Thats because in beginning when marine king was dominating everyone stim should git nerf so zerg counter would been better or when split lings should be able beat them.
Did they no they rewarded them and balance was never about strategy its about build orders and efficiency. Once hard counter found to a build order they nerfed counter so build order can still be used.
Most balance patches nothing do balance but allow maximum ap spam. Nerf infestors stealth so terran dont have build raven just click scan instead. Only race dont need stealth detection just cheap ability.
The criticism that Starcraft 2 balance patches tend to favor build order efficiency over strategic depth is a valid and important observation. A major issue with past patches has been that balance changes often prioritize keeping certain builds viable, even at the expense of tactical variety and counterplay. For example, when MarineKingPrime dominated with his bio-heavy strategies, the developers chose to nerf units like the Zerg Infestor, which was one of the few effective counters to that kind of play, rather than adjusting the Marineâs power directly. The result? Zerg players were forced to adapt to an environment where traditional counters were either weakened or removed entirely.
This trend continues when you consider the consistent âbuffingâ of certain units to allow them to fulfill specific roles (like the Raven being buffed for Terran detection), which ends up simplifying the game to just efficient execution of specific build orders. Itâs not just about making sure all races have competitive strategies, but rather ensuring that certain high-APM builds are rewarded, which in turn encourages less strategic diversity.
When balance patches focus too heavily on maximizing APM and efficiency at the expense of giving players meaningful counters and choices, it can feel as though strategic depth is sacrificed for gameplay speed. The stealth nerf to Infestors, as the post mentioned, is a good exampleâwhere the nerf made Terran players more reliant on simple, fast mechanics like the Raven, while reducing the need for nuanced decision-making from the Zerg side.
Ultimately, when the focus shifts away from creating a dynamic battlefield where diverse strategies can thrive, and instead incentivizes efficient build orders, the core strategy of Starcraft 2 starts to feel more about optimizing mechanical execution than actual thinking. This makes the game less about countering one another through strategic depth, and more about who can execute their build faster and more efficiently. The community has frequently pointed out that true balance should reflect not just efficiency, but the ability for all races to counter each other meaningfully with a diverse set of strategies.
The whole point of this post is because of that balance change made queen useless.
nerfing transfuse so small units can do damage to zerg.
why not for balance because they wanted higher tempo which end up giving terrans free wins because it made weak defenses even more weak that could push stim marines off but now cant.
Next nerf tranfuse off creep. Zerg found counter to fast void, sad part protoss has counter scout slow moving queen. All they need zealots and immortals coutered it.
but upgraded zealots hurt fast void so answer is not to addapt strategy but nerf unit so build can work. Though after patch both zerg and toss on tournament level did same thing zerg some how won even nerf. Thats sad.
who point is revert this game from apm spam to actual balance game. How do this by making units more into rock paper scissors type game. Can it be done i think it can be done.