This is how you can balance the game in one simple patch

So If I, experienced player and forum writer for 15 years DukeNukem would be “honored” to fix the balance this is how I would do it (and I explain why for each change):

MAJOR CHANGE - ZERG:
Most important thing would be as I say that for 15 years: NERF ULTRALISK!!! Make it a giant TANK ROLE, not an INDESTRUCTIBLE HYBRID OF TANK-MELEE ASSASIN WITH INFINITE ARMOR AND SPLASH DAMAGE. So first good step would be reducing its armor by 1 or 2 points. Then removing splash damage from ultralisk attack and then slightly increase the HP. So it would be still a good tank (a bit worse VS units with low DMG) and even better against some heavy hitting units (because more HP) but it would be still killable by units like marines in extremely high amount. I understand ultralisk is supposed to counter these units but watching extremely giant balls marines worth like 2000 minerals dying to one or two maxed up ultralisks thrown on a-move is a joke.

Protoss changes:
Very small Protoss nerfs - to restore the balance I would do very small protoss nerfs of some core units. Their firepower is too strong in general. These would be very small nerfs - even smaller than balance team…er excuse me “bananalance team” doing to Terrans for 14 years every single patch. So in general I would just say, reducing a bit of firepower and defensive abilities for the Protoss race. Nothing extreme. Simple reduction of lets say 2 dmg on Stalkers or 10 HP on Zealots would be fine. I would also nerf a stalkers blink as it’s extremely OP ability especially in midgame so I would increase the blink cooldown slightly - I repeat, slightly.

Terran changes:
Bring back old sentry tower, bring back old widow mines splash radius so it can be used as a defensive or offensive unit and not as a joke that can’t even kill 10 clumped zerglings and I would also bring some kind of rebalance of Ghost - a slight nerf to the Ghosts power after Protoss would be rebalanced like I mentioned above. So unfortunately I would nerf my favourite EMP spell a bit by either: giving it cooldown or lower the shield drain against Protoss units.

Short summary:
-ultralisk armor nerf by 2, increases it HP even more (by 50 or 100), remove the splash damage,
-zealots HP nerf by 10,
-stalkers dmg nerf by 2 and slight blink cooldown nerf like 1 extra second,
-bring back old sentry towers (radar range and price - so it would be more expensive but would do its job properly),
-bring back old widow mines splash radius,
-ghost EMP nerf against reworked protoss (higher cooldown or lower shield drain).

It took me below 15 minutes to write this and I fixed the game. I did something that nobody could do for 15 years. Now throw roses.

It’s called hard counter it’s what Zerg lacks you shouldn’t be able to make one unit to win the game.

It be dumb ultra big attack can only kill one marine so two attacks its splash damage is only 33% which is 10 damage. It needs be 100% .

Plus’s remove splash damage it be so useless might as well get rid unit serve no purpose.

If you really want to balance the game instead of this bias.

You start with mineral units first, marines shouldn’t be dps but filler to offset special units.

Remove stim dps but add 10 hp add cool down. So can’t just spam it.

Zealots needs be cut in half cross the board including pop and cost. So only real difference damage drop because you two units vs one which limits there ability surround but hp be same to single target units aoe be weaker.

Lings I would be honest I don’t know if they need be changed right now they might but not by much .

Hellions needs cost gas 25 .

All anti air defensive needs 33% splash damge.

All siege units needs be same range

Lurkers would have 10 range from begging but lose stealth until hive tech

Siege tanks lose 13 range and only max at 10 but no longer does friendly fire

Thats why I’m asking for ultralisk nerf for 15 years! This one unit gives auto wins almost all the time.

That’s a lie everyone know wol and hots ultras lose the game

Ultras never turn the tied it only has option to lose it.

If you did win then any unit would have won it.

Ultras could been easily kited and fear that could happen in this patch.

U complained because you want marines to beat it then ultras just be pointless and then marines won’t really have hard counter and would be no reason to make any units outside of marines.

Oh I know on top of the all siege units have the same range and siege tanks don’t do friendly fire siege tanks can shoot at range of zero to ten.

Im a low league blah blah blah but siege tanks have never been the issue. Gateway units need some tweaks for sure. Ghost needs some tweaks for sure. But all the other stuff is just conjecture since its a person opinion against what they struggle to beat. I would tell you massive ling floods need a tweak off 2 hatch but I have seen tons of people hold them and oddly enough the more times it happens to me the better im getting at holding it.

Thank God your not in the balance council!

1 Like