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5.0.15 Patch Balance Hotfix (2025-10-8) - Page 4

Forum Index > SC2 General
84 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
BisuDagger
Profile Blog Joined October 2009
Bisutopia19366 Posts
October 11 2025 16:04 GMT
#61
On October 10 2025 07:04 supernovamaniac wrote:
Show nested quote +
On October 09 2025 22:29 RogueTheGOAT wrote:
On October 09 2025 21:36 ejozl wrote:
BW ghost was at 45 hp, btw, it now has almost triple that hp.

The BW ghost has such strong cloaking that I've literally never seen them made in a professional game.



Don't you ever forget the greatest game played on triathlon

time to log out

SNM <3
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
tigera6
Profile Joined March 2021
3493 Posts
October 12 2025 15:20 GMT
#62
Watching that game 2 between Clem and MaxPax makes me realize that maybe the new Storm should be cast as a barrier, to zone out the opponent army, rather than trying to drop on top of army. As they can just run away, heal up while you cant chase them because Storm will also hurt your units.
RandomPlayer
Profile Joined April 2012
Russian Federation400 Posts
Last Edited: 2025-10-13 07:59:08
October 13 2025 07:58 GMT
#63
Maybe they should make Nexus cost 450 so that protoss doesn't expand like crazy.
MJG
Profile Joined May 2018
United Kingdom1451 Posts
Last Edited: 2025-10-13 08:32:36
October 13 2025 08:32 GMT
#64
On October 13 2025 16:58 RandomPlayer wrote:
Maybe they should make Nexus cost 450 so that protoss doesn't expand like crazy.

Maybe they should restore the number of resources per base, and reduce the number of bases per map, so that Protoss doesn't have to.
puking up frothing vitriolic sarcastic spittle
Vision0
Profile Joined February 2024
27 Posts
Last Edited: 2025-10-13 08:35:07
October 13 2025 08:32 GMT
#65
The idea of split all bases (P,T and Z) into one base (only for harvesting) + the actual base (upgraded with spells) looks more and more interesting when i read at your comment. (then you can create a mineral who need more time to be harvested). Injection on these bases will only product two larva (and no automatic larva)
Creager
Profile Joined February 2011
Germany1940 Posts
October 13 2025 09:19 GMT
#66
On October 13 2025 17:32 MJG wrote:
Show nested quote +
On October 13 2025 16:58 RandomPlayer wrote:
Maybe they should make Nexus cost 450 so that protoss doesn't expand like crazy.

Maybe they should restore the number of resources per base, and reduce the number of bases per map, so that Protoss doesn't have to.


Oh, then please also revert the starting workers to 6 while you're at it.
... einmal mit Profis spielen!
MJG
Profile Joined May 2018
United Kingdom1451 Posts
October 13 2025 09:45 GMT
#67
On October 13 2025 18:19 Creager wrote:
Show nested quote +
On October 13 2025 17:32 MJG wrote:
On October 13 2025 16:58 RandomPlayer wrote:
Maybe they should make Nexus cost 450 so that protoss doesn't expand like crazy.

Maybe they should restore the number of resources per base, and reduce the number of bases per map, so that Protoss doesn't have to.

Oh, then please also revert the starting workers to 6 while you're at it.

Yes please!

puking up frothing vitriolic sarcastic spittle
ejozl
Profile Joined October 2010
Denmark3499 Posts
October 13 2025 17:38 GMT
#68
I have been thinking that it's a strange design choice to actually have queens, if you want zerg to be the mass expanding race, since hatch + queen is obviously more expensive than nexus. Mb queen should've been a toss unit. The queen core ship?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Harris1st
Profile Blog Joined May 2010
Germany7226 Posts
October 14 2025 07:48 GMT
#69
On October 14 2025 02:38 ejozl wrote:
I have been thinking that it's a strange design choice to actually have queens, if you want zerg to be the mass expanding race, since hatch + queen is obviously more expensive than nexus. Mb queen should've been a toss unit. The queen core ship?


Love it! The Queen Core!
Go Serral! GG EZ for Ence. Flashbang dance FTW
tigera6
Profile Joined March 2021
3493 Posts
Last Edited: 2025-10-14 12:19:06
October 14 2025 12:09 GMT
#70
Queen was a Hero unit back in WOL alpha irrc, would be fun if we go back to that idea.
RogueTheGOAT
Profile Joined July 2025
166 Posts
October 14 2025 12:48 GMT
#71
On October 14 2025 02:38 ejozl wrote:
I have been thinking that it's a strange design choice to actually have queens, if you want zerg to be the mass expanding race, since hatch + queen is obviously more expensive than nexus. Mb queen should've been a toss unit. The queen core ship?

The Queen exists in part so that Zerg players do not need to build as many macro hatcheries, so the comparison is not to other town hall buildings but to army production buildings. Considering all of the other utility that Queens provide, you can't say with a straight face that Zerg gets the bad end of that trade.
goody153
Profile Blog Joined April 2013
44280 Posts
October 14 2025 14:50 GMT
#72
On October 14 2025 02:38 ejozl wrote:
I have been thinking that it's a strange design choice to actually have queens, if you want zerg to be the mass expanding race, since hatch + queen is obviously more expensive than nexus. Mb queen should've been a toss unit. The queen core ship?


Back in initial sc2 release I always found it odd they changed the formula of how zerg operates with larva. I thought it was much harder to balance than just the previous hatcheries.

Also yeah they feel more a toss unit

On October 14 2025 21:09 tigera6 wrote:
Queen was a Hero unit back in WOL alpha irrc, would be fun if we go back to that idea.


Hmm

On October 14 2025 21:48 RogueTheGOAT wrote:
Show nested quote +
On October 14 2025 02:38 ejozl wrote:
I have been thinking that it's a strange design choice to actually have queens, if you want zerg to be the mass expanding race, since hatch + queen is obviously more expensive than nexus. Mb queen should've been a toss unit. The queen core ship?

The Queen exists in part so that Zerg players do not need to build as many macro hatcheries, so the comparison is not to other town hall buildings but to army production buildings. Considering all of the other utility that Queens provide, you can't say with a straight face that Zerg gets the bad end of that trade.

They could've implemented the creep tumor in a different way tbqh. It was a good idea but I was never a fan of injects.
this is a quote
Vision0
Profile Joined February 2024
27 Posts
Last Edited: 2025-10-15 08:20:56
October 15 2025 08:20 GMT
#73
it s obvious that the design of creep tumor could evolved (since 15 years) because of the mechanic can be abused by hardcore players (against casual) so in a way the ease of their use is not in favor of fun or strategy
playnice
Profile Joined October 2011
Malaysia302 Posts
October 15 2025 19:06 GMT
#74
The Queen is in the game because all 3 races were designed with production acceleration mechanics in SC2. Income rate, production rate and production density(production per area) for each race are all buffed with Chronoboost, Warp gates, Mules, factory add-ons and larvae inject. Different mechanics but with the same goal of maintaining growth parity among all the races with an accelerated and compressed game state.

Perhaps the weirdest design decision that is set in stone is how SC2 expanded BW's scopes but limits its scale by sticking to 200 maximum unit cap. The cap was probably a technical necessity rather than a design choice, but lets just assume that it was intended to shorten game length and incentivize attacking at peak strength instead of getting countered by an opponent with free supply to do so.

Zergs however breaks this paradigm. Banking larvae essentially made Zergs grow beyond max supply with no penalty. In fact the more Zergs turtle and bank resources and larvae after max supply, the better their chances gets. This has been a permanent fixture of the game. With worker supply starting higher and a higher income rate it only makes any strategy with the goal to get to late game quicker more appealing for Zergs.

This is not to say that the design is "bad", but is undeniably the flavor of SC2 which has stayed this way for a while now. The unit cap is supposed to act as a point of diminishing return if player remain defensive or passive. But since production limits only apply to P and T, they hit this diminishing point while Z continues to grow. Had the game scale increased to include a higher cap, P and T may have more options to assemble compositions or more avenues of attack that forces Z urgent spending of larvae to stay competitive.

Which brings us back to the Queen the unit directly enables and cements the flavor of SC2. Not because it has injects, but because it was patched into being the best defensive unit in the game, which just means that it's a very good unit to be a catchall for Z early game vulnerability. It's worth pointing out that the patches were way before increased starting workers and the fetish for huge maps. If Blizz intern values the dynamism of the game, he should reexamine the role of the Queen (protector/protectee) and how it contributes to the compression of game states reducing gameplay diversity viability in the game.
ThunderJunk
Profile Joined December 2015
United States738 Posts
October 15 2025 19:58 GMT
#75
On October 16 2025 04:06 playnice wrote:

Which brings us back to the Queen the unit directly enables and cements the flavor of SC2. Not because it has injects, but because it was patched into being the best defensive unit in the game, which just means that it's a very good unit to be a catchall for Z early game vulnerability. It's worth pointing out that the patches were way before increased starting workers and the fetish for huge maps. If Blizz intern values the dynamism of the game, he should reexamine the role of the Queen (protector/protectee) and how it contributes to the compression of game states reducing gameplay diversity viability in the game.


The idea that zerg counters to every attack in the early-midgame is just queens + lings always irked me.

Injects are an ok mechanic - maybe not my favorite, but not terrible. Creep tumors are ridiculous. They grant vision, so zerg never has to worry about managing vision on their side of the map. Transfuse is ridiculous. You forget a bunch of injects because you're bad, and the game rewards you by making you hard to kill because the extra energy pools up?

To have all 3 of these abilities on a single unit that doesn't even require larva to produce is just terrible imho.
I am free because I know that I alone am morally responsible for everything I do.
playnice
Profile Joined October 2011
Malaysia302 Posts
October 16 2025 02:35 GMT
#76
To have all 3 of these abilities on a single unit that doesn't even require larva to produce is just terrible imho

This is in addition to the Queen being an actual fighting unit. 2 Queens have the DPS of a Spine/Spore crawler and more total HP.
stevejon
Profile Joined October 2025
1 Post
October 16 2025 10:03 GMT
#77
--- Nuked ---
Captain Peabody
Profile Blog Joined May 2009
United States3134 Posts
October 16 2025 11:36 GMT
#78
everything people complain about with the Queen and larvae and Chronoboost and Warp Gate and M&M&M is in fact just good asymmetric design. SC2 is very well designed precisely because all three races have unique things that not only are, but feel strong to the point of busted, but in reality are made up for by things that the other races have. that's precisely what makes the game fun and successful. players want to feel like they can explode and do crazy things and get away with things: that's the whole appeal of an RTS game with asymmetric balance.

this is in fact just as if not more true in BW, where every race has things that are absolutely busted and would be unplayable if ported into SC2.

the opposite is what makes dime-a-dozen RTSes fail, when races are either more or less identical except for slightly different units, with no mechanics that set them strongly apart in terms of playstyle, or when special units and mechanics feel weak and like they don't have much visceral impact on the gamestate.
Dies Irae venit. youtube.com/SnobbinsFilms
TeamMamba
Profile Joined June 2025
229 Posts
Last Edited: 2025-10-16 13:50:26
October 16 2025 13:48 GMT
#79
People still complaining about queens mechanics?

If anything it’s the mule / scan that is broken and never been fixed.

Free detection + free worker. Literally doesn’t cost anything

Before the dumb people comes out and say “each scan cost 200 minerals”. Nope. Scan doesn’t cost anything. It only cost terran the opportunity to get 200 minerals faster but doesn’t physically cost 200
tigera6
Profile Joined March 2021
3493 Posts
October 16 2025 19:33 GMT
#80
On October 16 2025 22:48 TeamMamba wrote:
People still complaining about queens mechanics?

If anything it’s the mule / scan that is broken and never been fixed.

Free detection + free worker. Literally doesn’t cost anything

Before the dumb people comes out and say “each scan cost 200 minerals”. Nope. Scan doesn’t cost anything. It only cost terran the opportunity to get 200 minerals faster but doesn’t physically cost 200

By that logic free larvae, free creep and free healing isnt OP?
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