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https://news.blizzard.com/en-us/article/24291949/starcraft-ii-5-0-16b-hotfix-patch-notes
We are making changes based on player data and feedback. We are calibrating both Protoss and Terran to help deal with Zerg. We will continue to monitor and make changes if necessary.
Protoss Colossus damaged increased from 10(+5 vs Light) to 12(+3 vs Light). Adept damage modifier per attack upgrade increased from 1(+1 vs Light) to 2(+2 vs Light). Gateway unit train time reduction bonus from researching Warp Gate increased from 40% to 50%. Gateway/Warpgate transformation duration is now always 4s (reduced from 7s and 5s). Disruptor phantom weapon range decreased from 11.35 to 7.
Terran Command Center cost reduced from 400 to 300 minerals. Planetary Fortress cost increased from 150/150 to 250/150. Ghost Supply reduced from 3 to 2.
Bug Fixes & Quality of Life Updates Load Nearby Transport ability reverted (we will look at re-introducing this at a later date). Gateway train visuals will no longer trigger if 'Effects' graphics options are set to low. Fixed an issue where workers interacted incorrectly with allied structures. Warpgates now have selection subgroup priority over Gateways. Warpgates and Gateways are now considered distinct units when issuing 'select all' commands. Gateways and Warpgates can now be issued orders to transform regardless of which is the primary subgroup selection. Reverted spawned Hallucinations inheriting their caster's order queue. Selection radius color is now distinct for primary subgroup selection when Colorblind mode is enabled. Fixed an issue in Team games where Cyclones could fail to deal damage to units detected by an ally.
Any thoughts on the current gameplay after this latest hotfix? What are some new metas coming out?
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On July 15 2026 19:23 SeaMonster1 wrote: Any thoughts on the current gameplay after this latest hotfix? What are some new metas coming out?
Do you have a list what changed?
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Protoss Colossus damaged increased from 10(+5 vs Light) to 12(+3 vs Light). Adept damage modifier per attack upgrade increased from 1(+1 vs Light) to 2(+2 vs Light). Gateway unit train time reduction bonus from researching Warp Gate increased from 40% to 50%. Gateway/Warpgate transformation duration is now always 4s (reduced from 7s and 5s). Disruptor phantom weapon range decreased from 11.35 to 7.
Terran Command Center cost reduced from 400 to 300 minerals. Planetary Fortress cost increased from 150/150 to 250/150. Ghost Supply reduced from 3 to 2.
Bug Fixes & Quality of Life Updates Load Nearby Transport ability reverted (we will look at re-introducing this at a later date). Gateway train visuals will no longer trigger if 'Effects' graphics options are set to low. Fixed an issue where workers interacted incorrectly with allied structures. Warpgates now have selection subgroup priority over Gateways. Warpgates and Gateways are now considered distinct units when issuing 'select all' commands. Gateways and Warpgates can now be issued orders to transform regardless of which is the primary subgroup selection. Reverted spawned Hallucinations inheriting their caster's order queue. Selection radius color is now distinct for primary subgroup selection when Colorblind mode is enabled. Fixed an issue in Team games where Cyclones could fail to deal damage to units detected by an ally.
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I wish they'd just leave ghost supply at 3 and balance something else. Mass ghost late game is awful for the game.
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On July 17 2026 08:32 Herringbone wrote: I wish they'd just leave ghost supply at 3 and balance something else. Mass ghost late game is awful for the game.
well it was ghost lib when lotv came out and everyone was like lib OP so they gutted that. Then it was ghost raven and ppl was like raven OP and they gutted that too. Then ppl went only ghost and ppl were like its really hard to have a control group for ghost to fight queens and to fight ultras and to fight lings and to fight.....
Like what do u ppl want.
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Something similar to the other two races where it's not a viable strategy to mass a single unit that counters pretty much every opposing unit (referring to zerg) and doesn't have a strong counter. Doesn't seem too big an ask.
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CC 300 minerals... dude, what the fuck are they doing LOL. At least they stated their patch goal. But why is Zerg so strong - is it not just the larvae change? If it's not the larvae change, then is it some of the unit changes that happened in LotV to keep the game balanced with the new 12 worker start? If so why not just look at reverting some of those changes? Why not make Hatchery 300 minerals instead of 275?
On July 17 2026 08:41 THERIDDLER wrote:Show nested quote +On July 17 2026 08:32 Herringbone wrote: I wish they'd just leave ghost supply at 3 and balance something else. Mass ghost late game is awful for the game. well it was ghost lib when lotv came out and everyone was like lib OP so they gutted that. Then it was ghost raven and ppl was like raven OP and they gutted that too. Then ppl went only ghost and ppl were like its really hard to have a control group for ghost to fight queens and to fight ultras and to fight lings and to fight..... Like what do u ppl want.
Amen. Raven got way gutted so now Ghost has to do everything. (Besides TvT where mass disabling shit, including carefully positioned tanks and fortified positions on the map is toxic)
I hate hate hate the direction of the patches. When a patch makes a bad change, instead of reverting that change (partially or fully or looking at a slightly different alternative), they change something else so design of units just keep straying further and further from what they were supposed to be. Like, we're so lost in the sauce we don't even know how we got here, definitely not the balance teams since they've changed every few years in LotV. Like, the new balance team thought that the stupid +2 Building armor upgrade not applying to Auto Turrets was a bug rather than a (stupid) nerf the balance council did.
Like godamn I want to have the units and abilities I bought the game for!
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United States33684 Posts
Build diversity of 13, 14, and 15 CC, just like Brood War
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On July 17 2026 09:30 Yoshi Kirishima wrote: When a patch makes a bad change, instead of reverting that change (partially or fully or looking at a slightly different alternative), they change something else so design of units just keep straying further and further from what they were supposed to be. THIS! Reverts should almost always be a favored fix instead of piling on additional changes.
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So let me get this straight. A Zerg Hatchery costs 300 minerals, and a Terran Command Center also costs 300 minerals. As Zerg, you sacrifice a Drone (+50 minerals) and then have to build a new one (+50 minerals). As Terran, an SCV just stops mining while it's constructing the CC. Excuse me, what? Calling this patch nonsense would be an understatement.
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300 minerals CC just feels wrong. I don't care how uou justify it.
Rest looked sensible too it s weird they d do something si drastic amidst the rest
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On July 17 2026 10:48 Die4Ever wrote:Show nested quote +On July 17 2026 09:30 Yoshi Kirishima wrote: When a patch makes a bad change, instead of reverting that change (partially or fully or looking at a slightly different alternative), they change something else so design of units just keep straying further and further from what they were supposed to be. THIS! Reverts should almost always be a favored fix instead of piling on additional changes.
If you change nothing, nothing will change. I applaud Blizzard for trying to make the game better with changes like this.
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300 minerais for CC is a hudge change. Now half the cost is worth for supply. So you only lose 150 mineral. Then you spend a 150 more mineral for OC and you then have a mule giving you 200+ minerals per cast.
Maybe they estimated a CC cost 550 since you always upgrade it ? But the investment for having mule plus expand is now a lot reduced.
They said it will help TvZ. but it will also help TvP. I don't know about the state of TvP right now. Well they also upgradd protoss, so both up might leave the winrate the same.
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Czech Republic12133 Posts
Isnt it right now better to almost ignore supply depots and just build CCs and have MULEs and scans for days? Basically the Maru style
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So... didn't I just see a post on here that "Protoss Strikes back" and won most of the online tournies this past week? I guess because Serral wasn't playing those results don't count? Are we just going to ignore all that and pretend it didn't happen? Gotcha.
Zerg didn't do terrible but is it SO OP that we can justify all these targeted buffs to the other races? I don't think so. I haven't seen that. https://tl.net/forum/starcraft-2/645717-weekly-cups-july-6-12-protoss-strike-back When the patch first dropped, sure maybe, but on the updated iteration "hotfix" y-yeah... idk... im skeptical. So we expect zerg to do even worse now yeah? It was nice for the race to be competitive outside Serral while it lasted.
2 supply ghost with un-cancellable snipes
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Every once in a while there's a news item about a 6-year old taking their mom's Toyota and crashing into a lot of stuff on main street?
This balance patch is that.
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300 mineral CC for early, mid and late game as well as 2 supply ghosts for late? I guess Z̶e̶r̶g Serral winning 2 consecutive tournaments (though one was on the old patch) / anything at all since EWC 2025 was too much. We'll just have to wait and see if Z̶e̶r̶g Serral is able to win anything with these changes.
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CC first on 6 worker start: 14 supply
CC first on 12 worker start: 17 supply
CC first on 8 worker start with 400 minerals: 16 supply
CC first on 8 worker start with 300 minerals: 15 supply
David Kim you've done it again.
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So we have to buff terran and protoss so they can keep up with the new zerg, that was buffed because it seemed to trail behind. Was it not just chrono boost at minute 0 that was the issue then?, like how nexus had 0 energy on 6 workers. Isn't it easy to see now why we have a pacing issue, not because of 6, 8 or 12 workers, but because of knee-jerk patching to fix things that probably wasn't an issue to begin with. If we want a slower game, then 50% gate production, 7% larvae increase, or what it is, and cc at 300 minerals isn't the way.
It's funny because I talked about all these things before, we could've had: 12/17 supply start, with cc and nexus being their bw equivalent + 8, and zerg hatch could be 1 supply, and they could spawn with 2x overlords (aids 4-player maps). Orbital and planetary at +100 minerals, nexus at +100 minerals, and terran barrack not requiring depot. Queens start at 50e, but inject and creep costs 50e as well. And hatchery spawns larva every 9s.
This slows down the pacing and exponential growth into the late game, putting a bigger decision barrier behind every expo, keeps the sped up early game, and keeps early rushing more mineral focus which I actually like. Makes greed more powerful because of not needing a pylon for fast expanding, this encourages cheese and adds back the mind game element lost in HotS. Zerg larvae being concentrated on hatch (cost percentage wise, hatchery is now as powerful as hatch + queen with perfect injecting), this makes zerg easier as it's less macro strict, needing to inject every 25e as opposed to T/P at every 50e.
It keeps in check the balance of supply gained from depots vs. town halls, which encourages attacking, as opposed to having cc at 300 minerals and 13 supply, making it way worse to invest into depots = army. Here it would be good to see how TvT is changing, my guess is it becomes an actual turtle fest.
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Damn these changes keep getting worse... What player data and feedback are they referring to?! I call BS, they just fling shit at the wall and see what sticks. I still (want to) like the 8 worker start, but the stuff they keep iterating on is getting stupid. I'm Terran and 300 minerals CC are completely ridiculous.
Also stop this QoL shit or find a better line, but at this point we're dumbing shit down too much. SC2 already has so many improvements over BW, you won't magically attract a new audience for the game/genre by slowly turning it into an auto-battler. Harstem phrased this rather nicely, the game needs friction so you can feel accomplished when you are improving and overcoming this friction. It's an expression of skill and this is what makes StarCraft such a wonderful and timeless game.
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On July 17 2026 17:10 deacon.frost wrote:Isnt it right now better to almost ignore supply depots and just build CCs and have MULEs and scans for days? Basically the Maru style 
To an extent yeah, it's actually one of the many fundamental problems that stormgate had where It was supply efficient just to build town halls over supply to have maximum saturation asap. Luckily Sc2 doesn't have as polarizing of an economy, but it still bleeds over. Especially when maps now are featuring a gas/mineral wall on the edge of terrain for 3rds/4ths. You're going to see a lot of orbital/bunker walls in those spots which is silly.
At the end of the day I'm kind of optimistic everything is playing out the way it is. We might finally see mules removed from the game, 16 years overdue.
On July 17 2026 22:59 Creager wrote: Also stop this QoL shit or find a better line, but at this point we're dumbing shit down too much. SC2 already has so many improvements over BW, you won't magically attract a new audience for the game/genre by slowly turning it into an auto-battler. Harstem phrased this rather nicely, the game needs friction so you can feel accomplished when you are improving and overcoming this friction. It's an expression of skill and this is what makes StarCraft such a wonderful and timeless game.
Don't really agree with that, they could double/triple down on everything QoL and SC2's ceiling would still be high enough for it to not matter. I don't feel any sort of sense of skill or accomplishment resetting my roach arc for the 25th time in a ZvZ, especially now after seeing the potential for other games implementing things like drag formation.
Doubt we'll ever see it (for sc2 at least) but I'd really like to see the command card increase and have customization options. Primarily for easier access for spells without having the repetitive nature of hitting the next unit in my subgroup to cast what I want. (Things like being able to bile/fungal, stim/emp, storm/guardian shield, etc with those units selected.) I say this as someone that generally has that 'skill' as one of my advantages over opponents, and I still wouldn't mind it going that way.
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SoCal8933 Posts
If only there was a test realm to test out all of these changes..
300 mineral cc is crazy
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I dont see how we're supposed to have a pro scene at all when they keep making ridiculous changes every other week. How often are they gonna tweak the Ghost before they just put it back to where it was before they started tinkering with it?
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Ghost cant be 3 supply, simply as that, not sure why its that hard to understand. And its stupid to not even try to reduce the CC to 350 mineral first to see the impact, it has to be all the way to 300 to make it too OP and they will revert it again. Then turn around, see we try to buff Terran but it doesnt work. Well, no shit.
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300 MINERAL CC calling into work to practice cc first for 10 hours DAMN
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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.
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It's clear the balance team doesn't know what they're doing and they're set on killing the game. The game is officially worse now than when it was Broodlord-Infestor.
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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.
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Now this is something i have strong opinions on. 300 mineral CC is WRONG for someone who's been playing since release. Balance something else man. Also don't know if we're ready for Maru turtling on max Ghosts again but what do I know. Colo buff is nice i guess
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On July 18 2026 05:47 SharkStarcraft wrote: Now this is something i have strong opinions on. 300 mineral CC is WRONG for someone who's been playing since release. Balance something else man. Also don't know if we're ready for Maru turtling on max Ghosts again but what do I know. Colo buff is nice i guess
How dare you not enjoy a guy turtling behind 420 CCs with a huge bank only training one unit? That's literally peak Starcraft!
As for the entire patch: Poor Terran will be so tremendously fucked if they ever implement a counter to Ghosts. And that will clearly happen aaaaaaaany minute now, right? Right?
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Ya more buffs to Terrans just because they can’t handle adjustment throughout history
300 cc is just absolutely moronic
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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.
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I remember when the stated balance goal was to make StarCraft less campy. Now protoss are supposed to rally from main base, terran spam ccs and 2 supply un-cancellable snipe ghosts. NICE!
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On July 18 2026 06:56 CicadaSC wrote: I remember when the stated balance goal was to make StarCraft less campy. Now protoss are supposed to rally from main base, terran spam ccs and 2 supply un-cancellable snipe ghosts. NICE!
you're litearlly making that up, that was never stated.
We've tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods. We’ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.
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On July 18 2026 08:53 THERIDDLER wrote:Show nested quote +On July 18 2026 06:56 CicadaSC wrote: I remember when the stated balance goal was to make StarCraft less campy. Now protoss are supposed to rally from main base, terran spam ccs and 2 supply un-cancellable snipe ghosts. NICE! you're litearlly making that up, that was never stated. We've tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods. We’ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races. I'm very obviously talking about past tense saying "I remember when..." Not these last few patches. Just funny how things have changed.
If you really need a reference point, here you go, https://news.blizzard.com/en-us/article/24150098/starcraft-ii-5-0-14-ptr-patch-notes
Read the first bulletin. In a couple years it seems that ideology has been tossed aside, or at the very least, changes have been introduced that push us in the opposite direction. That's all I'm pointing out. Calm down. You call someone a liar then don't even know what they are talking about. Why not ask me to clarify if you can't infer?
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what does a patch notes from 2024 have anything to do with anything? The goal back then was literally to buff protoss.
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On July 17 2026 11:42 BronzeKnee wrote:Show nested quote +On July 17 2026 10:48 Die4Ever wrote:On July 17 2026 09:30 Yoshi Kirishima wrote: When a patch makes a bad change, instead of reverting that change (partially or fully or looking at a slightly different alternative), they change something else so design of units just keep straying further and further from what they were supposed to be. THIS! Reverts should almost always be a favored fix instead of piling on additional changes. If you change nothing, nothing will change. I applaud Blizzard for trying to make the game better with changes like this.
No one said to stop changing things.
Keeping 1 bad change that needs a million other changes is not good. Revert the bad change and try something else. Why did larvae spawn rate have to increase? If it means CC has to be 300 minerals, revert it. If the solution to the problem they created is reverting it, then revert it?
If we're going back closer to 6 worker start, then look at reverting the changes that were made when they were balancing the game around 12 worker start. It's clear they're just unfamiliar with the patch history - they thought that an intentional Raven nerf was a "bug" that needed to be fixed.
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On July 18 2026 06:52 Herringbone wrote:Show nested quote +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.
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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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On July 18 2026 17:58 Deekay86 wrote: 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?
like a 4s global cooldown, or something along those lines?
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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. It would be idiotic if cost effective trades were sustainable against an entrenched Terran position. The whole point of Terran's power units is to be efficient when set up correctly. Asking for the race with the fastest expansions and the most flexible unit production to also have the option to continuously out-trade the race that's the opposite on those metrics is asinine. Zerg options should be to go around the position, or break it inefficiently once you've secured the economy to do so.
Zerg wins plenty in the late game, but they don't do it by letting the Terran split the map and win in a battle of attrition.
Is rebuffing the ghost to two supply reasonable? No, not really. But it's obvious that the last version was a substantial nerf, and no compensation was offered elsewhere (unless you think the mine buff counts), so something needs to give.
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On July 18 2026 21:46 bela.mervado wrote: like a 4s global cooldown, or something along those lines?
For however long it takes to accumulate 50 Energy for that CC.
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Is rebuffing the ghost to two supply reasonable? No, not really. But it's obvious that the last version was a substantial nerf, and no compensation was offered elsewhere (unless you think the mine buff counts), so something needs to give.
Admittingly, the only match I watched on this patch in a high-level ZvT was Serral vs. Clem. But it really didn't feel like the patch had any effect on that entire match. Felt more like the old saying of "I tried nothing and it didn't work".
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France13018 Posts
Terran was absurdly bad so a buff was necessary, but why not just revert this very bad 8 worker start idea?  So we will get infinite hotfixes after hotfixes that just make the game more imbalanced
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On July 18 2026 22:57 Balnazza wrote:Show nested quote +Is rebuffing the ghost to two supply reasonable? No, not really. But it's obvious that the last version was a substantial nerf, and no compensation was offered elsewhere (unless you think the mine buff counts), so something needs to give. Admittingly, the only match I watched on this patch in a high-level ZvT was Serral vs. Clem. But it really didn't feel like the patch had any effect on that entire match. Felt more like the old saying of "I tried nothing and it didn't work". Clem's two base play was already an adjustment, though I'm not sure what you expect Terrans to do. All their openings are incrementally worse, the patch didn't enable any new midgame or lategame strategies, and their main lategame tool was nerfed.
Meanwhile Zergs get a dumb and totally unjustified buff to their production at every stage of the game, for reasons.
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On July 18 2026 23:40 Athenau wrote:Show nested quote +On July 18 2026 22:57 Balnazza wrote:Is rebuffing the ghost to two supply reasonable? No, not really. But it's obvious that the last version was a substantial nerf, and no compensation was offered elsewhere (unless you think the mine buff counts), so something needs to give. Admittingly, the only match I watched on this patch in a high-level ZvT was Serral vs. Clem. But it really didn't feel like the patch had any effect on that entire match. Felt more like the old saying of "I tried nothing and it didn't work". Clem's two base play was already an adjustment, though I'm not sure what you expect Terrans to do. All their openings are incrementally worse, the patch didn't enable any new midgame or lategame strategies, and their main lategame tool was nerfed. Meanwhile Zergs get a dumb and totally unjustified buff to their production at every stage of the game, for reasons.
Didn't really feel like an adjustment, more like Clem got a bit frustrated that his infinite micro glitch didn't carry him through...but again, that is mostly subjective feeling and stems from just one series.
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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.
That's really not what he's saying and you know it. But let's say both players are at the same level. What is even the correct army comp for a zerg at the same level to beat mass ghost? If you attempt to answer this question (which you won't you're going to sidestep it) you will see that your answer will not require the zerg to be playing at the same level but at a much higher difficulty.
The fact is- no other unit in the game can be massed to this extreme and not have a hard counter. You can name any other unit and when massed like the ghost is there is a clear desired army comp that deals with them pretty easily. Massing one unit into late game is not supposed to be a viable strategy. And when it's a defensive unit that pairs well with turtling it's bad game design.
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Blizzard finally did it. It only took 28 years, but they've made the Terran Supply Depot about as useful as an 8-track tape player, a VCR clock, a fax machine, and Internet Explorer.
People need to stop whining about the change to the Ghost. There is a very simple counter for the Ghost... more Ghosts.
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Blazinghand
United States25562 Posts
Oh my god, 300 mineral CC? If they wanted to reduce CC price they could have reduced it by a smaller amount. What a huge jump.
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On July 19 2026 04:57 Blazinghand wrote: Oh my god, 300 mineral CC? If they wanted to reduce CC price they could have reduced it by a smaller amount. What a huge jump. yea StarCraft is a game of inches
why the hell is a "Hotfix" changing the cost of a critical structure by miles?
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On July 19 2026 04:57 Blazinghand wrote: Oh my god, 300 mineral CC? If they wanted to reduce CC price they could have reduced it by a smaller amount. What a huge jump. Yeah this is crazy, my mind = blown right now lol
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On July 18 2026 11:40 Yoshi Kirishima wrote:Show nested quote +On July 17 2026 11:42 BronzeKnee wrote:On July 17 2026 10:48 Die4Ever wrote:On July 17 2026 09:30 Yoshi Kirishima wrote: When a patch makes a bad change, instead of reverting that change (partially or fully or looking at a slightly different alternative), they change something else so design of units just keep straying further and further from what they were supposed to be. THIS! Reverts should almost always be a favored fix instead of piling on additional changes. If you change nothing, nothing will change. I applaud Blizzard for trying to make the game better with changes like this. No one said to stop changing things. Keeping 1 bad change that needs a million other changes is not good. Revert the bad change and try something else. Why did larvae spawn rate have to increase? If it means CC has to be 300 minerals, revert it. If the solution to the problem they created is reverting it, then revert it? If we're going back closer to 6 worker start, then look at reverting the changes that were made when they were balancing the game around 12 worker start. It's clear they're just unfamiliar with the patch history - they thought that an intentional Raven nerf was a "bug" that needed to be fixed. this is just the queen range issue all over again, or the muta and phoenix buffs from around 2012 - early HOTS.
they should revert, they were just too quick with the initial rebuffing of larva. there's a few band aid solutions that were implemented over time to support 12 worker starts that aren't needed anymore. they should consider reading those patches.
Edit: also go back to 3 supply and buff other teran units lordddd
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Was talking to a friend yesterday and he thinks the game is being balanced around lower levels of play and not for the pros. If we think of it from that perspective, then these balance patches make perfect sense.
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Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players.
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On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff.
And not just minor tweaks - completely insane, unprecedented buffs.
What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8?
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On July 20 2026 13:07 BlackEyed wrote:Show nested quote +On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8?
When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals.
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France13018 Posts
On July 20 2026 13:07 BlackEyed wrote:Show nested quote +On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? I mean even after those buff for terran / protoss, zerg seems in a good spot. Not as OP as before this 107th hotfix, but still strong
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On July 20 2026 15:05 THERIDDLER wrote:Show nested quote +On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead.
If we're talking about ewc 2024 it had some of the most imbalanced maps in the history of the game. Crimson court was 70% TvZ, it was like if delta quadrant and Antiga shipyard had a child. Not to mention things like the mech/cyclone cheese greatly influencing and dictating what's 'viable' in the metagame.
Clem played insanely well in those series - as anyone who saw the games could tell you. On that particular day he would have won regardless of the maps or patch. It's disingenuous to try and make points about a race or player when there were such large influencing factors on the game at that time.
I'll never be able to remotely consistently replicate what serral Clem or hero do, but I still want the game balanced around their skill level.
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On July 20 2026 15:05 THERIDDLER wrote:Show nested quote +On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals.
When Serral lost 3-0 and 5-0 to Clem, the patch at pro level seems to have been in favor of T, as overall the TvZ score was 85 to 78 maps. The three seasons on the ladder from that patch all were roughly around 50% with a minor Zerg tilt (roughly 51 to 49).
Serral's losses - in my opinion - mainly can be attributed to two factors: his military absence throughout the months leading up to EWC and Clem simply playing absolutely out of his mind. He only lost 2 maps versus Reynor in that entire thing and he was simply on fire (although it needs to be mentioned that he avoided all top Terrans and didn't have to play a single PvT, his weakest match up of that time).
On July 20 2026 19:26 Agh wrote:Show nested quote +On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. If we're talking about ewc 2024 it had some of the most imbalanced maps in the history of the game. Crimson court was 70% TvZ, it was like if delta quadrant and Antiga shipyard had a child. Not to mention things like the mech/cyclone cheese greatly influencing and dictating what's 'viable' in the metagame. Clem played insanely well in those series - as anyone who saw the games could tell you. On that particular day he would have won regardless of the maps or patch. It's disingenuous to try and make points about a race or player when there were such large influencing factors on the game at that time. I'll never be able to remotely consistently replicate what serral Clem or hero do, but I still want the game balanced around their skill level. Totally agree.
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On July 20 2026 19:26 Agh wrote:Show nested quote +On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness.
A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea.
This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse.
Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit.
So what do the developers do?
They buff the Ghost.
After that, what exactly are people supposed to think about them?
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Gosh, it's almost like wild untested changes aren't a good idea.
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On July 20 2026 23:47 BlackEyed wrote:Show nested quote +On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane.
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On July 21 2026 13:47 tigera6 wrote:Show nested quote +On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane.
They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense.
Doesn’t make sense to buff tank or thors since those are already strong in tvz
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If you want to permanently nerf the ghost you probably have to buff the raven in exchange and give it back some of its former power. I'm not talking like 2018 anti-armor missile but more like... PDD and seeker. Although remembering the days of 2015, people actually hated seeing Sky Terran late game.
So maybe the right way to go about nerfing the ghost is to nerf like a dozen other units alongside it so that a late game crutch just isn't needed.
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United States1958 Posts
On July 21 2026 19:18 Elentos wrote: If you want to permanently nerf the ghost you probably have to buff the raven in exchange and give it back some of its former power. I'm not talking like 2018 anti-armor missile but more like... PDD and seeker. Although remembering the days of 2015, people actually hated seeing Sky Terran late game.
So maybe the right way to go about nerfing the ghost is to nerf like a dozen other units alongside it so that a late game crutch just isn't needed.
#Ravenz
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On July 21 2026 19:18 Elentos wrote: If you want to permanently nerf the ghost you probably have to buff the raven in exchange and give it back some of its former power. I'm not talking like 2018 anti-armor missile but more like... PDD and seeker. Although remembering the days of 2015, people actually hated seeing Sky Terran late game.
So maybe the right way to go about nerfing the ghost is to nerf like a dozen other units alongside it so that a late game crutch just isn't needed. PDD and Seeker were pretty lame abilities to be fair. Move EMP to the Raven and buff it so that it removes all energy. Or just bring the science vessel back.
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On July 21 2026 23:06 Athenau wrote:Show nested quote +On July 21 2026 19:18 Elentos wrote: If you want to permanently nerf the ghost you probably have to buff the raven in exchange and give it back some of its former power. I'm not talking like 2018 anti-armor missile but more like... PDD and seeker. Although remembering the days of 2015, people actually hated seeing Sky Terran late game.
So maybe the right way to go about nerfing the ghost is to nerf like a dozen other units alongside it so that a late game crutch just isn't needed. PDD and Seeker were pretty lame abilities to be fair. Move EMP to the Raven and buff it so that it removes all energy. Or just bring the science vessel back. Sure they're pretty lame. It's not like it has to be exactly those spells. They can give Ravens the Yamato Cannon for all I care. Or buff some other units. But as long as Snipe is the only real way to reliably contest hive tech Zerg units, Terran will try massing them if the game goes late. They can change Ghost supply from 2 to 3 and back as many times as they want, that'll just move the winrate without addressing anything.
That said we've just changed the entire economy of the game (and also warpgate) and are still playing maps made for 12-worker-starts, so I think iterating too much right now is probably not ideal.
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On July 21 2026 18:51 TeamMamba wrote:Show nested quote +On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol.
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On July 22 2026 00:39 tigera6 wrote:Show nested quote +On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol.
If you want proof that Siege Tanks are overtuned, just look at TvT. They've completely warped the matchup to the point where it's honestly painful to watch - it's just one long tank crawl.
Terran doesn't need buffs to Tanks, and definitely not to Thors. Thors barely even require any control since they automatically target air units.
If anything needs a buff, it's the Raven. Not to the point where people start massing 40 Ravens again like in the old days, but by shifting some of the Ghost's power into the Raven in one way or another. That would make the Ghost less of a universal unit instead of being the answer to basically everything in TvZ.
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On July 22 2026 03:31 BlackEyed wrote:Show nested quote +On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. If you want proof that Siege Tanks are overtuned, just look at TvT. They've completely warped the matchup to the point where it's honestly painful to watch - it's just one long tank crawl. Terran doesn't need buffs to Tanks, and definitely not to Thors. Thors barely even require any control since they automatically target air units. If anything needs a buff, it's the Raven. Not to the point where people start massing 40 Ravens again like in the old days, but by shifting some of the Ghost's power into the Raven in one way or another. That would make the Ghost less of a universal unit instead of being the answer to basically everything in TvZ. Siege tanks are fine. They're only used in timings in TvP and Zerg has a plethora of ways to deal with mass tanks. There's nothing wrong with TvT being a tank-centric, positional match-up, just like Brood War.
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On July 22 2026 00:39 tigera6 wrote:Show nested quote +On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol.
Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup).
Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on.
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On July 22 2026 06:33 Balnazza wrote:Show nested quote +On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup). Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on. Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
And ling-bane is the hard counter to mass ghosts. What you're actually complaining about is there is no hard-counter to the endgame terran composition of liberator-mine-marine-marauder-medivac-ghost (and sometimes tanks and hellbats).
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On July 22 2026 07:08 Athenau wrote: Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
I think we've reached peak mental gymnastics.
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On July 22 2026 06:33 Balnazza wrote:Show nested quote +On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup). Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on.
Ling Bane would be the hard counter if ghosts also didn't have cloak. So you need to add in the overseer. And what's the "hard counter" to the overseer? You got it- the ghost.
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On July 22 2026 03:46 Athenau wrote:Show nested quote +On July 22 2026 03:31 BlackEyed wrote:On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. If you want proof that Siege Tanks are overtuned, just look at TvT. They've completely warped the matchup to the point where it's honestly painful to watch - it's just one long tank crawl. Terran doesn't need buffs to Tanks, and definitely not to Thors. Thors barely even require any control since they automatically target air units. If anything needs a buff, it's the Raven. Not to the point where people start massing 40 Ravens again like in the old days, but by shifting some of the Ghost's power into the Raven in one way or another. That would make the Ghost less of a universal unit instead of being the answer to basically everything in TvZ. Siege tanks are fine. They're only used in timings in TvP and Zerg has a plethora of ways to deal with mass tanks. There's nothing wrong with TvT being a tank-centric, positional match-up, just like Brood War. There’s a lot wrong with it, at least the lack of variety. In WoL and HotS, there was actually a choice of what to play, because tankless compositions were still viable. Now TvT is just a dull spectacle with no dynamism and not a shred of tension.
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On July 22 2026 08:19 Agh wrote:Show nested quote +On July 22 2026 07:08 Athenau wrote: Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
I think we've reached peak mental gymnastics. Nah, more like peak inability to parse nuance on your part.
"Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off.
Please explain how, when both players are looking at their units, one "dominates" the other?
Either the ghost spends 150 energy (two EMPs) to burn 200 energy on the viper, and both sides reset back to neutral (can't snipe afterwards because snipe is now 75 energy), or you get a trade with snipe vs abduct. So where's the domination?
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On July 22 2026 08:58 Athenau wrote:Show nested quote +On July 22 2026 08:19 Agh wrote:On July 22 2026 07:08 Athenau wrote: Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
I think we've reached peak mental gymnastics. Nah, more like peak inability to parse nuance on your part. "Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off. Please explain how, when both players are looking at their units, one "dominates" the other? Either the ghost spends 150 energy (two EMPs) to burn 200 energy on the viper, and both sides reset back to neutral (can't snipe afterwards because snipe is now 75 energy), or you get a trade with snipe vs abduct. So where's the domination?
The interaction you're describing is not a neutral interaction. It's a big win for terran. Vipers have 0 utility without energy. Ghosts still do. And the problem isn't an army with say 3 ghosts neutralizing an army with 3 vipers. If this is what we were talking about your argument would be valid. It's an army of 25+ ghosts, and using your example a singular ghost is able to neutralize a viper leaving 24+ ghosts with energy. I don't think people are complaining about the strength of a singular ghost but mass ghost.
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On July 22 2026 08:30 Herringbone wrote:Show nested quote +On July 22 2026 06:33 Balnazza wrote:On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup). Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on. Ling Bane would be the hard counter if ghosts also didn't have cloak. So you need to add in the overseer. And what's the "hard counter" to the overseer? You got it- the ghost. I hate to break it to you, but banelings can be detonated manually, and they don't care about detection. So even if , miraculously, the terran manages to snipe the approximately one bajillion overseers the Zerg can build with all the extra resources they're banking, they'll just explode anyway when the banelings reach them.
On July 22 2026 10:01 Herringbone wrote:Show nested quote +On July 22 2026 08:58 Athenau wrote:On July 22 2026 08:19 Agh wrote:On July 22 2026 07:08 Athenau wrote: Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
I think we've reached peak mental gymnastics. Nah, more like peak inability to parse nuance on your part. "Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off. Please explain how, when both players are looking at their units, one "dominates" the other? Either the ghost spends 150 energy (two EMPs) to burn 200 energy on the viper, and both sides reset back to neutral (can't snipe afterwards because snipe is now 75 energy), or you get a trade with snipe vs abduct. So where's the domination? The interaction you're describing is not a neutral interaction. It's a big win for terran. Vipers have 0 utility without energy. Ghosts still do. And the problem isn't an army with say 3 ghosts neutralizing an army with 3 vipers. If this is what we were talking about your argument would be valid. It's an army of 25+ ghosts, and using your example a singular ghost is able to neutralize a viper leaving 24+ ghosts with energy. I don't think people are complaining about the strength of a singular ghost but mass ghost. While it's technically true that Ghost have non-zero utility without energy, in the previous three supply iteration they are absolutely terrible combat units for cost and supply, and you'd be better off replacing them with almost anything else in that case. Even at two supply they are bad as far as raw stats go, but they'd be imbalanced due to uninterruptible snipe.
As far as mass ghost, I don't see how, e.g 20 ghosts shutting down 4 or 5 vipers in a head-to-head engagement constitutes domination.
Are ghosts too centralizing in TvZ lategame? Yes. Should it be fixed? Also yes.
But is it reasonable to state that they dominate vipers? No. A unit that dominates another does so at comparable cost and supply.
If you want to expand the context to include actual lategame scenarios, you need to consider the other units involved, and the gamestate as well as the factors that led up to it, which is a different conversation.
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On July 22 2026 06:33 Balnazza wrote:Show nested quote +On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote:On July 20 2026 09:45 CicadaSC wrote: Say what you want about the state of Zerg, a world where only Serral is competitive is not healthy for the game or it's players. Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff. And not just minor tweaks - completely insane, unprecedented buffs. What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup). Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on. My guess is that, the best way to nerf Ghost is reduce the range of Snipe, so that they dont directly counter BLord, and it would be riskier to have mass Ghost sniping the Zerg ground unit without getting caught by Fungal + Banes. Having said that, I do think Terran need buff in other way against Zerg lategame.
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On July 22 2026 10:38 Athenau wrote:Show nested quote +On July 22 2026 08:30 Herringbone wrote:On July 22 2026 06:33 Balnazza wrote:On July 22 2026 00:39 tigera6 wrote:On July 21 2026 18:51 TeamMamba wrote:On July 21 2026 13:47 tigera6 wrote:On July 20 2026 23:47 BlackEyed wrote:On July 20 2026 19:26 Agh wrote:On July 20 2026 15:05 THERIDDLER wrote:On July 20 2026 13:07 BlackEyed wrote: [quote] Yeah, and that's the sad part. But what's even sadder is that a few years ago, when Serral was losing 0-4 to Clem, everyone was perfectly fine with it and called it "balanced." Then Clem loses a few series, and suddenly Terran starts getting buff after buff.
And not just minor tweaks - completely insane, unprecedented buffs.
What if even this isn't enough and Clem still keeps losing? What's next? Terran starts with 10 workers while every other race starts with 8? When serral lost 0-8 to clem that patch wasn't fine. TvZ was zerg favored that patch. That's why you balanced the game around the entire pro scene instead of just 2 individuals. I don't even know what I'm reading except for people trying to rage bait each other or mislead. their skill level. This patch already brought all of this on itself. Changes like these do nothing but create a massive sense of unfairness. A 300 mineral Command Center? Seriously? I genuinely can't wrap my head around how anyone thought this was a good idea. This isn't just a balance tweak anymore. It's something else entirely - borderline deliberate destabilization of the game. It honestly feels like they're intentionally taking the most frustrating aspects of StarCraft II and making them even worse. Ghosts were already driving everyone insane. It's obvious to anyone being remotely objective that some of their power should be redistributed to other Terran units instead of being concentrated in a single unit. So what do the developers do? They buff the Ghost. After that, what exactly are people supposed to think about them? For some reason buffing Mech and SkyTerran is a taboo within the balance council, they could make a late game upgrade to reduce Terran splash to ally units, another one to negate Viper Abduct to Thor/Tank in Seige mode, or something that buff Bashee/Viking/Libs, all that to make Snipe only deal 50-75 dmg and cost 50 Engr. Instead we have Zerg with another spell that negate 50% range damage (which is from 80% of Terran unit) to buff Ultra rushing with lingbane. They can’t buff most of the mech units you suggested since ghost / lib combo is literally unloseable in tvp. Any buffs in libs does make sense. Doesn’t make sense to buff tank or thors since those are already strong in tvz Not with current Microbial Shroud and Viper if you nerf ghost Snipe, what to stop the Zerg army? It doesnt make sense because you want Zerg to keep wining apparently. Tanks get complete wrecked by Viper or just a couple Lings runby, and Thor is extremely immobile. Zerg will just attack the weak side with their mobility and get more map control. In your mind, Zerg players probably doesnt know how to scout and would charge head first without any spell caster into 10 tanks and 5 Thors wating or something, then saying Tanks and Thors are too strong, lol. Snipe shouldn't be nerfed against Vipers. That's a totally valid matchup that the Ghost should dominate. My issue (and I assume that of a lot of people) that Ghosts are also the answer to Ultralisks, Brood Lords and Infestors, without any actual hard counter (Lingbane is ofc technically a hard counter, but only with perfect setup). Ghosts are just on the usual scale and I'm not even talking about SC2, I'm talking about gaming in general. Everyone knows that high-damage usually means squishy, anti-caster is usually never anti-tank/brawler, great anti-air is rarely great anti-ground and so on. Ling Bane would be the hard counter if ghosts also didn't have cloak. So you need to add in the overseer. And what's the "hard counter" to the overseer? You got it- the ghost. I hate to break it to you, but banelings can be detonated manually, and they don't care about detection. So even if , miraculously, the terran manages to snipe the approximately one bajillion overseers the Zerg can build with all the extra resources they're banking, they'll just explode anyway when the banelings reach them. Show nested quote +On July 22 2026 10:01 Herringbone wrote:On July 22 2026 08:58 Athenau wrote:On July 22 2026 08:19 Agh wrote:On July 22 2026 07:08 Athenau wrote: Ghosts don't dominate vipers. EMP is a temporary shutdown and an unfavorable energy trade long term (since vipers have consume) and abduct goes off before snipe, so at best you're trading a ghost for a viper (maybe not even that if the snipe still gets interrupted by the abduct) if both sides are microing.
I think we've reached peak mental gymnastics. Nah, more like peak inability to parse nuance on your part. "Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off. Please explain how, when both players are looking at their units, one "dominates" the other? Either the ghost spends 150 energy (two EMPs) to burn 200 energy on the viper, and both sides reset back to neutral (can't snipe afterwards because snipe is now 75 energy), or you get a trade with snipe vs abduct. So where's the domination? The interaction you're describing is not a neutral interaction. It's a big win for terran. Vipers have 0 utility without energy. Ghosts still do. And the problem isn't an army with say 3 ghosts neutralizing an army with 3 vipers. If this is what we were talking about your argument would be valid. It's an army of 25+ ghosts, and using your example a singular ghost is able to neutralize a viper leaving 24+ ghosts with energy. I don't think people are complaining about the strength of a singular ghost but mass ghost. While it's technically true that Ghost have non-zero utility without energy, in the previous three supply iteration they are absolutely terrible combat units for cost and supply, and you'd be better off replacing them with almost anything else in that case. Even at two supply they are bad as far as raw stats go, but they'd be imbalanced due to uninterruptible snipe. As far as mass ghost, I don't see how, e.g 20 ghosts shutting down 4 or 5 vipers in a head-to-head engagement constitutes domination. Are ghosts too centralizing in TvZ lategame? Yes. Should it be fixed? Also yes. But is it reasonable to state that they dominate vipers? No. A unit that dominates another does so at comparable cost and supply. If you want to expand the context to include actual lategame scenarios, you need to consider the other units involved, and the gamestate as well as the factors that led up to it, which is a different conversation.
The Ghost always has been too omni-potent against Zerg due to how Snipe works (with or without the shot delay), but that being said, we've had mass Raven in the old days, which was deemed so oppressive that both PDD and HSM were removed/replaced, although the old Infestor was arguably even better (no-projectile instant Fungal + Infested Terran spam).
The problem I see is that in a macro game split-map scenario Terran has very little choice other than to turtle with PF/Ghost/Lib, because Zerg spellcasters are otherwise too oppressive against what Terran has, I'm specifically referring to lategame compositions here playing a similar turtle style.
Battlecruiser? -> Yoink Sky-Terran in general? -> Fungal + Parasitic Bomb both fuck you up real bad Mech? -> Blinding Cloud + Microbial Shroud + Yoink
Ghost aside none of what Terran has to offer spellcasting-wise has really good utility against Zerg and for Zerg it feels no matter what Spellcaster they put on the battlefield everything is useful, both offensively and defensively.
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The Ghost always has been too omni-potent against Zerg due to how Snipe works (with or without the shot delay), but that being said, we've had mass Raven in the old days, which was deemed so oppressive that both PDD and HSM were removed/replaced, although the old Infestor was arguably even better (no-projectile instant Fungal + Infested Terran spam).
I would assume the reason why these lategame Terran units (be it the Ghost or the Raven) feel so oppressive is the game-state they create. Ghosts currently counter practically everything Zerg needs to break the Terran hold, so without your Vipers, Ultralisks, Brute Lords and so on you are essentially just running Zerglings into Marines supported by Medievacs, Tanks, Liberators and Mines...so essentially, you are not doing anything anymore. The idea behind a good army composition should be that A counters X and has a weakness to Y, that is covered by B, which weakness Z is counter by...and so on. But if A, B and C counter X, Y, Z, but the counter to ABC is G, so XYZ can do whatever they want...that's oppressive.
"Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off.
But they are still a counter. A unit doesn't need to "dominate" all other units to be completly broken, just being a counter to literally every Tech unit alone is a problem.
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On July 23 2026 05:41 Balnazza wrote:Show nested quote +The Ghost always has been too omni-potent against Zerg due to how Snipe works (with or without the shot delay), but that being said, we've had mass Raven in the old days, which was deemed so oppressive that both PDD and HSM were removed/replaced, although the old Infestor was arguably even better (no-projectile instant Fungal + Infested Terran spam). I would assume the reason why these lategame Terran units (be it the Ghost or the Raven) feel so oppressive is the game-state they create. Ghosts currently counter practically everything Zerg needs to break the Terran hold, so without your Vipers, Ultralisks, Brute Lords and so on you are essentially just running Zerglings into Marines supported by Medievacs, Tanks, Liberators and Mines...so essentially, you are not doing anything anymore. The idea behind a good army composition should be that A counters X and has a weakness to Y, that is covered by B, which weakness Z is counter by...and so on. But if A, B and C counter X, Y, Z, but the counter to ABC is G, so XYZ can do whatever they want...that's oppressive. Show nested quote +"Dominate" implies a completely one-sided interaction. Neither EMP nor snipe are capable of doing that. And this is witnessed by a) vipers still being made when ghosts are on the field b) still getting some of their spells off. But they are still a counter. A unit doesn't need to "dominate" all other units to be completly broken, just being a counter to literally every Tech unit alone is a problem.
While SC2 is designed around hard-counters maybe it's not too bad to think in the other direction and leaning more into soft-counters instead, because further over-complicating unit interactions just leads to an ever longer growing chain of band aid fixes, which ultimately make the game worse instead of improving it. If this is even doable without having to also lower the overall damage output or change how mana/energy works, so touching some very fundamental aspects that determine the game's identity and how it feels to play, I have no idea. And it's very unlikely to happen, anyway.
My point is that while I have no issue with well-timed and placed spells changing the outcome of an engagement, a general theme that we have witnessed time and again over the whole lifecycle of SC2 is that there's at least one matchup where eventually people figure out a way to consistently get to a (often) spellcaster-centric lategame army composition that makes it VERY challenging for the opponent to win against.
And I don't know a good solution to this dilemma, because on one hand I feel sprinkling in a couple of casters into your comp should be impactful, meaning the spells need to meet a certain power threshold as this also can create tension and excitement for both viewers and players alike, but it makes massing them problematic. On the other hand lowering that power threshold significantly would make spellcasters likely more mass-able without becoming oppressive, but that would also remove their viability in mid-game situations where you can't really afford training substantial amounts of them. Also from a viewer perspective this would be likely far less exciting.
Limiting unit counts for certain units seems like a horrible fix, as in my opinion this only artificially restricts creativity and freedom of choice of playstyles for players to express themselves.
I always would've liked SC2 to share more similarities to BW in it's patching philosophy, but maybe we really need the round-robin 'everyone gets a car' balancing approach that WoW PvP has always had.
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2.5 supply ghost
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That is why pvz is still the best matchup to watch and play since it actually has some strategy and counter plays.
If toss sees ultra, they have to start building immortals If toss sees lurkers or brood they need to start building tempest
Not the cause for Terrans, let’s just mass ghosts and pew pew everything. Literally mindless matchup
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On July 24 2026 15:55 TeamMamba wrote: That is why pvz is still the best matchup to watch and play since it actually has some strategy and counter plays.
If toss sees ultra, they have to start building immortals If toss sees lurkers or brood they need to start building tempest
Not the cause for Terrans, let’s just mass ghosts and pew pew everything. Literally mindless matchup
Terran needs to be stronger than Zerg at some point of the game, it is how the game works. If Zerg is stronger in the lategame, the matchup is broken, as Zerg is the most reactive defensive race with the best map vision.
When snipes stopped countering BLs back in WoL, Terrans were effectively removed from deep tournament runs. If you want Terran to be weaker in the lategame, they need a window to win earlier, and I don't think you want that. Forcing Zerg to end the game before a critical Terran Army is assembled is a good thing IMO.
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On July 26 2026 19:36 Slydie wrote:Show nested quote +On July 24 2026 15:55 TeamMamba wrote: That is why pvz is still the best matchup to watch and play since it actually has some strategy and counter plays.
If toss sees ultra, they have to start building immortals If toss sees lurkers or brood they need to start building tempest
Not the cause for Terrans, let’s just mass ghosts and pew pew everything. Literally mindless matchup Terran needs to be stronger than Zerg at some point of the game, it is how the game works. If Zerg is stronger in the lategame, the matchup is broken, as Zerg is the most reactive defensive race with the best map vision. When snipes stopped countering BLs back in WoL, Terrans were effectively removed from deep tournament runs. If you want Terran to be weaker in the lategame, they need a window to win earlier, and I don't think you want that. Forcing Zerg to end the game before a critical Terran Army is assembled is a good thing IMO.
Definetly not wrong, but you are contradicting yourself and kind of describe an issue: You say Zerg is "the most reactive defensive race", which I think is generally accepted as true. Kind of counter-intuitive, but that is what it is. But then you expect the most defensive race to kill the Terran before the Lategame, because then Terran is stronger. Why does the "defense" Race need to win before a timer? What is it even defensive for then? Defending yourself to die anyway? In any game-design, be it RTS, Cardgames or whatever, the "aggressor" usually has the timer. Eventually every aggressive build runs out of steam and when the defender survived long enough, the defender now has the upper hand. If the aggressor however never runs out of steam, but actually picks up power the longer the game goes - that's just broken gamedesign.
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On July 26 2026 19:36 Slydie wrote:Show nested quote +On July 24 2026 15:55 TeamMamba wrote: That is why pvz is still the best matchup to watch and play since it actually has some strategy and counter plays.
If toss sees ultra, they have to start building immortals If toss sees lurkers or brood they need to start building tempest
Not the cause for Terrans, let’s just mass ghosts and pew pew everything. Literally mindless matchup Terran needs to be stronger than Zerg at some point of the game, it is how the game works. If Zerg is stronger in the lategame, the matchup is broken, as Zerg is the most reactive defensive race with the best map vision. When snipes stopped countering BLs back in WoL, Terrans were effectively removed from deep tournament runs. If you want Terran to be weaker in the lategame, they need a window to win earlier, and I don't think you want that. Forcing Zerg to end the game before a critical Terran Army is assembled is a good thing IMO. It's not that Terran needs to be stronger in the lategame, but that the win conditions should be different for Terran and Zerg. Terran should be stronger in heads-up engagements where both armies are properly set up because two out of their three power units (liberators, tanks, ghosts) need to siege and the third is extremely fragile, and because their production is slow, expensive, and can't mass produce arbitrary unit mixes on a dime. Terran is naturally channeled into being the defender in the lategame.
As a consequence Terran should be favored when they manage to successfully split the map and contain the Zerg to even or +1 bases, and they can grind out an attrition win with repeated cost-efficient engagements. Zerg should win when they prevent Terran from splitting the map, and can either use their superior mobility to catch the Terran army out of position, or use their accumulated economy advantage to break the Terran positions inefficiently.
Despite what certain people will tell you, this has been more or less the dynamic in TvZ for years now, and it's _not_ the same as "win before your opponent gets to x", which is, and has always been, bullshit.
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On July 24 2026 15:55 TeamMamba wrote: That is why pvz is still the best matchup to watch and play since it actually has some strategy and counter plays.
If toss sees ultra, they have to start building immortals If toss sees lurkers or brood they need to start building tempest
Not the cause for Terrans, let’s just mass ghosts and pew pew everything. Literally mindless matchup This is a terrible mis-conception, most Protoss has 1 goal in mind, and that is get to lategame Golden Skytoss army composition with the Mothership Robo support. That is the equivalent of Terran Mech + Ghost lategame army, but the problem is Protoss have a good path toward their latgame army, Terran cant transition from full Bio into Mech efficiently and quickly enough, they need a huge bank and time to do such thing. Yes, an army of Thor + Lib + Blue Flame Hellbat and some Tanks would only need a handful of Ghost to be a great lategame army. The problem? It would take Terran 15-20 minutes to get to that point with the current Meta.
Maybe you can blow our mind and show the world how Terran can move away from their 8 Racks- 2 Factory - 1 Starport setup into a full Mech build with good efficiency and timing.
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It doesn't have to be any way, but for most of history zerg was trying to get ahead with drones and then would muster up the OP late game comp of bl/inf and perhaps some ultras or lurkers. It's however a better dynamic in more recent time, since perhaps infested terrans were removed, or bl got the more recent nerf - that zerg defends trying to get ahead on drones, then gets on a timer to break terran before they themselves get their ultimate composition. I think this dynamic is better, though ghost turtling was alrdy strong, now they cheapened CC's and gas is way more limited, so who knows where it stands now. But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
The ravens weren't removed because they were broken btw, this is always some revisionist thinking that because something is gone it means it was broken. PDD and turret durations were heavily nerfed to nerf late game turtling, until pdd was ultimately scrapped. Seekers saw changes and trying to put raven into a supporting role, they gave it an unstackable debuff. Neither seekers, pdd's, archon toilet, graviton catapult, infested terran (pre-anti air missile), old swarm hosts, or even warhounds were scrapped because they were OP, but because they wanted to go another way with the game, no thing cannot be changed into a balanced state, though it might rip the thing of its original intent.
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I came up with a fair nerf. Since the Command Center only costs 300 minerals now, Orbital Command should lose its ability to fly. Terran would still be able to expand early with a fast CC, but morphing it into an Orbital would become a meaningful commitment. You'd actually have to defend it instead of just lifting it off and waiting for the danger to pass.
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On July 27 2026 06:38 ejozl wrote: But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
I think that's just too harsh of a nerf in a vacuum. Abduct is 9 range, Fungal 10 and you're going to need to have the ghosts closer to the frontlines where it's more likely they get hit by the broodlings or by ling/bane or even by your own splash. It'll be much easier for Zerg to punish Terran, but Terran will struggle to retaliate at all. Even if you force a retreat, the ghosts won't get in range.
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On July 27 2026 13:44 BlackEyed wrote: I came up with a fair nerf. Since the Command Center only costs 300 minerals now, Orbital Command should lose its ability to fly. Terran would still be able to expand early with a fast CC, but morphing it into an Orbital would become a meaningful commitment. You'd actually have to defend it instead of just lifting it off and waiting for the danger to pass.
What? You are messing with some defining features of the game now! Terran needs more buildings and space, but some of them can fly. That is simply the way it works.
The 300mineral CC was a weird change too, tbh.
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On July 27 2026 18:13 Slydie wrote: What? You are messing with some defining features of the game now! Terran needs more buildings and space, but some of them can fly. That is simply the way it works.
And Protoss' defining feature was warpgate and yet here we are
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On July 27 2026 18:43 snakedoctor_sc2 wrote:Show nested quote +On July 27 2026 18:13 Slydie wrote: What? You are messing with some defining features of the game now! Terran needs more buildings and space, but some of them can fly. That is simply the way it works.
And Protoss' defining feature was warpgate and yet here we are
Warpgate should have the ability to freely warp around the map, it's literally in its name !
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On July 27 2026 17:29 Elentos wrote:Show nested quote +On July 27 2026 06:38 ejozl wrote: But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
I think that's just too harsh of a nerf in a vacuum. Abduct is 9 range, Fungal 10 and you're going to need to have the ghosts closer to the frontlines where it's more likely they get hit by the broodlings or by ling/bane or even by your own splash. It'll be much easier for Zerg to punish Terran, but Terran will struggle to retaliate at all. Even if you force a retreat, the ghosts won't get in range. To be fair, EMP is the counter to spell caster, not Snipe, so as long as EMP range stay the same then its theoretically not a bad thing. I would make Snipe range shorter but lower the Energy back to 50, cannot be canceled nor run away from as long as they have vision of the target, damage can be adjusted to 100-125 range.
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On July 27 2026 19:44 tigera6 wrote:Show nested quote +On July 27 2026 17:29 Elentos wrote:On July 27 2026 06:38 ejozl wrote: But I think the interaction would be better if the now unbreakable snipe was set at 7 range similar to its attack range, putting the ghost in more vulnerability, or needing the ghost to be on the winning side before they get all their value from snipe. This way brood lords and lurkers outrange, so you need thor/tank as well to get to that unbeatable comp. That you almost only need ghost and planetaries poses a bit of a problem.
I'd like to see ghosts not get refunded energy, 50e snipe that is inescapable, but needs the 7 acquisition range.
I think that's just too harsh of a nerf in a vacuum. Abduct is 9 range, Fungal 10 and you're going to need to have the ghosts closer to the frontlines where it's more likely they get hit by the broodlings or by ling/bane or even by your own splash. It'll be much easier for Zerg to punish Terran, but Terran will struggle to retaliate at all. Even if you force a retreat, the ghosts won't get in range. To be fair, EMP is the counter to spell caster, not Snipe, so as long as EMP range stay the same then its theoretically not a bad thing. I would make Snipe range shorter but lower the Energy back to 50, cannot be canceled nor run away from as long as they have vision of the target, damage can be adjusted to 100-125 range. That's mostly the theory though. In reality it's better to Snipe them because it forces them to rebuild the unit and a dead spellcaster can't have enough leftover energy to still cast a spell during a fight. If you EMP a viper on your side of the map it comes back like half a minute later with full energy. It's not like in TvP either where EMP is useful against everything it can hit even if it's just zealots.
Again though, I'm only saying this change is too much in a vacuum. It would have to be compensated somewhere else if you can only use Snipe against ultras or in fights you're already winning.
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If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle.
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On July 27 2026 23:32 ejozl wrote: If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle.
Zerg is in such an amazing place right now, and you still complain? Terran needs ways to win, you know. You don't like ghosts? Do some offracing and try to build and control an "op" ghost army, then come back and tell me your results.
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On July 27 2026 23:32 ejozl wrote: If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle. Abduct is a 75 energy, 9 range, effective instant kill ability on a fast, flying caster that also has the ability to massively increase its energy regeneration for free. If you proposed snipe change was implemented, abduct would absolutely need to be toned down. There needs to be a way to actually punish vipers rather than just forcing them to disengage.
It's better to keep snipe as is, and move EMP (which would be buffed to drain all energy) to the Raven, which solves two problems at once (the ghost doing too many things, and the Raven being useless).
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On July 28 2026 06:14 Slydie wrote:Show nested quote +On July 27 2026 23:32 ejozl wrote: If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle. Zerg is in such an amazing place right now, and you still complain? Terran needs ways to win, you know. You don't like ghosts? Do some offracing and try to build and control an "op" ghost army, then come back and tell me your results.
Serral is in an amazing place. That short PTR time with the inject aside Zerg is struggling quite a bit.
And you are still missing the point: It is not about "lul Ghost OP plx nerf". It's about one unit doing everything. Tone done the Ghost and give Terran something else to play with - or make Terran much more vulnerable before the Mass Ghost Stage, though that can hardly be the answer
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On July 28 2026 06:14 Slydie wrote:Show nested quote +On July 27 2026 23:32 ejozl wrote: If abduct is used to cancel snipe that is an interaction that I would want to encourage, this can be countered by being under thor/turret, or emp'ing. Imo, emp should be 1.75 size or something a little bigger and it should completely wipe the energy instead of only 100, nut should only deal 60 shields dmg. Better vs. energy units, but similar strength or slightly worse vs. shields.
Fungal doesn't counter snipe anymore, so the interaction is, can ghost kill the enemy before they die themselves. Never say die - with infestors neural could be a counter as well, though EMP wins the range battle. Zerg is in such an amazing place right now, and you still complain? Terran needs ways to win, you know. You don't like ghosts? Do some offracing and try to build and control an "op" ghost army, then come back and tell me your results.
lol using your argument if you think Zerg is in a good place everyone should be off racing Zergs and winning everything right?
Serral for the last few years has been making Zergs look “great”. All the nerfs weren’t not Zerg nerfs rather a direct “Serral” nerf such as the burrow infestor
Let us know when a Zerg other than Serral wins a big tournament
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I'd wager that zerg has still won most premiers in lotv even discounting serral.
Either way a click battle between snipe and abduct is the most boring thing I've ever heard about. So, I'd rather emp vs. abduct, and abduct while ghost is channeling.
I generally think ranges are too long in sc2 and is part of what creates the death ball feeling. Roach battles, or pvp with mass archons isn't the same terrible, terrible dmg, death ball. And it's a very cool skill to set up the engagement correctly. Whereas marine vs. marine is pretty horrible to watch. Or colossus immortal stalker. So, I wouldn't mind seeing range nerf on abduct, feedback, Tempest air, lurker and even hydra. This could make interfering matrix more competitive as well.
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On July 30 2026 02:58 ejozl wrote: I'd wager that zerg has still won most premiers in lotv even discounting serral.
Either way a click battle between snipe and abduct is the most boring thing I've ever heard about. So, I'd rather emp vs. abduct, and abduct while ghost is channeling.
I generally think ranges are too long in sc2 and is part of what creates the death ball feeling. Roach battles, or pvp with mass archons isn't the same terrible, terrible dmg, death ball. And it's a very cool skill to set up the engagement correctly. Whereas marine vs. marine is pretty horrible to watch. Or colossus immortal stalker. So, I wouldn't mind seeing range nerf on abduct, feedback, Tempest air, lurker and even hydra. This could make interfering matrix more competitive as well.
Marine vs marine is a usually a numbers game of quantity and upgrades, but when tanks, terrain and medivacs are added, I think TvT is by far the most interesting mirror matchup. Some freak might even go mech!
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On July 30 2026 02:58 ejozl wrote: I'd wager that zerg has still won most premiers in lotv even discounting serral.
My numbers are not fully up2date anymore, but no, without Serral Zerg has not won the most premiers in LotV, that honor goes to Terran. With Serral however it is a landslide victory for Zerg, with Serral making up roughly 1/3 of those victories.
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On July 31 2026 20:34 Balnazza wrote:Show nested quote +On July 30 2026 02:58 ejozl wrote: I'd wager that zerg has still won most premiers in lotv even discounting serral.
My numbers are not fully up2date anymore, but no, without Serral Zerg has not won the most premiers in LotV, that honor goes to Terran. With Serral however it is a landslide victory for Zerg, with Serral making up roughly 1/3 of those victories. What about Terran? What is the % tournament win belong to Maru and Clem respectively?
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Maru is a bigger outlier by far with gsls. I guess these days serral is the almost exclusive zerg winner, but for a long time my statement would've been correct.
Tvt tank marine medivac is awesome to watch, though i think air is a bit too strong, by that i mean vikings and medivac boost. But had it been marine only it'd be boring as hell, as well as if we had adept battles, or hydra only battles.
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As I said, the numbers are not fully up2date since I stopped tracking that stuff quite a while ago (like 2 years?), so take it with a bit of salt: Maru also made up roughly 1/3 of Terran victories, Clem (who has won quite a bit since then) was ~1/8. He was only one win above Innovation at the time and even behind Neeb in Premier-wins.
The reason I named Serral specifically here with the 1/3 is that he makes up the entire ludicrous difference between Zerg and Terran (when I stopped it was 68Z vs. 41T), with Serral being at 25 wins. So without him, it was 43Z vs. 41T (31 for Protoss btw). Maru would be the next in line, but with 15 wins at the time, he was still in line with the next players (Rogue/11, Reynor/10, even Neeb/8 and Dark/8). The jump between Serral and Maru is just too high to ignore. Funfact: When you take out Serral, at the time I stopped there even was a perfect split between all three races when it comes to "Players who won a Premier". With Serral, Zerg is one up.
Long story short: Over the entire course of LotV Zerg is definetly not weak. It might even be the strongest race. But the entire "omg Zerg is SO much better than any other race"-argument purely comes from Serral. He is the one throwing off the curve.
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If we are talking about impact by race, Serral has won 39,73% of all Zerg's Premier Tournament wins in LotV. Maru's share of Terran is 36,36%. herO's share of Toss is 17,33%. Maru has played the whole time of LotV; Serral only turned full time pro in 2018 and had a small leave due to the military. herO was absent roughly 1.5 years and had to get back on track after. If we take off the years that Serral didn't focus on SC2 fully, he stands at 46,77%. If we take off the region locks he's at 36,54%. But yeah.. to say that Serral is responsible for nearly half of all Zerg wins (including region locks) since he turned full time pro is a more or less fair take. If herO's off-years are counted out of the overall Toss wins, he's at 20,00%.
Out of the 11 years Maru played in LotV, he won the most tournaments of his race in 3 years, is on the top with others in 4, didn't win the most in 1 and won nothing in 3 years. Out of the 9 years Serral played in LotV, he won the most tournaments of his race in 7 years, is on the top with others in 1, didn't win the most in 1 and won nothing in 0 years. Out of the 7 years (taking of the years he played after military until he won another one again) herO played in LotV, he won the most tournaments of his race in 2 years, is on the top with others in 1, didn't win the most in 1 and won nothing in 3 years.
If we compare these player's to the 2nd or 3rd best of their respective race, Serral has the biggest gap. He further is the only Zerg who has won anything relevant since mid 2024. So if Serral was indeed removed, we'd have the same drought for Zerg, as we had for Toss, when herO was still getting back on track and Max didn't play anything offline.
Although taking out the region locks, no controlling was done for Maru or herO wins in Korea, where the top Europens - including Serral - were absent. If this was done, it'd most likely lead to Serral's lead growing bigger. Further, no controlling was done in regards to tournament format or player roster. This is just a quick write up out of the data, I have at hand.
If we look at efficiency, Serral has won over 52% of the Premier Tournaments he participated in (including the time he wasn't a full time pro). The next closest are Life (25%), and Mvp (24%). Other top pros range from 7 - 18% mostly. This is including region locks; without region locks Serral is at roughly 36%. Maru sits as 16,89% and herO at 14,61% (uncontrolled),
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Well, Clem lost to Serral, so clearly the balance is broken. That’s the same logic the developers use, right? See you when CCs cost 200.
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On July 31 2026 21:28 tigera6 wrote:Show nested quote +On July 31 2026 20:34 Balnazza wrote:On July 30 2026 02:58 ejozl wrote: I'd wager that zerg has still won most premiers in lotv even discounting serral.
My numbers are not fully up2date anymore, but no, without Serral Zerg has not won the most premiers in LotV, that honor goes to Terran. With Serral however it is a landslide victory for Zerg, with Serral making up roughly 1/3 of those victories. What about Terran? What is the % tournament win belong to Maru and Clem respectively?
Still belongs to Terran if you take the top 2 winners from both races
Take rogue Serral out, Maru Clem out. The honor still goes to Terran
You seem to forgot there were a lot of Terrans winning during LoTV not just “Maru” winning agenda.
Innovation TY cure gumiho were winning championships
People like to complain about Zergs winning too much but that’s because Zerg’s big 4 were better players than any of the other races top 4
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People like to complain about Zergs winning too much but that’s because Zerg’s big 4 were better players than any of the other races top 4
I do not agree with this take; it begs the question. If we do seriously want to ask whether zerg has so many better players, we have compelling evidence that they do not. First, in terms of talent pool, which is sparser than the other factions by a significant amount. It's significantly unlikely that the best players aggregated in zerg alone, mysteriously. Second, Serral is able to win at times when other zerg players cannot, which demonstrates the feasibility of successful zerg performance throughout. One hypothesis is that Serral is simply that much better than everyone else; an alternative hypothesis is that he is merely that much better than the other zerg players, which is the better hypothesis in consideration of the sparser zerg talent pool. So, is it possible that zerg players are simply better than everyone else? Yes. Is it likely? Prima facie it is not; on the contrary we should assume that there will be fewer strong zerg players than strong players of the other races.
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Serral can both be the best and zerg be overtuned, my point is even with serral removed zerg is in a very good spot with rogue, reynor and dark in lotv. If we look for the 2nd protoss who would that even be?, zest?, or stats?
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On August 04 2026 02:27 ejozl wrote: Serral can both be the best and zerg be overtuned, my point is even with serral removed zerg is in a very good spot with rogue, reynor and dark in lotv. If we look for the 2nd protoss who would that even be?, zest?, or stats?
Classic, Trap, Zest, Stats, Neeb...there are definetly quite a lot of Protoss who have won Premier events in LotV. And as I said: Without Serral, there was a perfect split between all three races in terms of players who have won atleast one Premier event (with Serral it is +1 von Zerg, which is still a perfect split in my opinion). If Zerg was so "overtuned", I would expect much more Zergs to have won Premier events compared to the other two races.
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Looking at all tier one tournaments in LotV, Zerg without Serral would be ahead of Terran without Maru by a very comfortable margin in terms of tournament winners.
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On August 04 2026 05:52 Athenau wrote:Looking at all tier one tournaments in LotV, Zerg without Serral would be ahead of Terran without Maru by a very comfortable margin in terms of tournament winners.
Hope, I didn't forget anyone:
Zerg (12): Solar, Dark, Hydra, Nerchio, TRUE, Snute, Elazer, Rogue, Scarlett, Serral, soO, Reynor Terran (11): MMA, Polt, uThermal, ByuN, INnoVation, TY, GuMiho, Maru, Clem, Cure, Oliveira Protoss (11): PtitDrogo, Harstem, Zest, ShoWTimE, Stats, Neeb, Patience, herO, Classic, Astrea, Trap
I personally wouldn't call that a "very comfortable margin"
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On August 04 2026 14:31 PremoBeats wrote:Hope, I didn't forget anyone: Zerg (12): Solar, Dark, Hydra, Nerchio, TRUE, Snute, Elazer, Rogue, Scarlett, Serral, soO, Reynor Terran (11): MMA, Polt, uThermal, ByuN, INnoVation, TY, GuMiho, Maru, Clem, Cure, Oliveira Protoss (11): PtitDrogo, Harstem, Zest, ShoWTimE, Stats, Neeb, Patience, herO, Classic, Astrea, Trap I personally wouldn't call that a "very comfortable margin"  My mistake, I meant tournament wins, not winners.
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Yeah terran is the easiest to get a premier win, they have the most unique winners. Zerg is easiest to go on a complete tear, and protoss, I guess protoss is easiest to get to ro16.
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On August 06 2026 02:02 ejozl wrote: Yeah terran is the easiest to get a premier win, they have the most unique winners. Zerg is easiest to go on a complete tear, and protoss, I guess protoss is easiest to get to ro16.
Up until 2024, Terran, Zerg and Protoss had almost the same amount of unique winners - Zerg was one up. Can't imagine we had much new Tournament winners since then
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Using LOTV as a whole for a measuring stick of current balance is funny.
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It is especially because 2016 maps look nothing like current year maps.
My latest comment wasn't so much for entirety of lotv though, rather the feeling of perhaps last 6 years.
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The worst thing is that they now changed stuff that they IMHO should never have even begun touching and now we sit here with no communications, no estimate when to expect another patch, nothing.
If they patch things, they should allocate some resources to ensure we end up in a place that has some overlap with the original intention of the patch, not just hotfix shit directly to live that contradicts and completely undermines the previously-stated goal and then simply call it a day.
You either "maintain" the game or you don't, being now stuck in this "limbo" state is infuriating, I would love to do have a somewhat equally-viable option to not just build CCs.
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Do they even read the threads on this site? Where do they actually get their feedback from? It really feels like they do not care at all what the majority of players think. It seems like there are five guys sitting around implementing whatever they personally want, without having to answer to anyone.
Otherwise I have no idea how you could justify a 300-mineral Command Center, while nerfing the Ghost so hard that it ended up stronger than before. Or did they forget that damage no longer interrupts Ghost's spellcasting?
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On August 08 2026 17:12 Creager wrote: The worst thing is that they now changed stuff that they IMHO should never have even begun touching and now we sit here with no communications, no estimate when to expect another patch, nothing.
If they patch things, they should allocate some resources to ensure we end up in a place that has some overlap with the original intention of the patch, not just hotfix shit directly to live that contradicts and completely undermines the previously-stated goal and then simply call it a day.
You either "maintain" the game or you don't, being now stuck in this "limbo" state is infuriating, I would love to do have a somewhat equally-viable option to not just build CCs. Basically confirmed that they aren't going to do anything until after blizzcon, so RSL will complete on this "patch". Still wild how absolutely screwed Maru got.
Btw we're going to slow the game down some with the economy, just ignore the 25% cheaper CC.
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On August 08 2026 17:55 Agh wrote:Show nested quote +On August 08 2026 17:12 Creager wrote: The worst thing is that they now changed stuff that they IMHO should never have even begun touching and now we sit here with no communications, no estimate when to expect another patch, nothing.
If they patch things, they should allocate some resources to ensure we end up in a place that has some overlap with the original intention of the patch, not just hotfix shit directly to live that contradicts and completely undermines the previously-stated goal and then simply call it a day.
You either "maintain" the game or you don't, being now stuck in this "limbo" state is infuriating, I would love to do have a somewhat equally-viable option to not just build CCs. Basically confirmed that they aren't going to do anything until after blizzcon, so RSL will complete on this "patch". Still wild how absolutely screwed Maru got. Btw we're going to slow the game down some with the economy, just ignore the 25% cheaper CC. 
Who confirmed this and where was this brought up? RSL directly? This whole situation is such a shame and I somehow fail to see the 5D Chess move here, unless they're announcing something SC related at BlizzCon, which is then probably just an attempt to milk the franchise with another mobile game.
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is the CC still $300 or what? i am not playing Starcraft with a $300 Command Centre. I just won't do it. I'll paly Brood War, Red Alert 3 and Halo Wars.
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300 Mineral Command Center is hilarious lol but can still win easily.
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On August 09 2026 14:02 TelecoM wrote: 300 Mineral Command Center is hilarious lol but can still win easily. I'm a Terran player. If they made the Marines $10 I'd also quit.
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We went from 4 gates to be about equivalent in cost to orbital cc, 600 vs. 550.
100 mineral buff, cc is now 450, reduced by ca. a one 6th.
4 gates would now cost 700/100. Gas is worth at least 25% more, so that's be 825.
Now where is my parade?
It's all the more funnier when they both happen in the same patch, though tbf the 50% build time on turbogates can be somewhat powerful in the mid game.
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On July 17 2026 11:30 WGT-Baal wrote: 300 minerals CC just feels wrong. I don't care how uou justify it.
Rest looked sensible too it s weird they d do something si drastic amidst the rest
I didn't think before that there would be a day where the Terran CC is cheaper then the Zerg Hatchery (300 minerals vs. 300(+50 Drone)). The 300 mineral Hatchery is really Zerg identity.
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I could actually get behind a 300-mineral CC if Orbital Commands couldn't lift off. That would force Terran players to actually think about how they're going to defend their expansions instead of blindly making 4 CCs and just lifting them and flying away with the SCVs whenever there's any trouble. As it stands, it's just absurd, both in the early game and in the late game. You have Terran sitting on 30 workers on gas while MULEs do all the mineral mining. And then you're supposed to fight that when he's sitting at 170 supply worth of army and still has more income than you.
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I rly like MULEs and adds to terran identity, it'd be cool if they were more wasteful though, by that I mean that more minerals are removed than actually harvested.
And I don't mind terran being the most powerful late game race, it's also more a problem that 200 is reached too early rather than terran is OP when it's reached. This was one of the things I hoped the patch would aim to fix, but then they went the opposite direction with both larvae and 300m cc.
Orbital not lifting off makes sense, I agree..
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lol 300 minerals for CC
Just add 9th VCS to terran (comparing to 8th for zerg or protoss)
And get a balance from that
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I think it's time to revert to 12 workers. This change was clearly made with all the right intentions, and it was fun at first, but it's killed the ladder.
I just don't think blizzard has enough resources allocated to SC2 to be making changes like this, as it would require a lot more balance tweaking. Variety is at best neutral, but may even be down. Overall it's just not a fun patch.
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On August 19 2026 07:40 Haighstrom wrote: I think it's time to revert to 12 workers. This change was clearly made with all the right intentions, and it was fun at first, but it's killed the ladder.
I just don't think blizzard has enough resources allocated to SC2 to be making changes like this, as it would require a lot more balance tweaking. Variety is at best neutral, but may even be down. Overall it's just not a fun patch. They hardly gave it a chance. If they wanted to slow the game down why do larvae spawn faster and CC's cost less and gateways train faster?
If they didn't want to slow the game down, why did they cut starting worker counts in the first place?
It all smacks of surface level thought at best to me.
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On August 19 2026 09:59 Turbovolver wrote:Show nested quote +On August 19 2026 07:40 Haighstrom wrote: I think it's time to revert to 12 workers. This change was clearly made with all the right intentions, and it was fun at first, but it's killed the ladder.
I just don't think blizzard has enough resources allocated to SC2 to be making changes like this, as it would require a lot more balance tweaking. Variety is at best neutral, but may even be down. Overall it's just not a fun patch. They hardly gave it a chance. If they wanted to slow the game down why do larvae spawn faster and CC's cost less and gateways train faster? If they didn't want to slow the game down, why did they cut starting worker counts in the first place? It all smacks of surface level thought at best to me.
100% true, WHY
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I've been watching some SC1 recently, and wow it was way slower paced than I remember. Much lower supply (yeah not needing as many workers is part of that ofc), much slower game. It's a very different game ofc, it's much easier to do things in SC2 so if it's too slow it would be too boring. But 8-9 worker start still seems totally fine to me, 12 worker is just too much.
But yeah i'm surprised at the larvae change and i can't believe the 300 mineral CC hasn't been reverted yet. Again, David Kim has said that the 12 worker start was to cut out a little of the start of each game. But if you simply start at 12 workers, it's not the same as starting at ~30 sec into the game with 6 worker start. We all understand that right? You don't have your depot at 10, you don't have the minerals to start your barracks at 12 etc. All the timings are off, and the supply are different too (CC, Nexus, Hatch gives more etc.) So I'm still curious why I haven't heard people discuss the option of having say, 8 worker start with 150 minerals or 9 worker start with 100 minerals. (Someone would need to do the math/testing). To replicate a 6 worker start that simply starts ~30 sec into the game. You have the minerals to make your pylon/depot right at 9 or 10 supply, then gate/barracks at 12 etc. While still having the ability to vary your gas timings a lot more than 12 worker start.
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These guys basically broke the game and then fucked off for two months. What’s the point of changing anything if you’re not even going to stick around and deal with the consequences? They really handed the game over to a bunch of incompetent people.
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