As a baby Zerg it's nice to see Bly embrace the chaos of Zerg at this level. I may never get past silver league but I play like Bly and win or lose I love every minute of it 😂
@@AXharoth it was chaos lol. I don't think anyone would win at that level if the initial attack fails, especially the same thing three times in a row m you'd be too far behind and can't defend the base
I love how versatile terran is. Want to do an early harass where you can counter banes and quickly kill drones, while 2 shooting queens with a snipe and auto attack? Build ghosts. Want to counter heavy, super expensive air units like broodlords? Go ghosts. Want to counter giant ground units that can take on a small army by themselves, like Ultralisks or Archons? Get ghosts. Want to neutralize casters from far away? Get ghosts. If you don't feel like EMP, just snipe them bro. Want to play a bioball but there are banes around? Hold position with ghosts, they can take it.
@@shadowpriest2574true, I’ve seen late game Zerg where terrans have no answer to queens and creep tumours and just slowly bleed out while searching for an answer
@@BigLeafyTree I see. You understand that you are proving my point, right? Not only are Queens and Creep Tumors OP, but they also are also good at hiding how OP they are, unlike the Ghost where its advantages are obvious. No, the problem with the Creep Tumor(because that is the unit I actually have a problem with, you know the FREE ENDLESLY REPRUDICTIVE UNIT) is the fact that it guarantees map control, information, map vision and so on and its free and comes from a unit that is more guaranteed to be made than the Zergling. For all the talk about how present the Ghost is at endgame, I see no complaint that the Queen is THIS present during zerg early game. When it comes to presence in games, The Queen is pretty much the 4th most common unit after the workers, because Marines are not that common in Mech Terran, while the only 2 instances where they are not played by zerg are 12 Pool and Worker Rushes.
I feel like a major downside of Zerg spellcasters and High Templars is that they don't have a ranged attack, so it's VERY easy for them to end up in the front line or between the front lines... I keep seeing pro players lose infestors, vipers, high templar, ravens, and overseers mostly because they simply don't behave like the other units - ghosts on the other hand, they can be comfortably A-moved alongside marines or marauders where they'll take up positions behind the marines instead of making a big spellcaster-ball between their own side and the enemy's troops, like the other spellcasters in this game do.
>ghosts on the other hand, they can be comfortably A-moved alongside marines or marauders where they'll take up positions behind the marines The thing here is - they just replace marines. In a 20 ghost army you dont see very many marines or marauders
@@ProtossOP I feel like every caster deserves some type of auto attack, however weak. Half the reason Terrans don't build Ravens is because they don't A-move well with the rest of the army and they have no observer mode. Other casters that don't attack get killed so easily due to mismicro. Protoss whined until HT got the attack, more for the purpose of being an auto anchor than to actually deal damage. I don't see why other races can't get the same treatment.
@@MadDash84 No, the only reason Terran don't build Ravens [with Bio] is because after the early game the Starport must have a reactor. This restriction is less of an issue with Mech.
@@hivetech4903 You're telling me in the mid to late game, where resources are pouring in faster than you can spend, and when it's possible to replace army after army of bio without so much as missing a beat, that Terran players can't afford to build 1 extra starport with a tech lab? Ok.
Ghosts should really at least cost 3 supply. If the reasoning for the Disruptor nerf was to prevent deathballing with them, that applies double to Ghosts, and yet they only got a tiny EMP range nerf.
Ghosts could be split into 2 units with the amount they bring to the table. I don't think Terran needs a significant nerf, I just think Ghosts are too good for EVERY situation. Make them Light units imo.
Ghosts have to be the most cost efficient unit in the game. It has so many spells and only needs two supply and can shoot ground and air units. It’s a joke, how easily ghosts can flip games.
@@fierzali6297not even close, fungal holds them down but they are also tanky af. Either run your ultras through the liberator cloud while getting sniped, or have enough banelings that it's still a terrible trade. I agree terrans need the utility, but it should be spread through multiple casters.
Game was flipped when bly failed to understand he had won, and since he never goes 5mn+ in games he doesnt understand he has to have larvas to clean the game. He got too afraid of siege tanks
@@MrPinksnoopy Serral is not the sole reason for any Zerg nerf. Plenty of Zergs are still winning at the highest levels, and Rogue is back so we'll see how that goes too. Ghosts are the ones who have been getting nerfed for like at least the last 3 patches now.
Sorry but if it isn't Serral behind the keyboard, you see ghosts you know how this is going to end. That unit is just not fun to watch anymore, without playing, it looks completely overpowered. I mean, if you reach end game terran, you will se ghosts. That single unit can: - Instantly halve the life of Protoss units (even worse on archons) - Instantly make any caster useless by removing energy - Completely destroy any Zerg endgame unit with snipe, regardless of armor upgrades - Cloak - Detect cloak with emp - Throw nuclear bombs all around while still having a very good DPS output without using any spell.... while templars have a puny little attack, and zerg casters need to be heavily microed because otherwise, not only they won't attack, but they'll actively suicide. Ghost is no fun to watch at this point anymore.
it's comical how anyone can defend the ghost at this point. They are so completely overpowered, and just hard counters anything Zerg can do. Balance counsel needs to look into Snipe costing more, or putting it on a long cool down. 3 Supply is appropriate. Walk back the Infester nerfs. Terran is just good at everything, too efficient at everything, and too overpowered at most things. It's not healthy for the game. Terran have had their run at being OP. Time to scale back.
@@jayR1337 So Ghosts are OP because a professional Zerg player from the lower ranks failed to close out a game after a cheese that crumbled (entirely due to his own inability to plan beyond his cheese) against one of the best players; And likely the best Terran in the world? I recommend you learn how to pick the hills you want to fight on better.
Look,. I'm not a 6k+ player, I get it. But it seems kinda ridiculous that 'Ghost' seems to be the answer against both Toss and Zerg, and it's always so incredibly good. I think, on the whole, Terran is just too cost-efficient - nobody makes this more evident than Clem.
This is the whole point of bio terran units, cost efficient. Ravagers + Infestors + broods = not good vs ghosts. Bly kept his tech or prod too low for how far clem was behind. He lost a shit tons of ressources producing this for nothing at the wrong moment, those units do not kill bio they kill MECH. Then all that time gave the ressources for Clem to reach +3+3, making the terran units better at late game. He threw the game not reaching for the kill in time because he was scared of a few tanks up a slope, thats not even Clem winning this is Bly failing to see his wincon
@@MagicienYT Name the unit Zerg is supposed to build vs ghosts. Spoiler there ISN'T one. Ghosts alone counter every unit zerg can ever make. All air units are worthless vs them, EMP hits before infestors can ever fungal, ghosts basic attack get bonus vs all light units countering zerglings hydras, and banes. Ghosts aren't light themselves so banelings are double worthless. Ultras get sniped, roaches do no dps, literally not even worth sniping. This is in addition to the fact that Snipe gets free refunds if it fails or gets cancelled, the only unit in the game btw that gets energy refunds. Snipe and EMP are available from the start. Only spellcaster that does real damage with a basic attack. And all this is before you include that you can get cloak and become the only caster in the game that requires detection to kill, which btw they're also going to snipe overseers or one tap observers if it becomes necessary. Zerg is the only race without energy destruction, the only glimmer is if you get lucky enough to either burrow fungal at the perfect moment, which is entirely luck based, or have the time to research neural, pray they don't scan, happen to find the ghost ball, and hope you can mind control and emp to kill energy at the guaranteed death of the infestor. which will only work maybe 1-2 times before the terran scans everywhere and builds turrets everywhere, at which point infestor abushes become impossible.
@@Fissiccisst1 How do terrans kill ultras ? Gameplay, they narrow down the paths making them harder to use. Its not about a magic unit that kills ultras, if the ghosts were alone, no terrains, you can only snipe so many until you get cleaned up. If I would have played in the style of Bly, I would have made sure to have larvas, even if I had to have macro hatches because the time he cleaned the tanks he came back with a few reproduced ultras wich is stupid. Mass cracklings with the few vipers instead of pumping corruptors & broods wich takes a dozens of minutes to cross the map... Man, its just bly being too scared of tanks there. Even tho what I said is easier said than done because underpressure making this calls is rather hard if you did not prepare for it
@@MagicienYT I get that army composition matters as solutions to what the enemy is building. But it feels like there's no gameplay solution to ghosts. Its largely just hoping the enemy terran makes a mistake and loses the ghosts in a scenario like you mention where you catch them out. Relying on enemy mistakes to fill a game design gap is awful. It feels awful. it feels like you have no agency as a zerg against terran. Because the terran completely controls the momentum in most scenarios. If you're aggresive, they turtle and get like 4x efficiency in kills, if you're passive, you're medivac dropped into hell cause zergs lack of decent anti-air. I forget where I heard it, but I feel like it summed up TvZ very well: Terran is one good decision away from winning the games, and zerg is one bad decision away from losing the game.
That first game was NUTS. loved seeing the zerg utilize everything they have access to, especially seeing the burrow to bait tanks to kill their own SCVs. Respect to Clem. As a zerg player, seeing all those tanks whittle away my army gives me ptsd.
@@AnonJuggerbot Bly SUCKED by comparison. He has to resort to gimmicks because he has no confidence against top players and it shows, that's why he is global rank 54... Clem is Rank 2.
People commenting on ghosts... I agree. My opinion though would be slightly less nerf, but emp takes away energy for casting to all casters right? Yet only protoss it also INSTANTLY drains HALF the hp of a group of units; no one else can do that and no one can it be done to but protoss. EMP should drain casting energy ONLY,, it should not effect shields as well that's a different type of "energy"; its hp not casting energy. What if storm instantly halted the hp of all units it hit like a drain spell, how hard would all cry OP!!! until it was removed?? No free damage should be so drastic and instant with only the cost of a bit of casting mana/energy
Been watching your casts bro for years...and they're still great. I love your commentary and random "off-camera chit chat" w Jimmy and talkin about Brenda etc...lol good stuff my man. Thanks for your time to bring us good casts with entertaining narrative. Its appreceiated
Ghosts should cost 3 supply, be categorized as light, lose their bonus damage vs light, and snipe should not refund when the spell fails due to range or getting cancelled either manually or by damage. Its wild they designed a unit that literally counters every zerg unit and explicitly gave zerg no counter against it. Even anything almost mediocre at killing ghosts are countered by 2 siege tanks
@@drewweeks6089 Did you miss the explaination winter gave where it takes 6-7 banelings to kill a ghost? That's 300 minerals and 150 gas vs 150/125, still a win for the ghost in that case
@@yugonostalgia8961 Did you miss the part that Banelings hit in an AoE and even when taken out do damage around themselves? The moment you hit more than two Ghosts it's worth it. The moment we're talking about 10, you quickly realize why Ling-Bane is actually a counter.
@@OzixiThrill Until the ghosts are paired with siegetanks and medivacs so the banelings Die from siege tank target fire and already lose 40 supply before they get to the ghost and medivacs heal from zergling damage and can pick up if banelings get to close. You need detection to also attack the ghost and the detection will be sniped by them(already lost like 2000 resources without killing anything) infestors dont work because in lategame Terran can scanner sweep indefinitely at least twice which is large enough to cover your ghosts from infestors, also you have turrets everywhere so infestors cant even come close, also ghost can emp the infestor when it jumps out and also relying on your opponents mistakes as a zerg player is not a good strategy because if two player played perfectly Terran always kills the infestor. Terran relies on the ghost in the lategame so much ,that its in every composition and its never fun to play against (fun should be the main focus). The solution to the ghost is to make it limited to 8-10 ,because the ghost replaces the marine while the other races use zerglings and zealots even when they get their spellcasters. If you say ghost is the only counter ultras the marauderz counter ultras and with 10 ghost you can still kill 2 ultras at once.
I love how Clem went from basically EU Byun to actually be able to play Turtle Terran just as good as Maru. Well deserved Clem just keeps on improving. Love it.
first game, its so nice to see ghost countering every single strategy the zerg can do with just ghosts, its insane... funny enough, gotta play ling/bane to counter it with lucky fungals
The hill SC2 died on was turtle-strategies were always too strong, especially as terran. I dont have fun watching a terran sitting in his base for 15 minutes, with siege tanks, pfs and liberators while ghosts, that have no counter, snipe everything Zerg builts.
yeah, these games have gotten boring for a long time now. you just know that terran just needs to bumble around for ~20 minutes, which isnt hard considering the amount of bullshit they have at their disposal, and come late game, they just win by default.
I remember that being a problem in WoL. Then came the Swarm Host to deal with it and Terrans whined incessantly about locusts being "free units" and now they're so bad you rarely see them.
What are you talking about??? Terran does not and cannot turtle unless the opponent screws up horribly, which he did, because he is bad. Look at any pro level game & Terran LOSES if they're not active on the map and do timing attacks. The reason it happened here is purely because Bly's cheese failed and put him far behind. Bly is very, very bad compared to other pro Zergs. Look at his drone count. Look at the upgrade lead he got and then didn't do anything with because he knows he's behind & has to do some silly burrow gimmick to avoid the late game. He has to avoid the late game because he is Rank 54. Clem is Rank 2. Other players who are not Bly can beat can beat Clem in the late game. This myth of Terran turtling probably comes from Mech but that is very rare at pro level, and even then Terran still has to harass. It may come from just anti-Terran bias.
@@hivetech4903 The "myth" of Terran turtling comes from silver and gold league heroes from the last 10+ years from the ladder. Basically, from skill levels where people can't wrape their heads around the concept that it's not normal for their average game to last 50+ minute.
I love Bly so much! He’s one of my fav players of all time since the first game I saw from him. Every game is so different. You never know, what he goes for. That’s why I love him so much.
>Every game is so different. No offence, but i think it's hilarious that u said that under the video of him going proxy hatch 3 times in a row and getting burrow move roaches at least 2 out of those 3 times :>
What an interesting first game. Feels like something is seriously off with balance though if one can come back from that and win. But I can't help but feel that Bly's persistence in building the same handful of units the entire game is sort of his detriment. Other than Ultralisks, gosh I still think they are a trash 'ultimate' unit. They honestly just seem to melt so ridiculously quickly, but that could just be because the opponent has like 5 ghosts per Ultralisk by the time each ultra comes out.
Watched like half of the first game then skipped the rest, which is totally not my MO when watching winter, generally watch every video from beginning to end, but something about watching Bly take a massive lead early on and completely fail to translate it into a win is just so incredibly frustrating and I'm not even that big on Bly. Bly fans must have it the hardest.
I love winter and this channel, have been a fan for a long time now, but game number 1 has finally made me lose all faith into sc2. this game finally should die. If everything bly did isnt enought to beat a terran who abused ghosts and beats amazing burrowed roach moves with well placed but afk tanks than this game just isnt good anymore. im out to new horizions but wish all the best to my boy winter, but fuck terrans since release day of wings of liberty
Every unit in the game has a hard counter except ghosts. But I think this really only becomes an issue when you’re facing the top 3 terrans in the world
4.4k brain here so take it with a pinch of salt but kind of confused as to why Bly did not make the hatch closer to Clem's highground - it might be inefficient for mining but all he was mining with was a couple of drones so the outer minerals would've still been efficient for him and it would've been quicker to spread creep so that the queens can assist the drone in mining clem's highground.
Haven’t watched in a long time, probably going to back to not watching, but a nice reminder of past times Two fundamental issues which would help the game - give spellcasters less value over time (more energy start, less energy generation), and just up supply cap to 300 people can handle it nowadays if the engine can Zerg late game will never be fun for me even if it’s the strongest technically, pop cap is just too low to truly zerg, other races it’s a nudge to attack finally, zerg it’s a genuine limitation
Wondering what "trade minerals for gas meant" Thats genius, mining the minerals then grabbing the gas then back to the minerals never having to return to the hatchery
@@AnonJuggerbot ur right i was referring to the first game and exaggerated a bit. When he had him cornered and things started to shift he had no ghosts at first in that first game
Wow, so many crying in the comments about ghosts. One player just used it well against a player who wasn't able to counter it. Oh well...I'm sure it's the same with other games, other players crying about other units and begging for nerfs.
I don t play SC2, really but i do see that one singular Cyclone shut down a push of at least 5 Ravagers with Roaches - which really can t be that fun to face imo. Also i noticed how the game was essentually a one sided stomp as the terran just whipped out his ghosts and started walking all over the Zerg. HOWEVER There weren t really that many attempts of Zerg to get rid of that deathball, only a few half hearted Infestor sneak attacks here and there.. I wonder how viable it was for Zerg to focus on more infestors. I ve seen a lot of units thaat basically just existed to be obblitterated, whilst playing right into the ghosts hands.. Could there have been a few more infestors to try negate the ghost deathball or is there any better way to force it away? If Terran can just literally point click remove anything it wants from 12 kilometers away, why can t Zerg do similar? (Obviously keeping the whole Zerg gimmick of overrunning in mind)
I love when a Terran wins and I get to read the commentary about how nuts Ghosts are, as if there are any other real lategame options for Terran to use against Zerg. Thors? Infestor Neural / Viper Abduct BCs? Infestor Neural / Viper Abduct Tanks? Viper Abduct / Blinding Cloud Mass Libs/Vikings? Viper Parasitic Bombs Bio w/o Ghosts? Infestor Fungal / Viper Blinding Cloud Mech w/o Ghosts? Infestor Fungal / Viper Blinding Cloud ... are we noticing a trend, copers? Zerg is also "Just make Infestors and Vipers" just like how Terran is "Just make Ghosts"
you are absolutely literrally stupid, or just trolling. Ghost can out range, our maneuver, and our play Infester, Viper, and anything else Zerg can bring to the table. Can't get close enough to abduct. will be scanned and sniped. Can't get close enough to abduct without dying. Ghost Snipe out ranges Viper. There is also a time delete nerf on abduct, too now. Even if the viper gets lucky, it's most likely dead. it has no range to do it safely like Ghost. Forget Fungal and anything Infester can do. scan. BTW , Terran can out macro and out zerg the Zeg. Reactor + endless cheap mules. + endless scan sweep shuts down tumors anything thart cna borrow. If you were honest, you would know that Terran in General is OP, and the ghost specifically is game breaking. Eventually, people will play Zerg just to lose and play Terran to win if it stays this way. The game will die. maybe it has to die now, the balance counsel is clearly overrun by a Terran Syndicate
Feedback, only hitting a single target mind you not an aoe, was nerfed because it was "OP" killing a ghost instantly if they were very high energy (to me very fair considering how powerful ghosts are...its a risk you can take trying to save energy or not take by using them b4 full). Yet emp can instantly remove half the hp (especially archons as they're pure shields at 350 hp each) of a group of units but that is perfectly balanced?? We cant kill one ghost IF it has full energy but a ghost can deal over 1000+ dmg instantly to our army with a single cast??? Yeah that seems balanced
Talking as Brenda one of the best parts of the commentary
he's the goat
its incredible cringe lol
it’s become a classic
Love a bit of brenda
cringe af
We have Dark at home
Dark at home:
lol this is my favorite comment
Facs
As a baby Zerg it's nice to see Bly embrace the chaos of Zerg at this level. I may never get past silver league but I play like Bly and win or lose I love every minute of it 😂
"Remember: it's not about winning or losing, it's about complaining on the internet"
chaos? it wasnt chaos it was great strategy , but beaten by superior micro and everything else
@@AXharoth it was chaos lol. I don't think anyone would win at that level if the initial attack fails, especially the same thing three times in a row m you'd be too far behind and can't defend the base
@@ianholland4285 i see what you mean it prob was quite stressful
@@AXharoth Throwing Ultras at Ghosts is "great strategy". Those suicide runs may be fun to watch. But they are not winning games.
I love how versatile terran is. Want to do an early harass where you can counter banes and quickly kill drones, while 2 shooting queens with a snipe and auto attack? Build ghosts.
Want to counter heavy, super expensive air units like broodlords? Go ghosts.
Want to counter giant ground units that can take on a small army by themselves, like Ultralisks or Archons? Get ghosts.
Want to neutralize casters from far away? Get ghosts. If you don't feel like EMP, just snipe them bro.
Want to play a bioball but there are banes around? Hold position with ghosts, they can take it.
You forgot they have cloak and can fire nuclear missiles on top of all that xD
Queens and Creep tumors are easily more OP than Ghosts and its not even close.
@@shadowpriest2574true, I’ve seen late game Zerg where terrans have no answer to queens and creep tumours and just slowly bleed out while searching for an answer
@@BigLeafyTree I see. You understand that you are proving my point, right? Not only are Queens and Creep Tumors OP, but they also are also good at hiding how OP they are, unlike the Ghost where its advantages are obvious.
No, the problem with the Creep Tumor(because that is the unit I actually have a problem with, you know the FREE ENDLESLY REPRUDICTIVE UNIT) is the fact that it guarantees map control, information, map vision and so on and its free and comes from a unit that is more guaranteed to be made than the Zergling.
For all the talk about how present the Ghost is at endgame, I see no complaint that the Queen is THIS present during zerg early game. When it comes to presence in games, The Queen is pretty much the 4th most common unit after the workers, because Marines are not that common in Mech Terran, while the only 2 instances where they are not played by zerg are 12 Pool and Worker Rushes.
@@BigLeafyTreeAnd then they build a ghost academy
I feel like a major downside of Zerg spellcasters and High Templars is that they don't have a ranged attack, so it's VERY easy for them to end up in the front line or between the front lines... I keep seeing pro players lose infestors, vipers, high templar, ravens, and overseers mostly because they simply don't behave like the other units - ghosts on the other hand, they can be comfortably A-moved alongside marines or marauders where they'll take up positions behind the marines instead of making a big spellcaster-ball between their own side and the enemy's troops, like the other spellcasters in this game do.
Templars do have an auto attack
>ghosts on the other hand, they can be comfortably A-moved alongside marines or marauders where they'll take up positions behind the marines
The thing here is - they just replace marines. In a 20 ghost army you dont see very many marines or marauders
@@ProtossOP I feel like every caster deserves some type of auto attack, however weak. Half the reason Terrans don't build Ravens is because they don't A-move well with the rest of the army and they have no observer mode. Other casters that don't attack get killed so easily due to mismicro. Protoss whined until HT got the attack, more for the purpose of being an auto anchor than to actually deal damage. I don't see why other races can't get the same treatment.
@@MadDash84 No, the only reason Terran don't build Ravens [with Bio] is because after the early game the Starport must have a reactor. This restriction is less of an issue with Mech.
@@hivetech4903 You're telling me in the mid to late game, where resources are pouring in faster than you can spend, and when it's possible to replace army after army of bio without so much as missing a beat, that Terran players can't afford to build 1 extra starport with a tech lab? Ok.
There's a conspicuous lack of counter for the 2-supply ghost.
Without the Ghost Terran just instantly loses to Zerg. The fact that they NEED the Ghost is a testament to how broken Zerg is.
Well you can't make it three supply
@@chloesmith4065 4 spells, air and ground base attack 10+1 vs light units, 100 health, 150/125, 2 supply -- like a roach.
@@chloesmith4065 They should be 4 supply.
Ghosts should really at least cost 3 supply. If the reasoning for the Disruptor nerf was to prevent deathballing with them, that applies double to Ghosts, and yet they only got a tiny EMP range nerf.
I really liked the way the siege tanks were turned against Clem in game 1.
ghosts seem a bit strong
I agree, they should nerf it maybe decrease its range by 1 or add its supply cost or increase its price
Clem is highest ranked terran player rn btw
They're Clem's, that's why
It’s not a bit it’s too strong
Ghosts could be split into 2 units with the amount they bring to the table. I don't think Terran needs a significant nerf, I just think Ghosts are too good for EVERY situation.
Make them Light units imo.
Even though I know you’re not talking to anybody when you look to your right, it still cracks me up every time lol
Ghosts have to be the most cost efficient unit in the game. It has so many spells and only needs two supply and can shoot ground and air units.
It’s a joke, how easily ghosts can flip games.
Snipes really shouldn't do so much damage. Watching ultralisks getting obliterated by a few snipes from long range is just dumb lol.
And zerg is still way more OP.
1 burrowed infestor hits a fungal and it's GG
@@fierzali6297not even close, fungal holds them down but they are also tanky af. Either run your ultras through the liberator cloud while getting sniped, or have enough banelings that it's still a terrible trade. I agree terrans need the utility, but it should be spread through multiple casters.
Game was flipped when bly failed to understand he had won, and since he never goes 5mn+ in games he doesnt understand he has to have larvas to clean the game. He got too afraid of siege tanks
The ghosts are so overpowerd💀
Exactly!
I'm getting kinda sick with how the Ghost just single-handedly counters all the Zerg late game.
@@oddeda really says a lot though about how good serral is when ghost counters all of zerg and serral gets zerg nerfed every other patch.
He could have tried EMPing the ghosts.
But I guess it is already too hectic to randomly remember having that option.
@@erikvarga4367 Zerg doesn't have any kind of EMP. What are you talking about?
@@MrPinksnoopy Serral is not the sole reason for any Zerg nerf. Plenty of Zergs are still winning at the highest levels, and Rogue is back so we'll see how that goes too. Ghosts are the ones who have been getting nerfed for like at least the last 3 patches now.
"If only he could get ONE more fungal on those ghosts!" would be a funny thing to say to a senior citizen with no context
Anyone else notice the SCV casually butchering changelings at 56:27 ?
nice catch!
Did you miss "the ButterBly effect"?
16:30
Also "supbly"
@@Dschast Ya got me there.
Observe as ghosts single-handedly win yet another game that they had no business winning.
Sorry but if it isn't Serral behind the keyboard, you see ghosts you know how this is going to end. That unit is just not fun to watch anymore, without playing, it looks completely overpowered.
I mean, if you reach end game terran, you will se ghosts.
That single unit can:
- Instantly halve the life of Protoss units (even worse on archons)
- Instantly make any caster useless by removing energy
- Completely destroy any Zerg endgame unit with snipe, regardless of armor upgrades
- Cloak
- Detect cloak with emp
- Throw nuclear bombs all around
while still having a very good DPS output without using any spell.... while templars have a puny little attack, and zerg casters need to be heavily microed because otherwise, not only they won't attack, but they'll actively suicide. Ghost is no fun to watch at this point anymore.
Don't forget: Snipe does spell damage, meaning it ignores all armor and damage mitigation.
@@AnonJuggerbot Don't forget: all the new maps are Terran favored
it's comical how anyone can defend the ghost at this point. They are so completely overpowered, and just hard counters anything Zerg can do. Balance counsel needs to look into Snipe costing more, or putting it on a long cool down. 3 Supply is appropriate. Walk back the Infester nerfs. Terran is just good at everything, too efficient at everything, and too overpowered at most things. It's not healthy for the game. Terran have had their run at being OP. Time to scale back.
@@jayR1337 So Ghosts are OP because a professional Zerg player from the lower ranks failed to close out a game after a cheese that crumbled (entirely due to his own inability to plan beyond his cheese) against one of the best players; And likely the best Terran in the world?
I recommend you learn how to pick the hills you want to fight on better.
Quickly Jimmy! Where are we at?
Look,. I'm not a 6k+ player, I get it.
But it seems kinda ridiculous that 'Ghost' seems to be the answer against both Toss and Zerg, and it's always so incredibly good.
I think, on the whole, Terran is just too cost-efficient - nobody makes this more evident than Clem.
This is the whole point of bio terran units, cost efficient. Ravagers + Infestors + broods = not good vs ghosts. Bly kept his tech or prod too low for how far clem was behind. He lost a shit tons of ressources producing this for nothing at the wrong moment, those units do not kill bio they kill MECH. Then all that time gave the ressources for Clem to reach +3+3, making the terran units better at late game. He threw the game not reaching for the kill in time because he was scared of a few tanks up a slope, thats not even Clem winning this is Bly failing to see his wincon
@@MagicienYT Name the unit Zerg is supposed to build vs ghosts. Spoiler there ISN'T one. Ghosts alone counter every unit zerg can ever make. All air units are worthless vs them, EMP hits before infestors can ever fungal, ghosts basic attack get bonus vs all light units countering zerglings hydras, and banes. Ghosts aren't light themselves so banelings are double worthless. Ultras get sniped, roaches do no dps, literally not even worth sniping.
This is in addition to the fact that Snipe gets free refunds if it fails or gets cancelled, the only unit in the game btw that gets energy refunds. Snipe and EMP are available from the start. Only spellcaster that does real damage with a basic attack. And all this is before you include that you can get cloak and become the only caster in the game that requires detection to kill, which btw they're also going to snipe overseers or one tap observers if it becomes necessary.
Zerg is the only race without energy destruction, the only glimmer is if you get lucky enough to either burrow fungal at the perfect moment, which is entirely luck based, or have the time to research neural, pray they don't scan, happen to find the ghost ball, and hope you can mind control and emp to kill energy at the guaranteed death of the infestor. which will only work maybe 1-2 times before the terran scans everywhere and builds turrets everywhere, at which point infestor abushes become impossible.
@@Fissiccisst1 How do terrans kill ultras ? Gameplay, they narrow down the paths making them harder to use. Its not about a magic unit that kills ultras, if the ghosts were alone, no terrains, you can only snipe so many until you get cleaned up. If I would have played in the style of Bly, I would have made sure to have larvas, even if I had to have macro hatches because the time he cleaned the tanks he came back with a few reproduced ultras wich is stupid. Mass cracklings with the few vipers instead of pumping corruptors & broods wich takes a dozens of minutes to cross the map... Man, its just bly being too scared of tanks there. Even tho what I said is easier said than done because underpressure making this calls is rather hard if you did not prepare for it
@@MagicienYT I get that army composition matters as solutions to what the enemy is building. But it feels like there's no gameplay solution to ghosts.
Its largely just hoping the enemy terran makes a mistake and loses the ghosts in a scenario like you mention where you catch them out. Relying on enemy mistakes to fill a game design gap is awful. It feels awful. it feels like you have no agency as a zerg against terran. Because the terran completely controls the momentum in most scenarios.
If you're aggresive, they turtle and get like 4x efficiency in kills, if you're passive, you're medivac dropped into hell cause zergs lack of decent anti-air.
I forget where I heard it, but I feel like it summed up TvZ very well: Terran is one good decision away from winning the games, and zerg is one bad decision away from losing the game.
@@Fissiccisst1 it feels like so but if you work hard enough it'll happen, stay strong bro 👊
A little before 15 minutes , clem killed his own turret not tank btw
Winter couldve rewinded
Weirdly though, the battle report did show clem having killed a tank, so he must have also killed a tank somewhere else via splash or something.
clem looking like me on the ladder for the first 5 - 10 minutes of the game is so refreshing.
nah
That first game was NUTS. loved seeing the zerg utilize everything they have access to, especially seeing the burrow to bait tanks to kill their own SCVs. Respect to Clem. As a zerg player, seeing all those tanks whittle away my army gives me ptsd.
I also love seeing the Zerg player pull out all the stops and still get rolled by ghosts.
@@AnonJuggerbot Bly SUCKED by comparison. He has to resort to gimmicks because he has no confidence against top players and it shows, that's why he is global rank 54... Clem is Rank 2.
@@AnonJuggerbot Bly is also crap compared to Clem, especially in the late game.
@@AnonJuggerbot Put any real top zerg players in Bly position and Clem wouldn't have won that.
People commenting on ghosts... I agree. My opinion though would be slightly less nerf, but emp takes away energy for casting to all casters right? Yet only protoss it also INSTANTLY drains HALF the hp of a group of units; no one else can do that and no one can it be done to but protoss. EMP should drain casting energy ONLY,, it should not effect shields as well that's a different type of "energy"; its hp not casting energy.
What if storm instantly halted the hp of all units it hit like a drain spell, how hard would all cry OP!!! until it was removed?? No free damage should be so drastic and instant with only the cost of a bit of casting mana/energy
Been watching your casts bro for years...and they're still great. I love your commentary and random "off-camera chit chat" w Jimmy and talkin about Brenda etc...lol good stuff my man.
Thanks for your time to bring us good casts with entertaining narrative. Its appreceiated
lol it was a turret, there were two Zerg sympathizers in there!!
I'm getting kinda sick with how the Ghost just single-handedly counters all the Zerg late game.
It's so BS
19:02 Oh, where were ye, old brood lords when thou corruptors fell ???
aaahah
Ghosts should cost 3 supply, be categorized as light, lose their bonus damage vs light, and snipe should not refund when the spell fails due to range or getting cancelled either manually or by damage.
Its wild they designed a unit that literally counters every zerg unit and explicitly gave zerg no counter against it. Even anything almost mediocre at killing ghosts are countered by 2 siege tanks
dont forget EMP dealing aoe 100 or so damage to shields (in addition to wiping 100 energy ofc) and there's only one race that has shields :>
Zergling bane counters it. Zerg actually need fully upgraded zerglings which bly forgot to get.
@@drewweeks6089 Did you miss the explaination winter gave where it takes 6-7 banelings to kill a ghost?
That's 300 minerals and 150 gas vs 150/125, still a win for the ghost in that case
@@yugonostalgia8961 Did you miss the part that Banelings hit in an AoE and even when taken out do damage around themselves?
The moment you hit more than two Ghosts it's worth it. The moment we're talking about 10, you quickly realize why Ling-Bane is actually a counter.
@@OzixiThrill Until the ghosts are paired with siegetanks and medivacs so the banelings Die from siege tank target fire and already lose 40 supply before they get to the ghost and medivacs heal from zergling damage and can pick up if banelings get to close. You need detection to also attack the ghost and the detection will be sniped by them(already lost like 2000 resources without killing anything) infestors dont work because in lategame Terran can scanner sweep indefinitely at least twice which is large enough to cover your ghosts from infestors, also you have turrets everywhere so infestors cant even come close, also ghost can emp the infestor when it jumps out and also relying on your opponents mistakes as a zerg player is not a good strategy because if two player played perfectly Terran always kills the infestor.
Terran relies on the ghost in the lategame so much ,that its in every composition and its never fun to play against (fun should be the main focus).
The solution to the ghost is to make it limited to 8-10 ,because the ghost replaces the marine while the other races use zerglings and zealots even when they get their spellcasters.
If you say ghost is the only counter ultras the marauderz counter ultras and with 10 ghost you can still kill 2 ultras at once.
RIP SC Ghost, I used to check game informer every month for updates when I was a kid, then “CANCELLED”. ;(
"I've never seen a timing in my life" lol
And at the ripe old age of 9:00, Bly takes his 1st expansion.
Ghost is OP. So Terran is OP.
"Think about the average zerg. A Serrral, for example."
-WinterStarcraft
"Bly has infested in fax machines in 2008" got me.
I love how Clem went from basically EU Byun to actually be able to play Turtle Terran just as good as Maru. Well deserved Clem just keeps on improving. Love it.
first game, its so nice to see ghost countering every single strategy the zerg can do with just ghosts, its insane... funny enough, gotta play ling/bane to counter it with lucky fungals
It's nice one unit in the right hands can counter a race? 🤔
ghosts counters both zerg and protoss entire arsenal, idk why blizzard think thats OK
Only situation they are useless is in TvT
@@PineapplePizzaBiS just one race? only matchup ghosts don't counter is terran
I like how terran's general answer to ghosts is: just get lucky with fungals el oh el. As if they aren't spamming turrets and scans
@@volsirk I didn't say just one >.
A "Natury if you would" got me weak, my man haha.
ahahah
"this game is fair and balanced" ---- loses with double the eco.
Thats a player skill issue not balance.
The hill SC2 died on was turtle-strategies were always too strong, especially as terran. I dont have fun watching a terran sitting in his base for 15 minutes, with siege tanks, pfs and liberators while ghosts, that have no counter, snipe everything Zerg builts.
yeah, these games have gotten boring for a long time now. you just know that terran just needs to bumble around for ~20 minutes, which isnt hard considering the amount of bullshit they have at their disposal, and come late game, they just win by default.
I remember that being a problem in WoL. Then came the Swarm Host to deal with it and Terrans whined incessantly about locusts being "free units" and now they're so bad you rarely see them.
What are you talking about??? Terran does not and cannot turtle unless the opponent screws up horribly, which he did, because he is bad.
Look at any pro level game & Terran LOSES if they're not active on the map and do timing attacks. The reason it happened here is purely because Bly's cheese failed and put him far behind. Bly is very, very bad compared to other pro Zergs. Look at his drone count. Look at the upgrade lead he got and then didn't do anything with because he knows he's behind & has to do some silly burrow gimmick to avoid the late game. He has to avoid the late game because he is Rank 54. Clem is Rank 2. Other players who are not Bly can beat can beat Clem in the late game.
This myth of Terran turtling probably comes from Mech but that is very rare at pro level, and even then Terran still has to harass. It may come from just anti-Terran bias.
@@hivetech4903 build seige tanks liberators and vikings and u cant lose as terran if u want to turtle
@@hivetech4903 The "myth" of Terran turtling comes from silver and gold league heroes from the last 10+ years from the ladder. Basically, from skill levels where people can't wrape their heads around the concept that it's not normal for their average game to last 50+ minute.
I've never seen Clem as bamboozled as in the first game
“zergling comes in, turret goes out, you can’t explain that” ROFL
Ultras need to be able to walk over friendlies
What an amazing 1st match... and Terran wiiiiinsssss... cus ghosts! Again!
16:32 the ButterBly effect 😂
I love Bly so much! He’s one of my fav players of all time since the first game I saw from him.
Every game is so different. You never know, what he goes for. That’s why I love him so much.
>Every game is so different.
No offence, but i think it's hilarious that u said that under the video of him going proxy hatch 3 times in a row and getting burrow move roaches at least 2 out of those 3 times :>
@@benismann Wrote my comment after the first two minutes into the match. :v
@@tertozer3543 that happens, rookie mistake :>
Bly is a great demonstration of "old man strength" in the SC2 world
What an interesting first game. Feels like something is seriously off with balance though if one can come back from that and win. But I can't help but feel that Bly's persistence in building the same handful of units the entire game is sort of his detriment.
Other than Ultralisks, gosh I still think they are a trash 'ultimate' unit. They honestly just seem to melt so ridiculously quickly, but that could just be because the opponent has like 5 ghosts per Ultralisk by the time each ultra comes out.
Watched like half of the first game then skipped the rest, which is totally not my MO when watching winter, generally watch every video from beginning to end, but something about watching Bly take a massive lead early on and completely fail to translate it into a win is just so incredibly frustrating and I'm not even that big on Bly.
Bly fans must have it the hardest.
"It looks like Bly invested in fax machines in 2008 right now with how much money he absolutely lost." Money quote
Those were some incredible games. The speed of the micro on both sides. :O
Now I see why Bly is one of the worst Zerg players around
19:05 Tanoka, when the brood lords fell
"Strategy without tactics is the slowest route to victory; tactics without strategy is the noise before defeat." -Sun Tzu
Clem won with just tactics
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special tactics
WTF are ghosts man, that first game is a joke
It's why Zerg has to end the game before they get a ball of ghosts
@@Azsunes good luck going up that ramp into siege tanks
Bly just made me quite happy. I've often wondered why zergs dont just use tanks to kill scvs like that. He is the perfection of a bronze league hero.
that is one of the most interesting games I've ever seen
The way that Bly comes off as a kid pulling legs off bugs in game one.
Didn't expect for Bly to win the series but never imagined he'd give Clem such a challenge even in the mid/late game!
Only the Brenda conversations beat Jimmy being lectured🤣🤣
Bly: Diet Dark.
I love watching Dark so watching Bly is so fun.
I love winter and this channel, have been a fan for a long time now, but game number 1 has finally made me lose all faith into sc2. this game finally should die. If everything bly did isnt enought to beat a terran who abused ghosts and beats amazing burrowed roach moves with well placed but afk tanks than this game just isnt good anymore. im out to new horizions but wish all the best to my boy winter, but fuck terrans since release day of wings of liberty
Every unit in the game has a hard counter except ghosts. But I think this really only becomes an issue when you’re facing the top 3 terrans in the world
Watching late game zerg vs clem is painful
Quite the contrary. It's refreshing when you know for how long Zerg has been broken.
4.4k brain here so take it with a pinch of salt but kind of confused as to why Bly did not make the hatch closer to Clem's highground - it might be inefficient for mining but all he was mining with was a couple of drones so the outer minerals would've still been efficient for him and it would've been quicker to spread creep so that the queens can assist the drone in mining clem's highground.
Do you know the definition of insanity ?
39:59 just described Dark. Yeah... ...❤
What an entertaining game. Clem is too good. Points for thumbnail describing the immediate game!
Haven’t watched in a long time, probably going to back to not watching, but a nice reminder of past times
Two fundamental issues which would help the game - give spellcasters less value over time (more energy start, less energy generation), and just up supply cap to 300 people can handle it nowadays if the engine can
Zerg late game will never be fun for me even if it’s the strongest technically, pop cap is just too low to truly zerg, other races it’s a nudge to attack finally, zerg it’s a genuine limitation
I can't stop laughing at that first game🤣
This is like watching Fury vs Francis 😅😅
I loved your Brenda LOL. this time!
Let's freaking go!
Note to Clem, don't put seige tanks next to mineral lines...
Thank You
Om nom nom
Terran defense is broken.
"Think of your average Zerg... like Serral" excuse me?
yup, I immediately unsubsribed.
Definitely wouldnt consider serral as your average Zerg player, but i know what you meant.... lol
I'm low on energy and need 50 CC's of vitamin Dark
hell yeah, bly is always entertaining to watch. love the chaos.
Extremely lactose tolerant
I knew instantly it can be only Bly just by seeing hatchery un thumbnail
Wondering what "trade minerals for gas meant"
Thats genius, mining the minerals then grabbing the gas then back to the minerals never having to return to the hatchery
Bly has interesting play style, all the time a lot of action, Clem so powerful player but even Bly loses he give us interesting games, Thanks!
I was screaming lurkers for an hour at this.
Against that many ghosts, you may as well just kill the lurkers yourself as soon as they finish morphing, save some time.
@@AnonJuggerbot ur right i was referring to the first game and exaggerated a bit. When he had him cornered and things started to shift he had no ghosts at first in that first game
Wow!!!! Clem is a beast!!!
love the emotional support zerg you have 😆😆
I think it's long overdue revealing Jimmy.
I miss Serral 🫤
fax machines, We invest ok ,.. big market sale
Bly vs GuMiHo when
say puns intended one more time...
This guy is the best commentator
Wow, so many crying in the comments about ghosts.
One player just used it well against a player who wasn't able to counter it.
Oh well...I'm sure it's the same with other games, other players crying about other units and begging for nerfs.
I'm so confused why was Bly's bank so big in game 3 like he had thousands of minerals and didn't do anything with it for so long
I don t play SC2, really but i do see that one singular Cyclone shut down a push of at least 5 Ravagers with Roaches - which really can t be that fun to face imo.
Also i noticed how the game was essentually a one sided stomp as the terran just whipped out his ghosts and started walking all over the Zerg.
HOWEVER There weren t really that many attempts of Zerg to get rid of that deathball, only a few half hearted Infestor sneak attacks here and there..
I wonder how viable it was for Zerg to focus on more infestors. I ve seen a lot of units thaat basically just existed to be obblitterated, whilst playing right into the ghosts hands..
Could there have been a few more infestors to try negate the ghost deathball or is there any better way to force it away?
If Terran can just literally point click remove anything it wants from 12 kilometers away, why can t Zerg do similar? (Obviously keeping the whole Zerg gimmick of overrunning in mind)
I love when a Terran wins and I get to read the commentary about how nuts Ghosts are, as if there are any other real lategame options for Terran to use against Zerg.
Thors? Infestor Neural / Viper Abduct
BCs? Infestor Neural / Viper Abduct
Tanks? Viper Abduct / Blinding Cloud
Mass Libs/Vikings? Viper Parasitic Bombs
Bio w/o Ghosts? Infestor Fungal / Viper Blinding Cloud
Mech w/o Ghosts? Infestor Fungal / Viper Blinding Cloud
... are we noticing a trend, copers? Zerg is also "Just make Infestors and Vipers" just like how Terran is "Just make Ghosts"
you are absolutely literrally stupid, or just trolling. Ghost can out range, our maneuver, and our play Infester, Viper, and anything else Zerg can bring to the table. Can't get close enough to abduct. will be scanned and sniped. Can't get close enough to abduct without dying. Ghost Snipe out ranges Viper. There is also a time delete nerf on abduct, too now. Even if the viper gets lucky, it's most likely dead. it has no range to do it safely like Ghost. Forget Fungal and anything Infester can do. scan. BTW , Terran can out macro and out zerg the Zeg. Reactor + endless cheap mules. + endless scan sweep shuts down tumors anything thart cna borrow. If you were honest, you would know that Terran in General is OP, and the ghost specifically is game breaking. Eventually, people will play Zerg just to lose and play Terran to win if it stays this way. The game will die. maybe it has to die now, the balance counsel is clearly overrun by a Terran Syndicate
3k minerals in the bank on game 3 was a clear macro mistake… he could have had every base on his side saturated and taken a massive economic advantage
omg if clem wins this game, terran is beyond op
dont forget that sunscreen!
40:02 lol
Feedback, only hitting a single target mind you not an aoe, was nerfed because it was "OP" killing a ghost instantly if they were very high energy (to me very fair considering how powerful ghosts are...its a risk you can take trying to save energy or not take by using them b4 full). Yet emp can instantly remove half the hp (especially archons as they're pure shields at 350 hp each) of a group of units but that is perfectly balanced?? We cant kill one ghost IF it has full energy but a ghost can deal over 1000+ dmg instantly to our army with a single cast??? Yeah that seems balanced