hello, masters zerg here
so, apparently blizzard is going to do a balance patch at the end of the year as they usually do. i would like to talk about things that terran needs nerfed (or zerg buffed in a way that counters these things)
1 - siege tanks
bad terran players or just terran players that are behind can just make siege tanks and turtle up into an unbreakable position. nothing zerg does will break them (unless massively, massively ahead. being just ahead by a lot isn’t enough). if the terran opponent isn’t massively, massively behind from not knowing how to macro properly (like a masters 2 terran i just played who got his third at an incredibly late time… hehe guess terran is so easy and op you can get to masters 2 even with terrible macro)… then the zerg will just have to accept the terran player is going to max out, amove and win the game because the terran army is just stronger than anything zerg can throw at them
2 - liberators
liberators aren’t op as siege tanks, but they are strong and very easy to use. they can easily deny mining and unless the zerg made air units specifically to counter them killing workers (which would be a waste for the zerg), they will be much, much more annoying to the zerg than it takes apm from the terran. zerg has no similar options to harass the terran during a game. if zerg goes mutas, well mutas take a very long time to kill workers and are very expensive if you make enough to kill workers. also 1 thor will hard counter mutas anyways and mutas can’t fight against bio.
ling runbies are also a waste of minerals when the terran is turtling
so, these 2 units being strong as they are, the terran player who got massively outplayed the entire game can just turtle behind their bio units + siege tanks + liberators, while harassing the zerg and the zerg can’t do anything about it, just accept that they are playing the weakest race in the game
there are 2 approaches to fix this design issue of zerg being incapable of breaking a turtling terran. first is a direct nerf to terran units that allow them to turtle so easily. the second way is to buff a late game zerg unit so that, if the zerg is massively ahead in the game, the zerg can just mass them and win through sheer economic power
my suggestion is to add a third ultralisk upgrade, one which makes no damage they take to be bigger than 10 damage. if the zerg is so massively ahead than the terran, he should be able to do a specialized, expensive army 2-3 times and amove to destroy the turtle terran and end the game
it’s absurd that when the zerg player is massively ahead, he still can’t do anything to end the game, but accept that the opponent won’t leave his side of the map until he has maxed out an unkillable army which zerg can’t kill due to being very weak
sc2replaystats com/replay/11445722 this shows what i’m talking about, this design needs to be rethinked by blizzard. brood lords can’t break a turtle terran, infestors can’t break a turtle terran, 3 waves of fully upgraded ultras-hydras-ling-bling can’t break a turtle terran. if the terran wants, he can sit on his side of the map for hours and the zerg just has to accept he has chosen the weakest race.