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On July 18 2026 04:09 Moonerz wrote: This was my concern when they were testing the 8 worker change. It's a "small" change with big cascading effects. They're never going to sufficiently test these things at this point so we're just gonna get trial and error patches with no idea where to go. If we just simply reverted to 6, if you HAD to change worker count for some unknown reason after a decade, I think it would've been easier to balance because we have tons of knowledge/experience of how the economy should play out with 6 workers.
Not to mention how many research times/costs were adjusted to account for the new lotv econ speed.
Instead we have this because people thought less workers would magically make the game more skill based or early game focused. yea they do not have an army of playtesters anymore, they obviously can't be doing changes like this unless maybe they want to spend 4+ months in PTR while tweaking the PTR, and then freeze it a month before release and make sure it's good long term
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On July 18 2026 13:25 tigera6 wrote:Show nested quote +On July 18 2026 06:52 Herringbone wrote:On July 18 2026 02:08 BlackEyed wrote: I'm so sick of Ghosts. I seriously can't stand watching this pew pew anymore, and they just keep buffing them over and over again.
Just a quick reminder: 15 Ghosts take up 30 supply. Each Ghost can fire two Snipes for 170 damage each, that's 340 damage per Ghost. 340 × 15 = 5,100 damage from just 30 army supply.
That's enough to kill 26 Lurkers (80 supply) or 22 Brood Lords (90 supply).
And on top of that, Ghosts hard-counter every spellcaster. Even when they're out of energy, they're still nothing like an Infestor that's completely useless without energy. They're Ghosts - they'll just keep shooting you from 7 range for 15 damage a hit. You forgot the snipes aren't cancellable anymore. So it's much worse then when it was really bad. Sure lets rush 26 Lukers or 22 Brood Lords into 15 Ghost and get Sniped without any support, you can only fix balance assuming both side playing at the same level, not some stupidity level of play. Only stupidity I gathered from that is the assumption that there is any type of sustainable cost effective trade vs an entrenched Terran.
There is a reason Serral never makes Brood lords until the map mines out. Once you commit you're basically full on attacking to erase your opponents base and production. Drones are finally no longer relevant at that point and army supplies get a glimpse of being more even once that switch is flipped. A 2 supply ghost skews this interaction greatly, since it's very likely there is going to be at least 10+ more supply of the most impactful unit in the game. Not to mention it's a version with more range, damage, and an uninterruptible spell cast.
It's quite frankly a bigger issue than CC's randomly costing 25% fewer minerals.
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On July 18 2026 15:07 Agh wrote:Show nested quote +On July 18 2026 13:25 tigera6 wrote:On July 18 2026 06:52 Herringbone wrote:On July 18 2026 02:08 BlackEyed wrote: I'm so sick of Ghosts. I seriously can't stand watching this pew pew anymore, and they just keep buffing them over and over again.
Just a quick reminder: 15 Ghosts take up 30 supply. Each Ghost can fire two Snipes for 170 damage each, that's 340 damage per Ghost. 340 × 15 = 5,100 damage from just 30 army supply.
That's enough to kill 26 Lurkers (80 supply) or 22 Brood Lords (90 supply).
And on top of that, Ghosts hard-counter every spellcaster. Even when they're out of energy, they're still nothing like an Infestor that's completely useless without energy. They're Ghosts - they'll just keep shooting you from 7 range for 15 damage a hit. You forgot the snipes aren't cancellable anymore. So it's much worse then when it was really bad. Sure lets rush 26 Lukers or 22 Brood Lords into 15 Ghost and get Sniped without any support, you can only fix balance assuming both side playing at the same level, not some stupidity level of play. Only stupidity I gathered from that is the assumption that there is any type of sustainable cost effective trade vs an entrenched Terran. There is a reason Serral never makes Brood lords until the map mines out. Once you commit you're basically full on attacking to erase your opponents base and production. Drones are finally no longer relevant at that point and army supplies get a glimpse of being more even once that switch is flipped. A 2 supply ghost skews this interaction greatly, since it's very likely there is going to be at least 10+ more supply of the most impactful unit in the game. Not to mention it's a version with more range, damage, and an uninterruptible spell cast. It's quite frankly a bigger issue than CC's randomly costing 25% fewer minerals. Zerg advantage is speed and flexibility, while out-mining your opponent by 1.5-2 bases, its about swaming, distracting and attacking the weak point of the Terran production and economy, any frontal fight to a well-set defense is suicidal, that has been the meta for years but here you still crying about cost effective trade like thats how its supposed to be. And like I said many times before, if you remove the Ghost power, put it back to something else, but nobody wants to listen to that.
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On July 18 2026 15:18 tigera6 wrote:Show nested quote +On July 18 2026 15:07 Agh wrote:On July 18 2026 13:25 tigera6 wrote:On July 18 2026 06:52 Herringbone wrote:On July 18 2026 02:08 BlackEyed wrote: I'm so sick of Ghosts. I seriously can't stand watching this pew pew anymore, and they just keep buffing them over and over again.
Just a quick reminder: 15 Ghosts take up 30 supply. Each Ghost can fire two Snipes for 170 damage each, that's 340 damage per Ghost. 340 × 15 = 5,100 damage from just 30 army supply.
That's enough to kill 26 Lurkers (80 supply) or 22 Brood Lords (90 supply).
And on top of that, Ghosts hard-counter every spellcaster. Even when they're out of energy, they're still nothing like an Infestor that's completely useless without energy. They're Ghosts - they'll just keep shooting you from 7 range for 15 damage a hit. You forgot the snipes aren't cancellable anymore. So it's much worse then when it was really bad. Sure lets rush 26 Lukers or 22 Brood Lords into 15 Ghost and get Sniped without any support, you can only fix balance assuming both side playing at the same level, not some stupidity level of play. Only stupidity I gathered from that is the assumption that there is any type of sustainable cost effective trade vs an entrenched Terran. There is a reason Serral never makes Brood lords until the map mines out. Once you commit you're basically full on attacking to erase your opponents base and production. Drones are finally no longer relevant at that point and army supplies get a glimpse of being more even once that switch is flipped. A 2 supply ghost skews this interaction greatly, since it's very likely there is going to be at least 10+ more supply of the most impactful unit in the game. Not to mention it's a version with more range, damage, and an uninterruptible spell cast. It's quite frankly a bigger issue than CC's randomly costing 25% fewer minerals. Zerg advantage is speed and flexibility, while out-mining your opponent by 1.5-2 bases, its about swaming, distracting and attacking the weak point of the Terran production and economy, any frontal fight to a well-set defense is suicidal, that has been the meta for years but here you still crying about cost effective trade like thats how its supposed to be. And like I said many times before, if you remove the Ghost power, put it back to something else, but nobody wants to listen to that.
This isn't happening in a vacuum, of course the degree to which you can trade effectively matters once you enter split-map scenarios. Game 4 at HSC of Serral v Clem illustrates how important this margin is--even entering late-game with a heavy economic and tech deficit, Clem still almost claws out a victory purely off the back of turtling entrenched positions while massing ghosts. Against the most efficient player ever. If ghosts were 2 supply in that game, you can almost guarantee Serral would have lost. If you want ghosts at 2 supply, then uninterruptible snipe needs to be reverted.
Let's face it, at this point balance changes are the equivalent of a child closing their eyes, spinning around as fast as they can, and pointing in a random direction.
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I would be okay with the 300 Minerals CC, but only if they add a cooldown to Mules. Its stupid that Terrans get rewarded for bad macro. Injects and Chrono dont stack, why should Mules?
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