• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:33
CEST 15:33
KST 22:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy17ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 15102 users

AoE and AoE + vs. Shields

Forum Index > SC2 General
Post a Reply
ejozl
Profile Joined October 2010
Denmark3487 Posts
Last Edited: 2025-01-20 18:26:42
January 15 2025 20:33 GMT
#1
Hiya

I think that blizz figured out wrongly that for AoE to be strong vs. Protoss it needs to have this + vs. shields damage. Protoss is inherently more sturdy vs. AoE since it uses quality over quantity units, however this is also being exacerbated by the lazy approach of not having inner and outer radius damage on the AoEs. I'm talking about the flat damage AoE that baneling, Widow Mine, Disruptor, Liberator uses. Imagine if siege tanks dealt 40+30 dmg in its entire AoE, on +2 it would one shot all the marines in its entire AoE rendering the unit obsolete. Now imagine if did its outer ring's dmg to all of the units in the AoE, now Stalkers would mob the floor with siege tanks, it wouldn't even be funny. It becomes very binary how well the unit will do and that is often stated as the reason why the disruptor is frustrating.

I think there is a place for this approach, I wouldn't want to introduce different AoE radi to the baneling, it's meant to be binary, you kill the lings, marines, or you don't. I shall just mention the +2 killing of workers, another approach instead of meddling with how upgrades work, they could've just reduced the AoE from its incredible 2.2 AoE down to 2 and it would've delivered the same effect of reducing this worker killing power without taking a cool interaction away, or at least reducing it to lvl 3, where zerg alrdy gain most of its power. Another thing about the baneling is the spell dmg vs. structures, it shouldn't really benefit from upgrades, because if it's smth that can be improved/fortified against, then armour values should help against this attack. Just look at how the oracle beam was handled for the duration of a patch, it was to become affected by both upgrades and armour. I'm thinking they kept the baneling this way(spell damage) so that it's easy to count the number of banes needed to blow up a depot, but then it should not benefit from upgrades.

The three other units could be handled as follows:

Disruptor deals 100 +100 vs. armoured in 0.1 radius, basically if the unit sits on top of another unit within its collision, it will do this much damage. This also means that it cannot hit structures, or siege tanks, because it cannot get on top of those units. Then it has 60+60 vs. armoured in 1.5 radius, the radius it has now, meaning it blows up Marauders that stim, but doesn't kill afk marauders because of the 125 hp. It will perform way worse vs. non-armoured units, but then it also has a 1.75 radius of 30+30 vs. armoured. Admittedly this does destroy banes quite a bit, but then I'm not sure why the bane needs to be a 30, and not 35 hp unit. But as it stands now it would be a great counter to Banes, and armoured units, especially massed armoured units which uniquely is a big thing in sc2, Marauders, stalkers and roaches. This makes Disruptor different from storm which has flat dmg, and colossus which has flat dmg and + vs. light.

It can still one shot disruptors and will be able to one shot unsieged tanks, and lurkers but only within closer and more exposed ranges and it will probably mostly hit one unit, but it will be able to hit two targets.

The Widow Mine, I always wanted to be redesigned to be anti mechanical, an anti tank mine, but giving it some strong AoE is perfectly as viable. 160 dmg on the sentinel missile, 60 dmg splash in 1.25r, 30 dmg in 1.5r(current AoE, after nerf), 15 dmg in 1.75r. In general this would be an ever so slightly stronger unit, especially its interaction with Marines and Banes, probably weaker vs. lings. Oh, and only the inner most radius would one shot probes, drones and scvs, that is probably how it should've always been.

The Liberator AoE is the lamest attack in SC2, it took me 7 years to adjust to seeing how slowly they kill overlords, from the number one terrible, terrible damage race. I don't know the intricacies of the Valkyrie in bw, but I still imagine my AoE change to this unit, would bring it closer to that unit.

The Liberator:
6+2 vs. armoured in 0.7r, 50% dmg in 1.4r, and 25% dmg in 1.5r.

I played around with this version and it just feels more like a normal unit. I think it's great.

There are other AoE gripes of mine, but let's keep it at that, what do you think?, if you think I screwed over the baneling, I kind of did, I prefer to have a 35hp baneling with dmg and upgrades how they were in WoL/HotS, but with only 2r AoE. One reason why I like this, is because it rewards splitting the marines, instead of focus firing and picking up, but that's another discussion.

Thoughts?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
WombaT
Profile Blog Joined May 2010
Northern Ireland26505 Posts
January 16 2025 19:20 GMT
#2
No real thoughts of my own right now but following to return to the question, some interesting propositions!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
yubo56
Profile Joined May 2014
690 Posts
January 16 2025 21:40 GMT
#3
It's a fair point! I think SC2 would benefit a bit from making some of its spells a little more consistent in outcome, which your change achieves. In current iterations, a disruptor either gets huge or zero value, with very few outcomes landing between those two extremes. I think your change moves this in a good direction, increasing the minimum damage that it can do while decreasing the maximum damage that it can do (though the numbers may not work out that way). Doing this makes the game a little less volatile while still rewarding good shots and counterplay. The same idea applies for the other aoe spells you're targeting, which I like!

I also like that your change makes it so that 2-3 mines can still eviscerate a mineral line, but one mine each cannot do as much damage. This is also a nice nerf to mine drops, since fast opponents will have a split second longer to react.
Jung Yoon Jong fighting, even after retirement! Feel better soon.
tigera6
Profile Joined March 2021
3482 Posts
January 17 2025 03:24 GMT
#4
Basically every area splash damage should get the Tank treatment, which seems fair.
Agh
Profile Blog Joined July 2010
United States1043 Posts
January 17 2025 05:49 GMT
#5
I pitched all aoe having a soft/hardcap back in the beta.

It got drowned out by Terran players arguing that they wouldn't have an answer to mutalisks (lol). The amusing part was they would have arguably benefitted the most out of it.


I don't think radius based falloff damage is the way to tackle it.

Something like that could work for a unit like disruptors sure, but they'd need further adjustments. (I liked the suggestion I read however many years ago to do exactly that, but make the disruptor shot fast and almost undodgeable but have it cost resources akin to scarabs)


Having caps was part of my grand idea to try to curtail instantaneous game ending damage that left a lot of players with frustration over fun.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Vision_
Profile Joined September 2018
875 Posts
January 18 2025 21:54 GMT
#6
On January 17 2025 14:49 Agh wrote:

Having caps was part of my grand idea to try to curtail instantaneous game ending damage that left a lot of players with frustration over fun.


Disruptor design is so broken and bad, i don t know how this shit happenned
ejozl
Profile Joined October 2010
Denmark3487 Posts
January 20 2025 18:25 GMT
#7
I think in part because for the longest time it didn't even see play in most pro games, it was mostly just a highlight creator. It was always strong vs. ravagers, but became a staple in the glaive adept, into disruptor drop timing. And parting made the unit work in pvt by combining the unit with blink dt's, because the terran can't look at two places at the same time. And it obv. Was essential to hold queen allins.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Please log in or register to reply.
Live Events Refresh
Next event in 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .284
Codebar 140
ProTech131
EmSc Tv 27
StarCraft: Brood War
Britney 51162
Sea 4187
Mini 1606
Larva 666
Soma 578
Shuttle 522
Soulkey 424
Light 400
firebathero 368
ggaemo 339
[ Show more ]
hero 322
BeSt 259
Last 144
Hm[arnc] 98
Hyun 97
Sharp 91
Sea.KH 86
Pusan 79
Free 69
Movie 58
sorry 53
Barracks 46
sSak 43
NaDa 42
Shinee 39
HiyA 34
Sacsri 27
zelot 18
GoRush 15
Shine 11
Icarus 10
soO 10
Sexy 2
Dota 2
qojqva2713
syndereN380
Counter-Strike
fl0m2862
byalli649
Heroes of the Storm
Khaldor193
Other Games
singsing2528
B2W.Neo699
Beastyqt681
XaKoH 481
ToD52
Rex26
QueenE26
Organizations
Counter-Strike
PGL15046
Other Games
BasetradeTV323
StarCraft 2
EmSc Tv 27
EmSc2Tv 27
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2115
League of Legends
• Jankos1870
• Nemesis1616
Upcoming Events
uThermal 2v2 Circuit
27m
BSL
5h 27m
Afreeca Starleague
20h 27m
Wardi Open
20h 27m
Replay Cast
1d 10h
Sparkling Tuna Cup
1d 20h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
[ Show More ]
CranKy Ducklings
5 days
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.