Developer's Corner: 1v1 Game Balance
Since the release of Wings of Liberty, the StarCraft II balance team has been diligently studying how the game is being played, playing it ourselves, and seeing how evenly the three races match up on the battlefield. While we regularly examine Battle.net player data and statistics from all regions, the information we're examining in this blog was pulled exclusively from the North American region for simplicity's sake.
Protoss are played 38.5% of the time.
Terran are played 38.0% of the time.
Zerg are played 23.5% of the time.
These are overall percentages, but they're mirrored in nearly the same exact separation through each of the leagues. This clearly shows that zerg are played less often than the other races. When we look at things like the Top 200, we like to have this data in-hand so we can ensure that it's proportionate to the amount of each race actually being played. We don't want to have a huge chunk of zerg players sitting somewhere further down, unable to rise through the ranks.
Let's take a look at win percentages on a race-versus-race basis. This is something else we look at to see how matchups are faring over many games. These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios.
Win % in Diamond (accounting for player skill)
49.6% win rate for Protoss when fighting Terran.
52.8% win rate for Protoss when fighting Zerg.
49.6% win rate for Terran when fighting Zerg.
Win % in Platinum (accounting for player skill)
56.3% win rate for Protoss when fighting Terran.
47.3% win rate for Protoss when fighting Zerg.
44.5% win for Terran when fighting Zerg.
Win % in Gold (accounting for player skill)
61.0% win rate for Protoss when fighting Terran.
61.1% win rate for Protoss when fighting Zerg.
49.5% win rate for Terran when fighting Zerg.
Win % in Silver (accounting for player skill)
63.6% win rate for Protoss when fighting Terran.
50.7% win rate for Protoss when fighting Zerg.
51.6% win rate for Terran when fighting Zerg.
Win % in Bronze (accounting for player skill)
59.0% win rate for Protoss when fighting Terran.
55.1% win rate for Protoss when fighting Zerg.
45.4% win rate for Terran when fighting Zerg.
As you can see there are some issues with protoss vs. terran in many of the leagues. From our own play experience, as well as feedback from the community, this matches pretty closely with what we're already aware of. We're working on solutions. What we're also aware of is that, while the numbers don't necessarily support the need for zerg changes across all leagues, the feedback from the community as well as our own play experience tells us that improvements are necessary to make zerg matchups feel and play better.
The balance changes in our next patch will primarily focus on improving the zerg.
Here are a few of the changes we currently have planned:
• We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.
• Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.
• The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.
• The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.
• We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don't expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.
We want our avid and talented StarCraft II players to know that we're here, we're listening, and that our intent is to continue making careful and measured approaches to balance based on community and fansite feedback, our numbers and data, watching pro players and tournaments, and our own time on Battle.net playing the game alongside you.

Attention blizzard: You should be nerfing MARAUDERS before anything else. Marauders are effective from the beginning of the game to the very last second, they hold their own vs. all ground units, mineral for mineral they are the best. Concussive shell is broken in early game. Reduce their life or make concussive shell research require a factory. Too many people are in diamond just because they know how to make marauders. It's sad, you make voids/banshees/mutas, HARD counters, and still they keep making marauders, why? They are so damn effective that they won their way into diamond by making barracks and mashing DDDDDDDDD on them and pressing attack+move w/ a marauder ball.
IIRC the original QQ for rush was when Zerg pooled far too fast and got the Ling rush out from SC1 far too early before anyone walled or got defenses up. So what did Blizz do? Did they add some crap about no Pool for Zerg till build 2 Overlords First! or must have Evo Chambers built first... No.. what they did was tweak the build time/cost of the Pool. Problem solved. The viability of the Ling tactic is still there w/o compromising either the full Tree and completely changing the Zerg game. A proper balance means keeping existing options viable by tweaking the system and not throwing a wrench in the works by adding some arbitrary change that completely changes how one race is played.
Thats just as silly as saying I can't kill the Terran Infantry Blob coz they keep getting healed by the Medivac. >.>
u just need to eliminate the workers by harassing
zerg - mutal
toss - colo, blink stalk, templar, and even phoenix
terran - banshee, tanks, hellions<-not used often, and viking behind minerals
NERF TERRAN MOAR
Blizzard may as well just remove reapers from the game completely, as they are completely useless mid to late game
also i dont have a problem with reeprs, have i been owned by them, yes but its just the fact that early reepers can be solved by a well placed spine crawler with speedlings then a two or three roaches and if you see them still massing reepers get mudas.
and just in general i think that zerg complain alot because they have almost no hard counters late game to the popular turdleing strats, or the ones they do are counterd by basic units that they would already have the option to make, and if they scouted with the all seeing scan then they would make the basic counters. like ultras destroyed by a focous fireing marauder ball. or prety much all zerg air gets owned by meerly 7 or 8 vikeings
As for the roach, it's a nice start but why don't you guys really look at things. Here's a hint, it isn't structure health that's an issue nor range of a single unit. More like the AA void created when the roach was nerfed in beta, the health of some units and of course the cost of some units for their HP levels (IE (yes it's been beaten to death but) Hydra 100 min, 50 gas, 80 HP, 33 Sec build, 2 Supply) when compared to units of other races the hydra comes up short in speed and health. I'd love to see the speed bonus mutation make a come back but at the expense of less motility on creep don't need them to be hunter killer style.
Just a though, Oh and thanks for listening on the Factory requirement for reaper speed now can we think about the academy for stim and armory for conc grenades? :D