood War
GuemChi 1581
Hyuk 488
Shinee 136
Yoon 42
NaDa 23
Icarus 10
ajuk12(nOOB) 5
League of Legends
JimRising 711
Counter-Strike
Coldzera 1242
Other Games
summit1g5914
XaKoH 446
ceh9193
Happy193
Livibee130
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH351
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1344
• Lourlo1243
Other Games
• Scarra961
Upcoming Events
Kung Fu Cup
4h 16m
RotterdaM Event
9h 31m
Replay Cast
17h 16m
The PondCast
1d 3h
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
4 days
Shopify Rebellion Sundays
4 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
[ Show More ]
WardiTV Weekly
5 days
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

KCM Special KOR vs CHN
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.