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StarCraft II 5.0.16 PTR Patch Notes may 26th - Page 7

Forum Index > SC2 General
194 CommentsPost a Reply
Prev 1 5 6 7 8 9 10 Next All
ThunderJunk
Profile Joined December 2015
United States741 Posts
June 01 2026 20:40 GMT
#121
8 worker start is pretty cool
Gateway buff, warpgate nerf is really cool

Hell of a step in the right direction I never thought I'd see.
I am free because I know that I alone am morally responsible for everything I do.
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-06-01 21:42:00
June 01 2026 21:38 GMT
#122
On June 02 2026 05:29 Charoisaur wrote:
Show nested quote +
On June 02 2026 01:02 WombaT wrote:
On June 02 2026 00:32 WSH32 wrote:
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.

Chill out a bit maybe?

Ghosts are even a counter of sorts for the viper.

I dunno what majority opinion is, from what I gather the ghost is strong but fine for many, it’s too strong specifically massed, and specifically in TvZ.

People had the same issue when you could build 10-15 Infestors as part of a lategame comp and counter the majority of Protoss lategame. But people don’t really complain about the Infestor nowadays because it’s been retooled to be good, but disadvantageous to be massed and counter whole comps.

I’d personally nerf the Ghost a bit as a combat unit. It’s too strong against lings and banes in limited number. It would make it easier for a Zerg to isolate groups of ghosts that are badly positioned and kill them. As it stands you’ll see plenty of occasions where that happens and the Ghosts kill that threat.

Catch Templars, Infestors, Vipers, Disruptors that are out of position and you can usually kill them off or at least trade very well.

Catch a group of Ghosts in a TvZ super lategame scenario and they might just tank the hits and kill off what you’ve flanked them with


I think when they were 3 supply they were fine, massing them was really not viable anymore.
Then they made them 2 supply again but light, which probably would have been fine too. Then they gave them a random +25 hp buff which turned them OP again.

Somehow this is something every balance team does, creating a problem out of nothing and then fixing it with a redesign, instead of just reverting the patch that made it problematic. The most famous example of this was what they did with infested terrans.


Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
June 01 2026 23:59 GMT
#123
This is what I've always wanted!
John 15:13
Turbovolver
Profile Blog Joined January 2009
Australia2447 Posts
June 02 2026 03:52 GMT
#124
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.
The original Bogus fan.
BaiZhuZhu
Profile Joined March 2026
19 Posts
June 02 2026 06:21 GMT
#125
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
June 02 2026 06:46 GMT
#126
On June 02 2026 15:21 BaiZhuZhu wrote:
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all


WC3 has had fairly recent balance and design patches and seen massive improvement for it from new player to the pro scene. It's 8 years older than SC2.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Agh
Profile Blog Joined July 2010
United States1098 Posts
June 02 2026 07:42 GMT
#127
On June 02 2026 15:46 Cyro wrote:
Show nested quote +
On June 02 2026 15:21 BaiZhuZhu wrote:
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all


WC3 has had fairly recent balance and design patches and seen massive improvement for it from new player to the pro scene. It's 8 years older than SC2.


It's had quite a few actually, but not without problems. Never forget when they touched it the first time we got the KotG patch.


Just wish if they are going to do changes, commit to more and experiment.
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
tigera6
Profile Joined March 2021
3513 Posts
June 02 2026 10:48 GMT
#128
On June 02 2026 12:52 Turbovolver wrote:
Show nested quote +
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.
Acrofales
Profile Joined August 2010
Spain18424 Posts
Last Edited: 2026-06-02 11:56:02
June 02 2026 11:55 GMT
#129
On June 02 2026 19:48 tigera6 wrote:
Show nested quote +
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
June 02 2026 13:19 GMT
#130
I think it is a legitimate point that the Ghost is too good at countering everything in late-game TvZ. It's not really helpful to frame this in terms of balance, though, as it's really a design problem that primarily limits Terran's unit diversity.

It's not dissimilar to the problem that at one point existed in late-game ZvP where Infestors were gradually buffed to be the main counter every late-game Protoss composition. ZvP late-game got a lot more interesting once Infestors stopped being able to spam out infinite infested terrans with magical purple space missiles.

Of course, when one race relies heavily on a single unit, this can make it harder to balance, since dynamics become simpler and there are fewer balance nobs to turn. Probably more important than that, though, is just the sense of frustration it can create, even when it's not imba.

I like the Ghost as a unit. I like Snipe in its current cancellable form, and the interesting dynamics it creates in TvZ around retreats and engagements. I don't think making it more of an all-around strong combat unit with Snipe de-emphasized that requires less baby-sitting as it seems we've been going lately is a good idea, though.

I tend to think doing the opposite would make more sense; make it a unit that is waaaaay more fragile (but still has good damage) and requires more baby-sitting to be effective so there's a natural cap on how many of them you want to get, i.e. make it more of a traditional spellcaster. Alternatively, you could simply give Snipe a big weakness, like making it not able to hit air. The goal wouldn't be per se to reduce the Ghost's strength, though, as to open up spaces where it's less effective and other things can take over. "Ghosts can't deal with this so I need to build something else."

One could argue that the real issue is with Terran late-game in TvZ, with the Ghost as a band-aid making up for the lack of strong alternatives. I think that's true, and understand why Terrans don't want to lose their main tool with nothing to replace it. However, getting away from the Ghost as a one-stop lategame TvZ solution will ultimately benefit the game.
Dies Irae venit. youtube.com/SnobbinsFilms
tigera6
Profile Joined March 2021
3513 Posts
June 02 2026 15:24 GMT
#131
On June 02 2026 20:55 Acrofales wrote:
Show nested quote +
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
June 02 2026 17:20 GMT
#132
On June 03 2026 00:24 tigera6 wrote:
Show nested quote +
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.
Dies Irae venit. youtube.com/SnobbinsFilms
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
June 02 2026 18:40 GMT
#133
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 02 2026 18:57 GMT
#134
On June 03 2026 02:20 Captain Peabody wrote:
Show nested quote +
On June 03 2026 00:24 tigera6 wrote:
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.

Vibes wise, Ghosts should suck against Ultras, be good against Broods and have some viability against lurkers, for me personally

Ghosts using their snipers to target down enemies that also work at range I think is thematically fine

Ghosts nuking like multiple tons of Zerg muscle easily in the former of Ultras, silly.

Note I said thematically, not balance.

Ghost stood be bad against *something* in the Zerg tier 3 Arsenal, and Ultras make a lot more sense to me
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 02 2026 19:18 GMT
#135
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

Mass Raven did somewhat suck though

The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them

I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much.

If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions

They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in

Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
NinjaDuckBob
Profile Joined March 2014
187 Posts
Last Edited: 2026-06-02 20:35:26
June 02 2026 19:35 GMT
#136
I believe for the TvZ situation it's easier to go the "defensive spell" route for a game that feels better to play, in comparison to the "offensive spell" route. This means that other units must be used for damage output while the spellcaster offers support. One idea is a spell that makes a unit safe against spells temporarily. Instead of killing the Viper, make a couple of Tanks temporarily unabductable and immune to blinding cloud. Make the spellcaster cost/supply and spell energy cost expensive enough to force the player to choose how safe they want to make their units in exchange for having a smaller amount of actual damage output units. The "stun" idea also requires other units for damage output, so that could be a good alternative, but could also be more abusable, I'm not sure.

Regarding the Raven's defensive abilities in particular, the PDD never was tested with a particular variable that allows for a detailed level of balance tweaking, the laser's rate of fire. The PDD laser always had a cooldown of 0, meaning it blocks projectiles at an infinite rate. Giving it a cooldown means it can only block a certain amount of projectiles at once, and allows some counterplay with focus-fire and with having all units shoot at once. But PDD doesn't directly provide counterplay against Zerg spellcasters, only against a select few combat units, so it might not be the right ability to fill the gap.
NinjaDuckBob ~ Fear the fuzzy!
CicadaSC
Profile Joined January 2018
United States1985 Posts
June 02 2026 22:22 GMT
#137
i played 2 games of ptr and i got proxy gateway rushed, and 1 base ghost rushed. Nice. great testing.
Remember that we all come from a place of passion!!
ETisME
Profile Blog Joined April 2011
12858 Posts
June 02 2026 23:53 GMT
#138
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2026-06-03 02:17:36
June 03 2026 02:01 GMT
#139
On June 03 2026 04:18 WombaT wrote:
Show nested quote +
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

Mass Raven did somewhat suck though

The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them

I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much.

If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions

They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in

Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners



I'm not saying to bring mass Ravens back as a go-to strategy, but that the Raven's redesign was an overreaction and went way too much into a niche unit you only get 1-3 of in TvZ. It's the only spellcaster Blizzard decided to design into being a unit you only get 1-2 of (in their words).

Making it into such a niche unit means that the Ghost has to fulfill all the "lategame spellcaster" roles in the TvZ matchup. Making it less interesting because instead of having to choose Ghosts or Ravens, or having to get tech to get both or switch between both in the lategame, you simply mass one of them.

Maybe if they make Matrix 10 range instead of 9 range, it might see some niche use against Vipers, but since it's only 9 range Vipers can abduct if they come up. And ultimately it's still stronger to just EMP them instead.

That said, I don't think disabling units is the best design (even if it is Starcraft-y), and I don't really like anti armor missile either (not very Starcraft-y, overly favors low damage fast firing units, and messed with TvP balance). I much preferred the old Raven and PDD, which was such a Terran-y ability with its positional and defensive capabilities. I always believed they overlooked the true reason why PDD was broken design wise. PDD allowed you to put down just 1 PDD to block 20 projectiles at once. This means that you could put 1 PDD at a time and even if you chase them down across the map or if you try to run away, the Ravens can just drop 1-2 PDD at a time with no commitment.
If it was redesigned so that each PDD can only block 2-3 projectiles per second for example, you'd need to put down 10 PDDs if you want to block 20 Corruptors' shots at once, which is a huge energy drain and allows the counterplay of simply backing off until the PDDs expire in 15-20 secs, or re-engage somewhere else.

In smaller numbers or in the early to mid game, 1 PDD being able to still block 20 projectiles over 7-10 secs (if able to block only 2-3 projectiles per second) is still significant. If your opponent's army has 20 Stalkers for example, you'd still be reducing their dps by ~15-20% over 7-10 seconds, and the amount of dps reduction decreases as the opponent's army out scales your Raven count unless you commit to massing Ravens which you then drain their energy by being interactive and forcing them to burn PDDs in one place then go attack elsewhere.

I always felt what they did to Seeker Missile is silly too. It was an ability that, similar to PDD, you could avoid by backing off or engaging elsewhere. Like a bio army poking a protoss making them burn storms until you commit to a real fight. Then the community said the ability was too useless, so they kept buffing it to the point that it became reasonably realistic to land mass AOE nukes on your opponent (to be fair, progamers always underestimated the damage and often tanked them instead of retreating even if they'd lose some units while being chased down). Then, instead of just realizing they messed up turning it from a zoning ability into a high damage aoe nuke and reverting the buffs, they decided the damage was the issue and changed it to the early versions of AA missile where it still did like 5 damage. Which of course, still got massed because any aoe damage nuke that can be used reliably is incredibly strong in a game like SC2. And then, as if they still didn't realize the issue was the reliable damage and not the amount of damage, they got rid of the damage entirely making it simply reduce your armor..

I feel like this happened to the auto turret too, and many other SC2 changes. Understandably, as the dev/balance team changed over the years, they wouldn't have the full context of how things reached the point it did. But it's still disappointing feeling that patches seem to forget why certain things became broken, and instead of reverting those changes and trying to keep the original concept which worked, they keep straying further from the original vision.

On June 03 2026 08:53 ETisME wrote:
Show nested quote +
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc.


Yes, mass snipe was OP early WoL until MVP showcased it against Nestea in a high visibility Blizzcon match where he evaporated Nestea's ultra/BL army. It got nerfed but was always potent, and as a high damage energy ability that does massive damage we know from history they probably still didn't abuse ghosts enough post-nerfs (probably because they found the Raven to be even more OP).
LotV was interesting where snipe had more of a delay, and could be cancelled if they take damage. But ended up doing a lot of damage again, so it became volatile and thus very potent if you can get snipes off. Getting the energy refunded on cancel was a big buff too, it made having the spell cancelable a small downside to doing a lot of damage again after the WoL nerfs.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
tigera6
Profile Joined March 2021
3513 Posts
June 03 2026 11:31 GMT
#140
On June 03 2026 02:20 Captain Peabody wrote:
Show nested quote +
On June 03 2026 00:24 tigera6 wrote:
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.

I think thats a fine idea, although I havent seen many lategame TvZ where mass Ghost straight up fight against mass BLord, you gotta make enough Thors to fight BLord in most instances.
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