Zerg difficulty needs to be addressed

lets look at all of zergs mechanics and decide how much skill they take.

Macro. Queen injects are stack able much like mules, and creep spread takes some degree of skill, however zergs buildings are extremly simplistic and the only production building is the hatchery, meaning zergs dont have much to keep track of in the way of production and often have only 2 hot keys for hatches and maybe queens. For this reason and another larger reason that we will get to shortly, zerg has the easiest macro out of all 3 races.

Micro. The most zerg has to micro is in zvz, but thats irreverent because its a mirror matchup and doesn’t involve the other races. obviously in the early to mid game zerg has little to no micro to worry about, and in the late game there is some spell casters. If you think the zerg spell casters are harder or equal as hard compared to terran or prottoss spell casters, than your delusional. Having less micro to worry about actually makes the macro ALLOT easier for obvious reasons. Prottoss and especially terran units have to be babisitted and terran as a race is balanced around micro. Think about terran doing a drop, if there are a few units to guard terran has to split and stutter step against said units(zerg has to shift rightclick attack click). To new players this is extremely difficulty, but once you get the hang of it isnt that hard. If you have ever been high on the ladder then unless your a cheeser you know how important macro is. If you spend 5-10 seconds microing a drop think about how far it would set terran back on marine/scv production. You dont see this problem in above probably masters 1 but bellow that it is a huge downside to playing terran and prottoss. For these reasons zerg also has the easiest macro mechanics.

And thats the thing, obviously the balance team only cares about balance at the absolute highest level of play, but at the same time there are ways to make the game more balanced in difficulty without effecting the highest level of play. I think one of the easiest ways to change this, would be to make stacked larva injects give one less larva if they are stacked(beastyqs idea). That was a good idea from him because it wouldnt have much of an impact on serral or dark, but would bellow the top level. There are countless other ways to nerf the zerg easyness without effecting balance.

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just a different way of looking at things:
I’m looking at the strategy part of RTS. Zerg is closest, then toss, and finally terra.
That’s the reason zerg has clear units with clear counter and strengthen. You have to build and coordinate the right unit comp.
Zerg fights are not decided by micro in combat but by position and engagement.
Considering Terra, I have more of a MOBA game. A group that can beat their counter by controlling it.

the example with drop is not complete. marine in mineral line do not have to move through choke point and range trad them well.
in general the point harass as zerg you always have to be there in time. even in the professional scene lib/helions etc. come through.

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im not sure what you mean that zerg has the most strategy involved, i think terran has allot more because you have to leave defenses at home, decide how many units you want to bring on the attack, and also use mutli prong aggression to hit in multiple places at once. Zerg probably does have more variety in unit compositions but terran also has units such as ghosts, liberators, widow mines that can counter specific units(as well as vikings marauders ect). Also position is just as important for terran as it is for zerg.

Imo, and this is up for allot more debate. terran is also the most tactical race. Prottoss is the least imo but also has their own challenges(because of the death ball recall when attacked playstyle). Zerg does set up surrounds sometimes and often has to defend attacks from multiple directions.

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Terran has more micro in mid game but late game zerg is the hardest to control out of the 3 races. Trying to control vipers and infestors together while also coordinating another army is very difficult. Much more difficult than ghost liberator imo

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simple example:
you build ling, they get counted by hellbat. It’s okay.
Here comes moba:
You build bane → marine split / stutter step.
Ultra → bio stutter step.

You don’t win by putting together your army. You just go to bio and mirco carry you → moba game.

and zerg must defend mutli prong aggression. he must split and distribute his units properly. it is useless when 10xling and 4xbane run to the lib and the queen runs to the 16 marine. pull worker, reposition spore.
end effect needs just as much attention.

neither. Standard myth of X over Y. “he can do more than me.”

what I mean Terran has the advantage of all round units. Marine, thor, BC, Ghost, mine. More specific units cyclone, viking, lib. All these units can attack air and ground. I’m comparing this to zerg.
→ lost ground your corrupters can do nothing (muta useless in direct combat).
→ win ground can units like air stuff kill your ground. best example early game. you want to push roach. banshee.

generally the bias of all players makes you forget the advantages of your own race.

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imo that is simply not true, think about all of the units terran has to counter in the lategame depending on how many types of units the zerg has, terran has to use snipe, while splitting the marines, while seiging the tanks or liberators. and in the late game it is more important than ever to use mutlti prong aggression and zerg can A-move a few units at each individual attack, where as it is important for the terran to micro. I dont think you severally have to build both infestor and vipers at the same time, but if you do it would be even harder for a terran to micro seige tanks liberators ghosts and marines for example. Also im mid diamond 1 and i never see vipers or infestors. most zergs just build ultras(that i counter with ghosts) probably because it is too hard to micro hem and they would rather just A-move ultras.

im not sure about this but executing mutli prong aggression is way harder than defending it(at least in my experience) and as terran i feel like you can just build bio in the early to mid game, but in the late game you require specialist units. But yeah i do agree terran has the least variety of units and army crafting isnt as big a part of terran.

Everything the other side does is easy.
I mean, setting up his tank/lib/mine and running back and forth with marine is so hard.
Or better the Terran who forget they have something and still damage it aka mine.
Also battle mech back and forth because auto cast "lock on "takes so much skill.

All the aggressor with medi drop/ lib/ banshee / BC you can always say ok I’ll break off the attack go back. as a defender not the longer you wait the more damage is done.

With hellions / ling this is one thing because they might be caught if they go too deep.

Like I said I think you’re forgetting the advantage of T and only see Z advantages. A T advantage is the default utility and range advantage Terra has.

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That is exactly why Terran is harder to play. All Terran units require insane amount of micro to be effective.

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what? for example terran mech, you will siege tanks and then just walk with your army around it, if you face zerg army he has for example vipers, broodlords, hydras, roaches, and has to control all has to use clouds or other abilities, for me when i played terran the micro in late game was 100% easier than zerg, the splitting is not that hard compared to using vipers, infestors etc

Yes, but they are also extremely more efficient than other units when they are controlled, which means they need less strategy. Which means Terran is more moba than RTS.

They are not. T units are made to trade equally when you pay attention. Z can a-move mass marine medivac with ling bane and it dies. Hell, it dies to everything in straight a-move.

For mech, you dont need to look, but you need to be ready and sieged.

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That’s true but Zerg compensates the lack of efficiency in economy. It kinda balances out but Terran remains harder to play.

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Just like Protoss and Zerg… Terran isn’t more difficult. And even if it was it wouldn’t be for that since other races, both of them, also do those things all the time.

Well at the very least its more difficult than zerg i can tell you that much. 100%

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Zerg doesn’t need to be “harder”, it’s simply too strong.

Making a game harder for the sake of nerd elitism is ridiculous.

Well i mean making terran and prottoss easier is also an option, but i think making zerg harder would be better.

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There is no production building for eZerg.

The larvae, which have 500 billion hit points, produce the units.

So, as long as you had queens, stacking up that larvae, once that hatchery is destroyed, eZerg can still produce units. And in close matches where the opponent barely survived the onslaught of AOE damage (given by the destroyed hatchery), the units which are produced without any production building, provide a huge winning advantage for eZerg.

EZPZ

For me, an elitist and higher being, its perfectly fine that zerg dominates everything and is the easiest to Play. I want to be rewarded because i didnt pick Terran or protoss as my starting race because thats what all the noobs were doing. Im hardcore and have a Big brain. Also my pokemon Team is yellow and i did all the cool things before they were cool.

you mean with the current meta-build? 3 base low - no gas without tec?

but there’s just two more things I want to say:

  1. yes terra, has micro units that make terra heavy in certain leagues. but you can’t talk small like serral/dark they are zerg so they are ez win. Because it is not easy to stop with stump things, efficient things and to react correctly. Because when a terra has reached a certain level zerg has problems to stay in the game.
  2. zerg late game is easy… that’s why you don’t even see infestor/ viper going in the GM level of streamer. but terran the ghost/ lib/tank /bio go in diamond.