Zerg balance rant

Looking into GM winrate on sc2pulse, you can see winrate for zerg is way below 50% for both matchups, TvZ being 58% in favor of terran and PvZ being 54% in favor of protoss. Across game duration zerg winrate doesn’t ever go above 50% in ZvP, while for most time severely favoring protoss. In ZvT the winrate goes OUTSIDE WINDOW LIMITS in T favor between 6 and 9 minute mark almost reaching 70%. and being overwhelmingly in T favor for less than 13min games shifting only slightly for zerg in the very late game.
There’s an obvious difficulty balancing a race in one matchup while preserving the state in other, but currently you can clearly see that zerg suffers big time in all matchups, specifically in early to mid game, and requires a significant buff not toward some weird underused late game spell, but to core units.
Playing zerg has been a suffering for a long time on all skill levels. Certain easy playstyles consistently defeat zerg with inconsistent difficult to execute responses and a constant need to adapt with at best equal outcome as also seen from the winrate data. You can see Serral die to simplest execution of a cannon rush, and you can see masters zerg players being a-moved by mech players of platinum or diamond level of play and being unable to handle that.
It is ok for a race to be underpowered, but to be pissed on by things requiring 1/4 of APM to do is what made a lot of zerg quit the game, and what needs to be under consideration when introducing balance patches. There needs to be a single strong buff to zerg core units to make the game more fair to play

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simple things that make huge diffence.

  1. allow zerg over lords push creep from hatch requirement
  2. give zerg 4 larva back
  3. decrease impact time from ravagers marks a small child can dodge that.
  4. buff healing from building around 25hps
  5. make spines and spores 50 cost and make them decrease build time.
  6. lower roaches delay 1.5 to 0.75 of regen and increase to 15 hps
  7. all burrowed units get 2 armor and 5hps increase
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ok so, most of these Don’t make sense like #5 for Example, “Make spines and spore cost 50 minerals and have decreased Build time” that’ll just have Players who are playing ZvZ and ZvP just Spine Rush with or without a Proxie hatch

burrowed units definitely need a massive buff to armor. it makes no sense a unit that’s underground works as simply cloaked and can be killed as easily

Spines is weakest of any form of defensive 50 mins is also counting the cost of drone.

Spine takes 36 seconds they drop done 21 secs as spores. By time over lord gets there to other side protoss and terran has AA so it less likely to even work.

I always said that the queen should not be relied upon for larva injects.
Improve larva generation and how many they can hold for hatcheries, define the queen as an actual fully defensive unit that may not always be needed (creep/transfuse is fine), readjust stats/cost for them since their role utility is nerfed.

Maybe allow early queens to turn into sc1 swarm queens when in hive tier?

Yeah and they take up army supply for an army that is already high in drone count. Meanwhile, other races have energy with their buildings for free or cheap. Since defense is expensive, it forces Zergs to build queens for defense and macro, rather than build macro hatches, spines, and spores. The entire system is extremely complicated for the Zerg compared to mechanics that are easier and free for the Terran and Protoss.

Thematically good idea, but what about burrowed roaches that can move burrowed