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       #Post#: 1124--------------------------------------------------
       Issue with Zerg
       By: Statistics Date: December 3, 2020, 5:16 am
       ---------------------------------------------------------
       This will be more of a theoretical post than a balance
       suggestion, I prefer talking about game design and letting the
       developers handle balance.
       A lot of people have different issues with how Zerg works in the
       game, especially in this patch. A lot of people have discussed
       this in detail, so I will keep it short.
       Zerg does not have enough options for skill expression.
       Let's take a moment to look at other games similar to Zerg Hex
       (asymmetric games) such as Kerrigan Survival, Probes vs Zealot,
       Galaxy Vampirism, etc. In these games, the smaller team
       (Zerg/Zealot/Vampires) is always the side that has to be
       proactive. They have to use their abilities, micro, get map
       control, etc. In Zerg Hex, it's supposed to be somewhat similar
       (you need to use your tools to stop Terrans from hard ecoing,
       hitting their power spike, and killing you), but Zerg simply
       doesn't have the tools to do this. The game isn't the Zerg's
       game to win, it's the Terran's game to lose.
       This is one of the reasons I feel so many players used Roaches
       last patch, and are complaining so much after they've been
       nerfed to a more manageable state. Roaches were one of the only
       methods Zerg had to actually be proactive and break Terrans
       early without requiring coordination/economy/terrans screwing
       up. Never mind that Roaches kneecapped their economy and
       basically functioned as an all in, it let Zerg players feel like
       there was something they could actually do.
       If we look at the current patch (or even last patch), there are
       only 3 real ways Zerg can show their skill. The first is by
       building units/spawners and researching upgrades to counter what
       the terran is doing. The second is strikeling ball/micro early.
       The third is mass infestor transfuse to deny pushes. Aside from
       that, there really isn't too much that differentiates a top tier
       zerg from a mid tier one.
       This leads to gameplay feeling rather stale. I think the last
       patch was overall essential for the health of the game, but
       there do need to be more changes to improve the game over time.
       I see a lot of people on the forum asking for a "Pro" mode, in
       my mind that's a terrible idea, there should only be one mode
       that everyone should play. The issue is, right now, Zerg simply
       doesn't have options to show skill, so raw number/economy buffs
       are the only things that could even out the playing field.
       Adding new defensive options for Zerg would fix this issue both
       in public and private lobbies, since less skilled Zergs simply
       won't be able to make use of the available tools, meaning it
       will come down to skill.
       Proposals
       - Rework infestor units (except Torra) to serve a spellcaster
       role rather than simply statballs. If needed, increase the spawn
       time to fit with the power of the new abilities.
       - Replace the second tier of Hatcheries in the Zerg Base with
       Lairs, which have a powerful 1/game defensive option. (My first
       thought was something similar to Stukov's infest from Co-Op, but
       I will leave the ability up to you).
       - (Not sure about this idea) Add an upgrade to allow Hydralisks
       to morph into Lurkers/Impalers for a heavy cost, or add new
       defensive focused units to the Zerg's arsenal to allow better
       base defense.
       - In order to keep the game more balanced for public games, nerf
       or remove capacity upgrades on Slowlings/Creepers/Tanklings/etc.
       to prevent Zerg from focusing a single player from the start of
       the game, due to the new defensive options helping defend more
       from them.
       - Once these new options are in game, add a cost to transfuse to
       prevent unbeatable infestor walls at big spines.
       The important thing is to make sure these options require micro
       from the Zerg player (cannot be left on autocast/afk), are
       purely defensive (help defending against good terrans, not used
       to crush noobs like old Roaches), and have adequate counterplay
       from Terran. All of these options should be easy to counter if
       the Terran player has the skill to do so. You also should be
       required to prepare them in advance, similar to how infestors
       work now. You shouldn't be able to just use them at a moment's
       notice, it should take map awareness and skill to use.
       As always, thank you for all your hard work on the game WMaster,
       and hope everyone is enjoying the holidays.
       #Post#: 1127--------------------------------------------------
       Re: Issue with Zerg
       By: Avion Date: December 3, 2020, 7:28 am
       ---------------------------------------------------------
       Hi Statistics,
       great post overall and i think you're addressing an important
       issue. First of all, thanks a ton wmaster, i really feel this
       patch was a huge step in the right direction. I'm really
       enjoying it, the changes you made were clearly well thought out
       and considerate.
       On to your argument: I agree to some extent with what you're
       saying about zerg not being able to express their skill enough,
       though i feel the root of the problem is a different one that
       isn't so much about options. What you're addressing here i
       believe has to do with a perceived weakness of zerg once terran
       has established a base and decent macro, going into midgame.
       (outer circle starting to get cleaned, big spines starting to
       get threatened)
       It seems at this stage that whatever zerg does (micro etc) has
       close to zero effect on any terran that has a decent stack, let
       alone several. (this is what roaches were doing to some extent
       in the previous patch)
       Before resorting to adding new units to adjust the balance
       during that stage though, i'd suggest "speeding" up zerg
       slightly by adjusting supply cost progression. I believe this
       would result in zerg automatically gaining more options, because
       of a general potential increase in unit count at that stage and
       less necessity of putting everything into macro to keep up.
       It would delay terran further due to more pressure allowing more
       time for zerg to transition into higher tech/having the extra
       eco for hydras earlier for defense, or sipmly massing more
       units, trying to find the perfect spot to tech up while keeping
       terrans in check.
       I would rather see such an adjustment first and see how it
       changes the overall tune of the game than trying to add some new
       balance with units to be honest, as i'm worried that would shift
       the focus from the overall strategic layer too much to using
       these units, especially for weaker players, thus having the
       opposite effect of what you're trying to achieve.
       Overall this would crank up the doomsday counter for terran
       somewhat and punish idleness from their side even further,
       especially when experiencing low focus. It also allows to weaken
       the effect of very strong players better, as they will
       experience a heavier focus earlier, forcing them to go more
       unit/generator heavy instead of fully macroing longer.
       Once we see how that affects the overall game, i'd say you can
       consider adding more options for zerg to defend if it still
       feels like there's too few options.
       I have to somewhat disagree on your point that there isn't much
       to distinguish a top zerg from a low skill zerg though in the
       current meta, at it's core the game is highly strategic, hitting
       the right timings, transitioning at the right time, being FASTER
       with everything you do, these things make all the difference.
       Midgame is better fixed by adjusting the macro curves, rather
       than by adding units to make up for one side being too powerful.
       Options wise such an ajdustment opens up a lot of yet unexplored
       options for zerg, because they get more leeway eco wise.
       Possibly earlier hydra attacks (which may later be used for
       defense as well), spreading creep etc.
       Please don't see this post as me being opposed to your proposed
       changes generally, i just feel the primary issue that should be
       adressed is a different one meta wise and only once that is
       adjusted should we look at additional options and see what might
       be necessary or not in the end.
       Kind regards to all,
       Avion
       #Post#: 1129--------------------------------------------------
       Re: Issue with Zerg
       By: ZergTriumph Date: December 3, 2020, 8:59 am
       ---------------------------------------------------------
       Agreed.  Even I, a low level platinum player at best, was able
       to rek Najdorf when he was zerg.  Terran is so OP that terrans
       can defeat players who are multiple skill levels above them.
       Zerg needs a buff, and I like both suggestions in this thread,
       which are oriented toward late game buffs.  Maybe at a certain
       point, say when Armor 4 is researched, zerg supply costs become
       cheaper.
       #Post#: 1132--------------------------------------------------
       Re: Issue with Zerg
       By: Speed Date: December 3, 2020, 10:06 am
       ---------------------------------------------------------
       Agreed.  Even I, a mid level diamond player while massing
       marines without upgrades, was able to rek Najdorf + SpaceBalls
       when they were terran.  Zerg is so OP that zerg can defeat
       players who are multiple skill levels above them.  Terran needs
       a buff, and I like both suggestions in this thread, which are
       oriented toward late game buffs.  Maybe at a certain point, say
       when advanced build is researched, terran upgrade costs become
       cheaper.
       #Post#: 1133--------------------------------------------------
       Re: Issue with Zerg
       By: ZergTriumph Date: December 3, 2020, 11:18 am
       ---------------------------------------------------------
       You lose all credibility when you pretend that zerg has a chance
       against 3 good terrans.
       #Post#: 1134--------------------------------------------------
       Re: Issue with Zerg
       By: Speed Date: December 3, 2020, 11:20 am
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=122.msg1133#msg1133
       date=1607015906]
       You lose all credibility when you pretend that zerg has a chance
       against 3 good terrans.
       [/quote]
       Read your first comment, then my comment. Slowly. Maybe several
       times.
       #Post#: 1136--------------------------------------------------
       Re: Issue with Zerg
       By: ZergTriumph Date: December 3, 2020, 11:51 am
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=122.msg1134#msg1134
       date=1607016041]
       [quote author=ZergTriumph link=topic=122.msg1133#msg1133
       date=1607015906]
       You lose all credibility when you pretend that zerg has a chance
       against 3 good terrans.
       [/quote]
       Read your first comment, then my comment. Slowly. Maybe several
       times.
       [/quote]
       You're just a condescending asshole who insults everyone who
       disagrees with him.
       #Post#: 1137--------------------------------------------------
       Re: Issue with Zerg
       By: Speed Date: December 3, 2020, 12:03 pm
       ---------------------------------------------------------
       LUL
       #Post#: 1138--------------------------------------------------
       Re: Issue with Zerg
       By: Avion Date: December 3, 2020, 1:50 pm
       ---------------------------------------------------------
       While speed is applying his signature cheekiness to the
       discussion as expected, i have to say that he does have a point.
       People seem to highly overestimate zerg's "weakness" in the
       current meta. The fact is that while i do agree they should be
       buffed somewhat, it's nowhere near as bad as some people make it
       out to be.
       I don't know the game you're referring to, but if najdorf was
       playing with a noob, that would be an entirely different story.
       I'd be happy to invite you +2 other terrans of your choosing to
       a round while speed and me (or someone else who is actually good
       as zerg) play against your team.
       The fact is, since the last patch i have yet to lose a game as
       either terran or zerg.
       Just like terran, zerg never has been and shouldn't be an easy
       win. you still need to macro well, harass, synergize with your
       ally etc. if you do that, the game is by no means easy for
       terrans, also if it's 3 decent players.
       Just to clarify, me inviting you to set up such a game isn't
       meant as trashtalk, but to actually test where things are at and
       figuring out better what needs to be done and how much of a buff
       zerg might need.
       #Post#: 1140--------------------------------------------------
       Re: Issue with Zerg
       By: Speed Date: December 3, 2020, 2:11 pm
       ---------------------------------------------------------
       Demon is good, but knowing Najdorf it's fair to consider they
       may have used a bit of a whacky strategy. Without a replay /
       Najdorf's take on things I'd abstain basing balance on that.
       Hence my cheeky comment (the reaction is golden, was definetely
       worth it kek).
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