Zerg queen is the heart of ZvP imbalance

Zergs queen walk, so protoss can’t safely build ground early

Patch nerfs protoss air, makes it harder for Zerg to queen walk AND heal…Zerg queen walks anyway and is able to heal with nydus or hatchery cancelling+tumor

Protoss keeps going air, zerg either uses queens to tank for hydras or heal corrupters.

It’s always queens.

Suggestion(s):
-remove the instant heal from transfuse; it’s now purely a H.O.T.
-remove or nerf queen anti-air AND…make hydras hatchery tier. Probably with same stats+cost? Tweak as needed so they can adequately defend against air harass without being too overpowered early game.

3 Likes

Sorry champ we need to maintain the beauty of TvZ.

4 Likes

Would be good to see Tier 1 hydralisks like in broodwar, however such a big patch just isn’t realistic at this part of the game.

Also nerfing queen AA means terran BC bullsh!t needs to be patched as well to require an armory and a fusion core again.

Also Protoss disurptor needs a huge nerf or be removed from the game as this unit should not exist. Immortals should be buffed to compensate this.

Disruptor must be replace coloss yet we over nerf all and let it be

There are numerous things that make this matchup somewhat problematic and queens transfuse ability is indeed one of them, however it is necessary as a defensive ability. I think instead of making the transfuse ability depending on the queen being on creep (which gets circumvented anyway by EU zergs) it would have been better to only make it appliccable if it is within a specified range of a hatchery. That way u don’t have to fiddle with the transfuse ability or risk in worsening other matchups, and you basically force to use the queen as a defensive unit: the purpose it was intended for.

If they still want to use the queen as an offensive spellcaster now the costs goes up by forcing them to proxyhatch near the tossbase, which causes them more problems (risk of detection/ 300 minerals per hatch).

Te current situation is indeed kinda useless since queenwalks happen anyway. The fact that VR’s have been nerfed only now created an additional problem that queen-corruptor-ravager have a very strong timing … and yes with more creep spawning around the nydus channels it’s kinda pointless since this will get abused of course.

Removing queens anti-air is madness since zerg wouldn’t have anything to defend early oracle openings/ terran BC cheese/… Removing them in the combination with making hydra’s availalbe on hatch tech is also a bad idea since hydra’s on T1 would only make zerg even stronger. Basically you should change/reset the whole game to be able to make a balanced version of this working which won’t happen.

Removing queens transfuse ability is also a very bad idea: in that case terrans could just roflstomp zerg with bio.

If you want to make the PvZ meta a bit interesting you might want to give ground toss a little buff (e.g. buff stalker-sentry composition) but you also want not to overdo that because we already had a period where the toss could just forcefield out a zergplayer.

Other options could be to make ravagers taking longer to morph so they can’t be morphed in the face of a toss when the roach nearly died, or limiting the vipers consume ability since now it gets unlimited energy by sucking up evo’s/hatches/… , which gives them an unfair advantage compared to the ghost/high templar. I wouldn’t even mind the fact that they have to consume units (roaches/ravagers/…) to get their energy back up. This would also make up for some interesting play. The problem however will always be to make sure that the viper can get energy somehow since feedback is instant and otherwise the toss could A-move with their golden armada.

A third route they could take is to make the zerg somewhat expanding slower for exampla by reducing the creep tumors range from 9 to 7-8 or decrease defenders advantage slightly. This way you don’t have to fiddle with numbers of P/Z-units which also could change the TvZ-matchup completely.

A lot ideas might work but your proposed ones wouldn’t :stuck_out_tongue: . Just my 2 cents

1 Like

I agree. The Queen is one of the most overpowered units in the game.
I don’t think making Hydras hatch tech is a good idea.
I think Queens need to cost way more than just 150 minerals, they need to be way more expensive to maybe 200 or even 250. They are too strong vs air early on, so I think maybe reverting/reducing their range would be good. Plus make transfuse actually have a cooldown or reduce the instant heal, make it cost more energy, I think now a queen can store 4 transfuses.

1 Like

Eh this is fixable via 2 methods that don’t involve nerfing Queens any further.

  1. Revert charge’s massive nerf by re-adding damage and taking away it’s super speed.
  2. Make biles not instantly destroy force fields.

Either way helps fix problems with PvZ.