Looks like the council either: a) don’t understand the game b) lying about their intentions c) all of the above They’ve made turtling against Zerg much more beneficial.
It's A. It's not that turtling is more beneficial. It's that the mine nerf has made Tempo styles pretty much impossible. Specifically Korean Terrans have decided no more mines because they suck. Mass tank can't move out on the map.
I doubt it will in ZvX matchups. Zerg doesn’t have good late-game tools (except being Serrall) As a result they have to attack in mid-game. Which in turn makes turtling very enticing
They nerfed the ghost and the planetary. The core of Terran turtling is not the ghost and is not the planetary. It is and has always been the siege tank. When Terrans play mines like olivera and clem do the games are more tempo focused and dynamic. The mine needs a buff and the tank needs a nerf. Not the ghost. Not the planetary. The tank and probably the liberator also.
also the map is very favored for defending terrans with all the chokes, and high grounds . tho last time Rogue beats Byun in this map by just spamming nydus and swarm hosts, to fly up highrounds, straight to tanks, and slow down defending other terran units with mass changelings blocking the paths lmao
@@ghosthamster6521i like liberators the transition of modes pretty balance and their give a nice glow before they finish. I would love tanks to give the same barrier reading but I'm already bishing about the orbital scan and mules lmaoooooooooo
I love the Elazer style , I think a little more polish would do it, he was too inefficient, imagine Serral doing a similar style.... vs ByuN who is just probably a better player. That saying, late games ghosts are problem, but what else would you build, Battlecruisers, Raven support ? I think more rebalancing of Terran would be great
Lmaoo I get that zerg is primitive when it comes to fighting since they use their bodies but I strongly believe if terrans have orbital scan and mules removed the game would be in a better place
Lmaoooooooo this made me laugh cause a sige tank isn't by any means drilled or plant into the ground its more like braced so the recoil don't push it back buuuuuut if we talking logic the ghost was sniping units underground. That bullet must be magical to ignore armor, all those unknown planet layers of dirt and still do max damage without any reduction
@@khenumine I dont know much bout the game tbh but it does seem to me like zerg has become less dominant over the years. In your opinion what was peak zerg?
agree with other commentators, terran need their mines powered back, maybe hellions/hellbats buffed to have more damage output against all types of units after infernal pre-igniter being researched instead of just making them better VS light, and tanks/libs nerfed (+1 food for both; +25 gas for both; +10 to 15 % single shot damage in all modes (+20% time to switch modes, too) for both to make it a little bit less frustrating for terrans), also making some more upgrades for banshees so we could see more banshee play in the late game (perhaps ricochet missiles à-la muta (one bounce at 50% damage for example) so they deal more damage for 250 minerals 200 gas) what zergs need is brood lords replaced with something else like super muta or something that flies, attacks both air and ground, has at least 10 range, deals stupid amounts of damage, is fast and is immune to ghost snipe ability. but not that tanky and also a bit expensive.
Outside Rogue, I'm starting to get really tired of ZvT because it just feels like there's no competition, just the Terrans getting it all their way. They need some sort of vulnerability, but I have a hard time spotting what it could be that Zerg players can reasonably exploit.
vanilla mech: slow to produce so just kill them before they max out using ling + bane + whatever you can afford for support, preferrably avoiding head-on engagements (droperlords are a viable option) battle mech: just play better than the opponent, disallow hellbats/hellions from roasting your lingbane and you're fine (also mutas are super good against this kinda stuff) bio before ghost: dies to fungals + bane explosions bio after ghost: this is the moment when Z are super screwed but if you have enough banes and infestor micro is more on point than the opponent's ghost one you still can come out ahead mixed terran: quite awful on its own, unless you're Clem level good at the game sky terran: who the hell plays it anyway lmao
I was gonna say you could make chilaquiles with your leftover tortillas but as you went on I realized you're talking about flour tortillas. Which wouldn't work.
People make a huge deal about the supply difference but the reality in difference is like 4-5 ghosts an maybe 10 marines ….. not a big nerf at all when Terran have mules an always a larger army supply. No one ever seems to think about that
We are in 2024 and people still think Z units should be as strong as P and T units. They can be trash when you play Z because you should have way more resources than your opponent. It's called asymmetrical balance
At some point @LowkoTV mentions the idea of a different balance patch for pro/normies. I fully agree with Lowko that it is not a good idea, especially since to some extent it makes it a different game. But what about a balancing affected by elo. For instance the disruptors could be considered too punishing for lower levels (considering the arguably unbalanced APM involvement). Scaling the disruptor damage level on elo, like based on some curve or tiers, might help mitigate the issue while preserving a somewhat unified balance. I dont know, just a thought 😅 I guess that would likely be unpractical anyway
Zerg can take so many more bases and lose so much more in units and its fine. So in that regard, zerg is busted. Against less skilled players you can just spam bases and units and just win with numbers. Even when the pros play thats still true. Sure zerg has "less" high teir options for units but they still got the utility units to destroy high level units so it should be fine if they play properly. So Zerg has the options, they just dont use them all. I dont really see how ppl are complaining so much about terran or protoss since zerg can basically do it all too, its just zerg players aren't using all those unique zerg abilities.
Im really curious why late game zerg will opt to use units that cost, when it could transition into broodlord poke that is free. If you are going to send meat to be minced by enemy siege tanks, use the cheap one.
To elaborate what other comments are saying, Broodlords prove time and again that they end up costing a lot of resources and research time for units that are surprisingly fragile. Snipes hit them very hard, as do Vikings and Thors - and their sluggish movement means they can't reliably retreat. They ultimately have no survivability, meaning the value they theoretically get from the broodlings is almost impossible to actually get.
@@bricelory9534so true they should remove the greater spire tbh and just allow corrupters to just morph into them from a spire. Maybe greater spire can be for level 3 upgrades
Sooo true. They aren't about doing damage but to make it easier for the earlier units. I think they makes ultralist immune to snipe they could stand a better chance. I rather see liberators mow down ultralist than ghost 2 shooting.
I can’t lie I don’t play StarCraft anymore I’m played brood war and wings of liberty and just put it down but I’ve always watched the game, but, is it just me or is Terran just better than any other race late game? Or is every Zerg and Protoss just not as good commenters let me know
I don't think anyone understood the impact of hatch's being cheaper while the hatch+queen combo being the same price. Hatch comes up a bit faster, workers slightly faster, more minerals for more expansions and it snowballs
It snowballs into the mid game and if zerg doesn't win by then, it doesn't matter, and the hatch reduction is countered by the queen increase so it's kind of the same cost
Obviously TvZ is going to be more turtly after a ghost nerf. Ghosts are the 1 Terran lategame unit that can move. Liberators and tanks are the other 2 units that are massed in the lategame. If you want to have less turtling in the lategame you need to nerf the afk units. Not the ghost. A few years ago there were 2 main styles to play the lategame showcased an insane Ghost/Mine style in the lategame where you didn't have to be so static. They have now neutered the mine and the ghost. That means every lategame has to be tank liberator with mass command center. It's not that hard to figure out which changes were bad and it's not that hard to revert them. The problem is all the gold league protoss babies that whine about widow mine drops and ghosts for years on end and ruin the TvZ as a result.
It's not a bad thing for 1 unit to hold a lot of power. If Terrans can't rely on ghosts as much, they have to rely on other units. Those will be tanks and liberators. If the goal is to reduce turtling like they claimed, then nerfing the ghost is strictly a mistake. Also the ghost isn't even close to the power house that it used to be. You can micro vs the snipes effectively. The ghosts are rarely the cost efficient unit on defense because their snipes don't go off if they get hit. They run away while they get chased and the tanks get all the value.
What I think would be interesting change for vipers would be if it's pulling a unit that is small like a marine it should have no problem yoinkin it but like say a siege tank I think it should take two vipers to yoink it or a Thor like 3 at once to yoink it. Just kinda take in consideration to unit sizes or maybe have a chance to rip the tendril yoink thing if it trys to pull a big unit then have it be unusable for a few seconds to grow a new one.
it makes sence, always thought it was funny that a viper can lick and pull a battlecruiser... but then units like the Ultralisk shouldnt get sniped and be able to trampel marines it just doesnt work balance wise
maybe they could have the energy cost scale based on the size of the unit as well, so a ghost takes less energy to abduct than a tank and a mothership or capital ship abduction takes all the energy out of multiple vipers
I understand you can never perfectly balance the game or anything for that matter but the fact terrans have orbital scan and mules is beyond broken. They have clift climbing reapers and super fast vehicles tf they need orbital scan for? Toss need observers, zerg need overseer, tf they cant build ravens??? Instant info from scan with already cost efficient units where is the surprise? Im willing to ignore the logic of ghost sniping burrowed units if they had raven to spot, but a instant scan?? Bayun had sooo much orbital scan he could have legit light up the entire map on CD. It needs to be removed or at the very least why orbital scan doesnt work like Sensory towers??? Let them see red dots so they know something hostile is there but not blood type of the unit.. wheres the logic anyways. LET THEM SCOUT! LET THEM SCOUT!
Wow, Lowko hitting us with a 10 hr+ vid and then continuing to post new matches on the regular. The gift that keeps on giving, thank you!!!
That was pretty fuckin rad I just listened to it all day, I hardly watched 😅🤣
Funny too cause I basically remembered every match cause I watched most of them lol
Looks like the council either:
a) don’t understand the game
b) lying about their intentions
c) all of the above
They’ve made turtling against Zerg much more beneficial.
It's A. It's not that turtling is more beneficial. It's that the mine nerf has made Tempo styles pretty much impossible. Specifically Korean Terrans have decided no more mines because they suck. Mass tank can't move out on the map.
not really byun is just miles above elazer, even before this patch
I sure love BTD6 Byun's Terran Defensive 6Playstyle
Upon seeing the power of turtle terran in this video we have made the decision to nerf protoss
Thanks for the video, Lowko. Hope you and the family are having a happy and safe Merry Christmas and Happy Holidays. ❤
i love how you allways let the bloopers in
What a shocking outcome Terran beating Zerg who could’ve predicted it
Ikr! Best Aoe units,best ranged and best muti ground/air attackers
Sigh. Merry Christmas to all Starcraft hooligans!
It's quite hard to see Byun just being able to sit so passively in the first match😅 I don't think this patch did what it intended to do yet
I doubt it will in ZvX matchups. Zerg doesn’t have good late-game tools (except being Serrall)
As a result they have to attack in mid-game. Which in turn makes turtling very enticing
They nerfed the ghost and the planetary. The core of Terran turtling is not the ghost and is not the planetary. It is and has always been the siege tank. When Terrans play mines like olivera and clem do the games are more tempo focused and dynamic. The mine needs a buff and the tank needs a nerf. Not the ghost. Not the planetary. The tank and probably the liberator also.
also the map is very favored for defending terrans with all the chokes, and high grounds . tho last time Rogue beats Byun in this map by just spamming nydus and swarm hosts, to fly up highrounds, straight to tanks, and slow down defending other terran units with mass changelings blocking the paths lmao
@@ghosthamster6521i like liberators the transition of modes pretty balance and their give a nice glow before they finish. I would love tanks to give the same barrier reading but I'm already bishing about the orbital scan and mules lmaoooooooooo
I love the Elazer style , I think a little more polish would do it, he was too inefficient, imagine Serral doing a similar style.... vs ByuN who is just probably a better player. That saying, late games ghosts are problem, but what else would you build, Battlecruisers, Raven support ? I think more rebalancing of Terran would be great
I've never been short on gas, especially after eating chili.
zerg is in such a pitiful embarassing state its absurd.
Lmaoo I get that zerg is primitive when it comes to fighting since they use their bodies but I strongly believe if terrans have orbital scan and mules removed the game would be in a better place
Lowko, when are you going to recognize that Elazer's strat is what every Platinum player does, with the difference that it is executed adequatly
Abductions look very cartoony imo. Looks weird just yoinking a siege tank that supposedly plants itself into the ground
Time to nerf Zerg once again then, make Siege Tanks be unabductable because its lore inaccurate!
Lmaoooooooo this made me laugh cause a sige tank isn't by any means drilled or plant into the ground its more like braced so the recoil don't push it back buuuuuut if we talking logic the ghost was sniping units underground. That bullet must be magical to ignore armor, all those unknown planet layers of dirt and still do max damage without any reduction
@@khenumine I dont know much bout the game tbh but it does seem to me like zerg has become less dominant over the years. In your opinion what was peak zerg?
@@726fhd7ywhjjfuudik well it was good before they nerfed banelings ultras lurkers and broodlords
@@notredface2254 thats sad
I think Ultras need the lunge ability more than the Hydra
agree with other commentators, terran need their mines powered back, maybe hellions/hellbats buffed to have more damage output against all types of units after infernal pre-igniter being researched instead of just making them better VS light, and tanks/libs nerfed (+1 food for both; +25 gas for both; +10 to 15 % single shot damage in all modes (+20% time to switch modes, too) for both to make it a little bit less frustrating for terrans), also making some more upgrades for banshees so we could see more banshee play in the late game (perhaps ricochet missiles à-la muta (one bounce at 50% damage for example) so they deal more damage for 250 minerals 200 gas)
what zergs need is brood lords replaced with something else like super muta or something that flies, attacks both air and ground, has at least 10 range, deals stupid amounts of damage, is fast and is immune to ghost snipe ability. but not that tanky and also a bit expensive.
balance council contentiously directly buffing terran, and indirectly buffing terran killed this game over the past 14 years. terran is never bad.
Merry Christmas and Happy Holidays all ❤️🍻
Outside Rogue, I'm starting to get really tired of ZvT because it just feels like there's no competition, just the Terrans getting it all their way. They need some sort of vulnerability, but I have a hard time spotting what it could be that Zerg players can reasonably exploit.
vanilla mech: slow to produce so just kill them before they max out using ling + bane + whatever you can afford for support, preferrably avoiding head-on engagements (droperlords are a viable option)
battle mech: just play better than the opponent, disallow hellbats/hellions from roasting your lingbane and you're fine (also mutas are super good against this kinda stuff)
bio before ghost: dies to fungals + bane explosions
bio after ghost: this is the moment when Z are super screwed but if you have enough banes and infestor micro is more on point than the opponent's ghost one you still can come out ahead
mixed terran: quite awful on its own, unless you're Clem level good at the game
sky terran: who the hell plays it anyway lmao
I was gonna say you could make chilaquiles with your leftover tortillas but as you went on I realized you're talking about flour tortillas. Which wouldn't work.
Hmm I’m not sure why gg was called in first game, I felt like elazer was still good
Orbital scan increased to the point bayum can use a mobile force of 10 units and just counter everything you throw.
#1 caster for a reason
I think I’ve seen this ZvT before…
Happy St Stephen's Day!
People make a huge deal about the supply difference but the reality in difference is like 4-5 ghosts an maybe 10 marines ….. not a big nerf at all when Terran have mules an always a larger army supply. No one ever seems to think about that
Yeah, i'm not playing anymore but when i say the ghost nerf it being 1 supply more i was like "that's it?" 😂
Z doesn't have late game units. no good counter to air. this is just painful to watch.. the Diamond league Z are right.
Corrupters are the strongest Air to Air unit in frontal battle
@ProfibobWot vikings and Phoenixs tear corruptors apart and are more versatile.
@@ProfibobWot yes thats why corrupters can beat skytoss soooo easily and in result protoss never builds skytoss because we have corruptors
Elazar is playing byun he’s not supposed to win and will look bad if byun was playing serral or dark with the same unit composition they would win
We are in 2024 and people still think Z units should be as strong as P and T units. They can be trash when you play Z because you should have way more resources than your opponent. It's called asymmetrical balance
At some point @LowkoTV mentions the idea of a different balance patch for pro/normies. I fully agree with Lowko that it is not a good idea, especially since to some extent it makes it a different game. But what about a balancing affected by elo. For instance the disruptors could be considered too punishing for lower levels (considering the arguably unbalanced APM involvement). Scaling the disruptor damage level on elo, like based on some curve or tiers, might help mitigate the issue while preserving a somewhat unified balance.
I dont know, just a thought 😅 I guess that would likely be unpractical anyway
That's a WILD idea, i don't think that's even possible
nonstop action
oh it can be perfectly balanced ... we only allow mirror matchups. then it will be fair XD
How to lose a close game as a zerg? Build ultras
Hahahaaah el dargo reaper scout is exactly what im talking about. They dont need orbital. Just remove the whole thing already
manner hatches
Zerg can take so many more bases and lose so much more in units and its fine. So in that regard, zerg is busted. Against less skilled players you can just spam bases and units and just win with numbers. Even when the pros play thats still true. Sure zerg has "less" high teir options for units but they still got the utility units to destroy high level units so it should be fine if they play properly. So Zerg has the options, they just dont use them all. I dont really see how ppl are complaining so much about terran or protoss since zerg can basically do it all too, its just zerg players aren't using all those unique zerg abilities.
Im really curious why late game zerg will opt to use units that cost, when it could transition into broodlord poke that is free.
If you are going to send meat to be minced by enemy siege tanks, use the cheap one.
Broodloords are easily snipable (thanks for not fixing the bug). And as a result are very cost-inefficient
broods die so easily
Broods are trash
To elaborate what other comments are saying, Broodlords prove time and again that they end up costing a lot of resources and research time for units that are surprisingly fragile. Snipes hit them very hard, as do Vikings and Thors - and their sluggish movement means they can't reliably retreat. They ultimately have no survivability, meaning the value they theoretically get from the broodlings is almost impossible to actually get.
@@bricelory9534so true they should remove the greater spire tbh and just allow corrupters to just morph into them from a spire. Maybe greater spire can be for level 3 upgrades
Zerg late-game units are like specialists nowadays. You need some for a very specific task. But they can’t be your backbone
Unlike late game units for Terran and Protoss right?
Sooo true. They aren't about doing damage but to make it easier for the earlier units. I think they makes ultralist immune to snipe they could stand a better chance. I rather see liberators mow down ultralist than ghost 2 shooting.
Zerg late game gets countered by other armies mid game units, so there kind of isn't a point
22:41 where is the Broodlord ????
Go make a broodlord against ghost comp and report back lmfao
@RxBando he prob a terran player who thinks his race is weak dont try
@@RxBando broodlord infestor il good face a Ghost 😉
@@anthonylaine6111 bout 6 years late on that being “good” try to keep up
@@RxBandolmaoooo he wanted to see one snipe guys
Ok Lowko keep up the great casting been watching for years. But I have had enough of you bashing Clem with the word garbage. It is “ordures”
"makes look" implies that it isnt.
I can’t lie I don’t play StarCraft anymore I’m played brood war and wings of liberty and just put it down but I’ve always watched the game, but, is it just me or is Terran just better than any other race late game? Or is every Zerg and Protoss just not as good commenters let me know
Somewhat misleading title, TERRAN ARE OVERPOWERED.
Yet he lost against Clem.
I don't think anyone understood the impact of hatch's being cheaper while the hatch+queen combo being the same price. Hatch comes up a bit faster, workers slightly faster, more minerals for more expansions and it snowballs
Doesn’t really matter when there aren’t units worth making lol
It snowballs into the mid game and if zerg doesn't win by then, it doesn't matter, and the hatch reduction is countered by the queen increase so it's kind of the same cost
The game has gotten really boring lately. Even if zerg plays 100% great, at max armies zerg fall off so hard. It's so bad.
Its because Terran is OP, hey I didnt even need to watch the video... so guess i wont :(
Obviously TvZ is going to be more turtly after a ghost nerf. Ghosts are the 1 Terran lategame unit that can move. Liberators and tanks are the other 2 units that are massed in the lategame. If you want to have less turtling in the lategame you need to nerf the afk units. Not the ghost. A few years ago there were 2 main styles to play the lategame showcased an insane Ghost/Mine style in the lategame where you didn't have to be so static. They have now neutered the mine and the ghost. That means every lategame has to be tank liberator with mass command center. It's not that hard to figure out which changes were bad and it's not that hard to revert them. The problem is all the gold league protoss babies that whine about widow mine drops and ghosts for years on end and ruin the TvZ as a result.
Ghost need to be nerfed they legit counter everything thats bigger than a ling
It's not a bad thing for 1 unit to hold a lot of power. If Terrans can't rely on ghosts as much, they have to rely on other units. Those will be tanks and liberators. If the goal is to reduce turtling like they claimed, then nerfing the ghost is strictly a mistake. Also the ghost isn't even close to the power house that it used to be. You can micro vs the snipes effectively. The ghosts are rarely the cost efficient unit on defense because their snipes don't go off if they get hit. They run away while they get chased and the tanks get all the value.
What I think would be interesting change for vipers would be if it's pulling a unit that is small like a marine it should have no problem yoinkin it but like say a siege tank I think it should take two vipers to yoink it or a Thor like 3 at once to yoink it. Just kinda take in consideration to unit sizes or maybe have a chance to rip the tendril yoink thing if it trys to pull a big unit then have it be unusable for a few seconds to grow a new one.
So you don't want Zerg to win against Terran. Got it !
it makes sence, always thought it was funny that a viper can lick and pull a battlecruiser... but then units like the Ultralisk shouldnt get sniped and be able to trampel marines
it just doesnt work balance wise
So you want to make already week race thats the weekest in late game more week 😂😂😂😂😂😂
maybe they could have the energy cost scale based on the size of the unit as well, so a ghost takes less energy to abduct than a tank and a mothership or capital ship abduction takes all the energy out of multiple vipers
I understand you can never perfectly balance the game or anything for that matter but the fact terrans have orbital scan and mules is beyond broken. They have clift climbing reapers and super fast vehicles tf they need orbital scan for? Toss need observers, zerg need overseer, tf they cant build ravens??? Instant info from scan with already cost efficient units where is the surprise? Im willing to ignore the logic of ghost sniping burrowed units if they had raven to spot, but a instant scan?? Bayun had sooo much orbital scan he could have legit light up the entire map on CD. It needs to be removed or at the very least why orbital scan doesnt work like Sensory towers??? Let them see red dots so they know something hostile is there but not blood type of the unit.. wheres the logic anyways. LET THEM SCOUT! LET THEM SCOUT!
52 seconds 0 views bro fell off gg.