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The death of cheese, from a professional cheeser.

Forum Index > SC2 General
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Lorimbo
Profile Joined May 2026
1 Post
10 hours ago
#1
Hello everyone, my name is Lorimbo and i’m a rather infamous zerg cheeser on the EU ladder. I usually hover between mid and high GM, and several of my builds were consistently used in the highest level of play. I’m writing this post as a last desperate attempt to save what i most dearly love about sc2: actual aggression in the early game. This will be most likely a very long and detailed post, so i’ll put a TLDR at the end.

Let’s start with the most important details first: in the past 5 days, i’ve played about 100 games and 30 hours of ptr, mostly focusing on zvp, and in a minor part, on zvt. All of the testing was done against mid GM+ opponents or pro players. My biggest passion in sc2 has been making new build orders and figuring out new metas , i am THE target audience for these changes that are meant to promote strategic diversity, and yet the PTR patch is making me strongly consider straight up quitting sc2 for good.

My hypothesis, which i strongly believe in after extensive testing, is that at least as far as zerg is concerned, early game cheese is essentially dead, and build order variety is gutted even more than in the live patch. So, why do i think that?

Part 1 : The larvae problem.
Let’s start from a very basic explanation of high level zerg cheese. Essentially cheesing is a three step process: first we set up a basic level of economy, which allows us to constantly produce units, we are then teching up to our desired tech level, such as getting a pool+ speed, a roach warren, a bane nest, or whatever the specific cheese requires.

Lastly there is the execution step, in which we use the units/static defense to actually try and either win the game on the spot or get an economic advantage big enough to later convert into a win.

The 8 workers start fundamentally messes with this process in several ways, rendering it non functional. I’ll explain it as simply as i can: for any serious cheese, our economic output HAS to be 12 workers at the very minimum (and realistically 14+). Easy enough, just make drones at the start, right? Wrong!
On the current live patch, i start with 12 workers and 3 larvae; I can choose to go up to 14 (for example when proxy hatching), bank the remaining larvae, and accumulate 2 more while teching up, thus having exactly 3 larvae for when my pool is done. On ptr, going up to 12 workers leaves me with 0 larvae. In other words, compared to the ptr, i start any cheese down 3 larvae.

Part 2 : The tech problem
BUT LORIMBO, i hear you say, just as your cheese is delayed, so will be the defenses of the opposing player, since they’re also starting with less workers, thus resulting into more cheese options, greater variety and so on and so forth! Unfortunately this is not only wrong, but the opposite is true.

Let’s go back to our 12 workers cheese example: by the time i get to 12 workers, i have no larvae, and my protoss opponent has 11 workers, 1 extra chrono and a completed pylon. I want you guys to focus on the pylon: it not only functions as a supply expansion, but also, and this is the CRITICAL key to understand the problem, as a tech speedup.

The reason for this is that in starcraft, pylons(and supply depots) are required to build gates/ raxes. This essentially means that on ptr, not only am i slowed down by the lack of larvae, but my opponent starts 18 seconds ahead in their tech trees. This problem doesn’t only affect cheeses: when playing what we tested to be one of the more efficient hatch first openings (14h 16p 17g), we realized that the first adepts hits so much “faster”(relatively to our tech/unit) compared to live.

It has a much greater window of time to punish our lack of speed, and generally prevent the zerg from taking map control. In fact this window is so big, that instead of the usual 2 adepts harrass, you can easily get away with harrassing with 3 adepts for quite a while, since the speed won’t come online until much much later.

Part 3 : What does it actually look like?
Let’s circle back to the main issue at hand: what the 8 workers start means for aggressive play as zerg. Essentially, there are two ways to look at this: either I try to match the timing of live, or i try to match the unit count. Taking a basic 17g 16p 18h ravager ling flood as an example, we’re supposed to be hitting at 3.40 with 3 ravagers and about 20 speedlings, while having 17 workers ,2 bases and a queen at home.

I tested these builds several times, trying to first match the timing (3.40), then the unit count(the 3 ravs, 20 lings). In the first case, i had to cut out the queen, 2 workers, and about 10 lings, and when i showed up (this game was played against harstem and recorded), he had 4 units and 3 batteries+ a nexus, about twice as much as you can afford on live. So not only did i have to completely gut any potential follow up and make the attack much weaker (no queen means no inject means even less lings in the long run), but my opponents early tech was so much faster that he had more units than me! The second approach was even worse: by matching the unit count, i arrive so unbelievably late that my opponent once again has an extremely comfortable defense, even if taken off guard.

Part 4 : Scouting and opponents’ skill
This is the inevitable paragraph where i dispel some commonly held misconceptions which might otherwise bias the readers. Let’s start off by clarifying that all calculations made in this thread are purely compared to the same situation in the live game, and that the skill of my opponents has nothing to do with the calculations. In other words, the fact that i was playing against equally good or even better players has no bearing on the efficacy of the cheese.

Over the course of my short career, in the last 3 years, i’ve collected wins against most of the top pro players in the world, including, but not limited to, Hero, Maxpax, Elazer, Byun, Ryung, Percival, Creator and Classic+ most likely your favourite pro player too. That is to say, top pro players CAN and WILL be cheesed on live, they are not immune to cheese whatsoever, and are in fact quite susceptible to it.

The bar to defend any cheese on ptr is MUCH lower than live, and thus the number of possible aggressive early game ideas inevitably approaches 0. Secondly, scouting did not actually get any harder, at least not against zerg.
Once again, while on paper the cost of a worker scouting early with a lower worker count is much greater than on live, in reality this is more than compensated by the tech advantage previously discussed+ the lack of larvae. The thing that actually got slowed down, from our testing, is either the first expansion or the first T2 tech (heavy factory units for terran, stargate for protoss), depending on how the player decides to play (early expansions with late tech seem to be the more optimal way atm).

And before you ask me, no, i tested it, the late stargate is still more than in time to defend a speedling attack on the third, and you don’t need sg units to defend your natural, not on live, and even less on ptr, where you have significantly more time to make units. On a similar note, the warpgate changes mostly do not impact early cheeses: in a standard live game, warpgate finishes by 4.10ish, way later than basically every cheese i play.

Part 5 : Rock paper scissor gameplay.
Alright, i’ll admit it, i’ve purposefully omitted an exception to the economy setup rule: 8 pools and 10 pools. There’s a reason for that.
I’m sure most of you will remember the good old days, how much more “strategic variety” there was and how zerg actually had several aggressive openings with lower workers counts. Lemme slash all of your dreams right here, 8/10 pools are a complete meme opening on ptr, essentially no-scout killers. There are two main reason for this: firstly, and i can’t believe i have to say this, ADEPTS DIDN’T EXIST BEFORE LOTV.

This matters immensely, as it means that even in the dream scenario in which my 10 pool does any damage (and believe me this is already a stretch), the lack of money to afford queens and/or speed will immediately get punished by the adept zealot counterpush (similarly to the current zvp 12p on live, which is also considered unplayable at a high level), often resulting in a game end. 8 Pool is even worse on that regard. Moreover the skill of top players has been raised so much it’s hard to properly express the difference, thus those defenses are much easier and much more standardized than they used to be.

Secondly, we have to address the elephant in the room: I have come to realize, over the course of the years, that sc2 is a game that is significantly more enjoyable if you don’t understand it that well. I know that this opinion might seem controversial or elitist, but allow me to explain: The lack of high level knowledge makes a game more exciting, more mysterious.

You don’t know who’s gonna win, or who’s ahead, and that immensely improves the experience; every moment could be the comeback of a lifetime, every play could be the end of the game. There’s a reason why successfull casters often tend to hype up possible future play as opposed to giving a precise rundown on who’s winning and by how much.

You don’t hear “Reynor is dead and is gonna try and cope for the next 5 mins while clem pushes and denies bases”, you hear “Reynor’s finding himself on the backfoot, but maybe this ling runby could take Clem by surprise, and wow what an amazing split on the push by Clem, managing to deny this CRITICAL 5th expansion”. I’m bringing this up to reveal a tragic truth about the nature of PTR: when moving outside the boring macro game experience, the amount of build order wins is staggering.

To an unexperienced outsider, these games might look exciting, but the game is essentially over the moment both players make their decision, before any interaction has happened. I bring it up here because 10 pool often falls into this category: i’ve had a game against harstem trying to proxy gate (autowin for me) and one against a fast scout into fast core (autoloss for me). Neither of those games had much interaction, but i’m sure without this knowledge they looked exciting.

To be clear, this problem is present in some form even on live, especially in mirror matchups (12p v 16p in zvz or proxies in pvp come to mind), but on PTR it’s out of control.

Part 6 : Nostalgia Goggles
Believe me, i would love nothing more than to go back to a time where so many more strategies were viable, where early game aggression was king, the game wasn’t figured out yet, and the games didn’t devolve into a lategame slog immediately. I’m told by afficionados that Wol and Hots were like that. I can’t confirm or deny that, as i’ve never played those expansions. What i can say is that the game changed way too much for those times to come back with simply a worker change.

The units are different, the balance is different, the players are better, the naturals are narrower, and, despite popular belief, once you get out of the rock paper scissor stage of the game on an even foot, the game devolves into EXACTLY the same midgame skip into lategame scenario that is commonly seen in live games. The point of this paragraph is not to shame or make fun of people that are enthusiastic about times that the game was fun for them, it’s to warn against falling for an illusion: if you truly truly want aggressive play back, this is not the way.

I’ll write some suggestions and examples in the closing paragraph. Please don’t destroy zerg cheese and creative playstile, it’s the one thing i enjoy the most about the game, and i’d hate to lose it because of a misunderstanding.

Part 7 : The mirage of diversity
New patches always bring weeks of excited testing and new builds. This is normal. Please don’t let the initial excitement and build order variety fool you. It is but a mirage, a fun interlude in the boredom of a figured out meta. It’s a self fulfilling prophecy: even if the game ends up being even more stale and boring and figured out in 2 months, the first 2 weeks will always always always be full of new things. Don’t let a couple of weeks of testing ruin the game.

I LOVE DIVERSITY, I LOVE ZERG AGGRESSION, I’M A CHEESE MONSTER ON LADDER, i’m the exact thing the pach claims to want to encourage, so please please heed my warning. To kill my playstile while praising it, while claiming to love it, would truly be tragic
.
Part 8 : An alternative path
I’ll be short, there are a lot of different ways to encourage aggressive play, and none of them require a worker change. A lot of the nerfs over the year neutered cheese, and the reason for that is that the community has a very duplicitous relation with it: we love it when we see it, we hate it when it happens to us. Whene cheese is strong enough to be somewhat persistent in pro play, it becomes widespread in the lower league, with all the frustation it causes.

If you truly want strategic variety and aggressive play, here’s some of the options from a zerg perspective(i’ll leave p and t to their respective cheese monsters): revert the ravager morph time nerf, buff spines build time, revert the stalker build time buff, nerf p/t basic antiair(if you want more mutas), nerf p/t basic air to ground defenses, like banshees and oracles(if you want more midgame roach timings), nerf the forge/cannons build time ( if you want more proxy hatches , although this will obviously nerf cannon rush as a result).

Thanks for the attention.
Lorimbo.

TLDR: the worker change kills zerg early/mid game variety due to the lack of larva and the relative speedup of enemy tech v zerg tech, it accomplishes the opposite of what it sets out to do. Please don't be fooled by the freshness of the patch.
DeadlyKitten
Profile Joined May 2026
1 Post
10 hours ago
#2
Very good post! Thanks for sharing your opinions.
Magnath10
Profile Joined February 2020
Egypt37 Posts
10 hours ago
#3
don't let reddit see this
NihedSc2
Profile Joined October 2024
Hungary1 Post
10 hours ago
#4
upvote
EchoSteel
Profile Joined July 2018
1 Post
10 hours ago
#5
Good post, I hope it gets taken into account before pushing to live.
Long live the Cheeser's Manifesto!
Balnazza
Profile Joined January 2018
Germany1291 Posts
10 hours ago
#6
This was honestly a treat to read
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
Charoisaur
Profile Joined August 2014
Germany16073 Posts
9 hours ago
#7
Good post, half the people who argue that lower worker start leads to increased early agression argue that it's because in 2010/11 there was more early aggression while they apparently have forgotten completely how the meta was in 2014/15
Many of the coolest moments in sc2 happen due to worker harassment
jodljodl
Profile Joined October 2016
181 Posts
9 hours ago
#8
I'm way too noob to assess your statements but I really appreciate the very detailed and easy to read post & your effort. Thank you very much & good luck to sc2
Kim Doh Woo
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
Last Edited: 2026-05-31 15:21:00
9 hours ago
#9
Excellent read, and interesting, much obliged! Welcome to TL, where have ya been if this is the quality of work you put out? :p

One point I would make is, they may interlink, but an interest in more variety may not necessarily be in the realm of cheese

An increasingly common complaint from Zergs is they feel they can’t be aggressive without all-inning, the Terran and Protoss beasts grow too quickly, which I think has some validity. It’s all-in or crack your knuckles and settle in for droning and growing and trading. To simplify a lot of course.

I think that kinda trend is a combination of Legacy’s eco, balance tweaks and as you say, players getting better and optimising all the time.

The kind of variety I miss, partly being more able to adjust game plans based on scouting early, and forms of aggression combined with eco that are less committal. It’s very tricky to pressure while macroing up, you kinda gotta do crippling damage or just play greedy, a middle between the two kinda doesn’t work. I’m also broad brushing a lot.

You don’t tend to see, for example banking for earlyish muta timings in ZvT anymore. The Terran machine is basically already too big, where before the ability to poke and tick away and pin a Terran back was often worth doing.

Maps bigger than 2 player, also have suffered. The timings have shifted with the greater pace, so if you roll wrong on scouting you don’t really have time to react to either hyper greed, or alternatively an all-in that’s on its way.

Equally, and to your OP, I think cheese, and that risk/reward balance, punishing blind greed etc are also crucial components of variety, but also the real core essence of what SC is all about.

I do desire a bit more other variety but not at the expense of basically entirely neutering Zerg’s ability to cheese some greedy Toss players and what have you.

It may end up being the case that 8 workers would bring some of these improvements I’m pondering, but would require a lot of other adjustments on where timings intersect. And I’m not sure Blizz are necessarily going to commit to that, so we could end up with even less variety, as per what you’ve been testing.

I mean why 8 workers? What’s the actual process there? I’d assume it’s a point between the old and new eco to find some kind of middle ground.

I’m not advocating for 6 workers necessarily, but if you’re gonna do such a radical change, at least you’ve 2 expansions to look at in terms of how they paced and certain things interacted.

8 might work, I dunno, but one thing we can confidently say is we had two games built around 6, and one around 12.

Just changing to 8 without making other tweaks may just lead to wonky intersections of timings. Which seems to be what you’re finding in your testing. Toss by the sounds of what you’re saying is losing less in defensive setup capacity than Zerg is potentially gaining in an offensive one.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
HackErIsTop
Profile Joined July 2024
1 Post
8 hours ago
#10
thats a lot of smart and based text
Luolis
Profile Blog Joined May 2012
Finland7176 Posts
8 hours ago
#11
On May 31 2026 23:31 Charoisaur wrote:
Good post, half the people who argue that lower worker start leads to increased early agression argue that it's because in 2010/11 there was more early aggression while they apparently have forgotten completely how the meta was in 2014/15

Do i really need to post eulogy for the six pool in another place again?
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Mizenhauer
Profile Blog Joined February 2015
United States1927 Posts
Last Edited: 2026-05-31 16:31:26
8 hours ago
#12
I've been watching a lot of hots games recently and the variety of openings is so refreshing. A lot of games are a straight up bops, but Lotv doesn't feel too different-I don't see how that's something you can really complain about. It's what happens when a better player plays a standard game (Inno would define a standard game as early harassment before powering up for a big attack) against someone worse than them.

I hope playing lair zerg will actually be reasonably viable instead of skipping straight to the late game, but we'll have to wait and see.

They obviously need to fix all the issues that come with the change because it's going to be super messy. It'll take at least a year for things to stabilize (imo) and if Blizz isn't willing to follow through on this change with a lot more (and pretty regular) updates, then the game is going to suffer.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Yoshi Kirishima
Profile Blog Joined July 2009
United States10370 Posts
Last Edited: 2026-05-31 19:50:39
4 hours ago
#13
Eyo, thanks for the high quality post!
Love to see insightful thoughts with specific examples, tiimings, etc.
I'm a Terran player so definitely don't know much about the ins and outs of how 8 worker or 12 worker start affects zerg's ability for early aggro.
I believe your examples that zerg early aggro can be worse in many ways. I remember that in WoL/HotS, other than maybe baneling bust or like rushing 5 roaches, zerg was the one usually defending and trying to get their 3rd up and defending harass. In LotV, yes it does seem zerg's ability to zerg rush increased due to various reasons, so i can see why you may prefer how things are now.

But to me this isn't the only early strategic variety people are mentioning.
As a Terran, 6 worker start had way more openings you had to consider (slightly safer, slightly greedier, slightly faster tech, etc.) based on the small opening variations for example Protoss could do. (Fast zealot stalker if they rush gate a little earlier, fast 2 stalker, 1 stalker, etc.).
For example, 12 rax 12 gas, 12 rax 13 gas, 12 rax 15 gas. And whether to make 1-3 marines into reactor, or 1-2 reapers into 1-2 marines into reactor, etc. And these decisions were very important because the wrong choice means you don't hold and you lose to the first few gateway units, or you have to cancel your low ground CC, etc.
And then there's the gas first builds, like 11 gas 12 rax, 11 gas 13 rax.
Now, you mainly just open 1 reaper almost always and even if you do gas first it barely gets your factory/tech up any earlier than a normal build..

An example of a crazy build you could do is like cutting workers super early on and doing something like 9 depot 9 gas 10 rax into factory reactor into 4 hellion rush to hit Protoss before 2nd stalker comes out (I forget the build, but if you're on a 4 player map and the protoss gets greedy and does't scout you in time or goes Nexus first or something, this can be a game ending build).
There are aggro builds where it might not be "smart", or may not have a good "winrate" if done blindly, but if you're hard reading a opponent or know they might get greedy and scout late or such, there are ways to hard punish the opponent for being greedy. And this potential allows for players who are better at reads or mindgames to outplay their opponent.

Classic examples are players like Naniwa doing proxy 2 gate vs Zerg. There was a chance it can be held with good drone micro or for example players like Jaedong figure out you can run the drones back and forth to buy time for lings/roaches. But these kinds of game states I think are mostly gone from LotV because 12 workers makes things more consistent (and 2 player maps) and there's less potential volatility.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Similar_Fix
Profile Joined September 2024
5 Posts
4 hours ago
#14
Fully disagree.

Protoss players will learn to adapt to this patch and develop the solid opening that survives anything the Zerg can throw at it. Then, "greed" will be defined as trying to cut corner with that "way too safe" build, and you can get punished by it. So, a cheesy Zerg is someone trying to take advantage of that greed.

I agree with your statement the current Protoss build orders are super safe versus Zerg, probably so much that any of your cheese fail. So, the meta will go toward more economic builds, and cheesers will take care of punishing greedy players.

Perhaps the meta will go towards nexus first, and 8 pooling will punish such builds
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
3 hours ago
#15
On June 01 2026 04:47 Yoshi Kirishima wrote:
Eyo, thanks for the high quality post!
Love to see insightful thoughts with specific examples, tiimings, etc.
I'm a Terran player so definitely don't know much about the ins and outs of how 8 worker or 12 worker start affects zerg's ability for early aggro.
I believe your examples that zerg early aggro can be worse in many ways. I remember that in WoL/HotS, other than maybe baneling bust or like rushing 5 roaches, zerg was the one usually defending and trying to get their 3rd up and defending harass. In LotV, yes it does seem zerg's ability to zerg rush increased due to various reasons, so i can see why you may prefer how things are now.

But to me this isn't the only early strategic variety people are mentioning.
As a Terran, 6 worker start had way more openings you had to consider (slightly safer, slightly greedier, slightly faster tech, etc.) based on the small opening variations for example Protoss could do. (Fast zealot stalker if they rush gate a little earlier, fast 2 stalker, 1 stalker, etc.).
For example, 12 rax 12 gas, 12 rax 13 gas, 12 rax 15 gas. And whether to make 1-3 marines into reactor, or 1-2 reapers into 1-2 marines into reactor, etc. And these decisions were very important because the wrong choice means you don't hold and you lose to the first few gateway units, or you have to cancel your low ground CC, etc.
And then there's the gas first builds, like 11 gas 12 rax, 11 gas 13 rax.
Now, you mainly just open 1 reaper almost always and even if you do gas first it barely gets your factory/tech up any earlier than a normal build..

An example of a crazy build you could do is like cutting workers super early on and doing something like 9 depot 9 gas 10 rax into factory reactor into 4 hellion rush to hit Protoss before 2nd stalker comes out (I forget the build, but if you're on a 4 player map and the protoss gets greedy and does't scout you in time or goes Nexus first or something, this can be a game ending build).
There are aggro builds where it might not be "smart", or may not have a good "winrate" if done blindly, but if you're hard reading a opponent or know they might get greedy and scout late or such, there are ways to hard punish the opponent for being greedy. And this potential allows for players who are better at reads or mindgames to outplay their opponent.

Classic examples are players like Naniwa doing proxy 2 gate vs Zerg. There was a chance it can be held with good drone micro or for example players like Jaedong figure out you can run the drones back and forth to buy time for lings/roaches. But these kinds of game states I think are mostly gone from LotV because 12 workers makes things more consistent (and 2 player maps) and there's less potential volatility.

Also a fine post!

Better articulated some of the things I felt and was trying to say up the page.

These things made a difference, especially at lower levels, at pro level I think subtleties and optimisations still do absolutely exist ofc

Something like a 12 gate, with banked chrono for production there, was almost a different opener than a 13 gate with chrono banked for probes, even though they’re both 1 gate FEs.

I used to like a variant of the former in PvT, do a very light stalker/zealot based pressure out of your first gate. You could hit quickly to annoy your opponent a bunch. Either they skipped a bunker, in which case glhf dealing with that, or you might be able to cancel a building one, or simply run past it.

You’re not gonna kill your opponent, but you can get more economically ahead while being aggressive, than playing a more greedy variant. And made for some fun micro battles too.

With Legacy’s pace, it’s difficult to do an eco-focused poke with just a few tweaks to an economic build, you just can’t get there in time to do much, and you have to rely more on dedicated harass units to pressure. Oracles or adepts on the Protoss side for example

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
sidasf
Profile Joined February 2023
102 Posts
3 hours ago
#16
Excellent post Lorimbo. This patch does not account for any of the other changes we got in LOTV. Adepts, oracles, liberators etc did not exist in WoL. The intern is trying to half ass going backwards in time but not thinking about any of the important moving parts. Especially disastrous when you keep in mind how little support blizzard gives-one patch a year with no dedicated balance or sc2 team.
SharkStarcraft
Profile Joined April 2011
Austria2268 Posts
3 hours ago
#17
the game is alive! love reading the discussions!
Cogito, ergo Toss
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
3 hours ago
#18
On June 01 2026 05:14 Similar_Fix wrote:
Fully disagree.

Protoss players will learn to adapt to this patch and develop the solid opening that survives anything the Zerg can throw at it. Then, "greed" will be defined as trying to cut corner with that "way too safe" build, and you can get punished by it. So, a cheesy Zerg is someone trying to take advantage of that greed.

I agree with your statement the current Protoss build orders are super safe versus Zerg, probably so much that any of your cheese fail. So, the meta will go toward more economic builds, and cheesers will take care of punishing greedy players.

Perhaps the meta will go towards nexus first, and 8 pooling will punish such builds

You can’t get that much more economical than some Toss builds already are in PvZ. Adepts wedged into a sim city and Oracles are amongst the strongest in the game in small number versus small number scenarios

I dunno if the tradeoff in playing more greedy is worth the downside enough for that to become a trend that Zergs can then circle around and punish

But I mean I really don’t know, which does make this potential sea change patch quite interesting and exciting to see how it does affect things
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Haighstrom
Profile Joined March 2011
United Kingdom208 Posts
2 hours ago
#19
I get what you're saying about the larva and adept problems, but why would you match either the time or the unit counts of the "old" cheeses? Why does aggression need to have 12-14 workers to be viable? A cheese needs to hit when there's a timing that so happens to be a weak point for the opponent compared to what you hit them with, and surely that will work out completely differently with this patch. Are you sure you're done experimenting already?
MountainGoat
Profile Blog Joined April 2011
United States508 Posts
2 hours ago
#20
If going from 12 to 8 ruins Zerg cheese then why was it viable at 6 workers?
sidasf
Profile Joined February 2023
102 Posts
2 hours ago
#21
On June 01 2026 07:09 MountainGoat wrote:
If going from 12 to 8 ruins Zerg cheese then why was it viable at 6 workers?


If you read his post, it would tell you. Adepts did not exist when we had 6 workers at wings of liberty. Countless other things have changed between WoL and LotV that are not being accounted for which is a recipe for disaster. We are not going back to WoL in any way shape or form. It's just LoTV but worse.
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
2 hours ago
#22
On June 01 2026 07:09 MountainGoat wrote:
If going from 12 to 8 ruins Zerg cheese then why was it viable at 6 workers?

It really depends on what x other faction has at x timing versus what Zerg timings are

A WoL pool cheese could be fiendish because the Toss wouldn’t necessarily have closed their sim city yet, or perhaps neglected a scout (and kinda deserve the loss) Whereas you could hit off a different worker start and have more lings as a Zerg, but if the Toss has plugged their wall, that outright outweighs extra lings.

To massively oversimplify ofc. And this change, if it even goes through is new, people may work things out.

Other stuff can change because of these interactions for the positive. Protoss versus Random is way less annoying in Legacy than WoL because catch-all openings are more viable due to that increased eco and pacing
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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