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Is the larve respawn broken?

Forum Index > SC2 General
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phershey
Profile Blog Joined January 2011
United States66 Posts
June 21 2026 17:30 GMT
#1
Not sure if I just need to get good (which I always do) or the new larve spawn is out of hand for everyone else...Maybe I hit an MMR where everyone else's macro is way better now, but Ive been hard stuck at dia1 for years and even masters 1&2 zerg never had this much supply this early in the game. Im dealing with max roaches at 9 mins and mass muta and mass roaches mid game. not used to these supplies...
Kreuger
Profile Joined October 2011
Sweden900 Posts
June 21 2026 17:50 GMT
#2
If you are playing the ptr the spawn of larvae is faster
jimminy_kriket
Profile Blog Joined February 2007
Canada5536 Posts
Last Edited: 2026-06-21 21:09:54
June 21 2026 21:09 GMT
#3
This doesn't sound like ptr. But if you are on ptr the leagues aren't representative of actual skill because most people aren't playing much. There can be high masters in gold league etc
life of lively to live to life of full life thx to shield battery
phershey
Profile Blog Joined January 2011
United States66 Posts
June 22 2026 03:06 GMT
#4
yeah in ptr. feels very broken. The point i was making is being hard stuck i stay in the same mmr range. Before the larve change my win rate was 80% against zerg in any live patch and in the ptr. now its closer to 20%. Mid game they have more roaches or hydra or have muta with roaches and now they're rushing to ultras without any apparent downside. Not a pro, but been playing this game for 15 years, over 60 to 70k games. Maybe I just gotta copy what pro terrans do from now on, but just seems very off from what im used to.
Agh
Profile Blog Joined July 2010
United States1060 Posts
June 22 2026 04:28 GMT
#5
60-70k games and diamond is pretty wild but also worth considering that the majority of people that even know the ptr is live are typically more invested in the game. So naturally you're going to encounter better players and the total pool is so small the ranking system is irrelevant.

But anyway none of that matters because the larva change was pants on head and Zerg's econ is/was comically overpowered (someone mentioned a hot fix but I haven't logged in for a day or two).


Take it all with a grain of salt, no point in being mentally invested in the ptr
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
bycrazingby
Profile Joined October 2025
21 Posts
June 25 2026 10:40 GMT
#6
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 25 2026 20:14 GMT
#7
On June 25 2026 19:40 bycrazingby wrote:
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!

If I am not mistaken, Zerg is the most nerfed race of the 3 since LOTV and if you're encountering zergs maxing by 7:30 I suspect you're not doing enough economic damage.
LiquidDota Staff@BluemoonGG_
ProTech
Profile Joined November 2010
United States481 Posts
June 25 2026 20:52 GMT
#8
Yes the larva mechanic is broken. Any rational person can see this. I'm fairly certain devs will be able to pick up on this pretty quickly.
mathphyswithvic
Profile Joined April 2024
14 Posts
June 26 2026 02:27 GMT
#9
On June 26 2026 05:14 BluemoonSC wrote:
Show nested quote +
On June 25 2026 19:40 bycrazingby wrote:
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!

If I am not mistaken, Zerg is the most nerfed race of the 3 since LOTV and if you're encountering zergs maxing by 7:30 I suspect you're not doing enough economic damage.


So what I'm taking from this is that if you're not playing Zerg, you're forced into an aggressive playstyle to have a chance of winning? Great! so much for letting players choose how they want to play.

BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 26 2026 03:57 GMT
#10
On June 26 2026 11:27 mathphyswithvic wrote:
Show nested quote +
On June 26 2026 05:14 BluemoonSC wrote:
On June 25 2026 19:40 bycrazingby wrote:
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!

If I am not mistaken, Zerg is the most nerfed race of the 3 since LOTV and if you're encountering zergs maxing by 7:30 I suspect you're not doing enough economic damage.


So what I'm taking from this is that if you're not playing Zerg, you're forced into an aggressive playstyle to have a chance of winning? Great! so much for letting players choose how they want to play.


Starcraft 2 has quite literally been balanced around macro mechanics and harassment/economy disruption. Letting your opponent do whatever they want has historically been bad, no matter which race is considered OP at the time.
LiquidDota Staff@BluemoonGG_
tigera6
Profile Joined March 2021
3501 Posts
June 26 2026 04:25 GMT
#11
On June 26 2026 12:57 BluemoonSC wrote:
Show nested quote +
On June 26 2026 11:27 mathphyswithvic wrote:
On June 26 2026 05:14 BluemoonSC wrote:
On June 25 2026 19:40 bycrazingby wrote:
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!

If I am not mistaken, Zerg is the most nerfed race of the 3 since LOTV and if you're encountering zergs maxing by 7:30 I suspect you're not doing enough economic damage.


So what I'm taking from this is that if you're not playing Zerg, you're forced into an aggressive playstyle to have a chance of winning? Great! so much for letting players choose how they want to play.


Starcraft 2 has quite literally been balanced around macro mechanics and harassment/economy disruption. Letting your opponent do whatever they want has historically been bad, no matter which race is considered OP at the time.

Point is the new patch allow Zerg to macro up WHILE defending relatively with ease. Previously they have to scout harder and cant drone as hard or they might die to a strong push, now they have a higher margin to play greedy in the early and mid-game. The goal of Zerg has always been securing the 4th base with a good drone count and run away with it and this patch make it easier to do so.
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 26 2026 04:42 GMT
#12
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.
LiquidDota Staff@BluemoonGG_
tigera6
Profile Joined March 2021
3501 Posts
June 26 2026 05:42 GMT
#13
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.
ProTech
Profile Joined November 2010
United States481 Posts
June 26 2026 12:24 GMT
#14
On June 26 2026 14:42 tigera6 wrote:
Show nested quote +
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.


I can't for the life of me figure out why people are even whining about this. Yes it sucks, but it's so painfully obvious that it's broken you don't need to worry that it won't get reverted.

Same w/ the void ray, although I don't think many people have figured that one out yet.
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 26 2026 20:37 GMT
#15
On June 26 2026 14:42 tigera6 wrote:
Show nested quote +
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.
LiquidDota Staff@BluemoonGG_
Poopi
Profile Blog Joined November 2010
France12964 Posts
Last Edited: 2026-06-26 21:01:50
June 26 2026 21:00 GMT
#16
On June 26 2026 11:27 mathphyswithvic wrote:
Show nested quote +
On June 26 2026 05:14 BluemoonSC wrote:
On June 25 2026 19:40 bycrazingby wrote:
Zerg can max out at 200 supply by 7:30 now. They already expand faster than anyone, and their mid-to-late game units have been buffed multiple times already! How the hell are we supposed to fight that?! Making basic, beginner-level mistakes like messing with Larva spawn rates — what the hell are they even thinking with these random changes?!

If I am not mistaken, Zerg is the most nerfed race of the 3 since LOTV and if you're encountering zergs maxing by 7:30 I suspect you're not doing enough economic damage.


So what I'm taking from this is that if you're not playing Zerg, you're forced into an aggressive playstyle to have a chance of winning? Great! so much for letting players choose how they want to play.


You can’t really play aggro, because your eco is very bad.
Zergs can remake drones super fast if they lose out to harass, or just make big enough army + Nice eco
Basically you are kinda screwed no matter how you try to play in the current state of XvZ

I highly doubt the top end zergs will lose to other players, and the subtops zergs will all feel like Serral for a while
WriterMaru
geokilla
Profile Joined May 2011
Canada8251 Posts
June 27 2026 01:07 GMT
#17
On June 26 2026 21:24 ProTech wrote:
Show nested quote +
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.


I can't for the life of me figure out why people are even whining about this. Yes it sucks, but it's so painfully obvious that it's broken you don't need to worry that it won't get reverted.

Same w/ the void ray, although I don't think many people have figured that one out yet.

I guarantee you that this patch is going to stick around for the rest of the year.
tigera6
Profile Joined March 2021
3501 Posts
June 27 2026 03:05 GMT
#18
On June 27 2026 05:37 BluemoonSC wrote:
Show nested quote +
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 27 2026 03:31 GMT
#19
On June 27 2026 12:05 tigera6 wrote:
Show nested quote +
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.
LiquidDota Staff@BluemoonGG_
Athenau
Profile Joined March 2015
575 Posts
June 27 2026 10:24 GMT
#20
On June 27 2026 12:31 BluemoonSC wrote:
Show nested quote +
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.
Railgan
Profile Joined August 2010
Switzerland1509 Posts
June 27 2026 12:13 GMT
#21
On June 27 2026 19:24 Athenau wrote:
Show nested quote +
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.


because that is how the game has always worked.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 27 2026 16:31 GMT
#22
On June 27 2026 19:24 Athenau wrote:
Show nested quote +
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.
LiquidDota Staff@BluemoonGG_
Athenau
Profile Joined March 2015
575 Posts
June 27 2026 17:44 GMT
#23
On June 28 2026 01:31 BluemoonSC wrote:
Show nested quote +
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?
Poopi
Profile Blog Joined November 2010
France12964 Posts
June 27 2026 18:34 GMT
#24
On June 28 2026 02:44 Athenau wrote:
Show nested quote +
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?

Yeah, this patch wasn’t asked for and they didn’t listen to feed-back anyways. It just made the game very bad -> builds don’t feel smooth at all with 8 worker start (at least with terran, didn’t try with other races), like there is no build where you don’t have to cut something (like 1 gas rax expand or 2gas, everything was smooth)
Even simple supply rax gas there is some downtime / worker cut
Never seen such a badly thought out patch
WriterMaru
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 27 2026 19:02 GMT
#25
On June 28 2026 02:44 Athenau wrote:
Show nested quote +
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?

I cant and wont pretend that this patch was "asked for." No one asked for the cyclone changes either IIRC.

But it went live and here we are.
LiquidDota Staff@BluemoonGG_
Monochromatic
Profile Blog Joined March 2012
United States999 Posts
June 27 2026 19:23 GMT
#26
On June 28 2026 02:44 Athenau wrote:
Show nested quote +
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
ProTech
Profile Joined November 2010
United States481 Posts
June 28 2026 05:18 GMT
#27
On June 28 2026 04:23 Monochromatic wrote:
Show nested quote +
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.
snakedoctor_sc2
Profile Joined June 2026
1 Post
June 28 2026 08:45 GMT
#28
On June 28 2026 14:18 ProTech wrote:
reverting the econ is the absolute best wasy to get people back into the game


What do you base this on?
SC-Shield
Profile Joined December 2018
Bulgaria867 Posts
Last Edited: 2026-06-28 09:29:07
June 28 2026 09:23 GMT
#29
On June 28 2026 14:18 ProTech wrote:
Show nested quote +
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.
ProTech
Profile Joined November 2010
United States481 Posts
Last Edited: 2026-06-28 11:37:52
June 28 2026 11:36 GMT
#30
On June 28 2026 18:23 SC-Shield wrote:
Show nested quote +
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
[quote]
You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.
SC-Shield
Profile Joined December 2018
Bulgaria867 Posts
Last Edited: 2026-06-28 12:22:38
June 28 2026 12:13 GMT
#31
Good for you that you have fun, but I like the LotV economy more. Everything feels slow now, I used to make probes almost non-stop and build order felt smooth. With the current economy, I can make probes up to 14 but there is a second or two delay before I make a gateway. Previous economy used to "click" immediately because you could hit timings to build if you know what I mean. I have to make pylons more frequently now since nexus is nerfed in terms of extra supply.

I don't think my win rate has dropped, it's just a version of LotV I don't really like and judging by other people's opinion in game (not TL or forums), I'm not alone in not liking the patch very much.

I kind of wish Blizzard left balance and economy where they were before this patch and never made another patch again just like Brood War.

It was definitely the economy that screwed this game over.


Let's compare notes in 6 months when this patch is no longer fresh. Let's see if players have returned because I suspect some people like you are going to play because they genuinely like the patch, but there should be others who are here just to try the patch and maybe quit again.

[image loading]


It is not a popular patch with these percentages, reaction is mixed.

ProTech
Profile Joined November 2010
United States481 Posts
Last Edited: 2026-06-28 12:37:36
June 28 2026 12:35 GMT
#32
On June 28 2026 21:13 SC-Shield wrote:
Good for you that you have fun, but I like the LotV economy more. Everything feels slow now, I used to make probes almost non-stop and build order felt smooth. With the current economy, I can make probes up to 14 but there is a second or two delay before I make a gateway. Previous economy used to "click" immediately because you could hit timings to build if you know what I mean. I have to make pylons more frequently now since nexus is nerfed in terms of extra supply.

I don't think my win rate has dropped, it's just a version of LotV I don't really like and judging by other people's opinion in game (not TL or forums), I'm not alone in not liking the patch very much.

I kind of wish Blizzard left balance and economy where they were before this patch and never made another patch again just like Brood War.

Show nested quote +
It was definitely the economy that screwed this game over.


Let's compare notes in 6 months when this patch is no longer fresh. Let's see if players have returned because I suspect some people like you are going to play because they genuinely like the patch, but there should be others who are here just to try the patch and maybe quit again.

[image loading]


It is not a popular patch with these percentages, reaction is mixed.




I mean if you think the devs ( assuming they have working brain ce;;s ) are going to revert the game back to 12 workers with the opinions being that split, you may not have been involved in this game for a very long time.

Under no circumstances have blizzard reverted changes unless there was an overwhelming majority of dislikes. If it's split in this way, I can assure you it's going to stay.

We are already started to see icons come back to game such as Need, Scarlette, TY, Time, the list goes on.

As far as my experience, I've figured out that this game is not LoTV anymore, and it's basically Wings/Hots, so yes I'm loving it, but I can very clearly see that people are still operating under the delusion that the game has " slowed down " so the ladder feels pretty easy, since they're using LoTV gameplay concepts.

ProTech
Profile Joined November 2010
United States481 Posts
June 28 2026 12:37 GMT
#33
On June 28 2026 21:35 ProTech wrote:
Show nested quote +
On June 28 2026 21:13 SC-Shield wrote:
Good for you that you have fun, but I like the LotV economy more. Everything feels slow now, I used to make probes almost non-stop and build order felt smooth. With the current economy, I can make probes up to 14 but there is a second or two delay before I make a gateway. Previous economy used to "click" immediately because you could hit timings to build if you know what I mean. I have to make pylons more frequently now since nexus is nerfed in terms of extra supply.

I don't think my win rate has dropped, it's just a version of LotV I don't really like and judging by other people's opinion in game (not TL or forums), I'm not alone in not liking the patch very much.

I kind of wish Blizzard left balance and economy where they were before this patch and never made another patch again just like Brood War.

It was definitely the economy that screwed this game over.


Let's compare notes in 6 months when this patch is no longer fresh. Let's see if players have returned because I suspect some people like you are going to play because they genuinely like the patch, but there should be others who are here just to try the patch and maybe quit again.

[image loading]


It is not a popular patch with these percentages, reaction is mixed.




I mean if you think the devs ( assuming they have working brain ce;;s ) are going to revert the game back to 12 workers with the opinions being that split, you may not have been involved in this game for a very long time.

Under no circumstances have blizzard reverted changes unless there was an overwhelming majority of dislikes. If it's split in this way, I can assure you it's going to stay.

We are already started to see icons come back to game such as Need, Scarlette, TY, Time, the list goes on.

As far as my experience, I've figured out that this game is not LoTV anymore, and it's basically Wings/Hots, so yes I'm loving it, but I can very clearly see that people are still operating under the delusion that the game has " slowed down " so the ladder feels pretty easy, since they're using LoTV gameplay concepts.


WombaT
Profile Blog Joined May 2010
Northern Ireland27048 Posts
June 28 2026 13:22 GMT
#34
On June 28 2026 20:36 ProTech wrote:
Show nested quote +
On June 28 2026 18:23 SC-Shield wrote:
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
[quote]
I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.

Was it though?

There are plenty of other factors that influence player drop-off, what makes you so sure that it was the eco changes?

I’m not discounting the possibility, but you seem very sure on this without any real receipts
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ProTech
Profile Joined November 2010
United States481 Posts
Last Edited: 2026-06-28 13:37:31
June 28 2026 13:34 GMT
#35
On June 28 2026 22:22 WombaT wrote:
Show nested quote +
On June 28 2026 20:36 ProTech wrote:
On June 28 2026 18:23 SC-Shield wrote:
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
[quote]
Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.

Was it though?

There are plenty of other factors that influence player drop-off, what makes you so sure that it was the eco changes?

I’m not discounting the possibility, but you seem very sure on this without any real receipts



I am not blind to the fact that there are other reasons for player bases tanking. IMO when you look at player base metrics it's very clear that the player base dropped significantly after the econ changes, and got inflated due to F2P/Covid pandemic.

I think if you have a game that people like, you're not going to see a rollar coaster of a graph, rather you will see it flatline, drip a little, go back up etc.

Obviously there is no real way to know exactly why the numbers dropped, but I can tell you that as a player who played literally ALL of LoTV, at no point did I find it fun by comparision to Wings/Hots. I suspect this is probably true for a very large portion of its player base as well. For me, it was the grossest exaggeration of skill I've ever seen in any RTS, and I've played all of them extensively since 1998, at an " above average " level of play.
Poopi
Profile Blog Joined November 2010
France12964 Posts
June 28 2026 13:49 GMT
#36
On June 28 2026 20:36 ProTech wrote:
Show nested quote +
On June 28 2026 18:23 SC-Shield wrote:
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
[quote]
I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.

Millions of ranked 1v1 players? If anything, HotS killed the game with the swarm host horrible games + match fixing, and RTS / sc2 was already in decline in terms of esports compared to LoL and then newer easy games like Fortnite. LotV was actually quite successful in keeping the game alive
It’s naive to think there could be a perfect patch / combination of units that make LotV as successful as early WoL, because the gaming / esport landscape is not the same as it was in 2010 -> at all
And the main issue with the 5.0.16 patch is not only the changes themselves, but the lack of communication / transparency etc. And not listening to feedback

As of now the game feels broken, like a weird version of WoL but in LotV
WriterMaru
ProTech
Profile Joined November 2010
United States481 Posts
June 28 2026 14:05 GMT
#37
On June 28 2026 22:49 Poopi wrote:
Show nested quote +
On June 28 2026 20:36 ProTech wrote:
On June 28 2026 18:23 SC-Shield wrote:
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
[quote]
Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.

Millions of ranked 1v1 players? If anything, HotS killed the game with the swarm host horrible games + match fixing, and RTS / sc2 was already in decline in terms of esports compared to LoL and then newer easy games like Fortnite. LotV was actually quite successful in keeping the game alive
It’s naive to think there could be a perfect patch / combination of units that make LotV as successful as early WoL, because the gaming / esport landscape is not the same as it was in 2010 -> at all
And the main issue with the 5.0.16 patch is not only the changes themselves, but the lack of communication / transparency etc. And not listening to feedback

As of now the game feels broken, like a weird version of WoL but in LotV


it only feels weird and broken because you're trying to play the game like LoTV, this is why using the dream pool is a good idea imo, because the maps are too lotv, and it doesn't really fit for wings/hots playstyle.
BluemoonSC
Profile Blog Joined November 2010
SoCal8925 Posts
June 28 2026 16:35 GMT
#38
Let's stay on topic about the larva change. You can debate the patch itself in the main thread.

I do agree that people are playing the new patch like the 12 worker start patch and with the changes to larva, thats why it feels like zerg can drone indiscriminately.
LiquidDota Staff@BluemoonGG_
ProTech
Profile Joined November 2010
United States481 Posts
20 hours ago
#39
On June 29 2026 01:35 BluemoonSC wrote:
Let's stay on topic about the larva change. You can debate the patch itself in the main thread.

I do agree that people are playing the new patch like the 12 worker start patch and with the changes to larva, thats why it feels like zerg can drone indiscriminately.



look at any protoss in top 16 gm who has figured out the game.

I see soul train-like opens, with success, but lotv opens are getting owned, only when z tries to pressure that third base are zergs actually losing that scenario.
ZombieGrub
Profile Blog Joined May 2011
United States717 Posts
Last Edited: 2026-06-29 03:11:07
16 hours ago
#40
On June 28 2026 20:36 ProTech wrote:
Show nested quote +
On June 28 2026 18:23 SC-Shield wrote:
On June 28 2026 14:18 ProTech wrote:
On June 28 2026 04:23 Monochromatic wrote:
On June 28 2026 02:44 Athenau wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
[quote]
I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.

Balance patches don't happen for no reason. They exist to address a problem, either real or perceived. So what problem is being addressed with this change?


The problem this patch addresses is that SC2 was dropped from ESL. The game in its previous state was not a viable esport, so they opted to blow it up in a Hail Mary to attempt to revitalize it.

Will it work? I don't know, but I am very glad they are doing something.


and it wasn't a viable e-sport because no one liked LoTV, you can see that in player metrics. season 2 of LoTV was the previous ALL TIME low in terms of its playerbase, so without a casual player base, you have no e-sports.

reverting the econ is the absolute best wasy to get people back into the game, is the larva broken? 100% absolutely but anyone with working brains cells can see that, so don't get used to it, it will get fixed.



It's definitely not LotV economy.
StarCraft - released in 1998
StarCraft 2 - released in 2010

It's just a demanding game and it's not one of the newest for sure. Counter-Strike has got a few updates to keep the game fresh, e.g. CS: GO and CS 2. You don't control 200/200 supply of units, it's just you and your accuracy. Granted, it's not an easy game either but you don't focus everywhere at once.

For almost 30 years old gameplay, it's still good that it's being played and in some instances you can find a game relatively quickly (e.g. 2-3 minutes or less if you stick with 1vs1 or 2vs2).
If you truly want to revitalise StarCraft, there has to be a major expansion or StarCraft 3, but with current RAM prices, disk prices, etc, I don't think it would be an ideal time to do that if Blizzard were to release a game tomorrow. Also, Blizard is gone - Microsoft bought them a long time ago. Microsoft probably has StarCraft near at the bottom of the list as they have cloud and AI to take care of, I doubt StarCraft has meaningful revenue for them nowadays even if they try to do something.


You don't go from millions of ranked 1v1 players to 247K in the first season of LoTV, and then proceed to have a historic all-time low in terms of players in the second seasons of LoTV is people liked the game.

It was definitely the economy that screwed this game over.

As a player who has made streaming SC2 as a full-time career for almost 17 years, for the last 11 years I have had almost NO fun with SC2. In 3 days of the patch I'm having more fun than LoTV economy ever had to offer.


I really gotta ask where you're getting your stats? It's difficult to find comparisons of player base for all three expansions, as well as twitch viewership. Closest I could find was this thread https://www.reddit.com/r/starcraft2/comments/8dofnb/rankedftwcom_starcraft_2_population_numbers/ that points to HotS reaching a low of 169k before (presumably) the hype of LotV, then LotV starting at 174k and increasing due to F2P. There's also this random comparison of a guy saying there's 11,722 games being played when they checked from 2013 to NegativeZero in 2021 saying 9,430 games were being played.

If anyone has a way of comparing 2010-2026 SC2 stats I'd really appreciate it! If I get warned for continuing to not be on OP's topic it's worth it for stttaaatts
Commentator"Defeat is the acceptance of my own laziness." - SlayerS_'Boxer'
Xsnac1
Profile Joined June 2026
3 Posts
16 hours ago
#41
On June 28 2026 01:31 BluemoonSC wrote:
Show nested quote +
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.
ProTech
Profile Joined November 2010
United States481 Posts
14 hours ago
#42
On June 29 2026 12:36 Xsnac1 wrote:
Show nested quote +
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.


Real time strategy absolutely involved problem solving, and it always did, up until 12 workers.
Artemis2
Profile Joined June 2026
2 Posts
14 hours ago
#43
LOTV economy and 12 worker start absolutely turned the game into a crazy mechanics fest rather than a strategical game no clue how people are so blind to this
ProTech
Profile Joined November 2010
United States481 Posts
14 hours ago
#44
On June 29 2026 14:30 Artemis2 wrote:
LOTV economy and 12 worker start absolutely turned the game into a crazy mechanics fest rather than a strategical game no clue how people are so blind to this


Kind of sort of, it's a little weird to talk about.

LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.
Poopi
Profile Blog Joined November 2010
France12964 Posts
Last Edited: 2026-06-29 06:15:41
13 hours ago
#45
On June 29 2026 14:13 ProTech wrote:
Show nested quote +
On June 29 2026 12:36 Xsnac1 wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.


Real time strategy absolutely involved problem solving, and it always did, up until 12 workers.

Even in HotS and WoL the game was a test of mechanical ability rather than strategical (outside the very beginning of patches maybe), as it should
The number of workers didn’t change that fact
Sure you could get away with lesser mechanics like sOs, but it had more to do with protoss than the extension, albeit it was indeed exacerbated in LotV (which is a good thing, being fast and precise is what StarCraft is about, if you want pure strategy play chess and go)

But it’s a very good thing that the game is about mechanics -> everyone can be « strateg1cal!! », it does not take a special person in terms of talent
Whereas the mechanicals gods like Clem / Reynor / Serral and the top KR players are mythical creatures with a lot of training + talent to achieve the mechanical excellence to shine in as good of a game as sc2 (LotV, WoL quickly became horrible with BL infestor and HotS started with the most boring competitive games ever with swarm host)
WriterMaru
ProTech
Profile Joined November 2010
United States481 Posts
12 hours ago
#46
On June 29 2026 15:11 Poopi wrote:
Show nested quote +
On June 29 2026 14:13 ProTech wrote:
On June 29 2026 12:36 Xsnac1 wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.


Real time strategy absolutely involved problem solving, and it always did, up until 12 workers.

Even in HotS and WoL the game was a test of mechanical ability rather than strategical (outside the very beginning of patches maybe), as it should
The number of workers didn’t change that fact
Sure you could get away with lesser mechanics like sOs, but it had more to do with protoss than the extension, albeit it was indeed exacerbated in LotV (which is a good thing, being fast and precise is what StarCraft is about, if you want pure strategy play chess and go)

But it’s a very good thing that the game is about mechanics -> everyone can be « strateg1cal!! », it does not take a special person in terms of talent
Whereas the mechanicals gods like Clem / Reynor / Serral and the top KR players are mythical creatures with a lot of training + talent to achieve the mechanical excellence to shine in as good of a game as sc2 (LotV, WoL quickly became horrible with BL infestor and HotS started with the most boring competitive games ever with swarm host)


you realize that koreans dominated the scene in starcraft from 1998 to 12 worker change right? IMO 12 workers was the grossest exaggeration of skill i've ever seen in any RTS i've ever played.

when I say problem solving, I mean breaking a contain, or playing in a split map scenario. Watching MvP play a split map scenario was beautiful, and literally nothing compares to LoTV concept.
Xsnac1
Profile Joined June 2026
3 Posts
12 hours ago
#47
On June 29 2026 14:13 ProTech wrote:
Show nested quote +
On June 29 2026 12:36 Xsnac1 wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
On June 26 2026 13:42 BluemoonSC wrote:
I understand what the larva change means.

But being upset that youre forced to push the zerg so they cant play as greedy (no matter what the margins are) is a crazy take.

That would be true of any race that is wearing the pants during a given balance patch.

You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.


Real time strategy absolutely involved problem solving, and it always did, up until 12 workers.


Can't tell if satire or not.
After the fruit dealer era (when people had no idea of most of things, e.g. that overlord ability to slow upgrade was used, and a lot of other creative play was possible), there was no more "oh this guy won code S but he aint good mechanically, he just treats every game as solving a problem".

RTS will never be Schrodinger equation in different potentials.

It is funny however, for exampe David Kim latest interview stresses how there is nothing in between:

a)pure mechnical/reaction gameplay i.e. Starcraft 2
b) pure strategy i.e. hs battlegrounds.

Implying that there is little strategy in starcraft (oh well who could have tell).

With this being said, I understand that some people whose life depend on RTS, to make it seem like moving hands implies big brains but yeah (a counter example would be hupsya /not).
Poopi
Profile Blog Joined November 2010
France12964 Posts
12 hours ago
#48
On June 29 2026 16:24 ProTech wrote:
Show nested quote +
On June 29 2026 15:11 Poopi wrote:
On June 29 2026 14:13 ProTech wrote:
On June 29 2026 12:36 Xsnac1 wrote:
On June 28 2026 01:31 BluemoonSC wrote:
On June 27 2026 19:24 Athenau wrote:
On June 27 2026 12:31 BluemoonSC wrote:
On June 27 2026 12:05 tigera6 wrote:
On June 27 2026 05:37 BluemoonSC wrote:
On June 26 2026 14:42 tigera6 wrote:
[quote]
You are not addressing my point, I am not upset that other races have to play aggressive against Zerg, I am confused they have to make the patch such that its now HARDER to do so. And giving Zerg an easier time with all those buff, not just the larvae change with also cheaper Carapace, better and quicker Microbial Shroud.

I wasn't addressing your point because I was addressing someone claiming zerg can max out by 7:30 on live.

but if you insist.

I am not 100% convinced that the larva change on live is as bad as people are making it out to be. It's not as bad as PTR, Queens are still 175, hatches are back to 300, and they still have to spend a drone to make structures.

I also don't think that the "it'll be the same builds but 30s slower" crowd is entirely correct because it seems to me that people are not applying enough pressure to zergs, allowing them to freely drone, when they should be pressuring z into make something other than drones.

We'll see continued evolution of XvZ openers until build orders get ironed out with the changes. Especially while protoss figure out new timings. I'm personally looking forward to watching the meta develop.

Its easy to say "people should apply more pressure" without telling how to do it better, all I know is that Zerg has an easier time to survive past the midgame with the balance change, Protoss has to re-learn their entire early build (could be better or worse) while Terran stay relatively the same.
Also the timing is weird, we have the Final 4 of a 20k tournament about in start in less than 12hrs but lets ask the pro to "figure the meta", sure thanks.

I don't disagree with you that its frustrating to have to relearn your entire economy and production as protoss (i pointed this out as a major issue accompanying economic changes early in the ptr) but in all of the gameplay on live that I've watched, ive seen greedy, prior patch builds by p/t against Zerg.

Literally today, Heromarine went reactor hellion, 3cc, cloaked banshee, +1/+1 bio and was upset that the zerg had 6 mutas out by the time he did all that and switched in to 8 rax marine production (he scouted the spire before it was completed). He still parried the mutas and won the game with only a few worker differential by the time mutas were out. Transport me back into a time before 12 workers and I'd say it would be crazy for a terran to be able to tech and expand so aggressively without being punished.

All I'm saying is I am not 100% convinced that the larva is "broken" quite yet based on what I've been watching - it is definitely strong though! Have you seen different experiences on live?

Two things can be true too - both tournaments should probably be using a mod to bring things back to the previous patch and not play on live bc it is unreasonable to expect they are prepared enough to play their best starcraft.

This is the most sc2 fppov ive watched in a decade though, so I am here for all of this.

I'm curious as to why non-Zerg players should have to "adjust" to solve a problem that Blizzard created while Zerg players can blithely continue doing what they were doing before, except now they do it better relative to everyone else.

The entire game of starcraft is about problem solving, especially when a new patch comes out.

You could make this argument about any one balance patch/change. Zerg has had plenty of these "adjustment" moments throughout starcraft history as well.

Ill also say that after some ladder last night, zerg players need to adjust too. Hatch first isnt "free" anymore.


First assertion, that starcraft is about problem solving is factually wrong. It is more a mechanical game than anything else, which has little to do with problem solving.

Zergs never had their core production mechanic (inject), removed or made it so that only in the late game it would make sense to press it (or make it cost money once / queen). It is completely ridiculous what happened with warpgate tech. Protoss is the new terran in terms of production style and this benefits only Clem and demolishes years of muscle memory for protosses.


Real time strategy absolutely involved problem solving, and it always did, up until 12 workers.

Even in HotS and WoL the game was a test of mechanical ability rather than strategical (outside the very beginning of patches maybe), as it should
The number of workers didn’t change that fact
Sure you could get away with lesser mechanics like sOs, but it had more to do with protoss than the extension, albeit it was indeed exacerbated in LotV (which is a good thing, being fast and precise is what StarCraft is about, if you want pure strategy play chess and go)

But it’s a very good thing that the game is about mechanics -> everyone can be « strateg1cal!! », it does not take a special person in terms of talent
Whereas the mechanicals gods like Clem / Reynor / Serral and the top KR players are mythical creatures with a lot of training + talent to achieve the mechanical excellence to shine in as good of a game as sc2 (LotV, WoL quickly became horrible with BL infestor and HotS started with the most boring competitive games ever with swarm host)


you realize that koreans dominated the scene in starcraft from 1998 to 12 worker change right? IMO 12 workers was the grossest exaggeration of skill i've ever seen in any RTS i've ever played.

when I say problem solving, I mean breaking a contain, or playing in a split map scenario. Watching MvP play a split map scenario was beautiful, and literally nothing compares to LoTV concept.

Breaking a contain solution is known in advance: pull scv and stim a click with a good arc to kill units with as Little loss as possible.
Split map is also about mechanical skill
And Mvp was also a mechanically dominant player, that’s why he had so much trouble once affected by his health, and had to go in lesser regions to compete
StarCraft 2 has always been about mechanics -> you don’t come up with solutions on the fly, it’s always either you know the answer or you don’t, but the hardest part is the execution
WriterMaru
Agh
Profile Blog Joined July 2010
United States1060 Posts
11 hours ago
#49
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.
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
ProTech
Profile Joined November 2010
United States481 Posts
Last Edited: 2026-06-29 08:50:58
11 hours ago
#50
On June 29 2026 17:20 Agh wrote:
Show nested quote +
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

Show nested quote +
On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.
Xsnac1
Profile Joined June 2026
3 Posts
Last Edited: 2026-06-29 10:24:53
9 hours ago
#51
On June 29 2026 17:30 ProTech wrote:
Show nested quote +
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.

dunno what playstyle you dream of, but 4 gate (with gate opened) was the first build invented in sc2. to not have gates was unheard of until 1 week ago. stop projecting alternative realities

final edit: it just struck me, the only build where you don't open gates is 2 proxy gate. ah ok thats how you manage now. it all makes sense.

p.s. a bigger shake would have been just to add units like dota 2 does, OR change all units across the board.
p.s.s.changing production mechanic of one race is the most not smart way to shake up the game.

Harris1st
Profile Blog Joined May 2010
Germany7272 Posts
8 hours ago
#52
On June 29 2026 17:30 ProTech wrote:
Show nested quote +
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against
Go Serral! GG EZ for Ence. Flashbang dance FTW
ProTech
Profile Joined November 2010
United States481 Posts
Last Edited: 2026-06-29 11:34:25
8 hours ago
#53
On June 29 2026 20:04 Harris1st wrote:
Show nested quote +
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.
Poopi
Profile Blog Joined November 2010
France12964 Posts
7 hours ago
#54
On June 29 2026 20:32 ProTech wrote:
Show nested quote +
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)
WriterMaru
ProTech
Profile Joined November 2010
United States481 Posts
6 hours ago
#55
On June 29 2026 20:45 Poopi wrote:
Show nested quote +
On June 29 2026 20:32 ProTech wrote:
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)


what other conceivable reason could the player base have tanked so drastically from wol/hots player numbers to what you see in the first two seasons of that lotv graph?

this was a highly anticipated expansion for all players, and i remember the very first game I ever played of LoTV vs TTOne and it was not fun by any stretch of the imagination, and I remember thinking to myself that high eco is not a good idea for the game.

Poopi
Profile Blog Joined November 2010
France12964 Posts
Last Edited: 2026-06-29 13:15:12
6 hours ago
#56
There were already less players than before when LotV started -> and since sites like rankedftw are down, where do you find the WoL/HotS players Numbers?
Edit: Clem losing to SHIN in MNW it has begun, the next couple of tournaments will be fun
WriterMaru
Creager
Profile Joined February 2011
Germany1943 Posts
6 hours ago
#57
On June 29 2026 20:45 Poopi wrote:
Show nested quote +
On June 29 2026 20:32 ProTech wrote:
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)


This is such an arrogant statement to make... If anything, LotV became a faster game, which allowed players to enter the midgame basically instantly for bigger army interactions at an earlier timing, but 'better' is not really the way I'd frame it.
I personally prefer slower build-up, turtling and mech. That puts me in a tiny minority, I suppose, but the game allowing me to express my preferred playstyle to a certain degree is objectively speaking a better game, since it gives players more distinct identities. Streamlining everything to the extend LotV did (and still does with some QoL "improvements") makes shit "boring" just the same.
... einmal mit Profis spielen!
Poopi
Profile Blog Joined November 2010
France12964 Posts
5 hours ago
#58
On June 29 2026 22:34 Creager wrote:
Show nested quote +
On June 29 2026 20:45 Poopi wrote:
On June 29 2026 20:32 ProTech wrote:
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)


This is such an arrogant statement to make... If anything, LotV became a faster game, which allowed players to enter the midgame basically instantly for bigger army interactions at an earlier timing, but 'better' is not really the way I'd frame it.
I personally prefer slower build-up, turtling and mech. That puts me in a tiny minority, I suppose, but the game allowing me to express my preferred playstyle to a certain degree is objectively speaking a better game, since it gives players more distinct identities. Streamlining everything to the extend LotV did (and still does with some QoL "improvements") makes shit "boring" just the same.

Mech has been viable in LotV too, in TvZ and TvT at least, and sometimes it was even quite meta
The early game being rushed and without many options is a pity though, but that’s not just LotV; maps being pretty big with ways to scout easily made the early game variety disappear as much as LotV economy changes
I prefer more creativity / aggro options early on and it was the case in some LotV patches (namely reapers) but those options quickly got nerfed
WriterMaru
WombaT
Profile Blog Joined May 2010
Northern Ireland27048 Posts
5 hours ago
#59
On June 29 2026 22:34 Creager wrote:
Show nested quote +
On June 29 2026 20:45 Poopi wrote:
On June 29 2026 20:32 ProTech wrote:
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)


This is such an arrogant statement to make... If anything, LotV became a faster game, which allowed players to enter the midgame basically instantly for bigger army interactions at an earlier timing, but 'better' is not really the way I'd frame it.
I personally prefer slower build-up, turtling and mech. That puts me in a tiny minority, I suppose, but the game allowing me to express my preferred playstyle to a certain degree is objectively speaking a better game, since it gives players more distinct identities. Streamlining everything to the extend LotV did (and still does with some QoL "improvements") makes shit "boring" just the same.

I wouldn’t say Poopi’s statement is arrogant. I personally preferred the eco and pacing pre-Legacy, but equally there were some awful, frustrating metas in those games too that are worth acknowledging

I think the arrogance I’ve encountered is people saying ‘the thing I dislike is definitely the reason for player counts dropping’ while lacking the receipts to make such claims.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ZombieGrub
Profile Blog Joined May 2011
United States717 Posts
Last Edited: 2026-06-29 17:10:19
2 hours ago
#60
On June 29 2026 22:09 Poopi wrote:
There were already less players than before when LotV started -> and since sites like rankedftw are down, where do you find the WoL/HotS players Numbers?
Edit: Clem losing to SHIN in MNW it has begun, the next couple of tournaments will be fun


You can't, that's what makes it so hard. I feel like my final post on page 2 was just not seen? I managed to find a reddit thread that showed the rankedftw stats of end HotS and beginning LotV.

https://imgur.com/a/rankedftw-com-starcraft-2-population-numbers-compared-hots-lotv-N319hQg

This viewership thread about WCS 2013-2014 also shows a significant drop-off of viewership entirely encased in the HotS expansion. https://tl.net/forum/starcraft-2/466333-upcoming-changes-to-wcs-2015?page=61#1214
Commentator"Defeat is the acceptance of my own laziness." - SlayerS_'Boxer'
deacon.frost
Profile Joined February 2013
Czech Republic12130 Posts
2 hours ago
#61
On June 29 2026 22:34 Creager wrote:
Show nested quote +
On June 29 2026 20:45 Poopi wrote:
On June 29 2026 20:32 ProTech wrote:
On June 29 2026 20:04 Harris1st wrote:
On June 29 2026 17:30 ProTech wrote:
On June 29 2026 17:20 Agh wrote:
On June 29 2026 14:38 ProTech wrote:
LoTV econ created an atmosphere that would typically turn metas into not only a pretty boring playing experience, but also a very very boring viewing experience.

Take is pretty useless since it's subjective -- playing there is no impact, however It's hard to argue the viewing experience not suffering as it's not only painfully slow but the build orders are more telegraphed to boot.

On June 29 2026 14:38 ProTech wrote:
IMO players were just able to gain too much information, and defenders advantage was way too strong because of the blown up eco, thus creating the situation we had for 11 years.

???. Your reasoning is contradictory. We have almost complete information now since viable opening are more limited in comparison. Throw that on top of the abundant overlord perches, innate hallucination, reaper & worker paths and nobody is getting surprised.
I think defending is the easiest it has even been in the history of the game. We have lower unit counts and responsibilities with the ability to fine tailor reactions based on scouting. This is pretty much entirely in direct correlation with reduced worker start.
I'd be genuinely curious if anyone else believes that a higher worker somehow makes defending easier.


The only thing this patch added was a handful of committed all-ins/cheeses that really only punish openers which are more or less not even viable.
Pressuring and harassment builds now generally require much deeper investment (both initial and transition), and the opportunity cost doesn't really align with what players are able to scout and infer in a 16 year old game.



I find it pretty amusing how mixed the reactions are to the patch. I personally have always thought the game was too fast, and I think most people share that sentiment on both sides, especially those adamantly for the lower count. Everyone got too lost in the sauce of warpgate and larva changes to play around with the idea of perhaps a fractionally slower game speed or perhaps even a nerf to mining be it speed or value.


because everyone is still using LoTV builds, in Wol/hots economy.

Everyone is raging, and I'm over here having a blast because I'm using old WoL/HoTS playstyle, and it's working. It won't be until the playerbase figures out how to actually play this eco setting before you really start to understand the ramifications that high eco had on the game.

Regardless, there really is no point in complaining about it because the playerbase numbers have it an all-time low, there is no choice but the change the game, if you even want an attempt at restoring its playerbase or esport/twitch viewership numbers.

catering to the ragers is probably the absolute worst thing they could do right now, because all the players who used to like starcraft have left.


Where are you even getting your numbers from? As far as I can tell, all your number for player base are "trust me bro" to support whatever you are argueing for or against



https://nonapa.com/teams

Season 2 of LoTV was the previous all time low up until a few seasons ago where it had a new all-time low. What's funny about that is that any coherent thinker would be able to discern from those numbers that the worker change was not in anyway accepted by the wol/hots playerbase.

It’s very naïve to think that the playerbase shrank because of worker change. If anything, LotV was a better game than WoL/HotS in virtually any patch (yeah tankivacs were silly and fun, much better than late WoL or basically the entire HotS with either swarm host snoozefests, boring mech meta or broken blink stalkers)


This is such an arrogant statement to make... If anything, LotV became a faster game, which allowed players to enter the midgame basically instantly for bigger army interactions at an earlier timing, but 'better' is not really the way I'd frame it.
I personally prefer slower build-up, turtling and mech. That puts me in a tiny minority, I suppose, but the game allowing me to express my preferred playstyle to a certain degree is objectively speaking a better game, since it gives players more distinct identities. Streamlining everything to the extend LotV did (and still does with some QoL "improvements") makes shit "boring" just the same.

Every god damn expansion got faster than the previous, more harassment options, more options to nuke mineral lines, more AOEs.

SC2 wont get slower and lowering the starting numbers of workers is just a placebo, especially considering casual viewers dont like that. (Winter talked about how he saw improved viewer numbers when his videos started 2minutes into the game(pre-patch))
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
ejozl
Profile Joined October 2010
Denmark3506 Posts
Last Edited: 2026-06-29 17:31:41
2 hours ago
#62
9.5 larvae is ridiculous. I did a MOD with 9.0 that they tried, but this MOD has inject and creep tumour costs at 50e, lol. 9.0 is as powerful a mineral sink into larva investment as spending mineral on 1hatch+1queen and having perfect injections, which just goes to show how powerful it is. My idea was to make zerg easier to not have perfect mechanics be as crucial as having to inject twice as often as MULE and Chrono, is a bit imbalanced at least on the macro side. They wanted to just give zerg a bit of a push in the early game, well they certainly achieved that.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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