Lowko, I don't know why you're so surprised Ghosts weren't nerfed in the upcoming balance patch. They probably just activated personal cloaking and the balance council forgot to build detection.
@@khanhmai5006Not necessarily, they can be that powerful.... But it forces protoss or Zerg to always use the same build. A single unit shouldn't force a specific play style.
As someone who only watches the game I would change the ghost to 1) not have bonus damage vs light units 2) make them a tiny amount slower so they are easier to punish when out of position 3) make snipe a 30 sec cooldown ability so if it’s cancelled you are punished for it
Personally Id give the ghost the Light tag, which it doesnt have for some reason, make it so EMP needs a research to be used, and give EMP a more visible/audible effect so the players can read where and what it hits
I only watch and ppl are super butthurt about ghost, while terran has objectively weakest spells of all 3 races. Zerg has snipe for literal motherships on viper. Protoss storm, enough said.
My thoughts: give the baneling a hive tech speed upgrade, and have the EMP effect hit at the end of the animation. Makes ghosts splitting/running away from Zerg harder, and gives a bit of counterplay against EMP.
@@platysplatys3967Yeah. Protoss is probably not that strong, but Zerg still has the best options. Vipers and lurkers are almost as OP as ghosts, yet they are barely talked about.
Damn Lowko , such wisdom drop at 13:35 ... that's why I don't like skipping the beggining of each match ... thank you very much for the casting and the inspiration , love your content man
also about mass overseer strat that also might be good - whenever you send your big ball of overseers somewhere to put some changeling it's actually hard to tell for terran from the radio tower alone if it's zerg's actual army or not, so he either has to spend scans or guess
They should honestly just bring back the science vessel. I'm still salty about it not being in sc2 😂 But seriously, taking emp away from ghosts would be huge. Make us have to build another spell caster if we want emp.
The reason terrans aren't walling fully on this map is that the meta is ravager builds which can pressure the gold as well as the wall off. Several players have done that on dynasty
Keep the patch. Serral will figure out a way. Zerg has been steadily nerfed for years and Serral keeps coming back to the top. Sad for Clem though. He is really good, but the Terran biased patches takes away from his championship. Kind of like how Byun won the worlds because reapers were OP and the maps were Terran favored. Take that away and he's nothing.
Honestly Ghosts are op, but they are needed against Zerg, but there's literally no way to counter lategame Zerg without them. If ghosts are nerfed, then vipers, investors and lurkers should be nerfed too.
Hey Lowko this is random but I was watching a video last night where you mentioned it and I Too have only seen the LotR extended cut growing up. Why would I watch the version that doesn’t have all those cool extra scenes.
I love that Lowko doesn't miss complaining about the ghosts in just about every episode 😂 Have you considered that the reason that you, as a Zerg player, want ghosts to be nerfed is the same reason they can't be? Specifically, ghosts are Terran's counter to most of what Zerg uses. Without the ghosts Zerg would have a significantly higher than 50-50 win rate against Terran. Changing the ghost's balance has an oversized impact on the game. Basically the people who made units in StarCraft painted themselves into a corner and it's going to be really difficult to get out.
Yeah that the problem. Ghost are op, but they are needed to keep Terran vs Zerg at 50-50. If ghosts are nerfed, something else would need to be buffed.
I agree that ghost can’t be just nerfed, because Terran’s don’t have other late game options I believe the best solution is not to straight nerf ghosts. But do a power budget rebalancing. (Maybe move emp to raven?)
@@sashasemennikov157 interesting idea, maybe move the interference matrix to the ghost? If I remember right StarCraft 1 ghost had a lockdown ability that was similar
Not worth the APM investment. Usually when blinding clouds are being used it is in a pitch battle where APM is far more useful being spent on other more impactful actions like splitting against banes, dodging corrosive bile, landing EMPs, etc. Tanks take too long to unsiege, move and siege up again (assuming they are are not already dead) so micro'ing them out of blinding cloud is of a lower priority.
@@otameganang6267I was thinking that too, but spores will deal significantly more damage, which will make it harder for oracles to swing in at all without risking death.
@@mrwolf9095 Ok maybe this is a skill issue from my part but at the moment I was planting down a third base, there was already 2 oracle with 1 full energy hunting it down. I tried to pull 3 of my queens to defend it, but the Oracle deals so much dmg that my queens just die and the snowball continues from there 🥲
@@otameganang6267 I would say that’s a skill issue, because I see pro players defend against that often. However, with the new patch causing queens to be 25 minerals more, that might actually happen at the pro level… the Zerg will be to dependent on spore instead of mobile units, making their bases more exposed.
amongst all the other things to despise about Terran "balance" (lmfao), their scan showing what its "range" is (when it actually reveals the entire screen) is just laughable. still.
Things I would change just out of the voices of my head considering the current balance of the game: Zerg: Basic regen should be 0.5 hp per second; Swarm Hosts would pay 10 minerals for each Locust, only be able to hold 4 at a time with a 30 second cooldown to be able to generate one; Ultras should have 100% splash damage; Broods should always shoot two broodlings; Microbial shroud should be an AOE buff effect, to avoid turning an area into a target; Fungal's slow effect should be a bit stronger, same duration; Lurkers, Vipers and Infestors should have a ranged auto-attack to keep them from diving into the conflict; Corrosive bile wouldn't do friendly fire; Contaminate should last double the time; Nydus should cost should be halved; Mutalisk should regen way faster, 3hp/sec and its gas cost should be 50; Neural Parasite shouldn't require channeling; Viper should regen hp as well when using consume. Terran: Battlecruiser should be able to attack 3 units at the same time and the Yamato should deal splash damage; Nuke cost should be halved and channeling time reduced to 10s; Snipe should change name to Psy-Shot and affects mech units as well, but the damage would be 50 (+50 vs Psionic); Reaper KD8 Charge should stun for 3 seconds and be animated as it was being fired from their guns; Liberator air attack should deal 7 damage, not 5; Raven missile should deal 10 damage as well, not only reduce armor. Protoss: Tempest should deal splash damage; Dark Archon should return, have a basic attack dealing 9 damage and Mind Control being temporary; Archon should have 100 hp, same shields and also psi-storm on a 50 sec cooldown, no energy; Colosssi should leave the ground burning dealing additional AOE damage for 3 seconds and be able to fire while on move; Mothership should have 500 hp and 500 shields; attack 5 units at the same time with 9 damage; Purification Nova shouldn't go away if the Disruptor dies; Void Rays should have 3 cooldown abilities, 1st phase, 2nd phase and 3rd phase alignments. Dealing increasing damage and cooldown the higher the alignment goes; Guardian Shield should receive the benefits of researching shields; Stasis Ward should freeze all animations of the affected units and increase the damage dealt to them by 3 for 10 seconds after it has ran out.
too hard to compute it in total but in isolation, some of these buffs are INSANE. halving the muta gas cost will make it completely broken on all levels of play because you'll now have these 12-muta flocks a whole minute or more earlier, ultimately leaving any opponent butt-naked to it. fungal is already broken, no buff is necessary. 4 locusts per SH sounds totally overpowered, too. even if it's not free. 3-sec stun from reaper nades is also to be totally broken, it's two reapers to have 100% mining denial for 3 seconds. 1000 total HP on the mothership is also too extreme, new balance patch makes it powerful enough. VRs don't need any additional complication, and instead of tweaking the disruptor i'd rather totally rework it into a more or less classic anti-air unit (something like goliaths from brood war but with protoss vibes) so that protoss players don't need stargates and mass stalkers to fight sky armies. splash damage in tempests is also not needed, toss is too reliant on splash already.
I think that you forgot the main balance change. Ghost dying sound effect lasts for 23.69 seconds, and has global range, same as the Nydus worm popping out effect.
What is the reason Startcraft casters refer to different builds the same way as Kink communities? Kink communities started phrases like "wax play" and "piss play" like 20 years ago. And SC casters have started to say things like "Roach play" and "Ghost play". Why? 😂
Hi guys. Im just a casual viewer of Lowko but I gotta ask, why won't pro Zerg players make some corruptor in the early midgame to counter medivac drops? I've seen some pros do it. Is it too expensive or something? I'd appreciate it if someone who play the game decently could answer.
It takes a long time to get up to Corrupters because the upgrade to Lair takes quite a bit of time, and the Spire itself has quite a long build time. I don't have any idea exactly what the timing would be, but Terran can sneak medivacs out faster than Corrupters can come out, and you have invested a lot of resources and build time into a unit that would only really counter the Medivacs and fall off in value unless Terran for some reason went Battlecruisers. Tldr: they're too expensive, slow to build, and simply too niche an answer to make them an efficient answer by the time you have access to them.
The moment the medivacs encounter corruptors, they'll turn around to the nearest land to unload the marines. The corruptors will have to run away because they're not fast enough to kill the medivacs before the marines kill them. Even without boost, the medivacs will be saved. Then the Terran will just march towards the Zerg head on because they know the Zerg would have nothing since they rushed out the Corruptors. Think about this, going muta needs the Zerg to get all up in Terrans face because the moment Terran will go across the map, that's it for the Zerg. Replace muta with corruptors. They can't harrass the Terran, they can't stop the march, Zerg will just die from a direct assault.
Well... Years of "Byun allways makes defense upgrades first" just to not mention the times he has done attack first this time. Liked very much the intro, the outro and the predictions, but the terran cabal warns you: stop talking about a unit that doesnt need any adjustments or someone at Gouda is receiving a visit from a medivac full of units xD. Side notes: Why does nobody talk at the in-game Lowko Chat? and I need a bronce hereos league or something like that, for all that comments about I've returned to sc2 for your videos and blablabla. Let's play some embarrasing games!
@@sinistressdreams7243 crazy comeback. Never heard that one before. I care about you thinking commenting first is worthy of mentioning. Pathetic. Nobody cares that you commented first.
Ghosts need to be reworked. Remove their current abilities. Give them spells that: - temporary mind control - damage resistance from air units - impede movement of enemies and do damage over time
No changes on ghost because nothings wrong with them. They're honestly fairly weak if you play it right. Yea snipes good. If you've got no cleave damage to interrupt it. Yea emps decent, if you wanna get in range to get blasted by disruptors. But for the record. The colossians change at the very least is a direct nerf to the ghost. So.. can't validly say there were no ghost changes, simply nothing applied to the ghost directly.
I dont blain Shin, playing against Terran in the current and future TerranCraft2 meta, is honestly useless. I wouldn't be surprise if in the future every tournament's match is just two turtled terrans staring each other for hours. Because honestly, why bothering playing anything else ?
Except for the fact that the meta always changes so that will never happen. This meta has been in place for what? 2 months? I'm assuming that this meta is what has happened since the world cup since that's when I remember it getting popular. Give Zerg players time to figure it out. If you expand it to more of the year such as all of it since the last patch then I'd have to ask why it is that Terran has only won one more premier tournament than Zerg in this time frame? Seems to me if what you are complaining about was true we would have seen it at the world cup and every tournament after and this thing would be turtle Terran vs turtle terran right now.
Lowko: "Everyone's favorite unit..."
Marauder: "Ka-Boom Baby! :D"
Lowko: "No, not you! The Ghost!"
Marauder: "I'm in a world of hurt. :["
I would say this comments gonna be popular, but people are still quite upset about the ghosts…
Lmao
Rip bozo
Comment of the year
I wake up and open my computer.
New Lowko video.
It's the classic intro.
Man, it's gonna be a great Friday.
Lowko, I don't know why you're so surprised Ghosts weren't nerfed in the upcoming balance patch. They probably just activated personal cloaking and the balance council forgot to build detection.
If Ghosts are that powerful, Terran win rate should dominate at least 60-70%
Probably threaten to nuke them as well.
@@khanhmai5006 I think people are just sick of seeing them
@@khanhmai5006Not necessarily, they can be that powerful.... But it forces protoss or Zerg to always use the same build. A single unit shouldn't force a specific play style.
@@khanhmai5006 ghost have been proven to be too powerful unit.
its def. deserves a nerf. having abilities which are usefull for both races is too much
As someone who only watches the game I would change the ghost to
1) not have bonus damage vs light units
2) make them a tiny amount slower so they are easier to punish when out of position
3) make snipe a 30 sec cooldown ability so if it’s cancelled you are punished for it
Personally Id give the ghost the Light tag, which it doesnt have for some reason, make it so EMP needs a research to be used, and give EMP a more visible/audible effect so the players can read where and what it hits
I only watch and ppl are super butthurt about ghost, while terran has objectively weakest spells of all 3 races.
Zerg has snipe for literal motherships on viper.
Protoss storm, enough said.
My thoughts: give the baneling a hive tech speed upgrade, and have the EMP effect hit at the end of the animation. Makes ghosts splitting/running away from Zerg harder, and gives a bit of counterplay against EMP.
I will keep insisting on this:
4) Have "Ghost Death" sound effect loop for 23.69 seconds, and having a global range like Nydus does.
@@platysplatys3967Yeah. Protoss is probably not that strong, but Zerg still has the best options. Vipers and lurkers are almost as OP as ghosts, yet they are barely talked about.
Damn Lowko , such wisdom drop at 13:35 ... that's why I don't like skipping the beggining of each match ... thank you very much for the casting and the inspiration , love your content man
also about mass overseer strat that also might be good - whenever you send your big ball of overseers somewhere to put some changeling it's actually hard to tell for terran from the radio tower alone if it's zerg's actual army or not, so he either has to spend scans or guess
I think EMP should be a grenade with a short timer (or a slow projectile like in SC1) so toss would at least have a small chance of dodging it.
They should honestly just bring back the science vessel. I'm still salty about it not being in sc2 😂
But seriously, taking emp away from ghosts would be huge. Make us have to build another spell caster if we want emp.
Or change the energy requirements and swap placements for upgrades to acquire the remainder
Classic Intro Lowko, has made my day
Love the classic intro
19:08 HAHAHAHA I was like say it say it say it!!!! I can't stop time stamping ahahaha this video is so funny
Thank you Lowko. Would it be possible to include the date when the match was played?
18:41 (in cave man voice) MAN WITH GUN ... PRETTY GUD
In the immortal words of Captain-General Little Kitten, possibly referring to the Terran: "But... b-but... They can't even fight in melee!"
thanks for the video lowko i enjoyed it
He said the thing!
Terrans must be so mad that their emps dont just obliterate half the health of there opponent when they play TvZ
Same old toxic noob crap comments on lowkos casts I don’t even want to watch or show support in any way.
@@Hungryj1111 You realise these comments are about top level pro play? Nobody cares about non pro level balance here
@@mikeserds2333 these comments are about nothing except parroting lame crap lowko says
instant like for this unique intro !
Thanks for the video, Lowko. Happy Friday! ❤
we must learn: a 100-supply Zerg army with hive tech is of course too weak to counter 15 SCVs repairing something.
The reason terrans aren't walling fully on this map is that the meta is ravager builds which can pressure the gold as well as the wall off. Several players have done that on dynasty
I really hope the Ultralisk update works well.
Mass overseer, mass changeling and mass contomination would be interesting to see...
12:08 they did my boy Marauder dirty!!! hahahaha
"We don't wanna listen 99% of people out there." Okay Masters player.
Finally a Byun win. When was the last time he won on this channel? Months ago iirc
He did the thing! HE DID THE THING!!!
Edit: I liked my own comment lol
is it new patch test?
Time for sleep 🤗
Dat intro 🎉
He did da ting!!
Keep complaining guys once the ghost is gone its over !!im rdy for zerg vs zerg championships again
Keep the patch. Serral will figure out a way. Zerg has been steadily nerfed for years and Serral keeps coming back to the top. Sad for Clem though. He is really good, but the Terran biased patches takes away from his championship. Kind of like how Byun won the worlds because reapers were OP and the maps were Terran favored. Take that away and he's nothing.
@@N0noy1989 kinda like the raven missile nerf and serral started winning
Honestly Ghosts are op, but they are needed against Zerg, but there's literally no way to counter lategame Zerg without them. If ghosts are nerfed, then vipers, investors and lurkers should be nerfed too.
More NICE moments, please!
Hey Lowko this is random but I was watching a video last night where you mentioned it and I Too have only seen the LotR extended cut growing up. Why would I watch the version that doesn’t have all those cool extra scenes.
I don't think we had infested terrans while microbiral shroud was in the game but I've had 2 brain surgeries since WoL so I could 100% be wrong.
I love that Lowko doesn't miss complaining about the ghosts in just about every episode 😂
Have you considered that the reason that you, as a Zerg player, want ghosts to be nerfed is the same reason they can't be? Specifically, ghosts are Terran's counter to most of what Zerg uses. Without the ghosts Zerg would have a significantly higher than 50-50 win rate against Terran. Changing the ghost's balance has an oversized impact on the game. Basically the people who made units in StarCraft painted themselves into a corner and it's going to be really difficult to get out.
Yeah that the problem. Ghost are op, but they are needed to keep Terran vs Zerg at 50-50. If ghosts are nerfed, something else would need to be buffed.
I agree that ghost can’t be just nerfed, because Terran’s don’t have other late game options
I believe the best solution is not to straight nerf ghosts. But do a power budget rebalancing. (Maybe move emp to raven?)
@@sashasemennikov157 interesting idea, maybe move the interference matrix to the ghost? If I remember right StarCraft 1 ghost had a lockdown ability that was similar
@@En-Jon-eer that might be a good idea. Then we might see more balanced armies in all TvX matchups
can someone explain why pros never unsiege their tanks when theyre in a blinding cloud? couldnt find an answer online
Not worth the APM investment. Usually when blinding clouds are being used it is in a pitch battle where APM is far more useful being spent on other more impactful actions like splitting against banes, dodging corrosive bile, landing EMPs, etc. Tanks take too long to unsiege, move and siege up again (assuming they are are not already dead) so micro'ing them out of blinding cloud is of a lower priority.
23:35 soccer >= baseball >> basketball actually
The hydras would have been much more mobile on the new patch too
Ultras need colossus movement aside from terrain elevating.. been saying this for an age now.
lowko are you gonna hit us with a feel ptr replays or you're avoiding it till its a actual patch?
Baseball is popular in Japan. 🇯🇵
12:21 "sorry Marauder , we SORT of like you too ... I suposse" not even my ex gf was this mean bro come on ! hahahah
still waiting for how the zerg will be playing in the new patch
Still waiting if the protoss will be playing in the new patch.
@@jeremyduke4938 Protoss will destroy zerg with the new oracle energy recharge
@@otameganang6267I was thinking that too, but spores will deal significantly more damage, which will make it harder for oracles to swing in at all without risking death.
@@mrwolf9095 Ok maybe this is a skill issue from my part but at the moment I was planting down a third base, there was already 2 oracle with 1 full energy hunting it down. I tried to pull 3 of my queens to defend it, but the Oracle deals so much dmg that my queens just die and the snowball continues from there 🥲
@@otameganang6267 I would say that’s a skill issue, because I see pro players defend against that often. However, with the new patch causing queens to be 25 minerals more, that might actually happen at the pro level… the Zerg will be to dependent on spore instead of mobile units, making their bases more exposed.
Wow mass slow tier 3 unit so exciting
Siege tank behind the gold
NICE (ECHO) MAKES A COMEBACK!!!
I pressed like because i missed 19:15 so much
amongst all the other things to despise about Terran "balance" (lmfao), their scan showing what its "range" is (when it actually reveals the entire screen) is just laughable. still.
Things I would change just out of the voices of my head considering the current balance of the game:
Zerg:
Basic regen should be 0.5 hp per second;
Swarm Hosts would pay 10 minerals for each Locust, only be able to hold 4 at a time with a 30 second cooldown to be able to generate one;
Ultras should have 100% splash damage;
Broods should always shoot two broodlings;
Microbial shroud should be an AOE buff effect, to avoid turning an area into a target;
Fungal's slow effect should be a bit stronger, same duration;
Lurkers, Vipers and Infestors should have a ranged auto-attack to keep them from diving into the conflict;
Corrosive bile wouldn't do friendly fire;
Contaminate should last double the time;
Nydus should cost should be halved;
Mutalisk should regen way faster, 3hp/sec and its gas cost should be 50;
Neural Parasite shouldn't require channeling;
Viper should regen hp as well when using consume.
Terran:
Battlecruiser should be able to attack 3 units at the same time and the Yamato should deal splash damage;
Nuke cost should be halved and channeling time reduced to 10s;
Snipe should change name to Psy-Shot and affects mech units as well, but the damage would be 50 (+50 vs Psionic);
Reaper KD8 Charge should stun for 3 seconds and be animated as it was being fired from their guns;
Liberator air attack should deal 7 damage, not 5;
Raven missile should deal 10 damage as well, not only reduce armor.
Protoss:
Tempest should deal splash damage;
Dark Archon should return, have a basic attack dealing 9 damage and Mind Control being temporary;
Archon should have 100 hp, same shields and also psi-storm on a 50 sec cooldown, no energy;
Colosssi should leave the ground burning dealing additional AOE damage for 3 seconds and be able to fire while on move;
Mothership should have 500 hp and 500 shields; attack 5 units at the same time with 9 damage;
Purification Nova shouldn't go away if the Disruptor dies;
Void Rays should have 3 cooldown abilities, 1st phase, 2nd phase and 3rd phase alignments. Dealing increasing damage and cooldown the higher the alignment goes;
Guardian Shield should receive the benefits of researching shields;
Stasis Ward should freeze all animations of the affected units and increase the damage dealt to them by 3 for 10 seconds after it has ran out.
too hard to compute it in total but in isolation, some of these buffs are INSANE. halving the muta gas cost will make it completely broken on all levels of play because you'll now have these 12-muta flocks a whole minute or more earlier, ultimately leaving any opponent butt-naked to it. fungal is already broken, no buff is necessary. 4 locusts per SH sounds totally overpowered, too. even if it's not free. 3-sec stun from reaper nades is also to be totally broken, it's two reapers to have 100% mining denial for 3 seconds. 1000 total HP on the mothership is also too extreme, new balance patch makes it powerful enough. VRs don't need any additional complication, and instead of tweaking the disruptor i'd rather totally rework it into a more or less classic anti-air unit (something like goliaths from brood war but with protoss vibes) so that protoss players don't need stargates and mass stalkers to fight sky armies. splash damage in tempests is also not needed, toss is too reliant on splash already.
@@cyberkekosis Yeah man, I'm crazy broken! xD
I think that you forgot the main balance change.
Ghost dying sound effect lasts for 23.69 seconds, and has global range, same as the Nydus worm popping out effect.
What is the reason Startcraft casters refer to different builds the same way as Kink communities?
Kink communities started phrases like "wax play" and "piss play" like 20 years ago.
And SC casters have started to say things like "Roach play" and "Ghost play".
Why? 😂
infested terran aka man with gun pretty good. LOL
utterly byunbelievable
Does lowko cast PTR games?
C'mon lowko, i'm here to watch some sc2, not to get called out on my life choices 😢
man... being a brood lord enjoyer... too bad its real ass right now :(
The first game is not really shins doing. It's the decade long reason why ultra has been USELESS. We NEED the change.
Why not ultra be able to walk over units
Hi guys. Im just a casual viewer of Lowko but I gotta ask, why won't pro Zerg players make some corruptor in the early midgame to counter medivac drops? I've seen some pros do it. Is it too expensive or something? I'd appreciate it if someone who play the game decently could answer.
It takes a long time to get up to Corrupters because the upgrade to Lair takes quite a bit of time, and the Spire itself has quite a long build time. I don't have any idea exactly what the timing would be, but Terran can sneak medivacs out faster than Corrupters can come out, and you have invested a lot of resources and build time into a unit that would only really counter the Medivacs and fall off in value unless Terran for some reason went Battlecruisers.
Tldr: they're too expensive, slow to build, and simply too niche an answer to make them an efficient answer by the time you have access to them.
The moment the medivacs encounter corruptors, they'll turn around to the nearest land to unload the marines. The corruptors will have to run away because they're not fast enough to kill the medivacs before the marines kill them. Even without boost, the medivacs will be saved.
Then the Terran will just march towards the Zerg head on because they know the Zerg would have nothing since they rushed out the Corruptors. Think about this, going muta needs the Zerg to get all up in Terrans face because the moment Terran will go across the map, that's it for the Zerg. Replace muta with corruptors. They can't harrass the Terran, they can't stop the march, Zerg will just die from a direct assault.
Ayyyyyyyy!!!!!
emp being so versatile is a crime against TvZ and TvP with the range and radius of effect you can get from it
Well... Years of "Byun allways makes defense upgrades first" just to not mention the times he has done attack first this time. Liked very much the intro, the outro and the predictions, but the terran cabal warns you: stop talking about a unit that doesnt need any adjustments or someone at Gouda is receiving a visit from a medivac full of units xD.
Side notes: Why does nobody talk at the in-game Lowko Chat? and I need a bronce hereos league or something like that, for all that comments about I've returned to sc2 for your videos and blablabla. Let's play some embarrasing games!
OMG first first time ever?
The title says it is new so it has to be first, why would he lie to us 😉
@@Korane0 I wasnt talking about the game though?
@@sinistressdreams7243 nobody cares
@@TheFr3styler You do, otherwise you wouldnt comment :)
@@sinistressdreams7243 crazy comeback. Never heard that one before. I care about you thinking commenting first is worthy of mentioning. Pathetic. Nobody cares that you commented first.
Ghosts need to be reworked. Remove their current abilities. Give them spells that:
- temporary mind control
- damage resistance from air units
- impede movement of enemies and do damage over time
Ye, giving terran Zerg casters would be busted AF
Terran with worst casters in the game when everyone is still butthurt about them: WTF
How to counter Ghost:
Make em in-able to snipe their target lololol
Spoilers Protos won.
Terran rotos y cowards
Love your videos, but I'm gonna start skipping the Terran matches. It just gets sooooooooo old listening to you complain about them EVERY single time.
علي موحان🧡💟💟🧡💛🧡💛🧡💛🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡💟🧡🧡💟💟🧡💟🧡💟🧡🧡💟💟🧡🧡💟💟🧡
No changes on ghost because nothings wrong with them. They're honestly fairly weak if you play it right. Yea snipes good. If you've got no cleave damage to interrupt it. Yea emps decent, if you wanna get in range to get blasted by disruptors. But for the record. The colossians change at the very least is a direct nerf to the ghost. So.. can't validly say there were no ghost changes, simply nothing applied to the ghost directly.
I dont blain Shin, playing against Terran in the current and future TerranCraft2 meta, is honestly useless. I wouldn't be surprise if in the future every tournament's match is just two turtled terrans staring each other for hours. Because honestly, why bothering playing anything else ?
Except for the fact that the meta always changes so that will never happen.
This meta has been in place for what? 2 months? I'm assuming that this meta is what has happened since the world cup since that's when I remember it getting popular. Give Zerg players time to figure it out.
If you expand it to more of the year such as all of it since the last patch then I'd have to ask why it is that Terran has only won one more premier tournament than Zerg in this time frame? Seems to me if what you are complaining about was true we would have seen it at the world cup and every tournament after and this thing would be turtle Terran vs turtle terran right now.
Like how it was ZergCraft 2 for the past 7 years
2 0 yawn
😶🌫
Damn second
And still faster than the bots xD