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StarCraft II 5.0.16 PTR Patch Notes may 26th - Page 6

Forum Index > SC2 General
103 CommentsPost a Reply
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BlackEyed
Profile Joined October 2024
19 Posts
10 hours ago
#101
I’d also love to see some changes to TvT. It would be great if pure bio styles were a viable alternative again, instead of every game revolving around Siege Tanks like it does now.
Balnazza
Profile Joined January 2018
Germany1291 Posts
10 hours ago
#102
On May 31 2026 20:30 WSH32 wrote:
Show nested quote +
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
TeamMamba
Profile Joined June 2025
221 Posts
9 hours ago
#103
On May 31 2026 22:24 Balnazza wrote:
Show nested quote +
On May 31 2026 20:30 WSH32 wrote:
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?


Ghost is just a cancer unit that Terrans refuse to admit
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
9 hours ago
#104
On May 31 2026 22:24 Balnazza wrote:
Show nested quote +
On May 31 2026 20:30 WSH32 wrote:
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?

Aye it’s just a feel/vibes thing for me, not a balance thing necessarily.

It’s a Swiss Army knife of a unit that can nuke quite a few of those Zerg heavy hitters, like that just feels off.

The Infestor was similarly tooled at one stage, I think Blizz did a good job in making it viable and useful, but not quite so good against so many different things

If it takes a suite of buffs to go with nerfs to Ghost versatility and Terran overall doesn’t suffer I think it’d be pretty good for the game
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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