@@RyuFelinshire I sometimes worry about my guy's mental state when he starts talking with himself. But at least his different personalities have great senses of humor!
I'm a broodwar player, but isn't it even worse for Zerg? By worse I mean more unfair? 275 for a hatch is gonna make is so buste to expand earlier like 3 hatch before pool, or taking a quick gol base, etc. Like that's so busted. Queens can still stop anything. Just make 1 spore extra and it basically is the same. It's a huge buff for Zerg.
I really hate the Hydra Dash. It is the most pathetic active ability ever conceived in SC2. Compare it to any other mobility skill in the game: Charge, Blink, Stim, Medivac Boost, all 10x-20x as impactful and exciting. I don't know if it's an actually good buff or not for the Hydra, but I do know it's extremely lame and I wish they could come up with something better.
It's a band-aid against buffed libs, charge + microshroud, given the other most reliable AA, not a spell caster, can only shoot down on buildings. Edited to add: Hydra can now run to their doom even faster!
@@christianmathew398I see people saying protoss never win big events not because they are weak but because the protoss pros aren't good enough like all the time, surely a similar thing can be said about the other races
They actually called it ''DASH"?!?! What the swarm. I understand that pros aren't artistic geniuses, but "dash"? Not like Hydralisk Velocity Fluids or Mobility Spines or Enraging Assault, or just frenzy. May as well just call it Hydralisk Leg Enhancements.
@@ChingooOK Low effort naming when you have so many other creative upgrade names, makes it feel out of place. Like what if Metabolic Boost was just called "Wings", Seismic Spines being called "Big spikes". Or if Yamato Cannon was called "Additional Weapons". Or if Extended Thermal Lances was called "Longer Range".
@@ChingooOK minus a very small player base, everyone including very gameplay focused people will find large importance in the artistic and story aspects of the game. Even if people want to play it because it's RTS they wouldn't get interested if there weren't Zerg and Terrans and Protoss but just blobs of pixels. So when everything is supposed to have a science fiction name and then there is "dash" for the legless Zerg snake cresture, it sounds really bad if comical.
With the liberator change it doesnt matter that range got nerfed, compared to the old liberators seiged at the same exact distance the new ones outrange the old ones and now they has more girth😅
I thought they can't be quite as far in deadspace. If the Lib had a larger circle but was forced to stay closer to the center of their own circle, that would make some sense I think.
Blizz: "Libs will do massive damage to anything in their sphere, but the balance is that the sphere is small enough it can be out-maneuvered, with superior tactics." 🧠 Terran Players: "It's annoying the enemy can get around our Lib spheres." 😤 Balance Council: "We've effectively removed the Libs' weakness." 👍 36:04: What happened to those Banelings? They detonated before the Widow Mine did, and too far away from it. Looks like they manually triggered?
he a-moved the entire group to where the marines were going and since the mine was closest and on top of the banes they detonated, the hydras target it for a second too lol
One way to think about this type of balancing is not how strong an individual strategy or unit is, but how much "fat" that can be trimmed on each race as a whole without fundamentally changing the overall strength of that race. Terran for example has many tools where the strength of the tool is not how strong the tool actually is, but that you have it at all. And so nerfing it impacts the game less than other nerfs might. Think of all the things you could nerf in Terran (some of which they did this patch) in this way. Just off the top of my head: Scan radius Scan cooldown/energy cost Sensor tower radius Orbital command cost/increased tech requirement MULEs in general Ghost energy/supply cost/unit type Liberator range/radius/cost Medivacs in general Now I'm totally open to counterarguments that Zerg is super fatty or something and I don't realize it, but try to do the same with Zerg or Protoss. I certainly cant.
> Medivacs in general this one, just nerf medivacs by giving a lower healing range, a high cooldown loading units, or a speed decrease right after dropping/loading units or .. SOMETHING lol The amount of support those units give is absolutely insane and I don't think any pro Terran player does not usually rush them honestly
On small cam, physically cannot see the sensor tower radius and I don't even know if scans have ever showed up or if they're equally invisible But *everything* including the quality of life changes, are just objectively bad Not to mention- berating players for their dependance on queens, and then nerfing early game hydras, making players more dependant on a now more costly unit? Dear god that lib range is fucking disgusting No you should not be neutral on this update, it's good you're talking about it and giving your honest opinion The only thing silence and neutrality and tolerance has done is allow malicious influence to perforate media
For the scans, go to 40:44 and look at the top-right base; he scans there at 40:45. The minimap lights up with vision but there's no actual indicator that it was a scan.
Ah yes.. the liberator "nerf" that made it OP... Terran "alternative truth" propaganda working on overdrive i see. We all know the lib got buffed, you constantly saying it's a nerf isn't going to fool anyone.
Is there any way for the community to get this clearly corrupt council removed? Artosis thinks the reason some members of the balance council are actively doing things they know the community will hate is because while SC2 exists StormGate and future RTS will not have the room they need to thrive. He spelled out the very clear conflict of interest. Surely that should be enough to get this council disbanded at last.
@@georgegorvaniagerge7077 I fear these is nothing in place to hold them accountable or they would have already been fined or banned from SC2 esports. If they was any other active spot or esport they would have already been shamed and bared from play. But Blizzard washed their hands of SC2 and so now there is no oversight from anyone. I really hope I'm wrong and winter or someone else with a voice in the community can make a real difference.
@@alistairbolden6340 yes, because all of those games can´t compare to SC2, in some area or another. Take Iron Harvest for example, looks great, good story but unit control is slow and clunky. Stromgate also has problems, like the graphics a lot of people dislike. SC2 is old, yes, but it is still mechanicly the best working one, with a good story, multiplayer, coop and a working and established pro scene, even an activ modder scene. For new games it is just hard to reach SC2s level in all of this. SC2 had a massive budget and was made around the hight of RTS games, newer games are lower budget and have a smaller potential market share in the games industry compared to the past. Now take into account the things like modder and pro scene they would have to build up, while SC2 has all this already down. Its not that the other games are bad, but they just would need more time and money to develope, which is unfortunatly not happening with the lowered interest in RTS in the market. But makeing SC2 worse would not help new games, at least not enough, because most player are casual player and they would just play something else than RTS or just play the new game a little bit and then stop playing and switch to a new game, resulting in no time and budget to develope the game further.
Selection tips: double clicking a unit screen selects all of that unit on screen. You can make this faster with a key, so you don't have to double click. There is significant uses of hotkey interface that can be changed that can enhance your gameplay. The only thing I would change in the review interface is a priorty box selection in groups, rather than a rank file system, much like aoe2, can have different views for map control, selection viewing and ordering by damage etc, and you cna select a bar, so you can shift click out lal units less than 50%. would be a super useful move for hte type of game. Also.. the priorty tab up top, always will show one of each type of unit first before the pages and pages of stuff, and priotise heroes typically first as in campaign. This would allow the player ot shift click out in types of untis that are sleected ot micro control them, also while maintaining tab for unit spell control. However... It can be made nad improved that all spell casters except (workers) all their spells can be listed in an army selected system in teh interface on the right... Just count up all the spells and thus it would be just a hot key to default and always the same key to cast that units spell.. there is about 16 squares.. pretty sure there isn't more the n16 spells per race.. I woudl have to double check. this would improve micro ability and improve the gameplay viewership.. Making quality of life improvements improves gameplay to more strat and tactics rather than bumble fingers. This way if you have 16 block grid. QWER/asdf/zxcv - this is twelve but it could be enlarged, this would change the hotkey, and rather then ahve repeat hotkeys that are the major part of the frustration. the only time you could have over laping hotkey problem is if you have or control more than one race at a time all in one spell caster group... Burrow and unburrow could be a special icon on the left.. Maybe enhance zerg mini map so it can display team colours and its burrowed units are displayed as yellow dots or a colour to whihc is complimentry and doesn't ocnflict wth enemy colours, or some changes.. on screen selection is really helpful for managing unit types that all belong to a group. Spell organization helps with spell accuracy and response times. These are not hard to implement. Rather than like sc1 and sc2, you have all unit types in a group shown first so you can shift slect or ctrol shift those types in and out of a group to micro types. Spell casting would be displayed on the right side, as long as you don't have a builder in the group. Priorty of spell casting still applies. Player attempts to cast spell. nearest able unit casts spell, individually, or selection an option for all.. this way you can have all spelsl attemp tt ocast or each click casts one instance ,which for psi storm use makes the most sense, but other units or races may want the later for whatever reason. Map enhancements. Display all attacking units/toggle/ Display all ground units toggle/ display all air untis toggle. display all. BUrrowed units slightly changed colour maybe of hte players default colour, army slighty different, colour or brightness darkness. For me buildings on the minimap can be much darker as they don't move... but having some more data given in the map that can be clear.. Other map enhancements... option so that first enemy unit spoted not on a player screen, flashes the minimap, as enemy detected. AS it is greyed out tooltips are upgrades or units not available.. However, an additional tooltip help would be, unit blocks are green if available to build ,and red if not able to build that was previous unlocked. Helpful reminder of losing a teach requirement. Versus.. greyed out as never have built the tech requirements. This quality of life change is ot help the player quickly know they need ot unlock the coloured toolstips simpyl ahve a green overlay for available and red for not available... and grey not available never researched or unlocked.. etc.. Sometimes the art, is so simliar to the not upgraded or unlocked that you fail to read your tool tips properly when quickly navigating your buildings. These would improve gameplay for players. the importance of the changes is to lesson mouse movement and increase actual apm, but decreasing displayed apm. Increasing precision and lessoning mistakes, allowing to see more of the intended game use of the players in combat.
Hey Winter .. Big Fan, I seldom give videos on TH-cam the like; nor do I subscribe to most content, but I buckled under the weight of your enthusiasm for the game. I noticed that you have been the techie caster in the StarCraft bunch. I have a great idea and a special request: Is there any way you can in real time do an instant replay in slow motion during the better battles. I nerd like you should be able to make yourself a button for that right? Stay cool Winter keep it frosty.
Ghost change: Splitt EMP in two, one for energy removal and one for shields, make both projectils with cast time and an indicator on the map, like liberators or widowmines, where the will hit. Make EMP shields damage over time. And move the one for energy to the raven. Raven changes: make the raven nearly exklusivly a support unit by making it chaper (maybe faster / faster to build) but nerf the turret and lock some abilities like EMP and anti armor missile behind an upgrade, maybe even on the fusion core. That would buff Protoss, because you can move out of the way of emp and even if it hits you can walk out and not take as much damage as before. Also it would make ravens more viable in early game TvZ for creep clearing without beeing to strong because of the locked abilities. But in late game TvZ we would see a few ravens, for anti armor missile and EMP, just like we see vipers and infestors as support units. Edit: give raven a mech heal ability like the medivac for bio. Could be a cool decision what to do with the raven energy, heal your mech units or support the army through abilities or build more of them. Especially in a mech build, maybe we would see more of that then.
For Brood Lords, they always look fine when I see pros use them, but when normies use them a lot of people have complained that they feel terrible. The meme being "I can't tell if the broodlings are healing or doing damage." They pose no threat to marines or stalkers. Whatever micro tricks the pros use to get the most out of them seem to be what keeps them viable but aren't common knowledge.
Thing is, the broodlings point isn't to deal damage. They're roadblocks, sandbags, speed bumps, what have you. The damage of Broodlords is their actual attack, the leftover buddies are there to keep what ever you're fighting from getting under them to fast. I think the problem for "normies" is that it takes a good amount of control and targeting to get the Lords to actually shoot the right targets to have the lings clump in front and block movement.
@@Getarpic yeah that was a really good video. Makes it clear that the "bug fix" is a buff. It might be a good buff for the game, but not sure they need all 3.
The bug fix on the broodlords is actually a substantal buff (like 50% more damage at max range), far more of a buff than the extra hp on broodlings. But that said, they still needed it. I wish they increased the anti-air of mutas and decrease the ground attacks of mutas (maybe with a buff to their hp as well). Zerg needs more mobile effective anti-air (could also do something about the corruptors non-massive damage instead).
I'd honestly like to see two attacks for Hydras (I think Zergs flying anti-air is actually ok, just to late and to expensive to build early) Spines with +2 range for AA and acid spit vs ground at current range.
@@JinFreeks We just need to make sc2 brood war again. Every patch since WoL came out has been trying to just reinvent the goliath. Just add it back it! Every single aspect of Zerg has revolved around Queens because hydras were moved to T2 and nerfed into the dirt, so now zerg doesn't have any reliable ranged or AA damage! So Queens were given a dozen hats to fill and makes the other two races hate them bc it's genuinely so good in order to fill those roles!
they should scale queen count with hatchery count, +1 for each tier (hive/hatch) and buff it accordingly if they find so many queens to be obnoxious, its not going to stop people making a shit ton of queens they removed the mothership core because it did so much, the queen literally has the same "problem"
If the diameter of libs is going to be that large then the unit needs to siege in the center of it. Just like observers and overseers stationary ability.
Maybe we start giving new special resistances and damage types to things so we can keep all the cool new tools but not have things like, oracles not being as useful because of spore anymore
That would be too much like Brood War. The resentment of SC2 for Brood War being so much better designed* is pretty apparent when you read between the lines *And having a better story. And having better balance. And having better music. etc etc
45:57 or if sensor towers were sensor trucks. They'd drive somewhere, and set up like a spore (but anywhere obv). Only operational when set up. That way you have the mobility, get rid of the salvage- and it makes sense in a expeditionary Terran defensive system.
It would also open up the option of using them to kind of encircle a turtle player- you could punish a passive player in sensor trucks to give yourself a VERY early warning system.
winter hatch vs queen is not just 50 min, you CAN:T DEFEND WITH A HATCH...you will have less air defense, and blue fire will be double damage...one drop in the mineral line and GG
Can't believe I'm defending this patch but the blue flame upgrade usually only comes online in the midgame and only applies to hellions. Terran already had a dozen ways to instantly kill a mineral line so honestly don't think that makes much of a difference. going from 12 to 13 instant probe slaughter techniques doesn't really change much
So... what about having advanced ballistics giving Liberators a bit of attack speed and faster target acquisition instead of extra range? Or maybe make it a pretty expensive upgrade that lets Liberators punch through armor? Liberators with too much range/radius seem like game warping problems, but making them better at their jobs in exchange no range boost seems like a worthwhile experiment. I think the smart servos upgrade buff is lore accurate and a decent idea, but the emergency repair depot drop is stupid.
My thoughts as a Diamond 2 Zerg: Protoss needs an actual power buff. Not a trade off. Race needs less abilities, and a conservative buff to collossi or stalkers perhaps. Terran ghosts need to stop being a do-it-all perfect unit. If anti-turtle is the goal, ghost needs a nerf. Zerg Broodlords don't need buffed, but I did notice the bug and appreciate that fix. The other Zerg changes are interesting and cool with me.
Maybe Zerg should have a Hive tech upgrade that restores flight to their QUeens, or at least lets Queens opt in, sort of like how a corruptor has to be upgraded individually into a Broodlord. They lose Spawn Tumor but maybe they get some aoe stun mechanic or something (I dunno). I wish SC2 Zerg still had access to Scourges though.
Just freaking remove detection from Scans.....let terran having to use towers and ravens like everyone else.....they can even use EMP from ghost to detect also....scans are too strong. That would still give em vision but they would need actually do something for detection. Imagine the terrans riot.....not able to rely on a zillions orbital allowing them to underbuild workers, making detections, having to work for visions, able to repair anywhere instantly and now that supply thingy. Lolll
Is not a radius also reaching infront of the liberator thereby reversely increasing its effective range again? I dont know I was under the impression that a radius euqally affects 360 degrees.
The radius increase is crazy, I do like it as a kill the 'Tarren quickly!' and think that if it took a long time to research. Then it would still serve as an incentive to kill Terran quickly, thus shortening games. The Hydras change is... odd. Hydras are decent units until tech and costs are factored in. It seems more like a minor nerf, with the intent to try and make Hydra swarm more viable. I like the sensor tower change 👍 Salvage is interesting, goes with 'More aggression!' Yet, is a pure buff.
I like the supply depot thing, but I would increase armor and hp... much like na overseer upgrade... the depot upgrade, 750 hp + 2 armor. This means it would heala depot by 350 hitpoints because its gaining hp, and gains armor. THis change isn't broken, but it would allow to slow down muling and make certian changes, and it balances hte hp and space to that of a barracks used in a wall, this then is a real choice. The ability to also upgrade and or call down a depot anywhere it cna be built would be super cool. Just spam in and block players mineral lines or enemy movements instantly, could even have them land on untis and crush them. lmao. probably to broken with that, but no 750 hp +1 armor... is a good trade off and doubling supply... this gives apotential heal of 350 hp... could have it lose its up down thing... but that would probably make peopel cry, but I wouldn't call this a buff or a nerf, just give peopel a real reason to use something that has a benefit... it has ot be rewarding enough... Call down mule... (+200) minerals... scan map... or make a house... bigger..... saving 100 minerals while it sounds good, scaning and mules have more value, since hte depot itself becuase a liability, as its hp pool isn't increased doens't have any significant armor so you can be doubly screwed. I never used this ability unless I needed ot recover fro ma supply depot attack... why, becuase there is too much risk in losing 16 supply... I would rather tactfully build a suppyl depot for 100 minerals elsewhere.. and call down a mule, as it provides a better option in every single game... I remember losing games, by doing this supply depot upgrade nonsense... So yeah.. 750 supply depot +1 armor, has real value and less of a significant risk to end up costing you way more in the long run to how it has been. You lose that weak depot of 400 hp. that sworth 16 supply.. you still have to pay 200 minerals to rebuild them back or call down now more high risk infrastructure, I viewed them as glass towers... pose a significant risk to the over stabililty to maintain an active army.. I don't even think 750 +1 armor is broken, it gives a value weight increase, that is substantial, much aki nto overseer getting +1 armor for its upgrade and speed buff. I would like to see, protoss buildings get a buff for their shields. so their armor sclaes differently then their untis giving protoss buildings higher armor, or atleast pylons somehow or an upgrade, called like reinforced atomic structuring, or molecular cohesion bond increase.. somethign protoss-ee... Maybe protoss buidlings benefit from armor upgrades.. for raw building hp and of course shields normal increase... also buildings are grounded units so they should have a emp shielding of 25 like % meaning units using emp against buildings have a significant less effect. but meh.
They should think about giving the ultras the same ability as the zagara abominations. Where they shelter any unit below them and reduce the damage it takes. As well as allowing them to just move “over” friendly units in the same way collosi can.
Here are my ideas to basically fix every balance issue in SC2 (they're totally mine and don't come from some sort of AI language model) Terran Ghost Nerf: Make the Snipe ability require the Ghost to stand still for 10 seconds before casting, and have a 50% chance to backfire, dealing damage to the Ghost itself. Mech Buff: Give Siege Tanks triple splash radius and self-healing capabilities. They now regenerate HP while sieged, and their splash also damages air units. Banshee Overhaul: Instead of Cloak, Banshees now have Permanent Cloak and Stealth Rockets. In exchange, their health is halved. Thors: Increase Thors movement speed by 40%. Zerg Queen Dependency Fix: Give every Zerg building permanent Creep Spreading Aura, so you can ignore Queens entirely if you want. Creep tumors automatically regenerate if destroyed. Mutalisk and Corruptor Buffs: Corruptors can now fire from across the entire screen with maximum range. Mutalisks double in speed but deal half damage to keep things balanced. Zergling Anti-Air: Introduce a new unit, the Flying Zergling. It's like a regular Zergling but it jumps up and bites enemy air units, doing 5 damage per hit. When it dies, it explodes on impact for 20 damage to all nearby units. Protoss Ability Overload Solution: Merge Stalker Blink, Zealot Charge, and High Templar Psi Storm into one ability on the Nexus: "Teleporting Templar Stampede" - instantly teleport a group of Zealots and Stalkers to the target location while simultaneously Psi-Storming the area. Immortal Rework: Give Immortals the ability to reflect any attacks back at the attacker with twice the damage, but make them incredibly slow. Immortals now work best when camping. Carrier’s New Power: Replace Interceptors with Disposable Dark Templar. Each Carrier now deploys a cloaked Templar that attacks until death (or until you lose all your minerals). It’s expensive but worth it.
I leaned in...not on mobile, mind you, but on a proper 27" monitor and the brown map didn't help...but i still couldn't see how many sensor towers there were at 16:04.
What i REALLY don't understand about the Liberator changes is the sheer lack of downside exchange for 2 absurdly massive upsides. At the very least, lower the damage to light units by 5 to make it much harder to worker harass with so that it gets more further encouraged to use for fighting combat units with Smart Servos.
@@jamesbelcher896the ladder games dont matter… there are more people watching sc2 then playing sc2. Something like a 1:5 between player:viewer. Plus ladder games dont showcase imbalance that well when players are far from utilizing their race’s full potential, even most pro players arent utilizing their race to their full power. Limited by their human flesh.
if you put circle from lib just under lib you can unit with 6.25 range and super big dps XD you can snipe it by stalker from any angel becouse stalker have 6 range
I think this balance patch injustice towards Protoss is going to result in a solid buff for them next patch. Calling it now. (Also they deserve a little something, and less abilities.)
The terran balance council obviously don't even play the game. Players already think that liberators were too strong. So what do they do? Buff them again. TWICE. RIP starcraft 2. For anyone but terran anyways
I think abilities should just be always on a toolbar, like an MMO, and be available for use when any of the selected units are able to cast it. With like a little number to show how many casts you have left or something, but I guess that would require actually making something new for the game
That would make the game so easy, people complained about SC2 allowing you to select all units. There is a limit. Game design is in limitations Rts is supposed to be hard and rely on complex mechanics or it just becomes fastest wins.
I don't understand T overpowered right? can't lose in late game right? why didn't the Z just concede as soon as unbeatable ghosts come out? I don't understand.
I think the pros trying to vouch for their race try to avoid demonstrating the new buffs to the public. Sometimes they do, but they tend to not want to.
Each of those libs would have been hero libs, how many kills I wonder? It's not fair, then you reminded me that they even have another upgrade on top of that (the servos) absolutely absurd
I was thinking maybe someone could make 2 liberators early just siege them up behind a mineral line of the zerg. Queens couldn't even get to it without being shot probably. So that would mean instant game over for zerg. I can't wait to watch the match and see if that's possible.
"Existential dread, Susan"
"... that was dark"
"No, it's Shin"
Facepalm
I love it. You really make me smile, man.
Yeah, this was a great moment.
@@RyuFelinshire I sometimes worry about my guy's mental state when he starts talking with himself. But at least his different personalities have great senses of humor!
This joke alone is worth all the interactions I can give.
Glad I'm not the only one who liked that joke
The -balance- Terran council did a -terrible- great job 👍🏼
+34 democracy points!
@shinzoux5912 Terrans don't live in a democracy.
@@berndarndt9924 time to kick the revolution into overdrive
@@berndarndt9924 Mengsk himself wrote this patch!!
I'm a broodwar player, but isn't it even worse for Zerg? By worse I mean more unfair? 275 for a hatch is gonna make is so buste to expand earlier like 3 hatch before pool, or taking a quick gol base, etc. Like that's so busted. Queens can still stop anything. Just make 1 spore extra and it basically is the same. It's a huge buff for Zerg.
Ah yes, Winter told us we would definitely know by the title when we are watching a game on the new patch. Always delivers on his promises
Always joked about removing protoss, didnt think they would take steps to do it.
I really hate the Hydra Dash. It is the most pathetic active ability ever conceived in SC2. Compare it to any other mobility skill in the game: Charge, Blink, Stim, Medivac Boost, all 10x-20x as impactful and exciting. I don't know if it's an actually good buff or not for the Hydra, but I do know it's extremely lame and I wish they could come up with something better.
Should have just been a flat move speed buff and called it a day
It's a band-aid against buffed libs, charge + microshroud, given the other most reliable AA, not a spell caster, can only shoot down on buildings.
Edited to add: Hydra can now run to their doom even faster!
give them blink
Audience: Ghost are a Problem
Balance Council: Terran needs a Buff
And yet Zerg still wins this game easily and are still dominating the professional scene. Terran is not in the slightest overpowered in this patch.
@@REDRAGON12345 just because zerg players are better dont mean terran aint op
@jaybee8862-Zerg players are better now that's a good joke
@@christianmathew398 only one making jokes is u bro
@@christianmathew398I see people saying protoss never win big events not because they are weak but because the protoss pros aren't good enough like all the time, surely a similar thing can be said about the other races
"I want him to whip it out and then we'll see how big it is"
-Winter 2024
Here I am making eggs bacon and toasted bread, and heard winter say that shit. I straight up burt-turned my head like wtf did he say?!?!?
I always find myself reading the player cards. Those buffs would be sweet haha😊
They actually called it ''DASH"?!?! What the swarm. I understand that pros aren't artistic geniuses, but "dash"? Not like Hydralisk Velocity Fluids or Mobility Spines or Enraging Assault, or just frenzy. May as well just call it Hydralisk Leg Enhancements.
“Tail Enhancement”
Looks like pros are as bad in naming as they are in balance.
What’s wrong with dash?
@@ChingooOK Low effort naming when you have so many other creative upgrade names, makes it feel out of place. Like what if Metabolic Boost was just called "Wings", Seismic Spines being called "Big spikes". Or if Yamato Cannon was called "Additional Weapons". Or if Extended Thermal Lances was called "Longer Range".
@@ChingooOK minus a very small player base, everyone including very gameplay focused people will find large importance in the artistic and story aspects of the game. Even if people want to play it because it's RTS they wouldn't get interested if there weren't Zerg and Terrans and Protoss but just blobs of pixels. So when everything is supposed to have a science fiction name and then there is "dash" for the legless Zerg snake cresture, it sounds really bad if comical.
With the liberator change it doesnt matter that range got nerfed, compared to the old liberators seiged at the same exact distance the new ones outrange the old ones and now they has more girth😅
Tfw you "nerf" camping by "nerfing" liberators by nerf-buffing their range and nerf-decreasing mode transition time. 🤡 council
I thought they can't be quite as far in deadspace. If the Lib had a larger circle but was forced to stay closer to the center of their own circle, that would make some sense I think.
@@Broockle yeah 0.75 nerf forward and 56% bigger circle, a clear buff
@@zergu-yf3gd o jeez, just don't get π involved. Here take my wallet 💸
Blizz: "Libs will do massive damage to anything in their sphere, but the balance is that the sphere is small enough it can be out-maneuvered, with superior tactics." 🧠
Terran Players: "It's annoying the enemy can get around our Lib spheres." 😤
Balance Council: "We've effectively removed the Libs' weakness." 👍
36:04: What happened to those Banelings? They detonated before the Widow Mine did, and too far away from it. Looks like they manually triggered?
Manual detonation to kill the mine prolly?
he a-moved the entire group to where the marines were going and since the mine was closest and on top of the banes they detonated, the hydras target it for a second too lol
6:33 "I want them to whip it out, and then we'll see how big it is." Winter, you saucy little devil.
"The liberators she told you not to worry about" 😂
SHIN you forgot adrenal glands again.
SHIN: forgot what?
Your supply idea for the Orbital Command is quite clever. Makes no impact until the very late game which is what it's supposed to affect.
TerranCraft 2
As it should be after 12 years of Zergcraft 2
@@TacynMegan Nice try 😂
@@TacynMegannah bro we have ghost, stop making terran sounds weak 💀
@MegglAlder-Great,got tired of ZergCraft for 7 years
Crybabycraft 2
Can't tell if the circle is from a scan or a liberator🤔🤔
One way to think about this type of balancing is not how strong an individual strategy or unit is, but how much "fat" that can be trimmed on each race as a whole without fundamentally changing the overall strength of that race.
Terran for example has many tools where the strength of the tool is not how strong the tool actually is, but that you have it at all. And so nerfing it impacts the game less than other nerfs might. Think of all the things you could nerf in Terran (some of which they did this patch) in this way.
Just off the top of my head:
Scan radius
Scan cooldown/energy cost
Sensor tower radius
Orbital command cost/increased tech requirement
MULEs in general
Ghost energy/supply cost/unit type
Liberator range/radius/cost
Medivacs in general
Now I'm totally open to counterarguments that Zerg is super fatty or something and I don't realize it, but try to do the same with Zerg or Protoss. I certainly cant.
Terran also has the best individual units and best efficiency, also best Oh S*** buttons on orbital
> Medivacs in general
this one, just nerf medivacs by giving a lower healing range, a high cooldown loading units, or a speed decrease right after dropping/loading units or .. SOMETHING lol
The amount of support those units give is absolutely insane and I don't think any pro Terran player does not usually rush them honestly
Zerg seems OP as usual. Ghosts not enough to counter broodlords due to fungal from overseers, which easily wipes out most anything.
On small cam, physically cannot see the sensor tower radius and I don't even know if scans have ever showed up or if they're equally invisible
But *everything* including the quality of life changes, are just objectively bad
Not to mention- berating players for their dependance on queens, and then nerfing early game hydras, making players more dependant on a now more costly unit?
Dear god that lib range is fucking disgusting
No you should not be neutral on this update, it's good you're talking about it and giving your honest opinion
The only thing silence and neutrality and tolerance has done is allow malicious influence to perforate media
For the scans, go to 40:44 and look at the top-right base; he scans there at 40:45.
The minimap lights up with vision but there's no actual indicator that it was a scan.
@ just visual no marker, thanks
You vs the woman he told you not to worry
What are you talking about about, no women watch starcraft, let alone use the internet... Rule 37 of the internet clearly states it.
Bad bot, no cookie.
OMG 42:15 I lost it... XD great job 'casting'!
35:37 This dance of joy made my day
I clipped it and it will definitly become my morning alarm
"The Ghost.....exists..."
priceless :D
Ah yes.. the liberator "nerf" that made it OP... Terran "alternative truth" propaganda working on overdrive i see.
We all know the lib got buffed, you constantly saying it's a nerf isn't going to fool anyone.
Gaslight council taking points from the GOP (Gaslight Obstruct Project).
Is there any way for the community to get this clearly corrupt council removed? Artosis thinks the reason some members of the balance council are actively doing things they know the community will hate is because while SC2 exists StormGate and future RTS will not have the room they need to thrive. He spelled out the very clear conflict of interest. Surely that should be enough to get this council disbanded at last.
i sure hope those people from the council to lose their caree, they never cared for the game, only for the money they can get from tournaments
@@georgegorvaniagerge7077 I fear these is nothing in place to hold them accountable or they would have already been fined or banned from SC2 esports. If they was any other active spot or esport they would have already been shamed and bared from play. But Blizzard washed their hands of SC2 and so now there is no oversight from anyone. I really hope I'm wrong and winter or someone else with a voice in the community can make a real difference.
That's nonsense reasoning. What those new RTS games need is to bring in new players, not swipe old heads from decade old games.
@@hemmydall And yet if you spend any time on Team Liquid forums you often see the lack in new RTS is blamed on SC2.
@@alistairbolden6340 yes, because all of those games can´t compare to SC2, in some area or another. Take Iron Harvest for example, looks great, good story but unit control is slow and clunky. Stromgate also has problems, like the graphics a lot of people dislike. SC2 is old, yes, but it is still mechanicly the best working one, with a good story, multiplayer, coop and a working and established pro scene, even an activ modder scene. For new games it is just hard to reach SC2s level in all of this. SC2 had a massive budget and was made around the hight of RTS games, newer games are lower budget and have a smaller potential market share in the games industry compared to the past. Now take into account the things like modder and pro scene they would have to build up, while SC2 has all this already down. Its not that the other games are bad, but they just would need more time and money to develope, which is unfortunatly not happening with the lowered interest in RTS in the market. But makeing SC2 worse would not help new games, at least not enough, because most player are casual player and they would just play something else than RTS or just play the new game a little bit and then stop playing and switch to a new game, resulting in no time and budget to develope the game further.
"don't complain about protos on this one!"
I refuse!
Former professional starcraft 2, now Terran Clown Fiesta.
"that was Dark. No it's Shin" hilarious :D
The US flag eagle backdrop was to much hahha
Selection tips: double clicking a unit screen selects all of that unit on screen. You can make this faster with a key, so you don't have to double click. There is significant uses of hotkey interface that can be changed that can enhance your gameplay. The only thing I would change in the review interface is a priorty box selection in groups, rather than a rank file system, much like aoe2, can have different views for map control, selection viewing and ordering by damage etc, and you cna select a bar, so you can shift click out lal units less than 50%. would be a super useful move for hte type of game. Also.. the priorty tab up top, always will show one of each type of unit first before the pages and pages of stuff, and priotise heroes typically first as in campaign. This would allow the player ot shift click out in types of untis that are sleected ot micro control them, also while maintaining tab for unit spell control. However... It can be made nad improved that all spell casters except (workers) all their spells can be listed in an army selected system in teh interface on the right... Just count up all the spells and thus it would be just a hot key to default and always the same key to cast that units spell.. there is about 16 squares.. pretty sure there isn't more the n16 spells per race.. I woudl have to double check. this would improve micro ability and improve the gameplay viewership.. Making quality of life improvements improves gameplay to more strat and tactics rather than bumble fingers. This way if you have 16 block grid. QWER/asdf/zxcv - this is twelve but it could be enlarged, this would change the hotkey, and rather then ahve repeat hotkeys that are the major part of the frustration. the only time you could have over laping hotkey problem is if you have or control more than one race at a time all in one spell caster group... Burrow and unburrow could be a special icon on the left.. Maybe enhance zerg mini map so it can display team colours and its burrowed units are displayed as yellow dots or a colour to whihc is complimentry and doesn't ocnflict wth enemy colours, or some changes.. on screen selection is really helpful for managing unit types that all belong to a group. Spell organization helps with spell accuracy and response times. These are not hard to implement.
Rather than like sc1 and sc2, you have all unit types in a group shown first so you can shift slect or ctrol shift those types in and out of a group to micro types.
Spell casting would be displayed on the right side, as long as you don't have a builder in the group. Priorty of spell casting still applies. Player attempts to cast spell. nearest able unit casts spell, individually, or selection an option for all.. this way you can have all spelsl attemp tt ocast or each click casts one instance ,which for psi storm use makes the most sense, but other units or races may want the later for whatever reason.
Map enhancements. Display all attacking units/toggle/
Display all ground units toggle/ display all air untis toggle.
display all.
BUrrowed units slightly changed colour maybe of hte players default colour, army slighty different, colour or brightness darkness. For me buildings on the minimap can be much darker as they don't move... but having some more data given in the map that can be clear..
Other map enhancements... option so that first enemy unit spoted not on a player screen, flashes the minimap, as enemy detected.
AS it is greyed out tooltips are upgrades or units not available.. However, an additional tooltip help would be, unit blocks are green if available to build ,and red if not able to build that was previous unlocked. Helpful reminder of losing a teach requirement. Versus.. greyed out as never have built the tech requirements. This quality of life change is ot help the player quickly know they need ot unlock the coloured toolstips simpyl ahve a green overlay for available and red for not available... and grey not available never researched or unlocked.. etc.. Sometimes the art, is so simliar to the not upgraded or unlocked that you fail to read your tool tips properly when quickly navigating your buildings.
These would improve gameplay for players. the importance of the changes is to lesson mouse movement and increase actual apm, but decreasing displayed apm. Increasing precision and lessoning mistakes, allowing to see more of the intended game use of the players in combat.
36:59 advanced ballistic completed while a liberator was in siege mode and it works
Hey Winter .. Big Fan, I seldom give videos on TH-cam the like; nor do I subscribe to most content, but I buckled under the weight of your enthusiasm for the game. I noticed that you have been the techie caster in the StarCraft bunch. I have a great idea and a special request: Is there any way you can in real time do an instant replay in slow motion during the better battles. I nerd like you should be able to make yourself a button for that right? Stay cool Winter keep it frosty.
Just when I was in a need of having my day being just a little bit better, here comes a new video! 😎
Phew, I saw the title and got scared the patch was live!
Your Intro always gets me to click the like button.
@33:02 lol both you and Lowko have mourned Her Majesty Queen Brenda now.
@47:37 Oliveira is one of us. There's an SCV on the bottom right patch that isn't mining, it's just following another SCV
Holy shit the music and arm waving 😂 i almost choked eating breakfast. That was so Fing sunny
42:13 had me fucking dying lmao
Ghost change: Splitt EMP in two, one for energy removal and one for shields, make both projectils with cast time and an indicator on the map, like liberators or widowmines, where the will hit. Make EMP shields damage over time. And move the one for energy to the raven.
Raven changes: make the raven nearly exklusivly a support unit by making it chaper (maybe faster / faster to build) but nerf the turret and lock some abilities like EMP and anti armor missile behind an upgrade, maybe even on the fusion core.
That would buff Protoss, because you can move out of the way of emp and even if it hits you can walk out and not take as much damage as before. Also it would make ravens more viable in early game TvZ for creep clearing without beeing to strong because of the locked abilities. But in late game TvZ we would see a few ravens, for anti armor missile and EMP, just like we see vipers and infestors as support units.
Edit: give raven a mech heal ability like the medivac for bio. Could be a cool decision what to do with the raven energy, heal your mech units or support the army through abilities or build more of them. Especially in a mech build, maybe we would see more of that then.
hi winter! I'm glad you mentioned the other day that shin used to be called ragnarok. I forgot!!
That hydra falling in the water was pretty cool lol @31:41
Can we all just agree to call it the HYDRA HOP. Alliterations are key ❤
39:43 ajjajkajkja you just cant walk inn
For Brood Lords, they always look fine when I see pros use them, but when normies use them a lot of people have complained that they feel terrible. The meme being "I can't tell if the broodlings are healing or doing damage." They pose no threat to marines or stalkers. Whatever micro tricks the pros use to get the most out of them seem to be what keeps them viable but aren't common knowledge.
Thing is, the broodlings point isn't to deal damage. They're roadblocks, sandbags, speed bumps, what have you. The damage of Broodlords is their actual attack, the leftover buddies are there to keep what ever you're fighting from getting under them to fast.
I think the problem for "normies" is that it takes a good amount of control and targeting to get the Lords to actually shoot the right targets to have the lings clump in front and block movement.
Sometimes I move them side to side
@@Mainlychesscontent does that help them in some way?
PiG has a good video breaking down the broodlords including new changes. Think he posted it yesterday
@@Getarpic yeah that was a really good video. Makes it clear that the "bug fix" is a buff. It might be a good buff for the game, but not sure they need all 3.
The bug fix on the broodlords is actually a substantal buff (like 50% more damage at max range), far more of a buff than the extra hp on broodlings. But that said, they still needed it. I wish they increased the anti-air of mutas and decrease the ground attacks of mutas (maybe with a buff to their hp as well). Zerg needs more mobile effective anti-air (could also do something about the corruptors non-massive damage instead).
I'd honestly like to see two attacks for Hydras (I think Zergs flying anti-air is actually ok, just to late and to expensive to build early)
Spines with +2 range for AA and acid spit vs ground at current range.
@@JinFreeks That would work as well.
@@JinFreeks We just need to make sc2 brood war again. Every patch since WoL came out has been trying to just reinvent the goliath. Just add it back it! Every single aspect of Zerg has revolved around Queens because hydras were moved to T2 and nerfed into the dirt, so now zerg doesn't have any reliable ranged or AA damage! So Queens were given a dozen hats to fill and makes the other two races hate them bc it's genuinely so good in order to fill those roles!
they should scale queen count with hatchery count, +1 for each tier (hive/hatch) and buff it accordingly if they find so many queens to be obnoxious, its not going to stop people making a shit ton of queens
they removed the mothership core because it did so much, the queen literally has the same "problem"
42:24 WinterStarcraft top 10 best casting moments
I laughed so hard at that part. Also that went from like 0-100 quicker than I could process! I was all like, "Wait, he died?"
If the diameter of libs is going to be that large then the unit needs to siege in the center of it. Just like observers and overseers stationary ability.
It's pretty big Winter .. Pretty big ..
"And Ill make some new pat--" was golden love your casts!!
Thank you for your casts. Youve become my favorite caster. Youre freakin hilarious. The cosplay hydras had me cracking up.
I’m switching to Terran
Maybe we start giving new special resistances and damage types to things so we can keep all the cool new tools but not have things like, oracles not being as useful because of spore anymore
That would be too much like Brood War. The resentment of SC2 for Brood War being so much better designed* is pretty apparent when you read between the lines
*And having a better story. And having better balance. And having better music. etc etc
45:57 or if sensor towers were sensor trucks. They'd drive somewhere, and set up like a spore (but anywhere obv). Only operational when set up. That way you have the mobility, get rid of the salvage- and it makes sense in a expeditionary Terran defensive system.
It would also open up the option of using them to kind of encircle a turtle player- you could punish a passive player in sensor trucks to give yourself a VERY early warning system.
winter hatch vs queen is not just 50 min, you CAN:T DEFEND WITH A HATCH...you will have less air defense, and blue fire will be double damage...one drop in the mineral line and GG
Can't believe I'm defending this patch but the blue flame upgrade usually only comes online in the midgame and only applies to hellions. Terran already had a dozen ways to instantly kill a mineral line so honestly don't think that makes much of a difference. going from 12 to 13 instant probe slaughter techniques doesn't really change much
So... what about having advanced ballistics giving Liberators a bit of attack speed and faster target acquisition instead of extra range? Or maybe make it a pretty expensive upgrade that lets Liberators punch through armor? Liberators with too much range/radius seem like game warping problems, but making them better at their jobs in exchange no range boost seems like a worthwhile experiment. I think the smart servos upgrade buff is lore accurate and a decent idea, but the emergency repair depot drop is stupid.
Broodlord was a bug fix buff.
Would like muta buffs / lair tech roach anti air upgrade
Ultras +2 armor / upgrade to drop creep
:)
My thoughts as a Diamond 2 Zerg:
Protoss needs an actual power buff. Not a trade off. Race needs less abilities, and a conservative buff to collossi or stalkers perhaps.
Terran ghosts need to stop being a do-it-all perfect unit. If anti-turtle is the goal, ghost needs a nerf.
Zerg Broodlords don't need buffed, but I did notice the bug and appreciate that fix. The other Zerg changes are interesting and cool with me.
Why they let certain fans fiddle with the balance for everyone is beyond me.
Maybe Zerg should have a Hive tech upgrade that restores flight to their QUeens, or at least lets Queens opt in, sort of like how a corruptor has to be upgraded individually into a Broodlord. They lose Spawn Tumor but maybe they get some aoe stun mechanic or something (I dunno). I wish SC2 Zerg still had access to Scourges though.
The Sousa march killed me. Truly, the _most_ professional StarCraft 2
Just freaking remove detection from Scans.....let terran having to use towers and ravens like everyone else.....they can even use EMP from ghost to detect also....scans are too strong. That would still give em vision but they would need actually do something for detection. Imagine the terrans riot.....not able to rely on a zillions orbital allowing them to underbuild workers, making detections, having to work for visions, able to repair anywhere instantly and now that supply thingy. Lolll
Eh I think a 20 seconds global scan cooldown would be enough.
Exactly
I don't know man lurkers kinda Wreck everything.
@@brandonjeffries3638 I mean, 1 banshee beats however many Lurkers. They can't shoot up
@@mr420quickscops2 ok have 10 lurkers pop up at your base and defend it with 1 banshee.
Just remove Protoss from the game at this point.
I love the Zest poster on the splash screen 😆
42:25 LOL
Is not a radius also reaching infront of the liberator thereby reversely increasing its effective range again? I dont know I was under the impression that a radius euqally affects 360 degrees.
The radius increase is crazy, I do like it as a kill the 'Tarren quickly!' and think that if it took a long time to research. Then it would still serve as an incentive to kill Terran quickly, thus shortening games.
The Hydras change is... odd. Hydras are decent units until tech and costs are factored in. It seems more like a minor nerf, with the intent to try and make Hydra swarm more viable.
I like the sensor tower change 👍
Salvage is interesting, goes with 'More aggression!' Yet, is a pure buff.
5:17 what a save
No matter where you find yourself in life but always remember to
Better nerf Protoss
I like the supply depot thing, but I would increase armor and hp... much like na overseer upgrade... the depot upgrade, 750 hp + 2 armor. This means it would heala depot by 350 hitpoints because its gaining hp, and gains armor. THis change isn't broken, but it would allow to slow down muling and make certian changes, and it balances hte hp and space to that of a barracks used in a wall, this then is a real choice. The ability to also upgrade and or call down a depot anywhere it cna be built would be super cool. Just spam in and block players mineral lines or enemy movements instantly, could even have them land on untis and crush them. lmao. probably to broken with that, but no 750 hp +1 armor... is a good trade off and doubling supply... this gives apotential heal of 350 hp... could have it lose its up down thing... but that would probably make peopel cry, but I wouldn't call this a buff or a nerf, just give peopel a real reason to use something that has a benefit... it has ot be rewarding enough... Call down mule... (+200) minerals... scan map... or make a house... bigger..... saving 100 minerals while it sounds good, scaning and mules have more value, since hte depot itself becuase a liability, as its hp pool isn't increased doens't have any significant armor so you can be doubly screwed. I never used this ability unless I needed ot recover fro ma supply depot attack... why, becuase there is too much risk in losing 16 supply... I would rather tactfully build a suppyl depot for 100 minerals elsewhere.. and call down a mule, as it provides a better option in every single game... I remember losing games, by doing this supply depot upgrade nonsense...
So yeah.. 750 supply depot +1 armor, has real value and less of a significant risk to end up costing you way more in the long run to how it has been. You lose that weak depot of 400 hp. that sworth 16 supply.. you still have to pay 200 minerals to rebuild them back or call down now more high risk infrastructure, I viewed them as glass towers... pose a significant risk to the over stabililty to maintain an active army.. I don't even think 750 +1 armor is broken, it gives a value weight increase, that is substantial, much aki nto overseer getting +1 armor for its upgrade and speed buff.
I would like to see, protoss buildings get a buff for their shields. so their armor sclaes differently then their untis giving protoss buildings higher armor, or atleast pylons somehow or an upgrade, called like reinforced atomic structuring, or molecular cohesion bond increase.. somethign protoss-ee... Maybe protoss buidlings benefit from armor upgrades.. for raw building hp and of course shields normal increase... also buildings are grounded units so they should have a emp shielding of 25 like % meaning units using emp against buildings have a significant less effect. but meh.
They should think about giving the ultras the same ability as the zagara abominations. Where they shelter any unit below them and reduce the damage it takes. As well as allowing them to just move “over” friendly units in the same way collosi can.
Here are my ideas to basically fix every balance issue in SC2 (they're totally mine and don't come from some sort of AI language model)
Terran
Ghost Nerf: Make the Snipe ability require the Ghost to stand still for 10 seconds before casting, and have a 50% chance to backfire, dealing damage to the Ghost itself.
Mech Buff: Give Siege Tanks triple splash radius and self-healing capabilities. They now regenerate HP while sieged, and their splash also damages air units.
Banshee Overhaul: Instead of Cloak, Banshees now have Permanent Cloak and Stealth Rockets. In exchange, their health is halved.
Thors: Increase Thors movement speed by 40%.
Zerg
Queen Dependency Fix: Give every Zerg building permanent Creep Spreading Aura, so you can ignore Queens entirely if you want. Creep tumors automatically regenerate if destroyed.
Mutalisk and Corruptor Buffs: Corruptors can now fire from across the entire screen with maximum range. Mutalisks double in speed but deal half damage to keep things balanced.
Zergling Anti-Air: Introduce a new unit, the Flying Zergling. It's like a regular Zergling but it jumps up and bites enemy air units, doing 5 damage per hit. When it dies, it explodes on impact for 20 damage to all nearby units.
Protoss
Ability Overload Solution: Merge Stalker Blink, Zealot Charge, and High Templar Psi Storm into one ability on the Nexus: "Teleporting Templar Stampede" - instantly teleport a group of Zealots and Stalkers to the target location while simultaneously Psi-Storming the area.
Immortal Rework: Give Immortals the ability to reflect any attacks back at the attacker with twice the damage, but make them incredibly slow. Immortals now work best when camping.
Carrier’s New Power: Replace Interceptors with Disposable Dark Templar. Each Carrier now deploys a cloaked Templar that attacks until death (or until you lose all your minerals). It’s expensive but worth it.
This video needs 1,424 likes
Edit: I was off by 28 likes (this time).
What a crary match 🤯 mind blown
I leaned in...not on mobile, mind you, but on a proper 27" monitor and the brown map didn't help...but i still couldn't see how many sensor towers there were at 16:04.
Its clear Shin either touched Oliveras boats or commited the cardinal sin of increasing oil prices.
Murica too strong for even aliens
If you want to get rid of swarm units, turn the Broodlords back into Guardians with an aoe attack ... maybe corrosive so they do damage over time.
@Winter I was wondering. Is it possible for brood lords to target changelings giving them kinda extra range/free first volley?
it warms the cockles of my heart seeing BL/INFESTOR being popular again :^)
Are you going to cast the Maxpax vs Clem final on the new patch from the Rotti cup? 👀
Where is the drone/SCV death counter? It was always a fun indicator of uh oh moments
What i REALLY don't understand about the Liberator changes is the sheer lack of downside exchange for 2 absurdly massive upsides. At the very least, lower the damage to light units by 5 to make it much harder to worker harass with so that it gets more further encouraged to use for fighting combat units with Smart Servos.
i hate how the terran players often come to say ''but you lose 0,75 cast range thats a big nerf!'' even tho they get 56% for attack range
@@georgegorvaniagerge7077 as well as turning in and out of siege mode much faster
Terrans are under performing as a whole they need the buff win rates are in favor of both zerg and toss
@@jamesbelcher896the ladder games dont matter… there are more people watching sc2 then playing sc2. Something like a 1:5 between player:viewer. Plus ladder games dont showcase imbalance that well when players are far from utilizing their race’s full potential, even most pro players arent utilizing their race to their full power. Limited by their human flesh.
don't Liberators do like 75 damage a shot? they're gonna one shot workers no matter what
if you put circle from lib just under lib you can unit with 6.25 range and super big dps XD
you can snipe it by stalker from any angel becouse stalker have 6 range
I think this balance patch injustice towards Protoss is going to result in a solid buff for them next patch. Calling it now. (Also they deserve a little something, and less abilities.)
little did winter know, Broodlords ARE THE NEW changes we should all be paying attention to.
Hello, Winter :)
The terran balance council obviously don't even play the game. Players already think that liberators were too strong. So what do they do? Buff them again. TWICE.
RIP starcraft 2. For anyone but terran anyways
I think abilities should just be always on a toolbar, like an MMO, and be available for use when any of the selected units are able to cast it. With like a little number to show how many casts you have left or something, but I guess that would require actually making something new for the game
That would make the game so easy, people complained about SC2 allowing you to select all units. There is a limit. Game design is in limitations Rts is supposed to be hard and rely on complex mechanics or it just becomes fastest wins.
@Winter, do you think with Hatcheries being cheaper it will allow a viable Hatchery first build in any matchup?
One day protoss will rise and on that day we will be witnessing the heat death of the universe
I don't understand T overpowered right? can't lose in late game right? why didn't the Z just concede as soon as unbeatable ghosts come out? I don't understand.
We found the turtle terran!
I think Liberator is the biggest issue. Ghost are needed to be nerfed if we revert broodlords. idk, just weird changes
"The hydras are doing their best to fight on the front lines! But unfortunately, he's super fucking dead! GG? GG!"
Biggest change they could do to zerg would be to add scourge. Make All Medivacs Afraid (MAMA).
I think the pros trying to vouch for their race try to avoid demonstrating the new buffs to the public. Sometimes they do, but they tend to not want to.
Another amazing piece of content.I will forever watch Winters cast's.Hope he lives forever and has many sexual conquests.
Each of those libs would have been hero libs, how many kills I wonder? It's not fair, then you reminded me that they even have another upgrade on top of that (the servos) absolutely absurd
I was thinking maybe someone could make 2 liberators early just siege them up behind a mineral line of the zerg. Queens couldn't even get to it without being shot probably. So that would mean instant game over for zerg. I can't wait to watch the match and see if that's possible.
"Allergic to Adrenal Gland.." LMAO !