This is highly disingenuous given the way larvae and queens work.
While Chrono is by far the most versatile of the three, being able to be applied to any building for research or production, it A) only has limited time that it’s active and B) can only be applied to a limited number of buildings.
Larvae then follows chrono from versatility, as the larvae production mechanic means that you don’t need to spend any money on additional buildings that aren’t directly tech related. It’s burst production means that you’re able to spend your larvae on any unit you have access to, including drones and your supply mechanic, overlords. The nature of the Larvae mechanic also means that Tech switching for Zerg is, assuming they have the funds for it, almost instant - that is their most powerful feature, such that they are quite literally balanced around it, and such that the entire game in an XvZ revolves around not only slowing down a zerg, but predicting and reacting to what a Zerg player is teching or making, often even before they have done so.
Larvae also don’t require you to delay production on anything, as its production, with or without inject, will continue regardless of whether you’re producing queens or upgrading your hatch/lair/hive or researching anything on it. In fact, while many argue that queens are necessary for production and require strict inject timings, the truth is that queens augment production further - Dark is the perfect example of this; he’s one of the best Zerg players in the world, and yet it’s often commented on that he also has the sloppiest macro of any Zerg pro player - something that he routinely makes up for with additional macro hatcheries to reduce the need for injecting queens. Realistically speaking, if Inject didn’t exist, you legitimately wouldn’t have to look back at your base ever except to place down tech structures, or expand. And we aren’t even touching on Queen’s other functions of Creep Spread, Transfuse, and sheer defensive prowess.
Finally, Mules are unequivocally last in the “do more”. They mine minerals, and in a pinch, they repair, which costs both minerals and time they should be mining. In order to facilitate this, you have to skip multiple worker cycles to be able to use mules each time you upgrade an orbital. Additionally, Mules don’t generate money, they simply mine more. Now, there is the benefit of being able to recover from a low or 0 SCV count with mules, I will admit, but Mules also come with the caveat that you’re also going to mine out faster than your opponents will as well.
Larvae can keep producing if there is no money to acquire on the map. Chronboost can keep boosting production if there is no money, or speed up research. But mules? If there is no money to mine, they cannot give you additional income. It’s that simple.
If neither Protoss nor Terran could ever keep up with Zerg’s extremely versatile production - and their ability to tech switch on a dime - then Zerg players would never lose a game ever. It would be a one-race game, or Terran and Toss both would have to be buffed to absurd degrees across the board to make them even partially viable to play.
At the cost of:
More production costs
More expensive units
Longer production times.
That goes for both Terran and Protoss.
People already hate “Turtle players”, and you want to make them lean into it more. I can’t tell if you’re trolling or if you simply don’t think about what you write before you dump your ridiculous, inane thoughts on screen.
“Bames Nond’s having a stronk, call a Bondulance” - I think I had a stroke reading that sentence you wrote, because I genuinely can’t tell what you’re trying to say with this sentence.
Ah yes, that’s why we see so many people dodge Fungals. Oh wait, we don’t.
It’s got a travel time, yes. But it also has the widest AOE of any damaging spell that isn’t Parasitic Bomb, and can be cast from long range. You can certainly mitigate the damage it does by pre-spreading and/or reacting to it after it’s cast, since it allows extremely limited movement, but given that it effects both Air and ground, it’s not easy to dodge even at the best of times.
There’s always been counter-micro potential. Yes, I’m going to name fungal. But also flanking, vision, stutter stepping, and having a better concave than your opponent in the engagement.
Fun fact for you, Stim in sc1 was literally never researched because of how bad it was, despite being more powerful than it is in the sc2 variation. This is entirely because of the fact that there was no way of healing off the damage it did to your units until they introduced medics in broodwar (after which it started seeing use) - the benefits did not outweigh the negatives.
Firstly, you’re just straight up wrong here on so many levels. Kiting, blink micro, force fields, phoenix pickup, warp prism pickup oracle tagging etc each require micro of some kind. Not necessarily all together either, but still micro. Stalkers outrange (and are faster than) marines early even without blink - proper micro means that they can kite them until Marines do get stim. Adepts can shade around forcing players of both races to react properly to them.
Absolutely incorrect - While stim is powerful and absolutely very strong, to say that micro potential is lowered in big battles is absolutely false. Storms, blink micro, pickup micro, forcefields; all of that serve a huge purpose in not only keeping your army alive but having Zone control, terrain manipulation and most importantly, upkeeping DPS - after all, dead units are units that are no longer firing.
No, at this point it’s purely down to Pro Protoss general skill - barring a select few (namely MaxPax and sometimes Stats), pretty much each and every Protoss player I’ve watched at a pro level regularly makes such colossal mistakes that would be game-ending for other players that it is, frankly, absurd.
See a quote from my post here: So many interesting coincidences in the player distributions - #9 by Miro-11607
This match happened only a couple of days ago. There are further examples in that post as well, this is just one of them. As I said in that post, that’s the equivalent of forgetting combat shields or metabolic boost - remember, this mistake happened for the duration of the entire game. For Both Zerg and Terran, forgetting a key upgrade like that would be game ending within a few minutes. But not for Protoss.
Also, this: