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« on: December 11, 2020, 01:31:06 pm »
It has been some time since the patch has come out and so i feel i can speak about balance after playing quite a few games as both zerg and terran.
From a design perspective you want to have points in the game where the zerg is stronger, and other points in the game where the terran is stronger. Ideally flipping back and forth as they each jump to higher tech units.
I really like the chem plant removal, getting tier 2.5 units (firebats) at the 12 minute mark broke the dynamic of power swings between zerg and terran.
I like the changes made to roaches, particularly the speed of the roachlings, it makes roaches a lot less oppressive.
The problem right now is that terran has too smooth of a transition from T1 push into T2 push and there is no good power spike for zerg to stabilize the midgame. In order to stop t1 marines zerg needs to buy speed 1, speed 2, armor 1, armor 2, both roach upgrades, and have infestors sitting on the large spine crawlers. if your screen is in the wrong spot and you miss a transfuse or get a stasis on your infestors you lose the game on the spot. If all of this is in place the terran can simply walk back home, swap into veteran marines and keep pushing. a veteran switch requires only 3 minutes of gas time, and during this time zerg needs to get out brutalisk or infused. In order to have the economy to get close to pulling this off the zerg must make significant early game concessions in pressure and play extremely greedy. in my opinion upgrading any more than just a handful of spawners before roach tech is simply gambling that 2 unfocused terrans will miss their t1 timing push. What this leads to is terran having the upper hand during the early, early mid, and midgame all in a row, and we miss out on the back and forth element that is fun in zerg hex.
I would look at finding a way to let zerg have a little more breathing room between the t1 and t2 timings. I wouldnt do all of these things but rather consider one or two.
- possibly revert the buff to shatter on veteran marines/and or elite marines or lump it in with shattering 2
- rework primal roaches or ultras (neither of these units provide enough power for the cost and it is better to go into infestor units or directly to brutas)
- remove the armor debuff on the power field. T1 marines can hold brutalisk if you put the power field on the brutalisk itself because it removes all the armor. However if you put the power field on the marines they do not hold. I think this is related to the lack of place in the game for primals and ultras, because an army with multiple generators supporting will always be using power fields for burst damage.
All this being said, i still think that skill has a lot more to do with winning and losing that some people would like to admit. On this patch i have seen only a very slight change in my terran and zerg winrates.