Suggested Terran buffs, Zerg nerfs

In light of recent pro play, I think that the correct path to nerfing Zerg is to take away attack power from the Queen, and make the Nydus Worm less effective.

For Terran, I think Reapers should be back to their old selves, fun and 3-shotting probes. :slight_smile:

To create more chances in TvZ, I think Ghosts should be able to one-shot Queens as well.

EDIT: Another thing is that Terran seems to have less income than Protoss or Zerg. I think that a change worth surveying would be allowing SCVs to be made while the Command Centre is upgrading.

ok what world are u living on the Zerg nerfs are a bit excessive and tbh i don’t agree with the nerfs for zerg and if i have a say in this and i do i think Terran should have their ghosts nerfed in a way the snipe ability does hit but doesn’t ignore armor and i think the liberators should be nerfed for their damage while in sieged cut in half meaning they won’t one shot workers and for protoss their fine but Nerf the distruptor where the ability should be researched or give it a attack or even both and for Zerg they’re ok but up the creep tumor vision radius bigger or something

Earth, Zerg mass Queens and can’t be touched then use them to attack through worm OP
And if they don’t have worm they use overlords to drop so queen need to be weak
Either that or don’t allow queens to be transported I’m sure Zerg players will love that

There were 2 instances of imbalance that I’ve noticed so far this tournament. The strength of a 4 siege tank SCV pull in TvP (Gumiho vs Showtime). Battery overcharge does nothing against that amount of burst damage and the early-midgame advantage Showtime built was lost. The other imbalance is the lack of strength in widow mines. Widow mines should be the go to in every matchup and included in every unit comp.

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Another thing is that Terran seems to have less income than Protoss or Zerg

Also Terran: has MULEs

ok bud

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Yes, but that really only kicks in during the mid or late-game, after players stop massing workers and if the Terran player keeps most of their Orbitals alive. guzamiester’s statement is still true for the early & mid-game.

As long as players are still massing workers, both Chronoboost and Injects are stronger than Mules, and both Protoss and Zerg will be ahead if Terran doesn’t inflict damage or force the opponent to do something besides expand and drone.

Each Orbital generates just enough energy to keep 1 Mule out at a time, and that Mule mines at the rate of 3/4 worker. In exchange for that Mule, Terran spends 150 Minerals and misses two worker production cycles. So, upgrading a Command Center to an Orbital is equivalent to a one-time 2 worker boost, whereas the extra workers from Spawn Larva and Chronoboost actually accumulate over time.

So I would suggest that upgrades and production be on separate line.

For Terran u can still produce units even they upgrading to tech labs. Now you can’t produce Thor if tech being built but still producing other units that is allowed.

Zerg can build queen and upgrade to lair.

Protoss can move its air upgrades to thier warp gate and can upgrades and build air units at same time.