Glower Overwhelming

Balance. It's the hot topic, and if you haven't already seen the patch 1.1 situation report we recommend you take a look. For this blog we want to focus some of the discussion that's been ongoing since the sitrep was posted and give you a place to put your thoughts on the changes, specifically as they relate to zerg. Are reapers looking less like death? Will you no longer rage against siege tanks? Will your ultralisk miss bumping its head against buildings?
Hit the comments to post your thoughts.

which sucks because i love zerg and refuse to play toss or terran. i grew up playing zerg in sc1 and i'm not about the change now. the only thing i will change is my opinion of the starcraft franchise if something isn't done to solve the problem.
it's not a matter of small buffs/nerfs, more or less hit points and splash damage. it's that we have less units, less abilities, and less viable in-game strategies than the other 2 races. please fix this. thank you.
And what problem are you talking about? Zerg is just fine, watch recent tournament plays and you'll see Zerg as one of the most diverse race when it comes to strategies - not only is which units to go with a crucial choice, but when, which is something much different from the other races. JulyZerg has shown how exciting this kind of decison making can be, with his absolutely unique drone timing, and how he just pumps out mass units like an on/off switch.
No doubt Zerg requires the most skill to use, and definately the least forgiving, but this was intentional and is because Zerg, when played perfectly, is unstoppable. Obviously this is impossible to do because of imperfect scouting, but if a Zerg times his unit/drone production right, there is no way to stop it. Harassment and econ attacks are the way to take away from Zerg's high APM requirement - by doing damage by making it so Zerg can't fulfill basic macro tasks and focus on the harassment, or doesn't have the money to.
But the idea would be to let zerg shut down mass reaper play without being contained for a long period of time (even after the 5 second delay this can contain you for a long long time). It could also give zerg the possibility for a powerful early push with roaches which really isn't feasible right now except for baneling busting.
This would force terran and protoss to have to actually worry about an early attack rather than basically doing whatever strategy they feel like.
1- Increase the amount of viable openings as zerg. 2-Allow for zerg early game aggression outside of baneling busting. 3-Reduce the number of viable openings against zerg because they're worried about early aggression. 4-Weaken reapers in ZvT. Obviously I haven't tested it, but I do think it should be looked into.
Tweak the creep.
-Queen starts with an additional 25 energy so creep production can begin immediately.
-If a creep tumor goes undamaged for 3 minutes, it gains an additional 100 hit points. The hit point bonus is only awarded once.
-Movement of all Zerg ground units across creep increased by 15%.
I’d also like to see upgrades that had the potential to open up different facets of gameplay. Most of the following ideas would have to be purchased after Hive, but hopefully you can see where I was going with most of them. Not all would be practical if the whole collection was introduced, but it’s outside-the-box thinking that Zerg needs to improve its unit versatility and overall strategies. Less reactionary and more progressive.
HYDRALISK
Husk expansion (200/200)- Hydralisk now fires dual projectiles.
Intended effect: To make the Hydralisk a more viable unit, worth the 2 supply, inordinate amount of gas, and T2 level without tweaking hit points or speed.
ULTRALISK
Swollen Carcass (150/150)- 4 Broodlings erupt from the bodies of fallen Ultralisks.
Arolia Tread (200/200)- Ultralisks now able to scale cliffs.
Intended effect: To make Zerg’s capstone unit more versatile. An opponent’s turtled base and stacked choke point becomes less advantageous nearing end game.
INFESTOR
(Improved) Neural Parasite- Controls target unit for 15 seconds. If that time expires and the target and Infestor are still alive, both the target unit and the Infestor die. Players can manually sever connection to prevent the loss of unit or micro another quick connection to reset the timer.
Intended effect: The connection becomes akin to a 15 second fuse and will force players to micro the Infestor’s death or lose their unit.
Hyper Regeneration Spray (200/200)- A spray of liquid that increases the regenerative abilities of affected ground units to match that of burrowed Roaches. It has a 5 second duration, but if units are cast with it more than once, it has a degenerative effect and instantly removes 20% of remaining unit hit points. (Fungal Growth would obviously need tweaked if this ability was implemented.)
OVERSEER
Spore Fog (150/150)- Overseer detonates self in a sacrificial explosion, creating a foggy cloud of particles that remain in the air for 6 seconds before dissipating. Any units, friendly or otherwise, that come in contact with the cloud slowly begin losing hit points over the course of 10 seconds. Affected units cannot lose more than half of their base hit points (so Spore Fog contact would never kill). Normal health begins to regenerate after the unit reaches their halfway health mark, and after an additional 10 seconds, the health of the unit returns to its pre-cloud level.
Intended effect: Off-creep leverage. This would make off-creep surrounds more manageable by closing escape routes and forcing conflict, or a player might use the ability to make off-creep retreats easier since opponents would be leery to follow through Spore Fog. You could also use them offensively, detonating over an enemy’s army, waiting 7-8 seconds, and then following through with your own troops.
Then tier 2 is more or less even... the bigger problem is tier 2. Zerg have brood lord and ultralisk, both of which can only attack ground units. Terran have Battlecruisers which can attack both and Thors which can attack both, and have special abilities that give them strong singular attacks. Protoss have Carriers, which can attack air or ground, and colossus which can attack just ground, but have range and strong area damage. I think a big equalizer would be to improve the zerg tier 3 units, and give tier 1 units a good way to counter tanks.
Protoss - one change make Voidray charge up an upgrade in order to increase the time it takes to get that.
Zerg - dont nerf Ultras they are already worthless for the most part, decrease ground armor upgrade cost and time for its level 1 upgrade or increase the amount it effects units at first level.
There are things like restoring zerg's swarm feeling but I think that should be addressed in its own patch; this one is just to fix gaping holes in the ship, I think. We can strengthen the hull another time. (hopefully soon though)
Versatility is the big thing, and how many units we can make in a short period of time, the point of the zerg is to overwhelm... so each upgrade of the hatchery should allow 1 extra larve to be auto produced, and maybe a queen upgrade to allow a couple extra larve to be made...
On the versatility side, a couple minor things should be done, there needs to be a slightly better counter to a player that goes heavy air, and someone that protects units like tanks or collosus, currently if a terran mmm balls a group of a few tanks, there is absolutely nothing that can be done if they micro pretty good, not sure what the solution is, i'm thinking something with roaches or even lings, a specific ability or added armor would suffice...
As far as air, observers should have some sort of minor air to air attack, and I think brood lords or ultralisks should have an air attack, maybe ultra's shooting up spikes from it's back, or broods shooting out tusks. It would give more use for the larger tier 3 units for zerg while making it costly for us to mass the build, and easily counterable by a good mix of ground units.
Just to compare, for 100 suppy in Brood War, you used to get 100 Hydras, together doing 1000 damage against large, 750 against medium and 500 against small units. They were faster off the creep and had 8000 health combined. For 100 supply in Sc2, you get 50 Hydras, they are slower, they do 600 regular damage in total, and have 4000 health combined. So you only get a bit of a bonus against small units, but it takes them half of the time to kill your Hydras because there are half the number of them and they are still at 80 health.
So basically in Sc2, with a 100 suppy army of Hydras, you get half the units, -4000 health, +100 against small units, -150 against medium and -400 against large units. Plus they are slower off creep and can't morph to Lurkers. Not to mention, you can no longer "swarm" or outnumber any of your enemies with Hydras. Terran outnumbers Zerg usually. Military tactics like overwhelming your opponent via strength in numbers, surrounding them, multi pronged attacks, decoys and deceptive maneuvres are almost all impossible with an army half the size. Plus they no longer have Dark Swarm from Defilers, so they die even quicker to Void Rays/Carriers/Battlecruisers. You have to max out on Hydras if you want to stop someone's fleet of Void Rays now, and back when you had Dark Swarm, you only needed 10 Hydras and a Defiler to curb their attack and make them retreat. Losing Lurkers is a gigantic loss too because you can longer set a trap in your base for players that drop you, and you can no longer fortify a choke point. Now there are no Zerg units that can attack while cloaked.
Now look at Marines: In Brood War they did 6 damage and had 40 health. So for 100 supply, you could do 600 damage, and they would have a combined health of 4000. In Sc2, they still do 6 damage but they have 45 health plus 10 with combat shields. So with combat shields, they do 600 damage and have 5500 health together.
With a 100 supply army of Marines, you still get 100 Marines, they get +1500 health together, do the same damage, and build twice as fast.
I won't mention Zealots since they are basically the same stats as they were in Brood War although I think their shields regenerate faster now.
The inability to fight via surrounding and strength in numbers with staple units like Hydras and Roaches makes me not want to make any ground untis at all and just go Brood Lords. Roaches used to be good in the Beta with 1 supply and fast above ground regeneration. They balanced the other races around strong Roaches, giving them Fast access to Thors and +armored attacks, and then they nerfed Roaches and kept all the upgrades the other races got to counter them. I wish the Zerg had the same number of combat units and combat spells as the other races. I've been a hardcore Zerg player since the day Brood War came out and I don't want to change races, I just want them to be even. I think Corruptors should be slightly buffed too since they are the only Zerg air-to-air unit and there are no more Scourges. They do less damage than Vikings unless they are fighting a massive unit.
Overall if they dont want to give a hatchery energy to keep zerg unique from others, I think Ultra pathing needs to be fixed regardless, I think ling surrounding AI can be fixed a bit, sometimes u can surround a thor with 10 lings, sometimes only 8 fit. Hydras definitely need some sort of buff/tweaking. I think roaches as well early game need some tweaking/earlier upgrades so we can apply some sort of pressure to a terran wall so they can't open whatever they wish. Another unit would be really cool, or some serious infestor tweaks as it is our only offensive caster, or only caster for that matter, queen doesn't really count.
-Nerf Hydras slightly, place in tier 1.5, reduce supply to 1
-Buff Roach regen, move to tier 2
-Give Hydras speed upgrade
-Give Hatcheries the ability to spawn one creep tumor
-Add Lurker (would this be OP? No. We have the least number of combat units)
The ROAAAAAARWWHWHW , sound from the worm , its actually one of the BEST psychological weapons that zerg has , its like battle drums, actually i would love if u make that LOUDER , if u see any replay , terran and protoss players enter in panic mode when they listen the scream
PLEASE MAKE IT LOUDER
& worm cheaper :P
I believe that marauders are overpowerd. their health should be redused by 20 or reduce their attack by a vew points but just leave the siege tanks alone
Not to mention that this means a Spawning Pool costs 250 minerals while a Barracks/Gateway is only 150.
I think my biggest gripe though is that at most of your larva needs to go to Drones to constantly replace ones you use to build with IN ADDITION TO increasing gathering rate. This wouldn't be as much of a problem if Spawn Larva was autocast, but before you get the queen out you'll have very little to defend with unless you want to really slow down either your gathering rate or building production. I really envy Protoss Probes sometimes =/
2) Ultralisks BLOCK YOUR OWN ARMY due to pathing/sizing issues. Make it so that Zerglings can run "amongst their legs" (and perhaps use them for cover? make it an upgrade?). Especially with the most recent patch, and the overly choked maps....ultras are iffy as it is. Also, it would go very well with the zerg theme if zling could run amongst ultralist legs.
3) Early-midgame anti-air issues have not been addressed at all. Perhaps give roach a very weak AA attack when on friendly creep (or creep in general). Not sure what to suggest exactly but zerg needs something before hydras.....worst case allow Spore colonies to be built with a spawning pool (forgoing the evo chamber requirement)
4) REPAIRING SCV are not AGGRO'd. This has not been addressed either. Easiest example is a Thor surrounded by scvs repairing it, and a ton of zerglings which will just run around confused rather than target the repairing scv. ---- if this change was made for "skill" reasons perhaps make it so that MELEE units will auto target repairing scvs but RANGED units will not (however i see no reason why they shouldnt all aggro).
5) Hydralisk speed is still an issue imo.....perhaps increase their base speed a little bit and decrease their boost on creep a tiny bit.