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[SC2B] Zerg: The Evolution (or Devolution)

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[SC2B] Zerg: The Evolution (or Devolution)

Text bySaracen
April 21st, 2010 17:13 GMT
Disclaimer: I am not a very good player. I was a B-/B rank Zerg player in SC1, and reached 1800 Platinum in SC2 before my account got wiped, so it may very well be that my opinions are incorrect. But what I want to do is try to shed some light onto why Zerg seems so stale so that the forum isn't clogged with whiny posts and stupid speculations and ridiculous proposed "fixes." I hope I'm bringing something new to the table.

[image loading]
“Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.“


For those loyal to this proud race, you cannot deny that there is something remarkably different in SC1 and SC2, something that cannot be attributed solely to the fancy new 3D graphics or the new units or the new mechanics. These things add up, and they make a race that feels completely different, that has evolved, for better or for worse, from the race we have grown to love and cherish.

[image loading]
No more of this two-dimensional nonsense...
[image loading]
We've evolved to 3D!


I'm sure almost everyone can agree that the Zerg race needs some rework. Countless threads about this issue have littered the forums, screaming imbalance and lack of diversity. I want to stay as far away from balance as I possibly can and take a look at why everyone calls Zerg so "bland" and "dull" (I'm sure "roach/hydra ranged blob" rings a bell). What strikes me most is that the vast majority of proposed changes to Zerg call for the revival of old units like the Lurker, Scourge, and Defiler, WITHOUT considering the fact that SC2 is an entirely new game, and those units just wouldn't work quite right anymore. The proponents of change think the problem is Zerg doesn't have enough flashy spellcasters or cool new units, and they think the solution is to add in more. This is simply not the case.

[image loading]
This is not Warcraft in space!


What Went Wrong


Zerg Army Composition and Diversity
Let's go way back to that old and all-but-outdated game we know and love: Broodwar. Zerg was THE prototypical mass shit and go race. Mass expansions, mass drones, mass a ground army. But this ground army wasn't your typical ground army - in fact, it was as diverse and flexible as any army could be. You could have Zerglings and Lurkers, Hydralisks and Lurkers, Hydralisks and Mutalisks, Mutalisks and Zerglings and Lurkers, and the list goes on and on. The surprising thing is Zerg only had four basic units to work with in the midgame; they didn’t have any (viable) fancy schmancy spellcasters or units with amazing abilities. But somehow, it worked because each unit was viable in some way – each unit could put up a good fight against the Terran and Protoss arsenals.

[image loading]
Don't tell me you don't miss this shit.

Zerglings and the Problem with Melee (and Ranged) Units
Flash forward to SC2. Let’s count the number of buildable melee units the Zerg has. One, the Zergling. Two, the Ultralisk. Maybe you could count the Baneling as well, but I won’t because the way it works (the fact that it suicides) makes it unable to fulfill the constant-DPS role of melee units. But, you may say, SC1 only had two buildable melee Zerg units as well, the exact same ones, in fact. The sad and simple fact, though, is these melee units are not exactly the same. Let’s look at the prototypical Zergling. It should be small, fast, cheap, massable, right? And it fulfills all of these categories (perhaps somewhat abusively) in SC2, right? Maybe so, but there are two key things wrong with Zerglings that make them no longer viable.

[image loading]1. They're not cute enough

First, remember how Zerglings were the little terrorists of Broodwar; how they could raze a Terran or Protoss base in seconds flat. That is no longer the case: in fact, a brief skim of this thread shows that Zerglings were the only units with a DPS DECREASE in the transition from SC1 to SC2. So, whereas every unit evolved fearsome new spines or shiny new guns, the Zergling’s apparently suffered a bout of muscular atrophy.
Second, remember that you never won a large midgame or lategame battle with mass Zerglings. You always had some complementary unit, most likely the Lurker or the Ultralisk. You may ask why these units synergized so well. The answer is simple – they were the tanks, allowing Zerglings to deal their ridiculous damage while soaking up enemy damage for themselves. And in the special case of Lurkers, they provided insane support DPS when fighting Marines and Zealots, the backbones of the Terran and Protoss armies. In SC2, if you try to combine the Zergling with the Hydralisk, the Zerglings rush forward, get auto-targeted and die. If you try to combine the Zergling with the Roach, the Zerglings rush forward, get auto-targeted and die. The fact of the matter is Zerglings simply have no complementary unit in SC2.

http://www.youtube.com/watch?v=wucEINuw5gg&feature=player_embedded
Yeah, something like that.

Surprisingly, though, the blame cannot rest solely on the Zergling’s small and fragile shoulders. The casual observer might say with infinitely large control groups and auto-surround, the buffs should outweigh the nerfs. But this is simply not the case for the sole reason that Blizzard completely butchered ranged units. And not just Zerg ranged units – all ranged units. With the addition of the Roach, the Marauder, and the Immortal, we now have ranged “tanks” that dish out terrible, terrible damage while being able to soak up a massive amount as well. In SC1, there was a phenomenon known as critical mass, where a group of ranged units (preferably with splash damage) were able to kill a near infinite amount of melee units once they reached a certain number. In SC2, combine the unkillable properties of your superbuff ranged units with the insane support DPS of the Hydra, the Stalker, the Colossus, and stim packs, and you get a ranged ball that’s nearly untouchable by melee units. This is why Lurkers, the tactical and defensive Zerg godsend, won’t work in SC2 (and why they didn’t work against mech in SC1); they just can’t work effectively against strong, high HP ranged units. This is why melee units are so much less effective, despite autosurround. And this is the why the game has devolved from a vast amount of Zerg playstyles to just Hydra/Roach. Zerglings simply are no longer cost-effective with the current state of the game.

[image loading]
The roach, a hardy fellow, said to be able to survive a nuclear holocaust...


The Mutalisk Problem
Let’s be honest here, Mutalisks are what made the Zerg race in Broodwar tick. In fact, the arguably two most important race-specific skills for a Zerg player to have at higher levels are larva management and Mutalisk micro. It’s understandable that, with the advent of infinite control group select, Blizzard doesn’t want this to be available to the masses:
http://www.youtube.com/watch?v=U4ipBj1sO3M
And that's only two control groups...

But let’s face it. Muta micro was the best part about playing Zerg. Even Nada says so. But it was more than that – it was what separated the good Zergs from the great, and the Koreans from the foreigners. No one can deny that Mutalisk micro required an incredible amount of skill. For the best harass, you had to constantly babysit your flock, timing your attacks and pulls perfectly, knowing exactly where and what to harass, and teching/macroing at the same time. It required good hand speed, good decision making, and good multitask – something many could attempt but few could master. I will venture to say that Mutalisk micro is the best and most influential bug in Broodwar because it set the skill ceiling so much higher without compromising the learning curve. We can only cross our fingers and hope that something equally influential will be discovered (or, dare I say it, provided by Blizzard). But until then, we can only mash spawn larva and wait.

[image loading]
Yes, this is what Mutalisks really look like,


The Hive Problem
Rushing hive was a common strategy in Broodwar. Sometimes it paid off, sometimes it didn’t. But, with Hive tech offering so many powerful and game-changing options, who could blame the rushers? In the two-dimensional days of yore, Hive tech provided an actually cost-effective Adrenal Glands, Ultralisks, Defilers, even Guardians if the situation called for them. But, with the shift to 3D, we seemed to have lost almost all reason to upgrade the swarm to its most fearsome form. What happened to our game-changing tier 3 spellcaster, our worth-the-cost tier 3 upgrades, and our super-buff-and-made-lings-viable tier 3 tank? The single saving grace, the one and only reason for Hive tech in SC2 is the Broodlord. I won’t talk about Broodlord balance because there are plenty of threads both open and closed about the topic. The point is, upgrading to hive is supposed to be the ultimate evolution for Zerg, the coup de grace that unleashes the utmost fury of the swarm. And this “utmost fury” should definitely not consist of a single unit.

[image loading]
The fury unleashed!


What Went Right


We can’t have a thread that just complains about Blizzard, though. So hats off to the development team for the following innovations:

The Baneling
Blizzard finally made the Infested Terran viable, and boy is it great. What I personally like most about the Baneling is the fact that, coupled with the Roach nerf, ZvZ is fun, exciting, and dynamic. When Banelings enter the picture in ZvZ, micro becomes so much more tense, and hand speed and accuracy become all the more essential. Banelings bring the micro back to ZvZ, and, combined with all of the different tech and unit options, give us a nice reprieve from the mass-range-1a of the other two matchups.

[image loading]
Tic tic tic ... BOOM!


Creep
We whined and complained and threw a fit when we heard that Blizzard was going to “dumb down” the highly technical game we know and love. Enter: spawn creep tumor. Creep is great because it seems to be the best distinguisher between a great Zerg and a mediocre Zerg. Performing all of the possible actions required by a “great “ Zerg playstyle is not an easy task; you have to macro a round of units, spawn larva, spread overlords and generate creep, spawn a changeling, possibly take an expo. And this doesn’t even begin to mention microing (though, I’ll admit, microing is more positioning your army than babysitting). Add to the picture pooping out one or more creep tumors, and you’re going to have your hands full. But the benefits this generation of creep gives you is well worth the work. For one, Hydralisks and Queens are basically slugs without creep, and you can chase down retreating units, or quickly retreat yourself if you need be. On top of that, creep provides invaluable map vision and awareness. Given, it’s not a replacement for Mutalisk micro, but it’s a good start.

[image loading]
Going a little overboard...


The Nydus Worm
Of the many (or few, depending on how you want to look at it) improvements of SC2, the Nydus Worm is definitely can’t be counted out. Perhaps the most fearsome-looking unit (and building) of the swarm, it provides much more than just aesthetic enjoyment. It gives you incredible mobility, and probably the only harassment opportunity available to Zerg at the moment, not including the watered-down-yet-just-as-expensive-excuse-for-muta-micro. It encourages Overlord spreading, mass expanding, expansion raids, and everything Zerg-y. The only thing that annoys me is that you have to rehotkey your entire army after each Nydus transfer (not much of an APM-intensive task, but annoying nonetheless), but this is definitely an improvement over the old Nydus system.

[image loading]
RAWRRRRRGGGGGHHHH


For Better or for Worse


As expected from a beta, SC2 has been met with its ups and downs. Similarly, Zerg has seen vast progress as well as undesirable regression. It is not for me to say whether they have taken a cumulative two steps forward or two steps back, but no one can deny that there is room to improve. Broodwar set the bar high in terms of video game perfection, and a sequel should strive only to advance and surpass. Perhaps we will see another evolution of the swarm, and of the game that we will grow to love. But only time will tell.

[image loading]
For the swarm...

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DaEm0niCuS
Profile Joined March 2009
United States60 Posts
April 21 2010 03:40 GMT
#2
Zerg is stale because they are saving units for the next 2 "expansions".
DaEm0niCuS
Profile Joined March 2009
United States60 Posts
April 21 2010 03:41 GMT
#3
Time to switch races.
milly9
Profile Joined May 2007
Canada325 Posts
April 21 2010 03:43 GMT
#4
Great post. Summed up how I feel about Zerg perfectly. I just wonder if any of this will get addressed at all, or we'll just sit here and wait for some future expansion that's supposed to band-aid it.
then i stick my treasures in a treehole
synapse
Profile Blog Joined January 2009
China13814 Posts
April 21 2010 03:47 GMT
#5
Zerg needs defiler.
:)
HeyitsClay
Profile Joined April 2008
Canada336 Posts
April 21 2010 03:47 GMT
#6
great post i agree with it all.


i find z borringish but i dispise the other races and realise im personally bored not creeping the whole map and spawing larvas non stop lol

i thing make zegling speed upgrade a bit slower n buff them up a bit would be a tad better. But thats still a bad idea lol
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 21 2010 03:51 GMT
#7
fantastic read, I agree 100%
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-21 04:24:35
April 21 2010 03:53 GMT
#8
I totally agree with your analysis on the zergling problem, heh, I was actually making a thread about it and was looking for replays that illustrated it very well -_-.

/shoehorns what I wrote into this thread?

Zerglings in SC2.

1)Units clump more making surround less viable while at the same time making it easier (Lowers skill cap + Lowers skill scaling...lolwut...)

2)Zergling dps nerfed by ~20% due to easier early game surround (While late game surround becomes much less viable)

3)Zergling are now are obsolete meatsheilds due to the existence of the statistically superior roach

4)Zerglings are now obsolete as efficient dps due to the existence of the buffed hydralisks, who while doing much less dps per cost, scale effectively into lategame with higher dps per space (aka will be able to fit more in in a concave to attack) and ranged attack (same as prior+more versatile).

5)Need to tech to t2 for antiair.

6)Zerg now have effective anti-building units in the form of the hydralisk, which will actually outdps zerglings after getting enough hydralisks (As no more lings will be able to fit in)

7)Dark Swarm

8)npd narco has recently coordinated a massive drug bust on cocaine usage by zerglings. (~25% crackling dps nerf)

-Why this is bad-

As a result, zergling no longer fulfill their iconic roles as damage dealer with darkswarm and ultralisks, nor their iconic usage as disposable meat for the zerg army. Instead, they've been relegated to early game defenders and timing pushers, and lategame harrassers at best.

The lack of zerglings in the zerg army have removed the dynamic control factors of having to micromanage unit groups with wildly different movement patterns (Mutalisks, lings, lurkers), and instead, unit group that are able to succinctly coalesce into this big blob of shit (Hydraroach)

I would suggest a massive buff on crack for lings, and a slight nerf to speed. Crack>Speed. :o


---------

In addition:

The zerg suffer so much from overlap right now. Ultralisks overlap with roaches (as tanks) and broodlords (as t3 "ultimate" units). Zerglings can't find a place as damage dealers because of the predominance of hydralisks and the relative effectiveness of roaches (which food wise, are more effective at doing damage then zerglings once you get enough). Corruptors are finding a hard time doing anything considering the versatility of the mutalisk and the lack of a specialzied role.

In fact, the corruptor probably has the single most boring, mundane role in the game, and is only used to counter mass collosus.

This is incredibly strange because the zerg have the least units. Logically, they should have an easier time ensuring they all see play, but due to sloppy design and the inability to find a cohesive role for the roach, they see the least.

The biggest issue is Hydralisk/Roach, which are simultaneously too different to conflict with each other, yet at the same time, too alike to instigate inventive playstyles. A hydraroach army does not play differently then a mass roach army does. Both simply try and from good concaves and positions, and autoattack (In large numbers). The roach desperate needs to be scrapped or returned back to its original role, and the role of tank given to the ultra while the hydras power raw power as dps unit needs to be given back to the zergling. The broodlord on the other hand needs to remain extremely powerful, but needs major vulnerabilities such as low HP which it currently does not possess.

I feel like the treatment (lower dps) given the speedlings (A unit intended to dps and be meat) would be better served on the on the mutalisk, which instead receives better stacking abilities. The viking gets more of its damage shifted to +armored (just a bit) to compensate.

After these changes, mutalisks should be made to effectively stack like they did in bw. Theirs no reason not to reward this kind of skill heavy, engaging, entertaining (both to spectators and to players) play, one which requires heavy micro. The mechanics should be changed however, the current situation requires constant clicking at the mutas feet. Keeping this, but increasing the amount of time until the units drift apart would be an effective solution and maintains engagement despite multi-select.

At the same time, it wouldn't just be an -apm requirement. Spamclicking at the units feet drastically alters the way they move and behave, and requires a different kind of movement pattern on behalf of the player. Currently it does not provide enough gain, by providing more incentives, it doesn't just result in more skilled, yet objectively mindless play, it also results in creative usage of a unit as spamclicking air units requires you to move and position them in certain ways (For instance, you need to to make a judgement call between movement speed and how bunched your mutas are. spam clicking reduced the speed you can move them. It also rewards you if you make a bunch of small micro movements, instead of making longer movements across large areas, and thus, alters your playstyle and requires critical thinking on a situation by situation )



I'm afraid blizzard isn't taking these issues at face value though. I really wished they would rework several fundamental flaws in racial design, particularly in zerg, though I fear that they won't. I don't think its (entirely) out of finance/higher level decisions to mandate a june shipping date, I think a lot of the developers are just too fixated and attached to the things they made. Thats certainly understandable, but some things just aren't working. I remember reading that Dustin really has this personal attachment to the Roach. I do too actually, in its original incarnation. However, it no longer resembles the roach it was originally created as. Currently, some aspects of zerg play are simply not entertaining or engaging at all, like hydraroach.
Too Busy to Troll!
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
April 21 2010 03:54 GMT
#9
Really nice writeup, I think it pretty much captured almost every problem people have with Zerg nowadays. I can't really comment on it too much because I haven't played the Beta yet, but with so many threads going up about this issue, I think you're pretty much on the dot here.

I hope someone either finds some great new, hidden Zerg gameplay aspects to beef up the fun of this race, or Blizzard listens to the pleas of the people and changes some things around.

I'm really curious too as to what new units/gameplay changes the expansions will bring. Not just for Zerg, but for Terran and Protoss as well.
Ginko
Profile Joined April 2010
Bangladesh69 Posts
April 21 2010 03:54 GMT
#10
You could have Zerglings and Lurkers, Hydralisks and Lurkers, Hydralisks and Mutalisks, Mutalisks and Zerglings and Lurkers, and the list goes on and on. The surprising thing is Zerg only had four basic units to work with in the midgame


Uh your a B zerg player so i know u know hydra/lurker mutalisk/lurker where pretty uncommon since yo need an easy 3rd gas for that and it delayed your hive tech. All in all good post but mid game in sc was domiantly mass hydra and lurker/ling im not counting transtions tho like from muta to lurker in zvt

C Zerg 2008-2010 1v1 plat 2v2 plat,
riptide
Profile Blog Joined July 2007
5673 Posts
April 21 2010 03:55 GMT
#11
Quality post. Into the spotlight.
AdministratorSKT T1 | Masters of the Universe
diehilde
Profile Joined September 2008
Germany1596 Posts
April 21 2010 03:55 GMT
#12
great op, I agree on almost all aspects.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Lollersauce
Profile Joined April 2010
United States357 Posts
April 21 2010 03:57 GMT
#13
On April 21 2010 12:54 IndecisivePenguin wrote: I'm really curious too as to what new units/gameplay changes the expansions will bring.


I'm curious if we will have a somewhat properly designed Zerg without having to wait for the first expansion...
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
April 21 2010 03:59 GMT
#14
On April 21 2010 12:57 Lollersauce wrote:
Show nested quote +
On April 21 2010 12:54 IndecisivePenguin wrote: I'm really curious too as to what new units/gameplay changes the expansions will bring.


I'm curious if we will have a somewhat properly designed Zerg without having to wait for the first expansion...


As am I Lollersauce. I wonder what it would take.
Flames
Profile Blog Joined March 2010
United States105 Posts
April 21 2010 04:00 GMT
#15
What an excellent article. I don't exactly agree with the mutalisk problem in SC2 as it didn't really make the Zerg devolve. However, the lack of effective hive tech is killing options right now, I agree. I've watched plenty of streams and games (not in the beta) and no Zerg player is using ultralisks over broodlords. Probably due to the extensive hard counters available in SC2 (Immortal, Thor). Zerglings seem to die wayy to quickly now.

Hopefully, the diversity issue gets fixed before release or the expansions will have a lot of work to do.
Do unto others as you would have others do unto you. I reject your reality and substitute my own!
Ideas
Profile Blog Joined April 2008
United States8079 Posts
Last Edited: 2010-04-21 04:04:27
April 21 2010 04:02 GMT
#16
great post man :D

Zerg dont necessarily need the lurker and the defiler and muta stacking, but they definitely need SOMETHING to replace each one (in terms of gameplay variety and technical skill), and they definitely dont right now
I like starcraft
systemA
Profile Joined November 2008
95 Posts
April 21 2010 04:03 GMT
#17
As a zerg player in both BW/SC2, I agree on all your points.
hey its me ur brother
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 21 2010 04:04 GMT
#18
wow


Well said




Well said indeed.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
febreze
Profile Joined April 2010
167 Posts
April 21 2010 04:05 GMT
#19
You've put into words, quite elegantly, about how ground in general feels off from SC1. Melee's need a little more umph! Kudos to you good sir.
Beauty in truth, deception with dogma, meaning through life.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 21 2010 04:06 GMT
#20
@ DaEm0niCuS
Oh, I didn't think of that. But still, that shouldn't be a reason to make the current Zerg sub-optimal.

@ synapse
I don't think a Defiler would fit well with the current game, but I don't really feel like backing up that statement. I will say, though, that I agree that Zerg needs a T3 caster.

@Half
Good points.

@ Ginko
Current maps have easily accessible 3 gasses. Hydra/lurker is definitely viable in ZvP and is a common transition from the early muta/hydra. muta/lurker/ling used to be common, and though it's not "standard," it's still completely viable.
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