,EUROPERULZ, EH?_____________________________,
|Top:|...10...|...20...|...100...|....200....|
|Zerg|.1(10%).|.2(10%).|.25(25%).|.49(24.5%).|
|Toss|.1(10%).|.5(25%).|.29(29%).|.66(33%)...|
|Terr|.8(80%).|13(65%).|.46(46%).|.85(42.5%).|
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
,KOREAN, PLX?__*_____________________________,
|Top:|...10...|...20...|...100...|....200....|
|Zerg|.5(50%).|.7(35%).|.27(27%).|.51(25.5%).|
|Toss|.1(10%).|.5(25%).|.34(34%).|.71(35.5%).|
|Terr|.4(40%).|.9(45%).|.38(38%).|.74(37%)...|
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
,TO ALL YOU US'ERS OUT THERE__*______________,
|Top:|...10...|...20...|...100...|....200....|
|Zerg|.2(20%).|.3(35%).|.17(17%).|.37(18.5%).|
|Toss|.3(30%).|.9(45%).|.37(37%).|.68(34%)...|
|Terr|.5(50%).|.9(45%).|.46(46%).|.82(41%)...|
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
,BY THE POWER OF CHARTS COMBINED_______________,
|Top:|...30....|...60....|...300....|....600...|
|Zerg|.8(27%)..|.12(20%).|.69(23%)..|.137(23%).|
|Toss|.7(23%)..|.19(32%).|.100(33%).|.205(34%).|
|Terr|.17(57%).|.31(52%).|.130(43%).|.241(40%).|
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
NOTE1: Draw for 20th leaves 21 people to "top 20" in both Korean and US charts. This multiplies to 2 Draws for powerchart. These charts have over 100% players in some brackets. There were draws for "top 100", too. CBA list them. Some in top 10's that I just noticed counting powerchart's top 30.
NOTE2: Random players are not listed. Europe had 0, Korea 4, North America 13. No random players made it to top 20 in their respective region.
NOTE3: Percents are rounded in powerchart.
Further, Blizzard has promised to give a hard glance at Terrans in an upcoming patch. Probably the nerfing kind. Now, what in your opinion would be good things to fix here. It seems that PvZ is fine, ZvT is heavily favoured for Terran and PvT is slightly favoured for Terran. My personal issues with Terrans are as follows:
A: They are too easy to play. When zergs fail to spit with queens, they have to deal with long cooldowns and delay their whole build order. When Terrans fail to use M.U.L.E, they just drop two the next time. When zerg wants to scout, they need to use Overseers/Changelings. When Terran wants to scout they click radar on your base. Zergs have to deal with basically one base more to macro at all times or they are going to lose anyway. Terrans can turtle to 200 supply of army and probably just end the game right there. Terrans defend building at correct spots, Protoss defends through using forcefields. Zergs need to spread out and flank to beat AoE/surround/get enough space to attack from, terrans can run against zergs in one giant ball. Terran AoE is about planting tanks down and letting them shoot on their own (They will spread their attacks when faced with small targets. They won't overkill.), Protoss AoE is about using ability every time, an ability on an extremely vulnerable unit. I figure terran really needs about 50 APM less than any other race for the same effectiveness.
B: They are too versatile and hard to scout. Scouting Terran effectively means suiciding a lot of overlords, and is very costly. At the same time, Terran players can switch strategies fairly effectively from MMM to Mech to Air. All of these strategies, if not prepared for, will completely and utterly decimate the opposition. Zergs being primarily reactive race does not help this. Terran only needs Airport/Factory/Rax and they have basically each unit in their army at their disposal. Ghosts are the only thing that require specific building. If zergs want to reach this level of versatility we are going to need: Baneling Nest, Spawning Pool, Roach Warren, Infestation Pit, Hydralisk Den, Greater Spire, Ultralisk Den. I might've missed a few, too.
C: Terran unit threat severely limits build possibilities for both Protoss and Terran. The simple threat of early reaper basically means Protoss players have to get early cannons or Stalkers, and Zergs have to make an early queen or two and probably a spinecrawler to boot. Further, the threat of Banshees forces Zerg players to make multiple queens if they fall behind in tech at all, since they have no real tier 1 unit available to counter early air.
And I would propose the following fixes:
Basic:
Mineral Field: Reduce the amount of minerals from 1500 to 1300.
- This should reduce the effectiveness of turtling strategies in general, forcing Terran players to be more proactive throughout the game.
Terran:
Calldown: M.U.L.E: Add a cooldown of 15 seconds.
- This should force Terran players to be more careful with their energy levels, punishing for careless play. In a situation where the Terran player does watch over their energy, this should bear little to no effect on the game, only stopping Terran High-Yield turbomining.
Siege Tank: Make them overkill if not microed correctly.
- Seriously, no other effect this strong in the whole game works automatically. Templars, Infestors, Banelingdrops and even Ghosts need a lot more micro to be useful in combat. Steam tanks just click siegemode and are done with it. Would also reduce their effectiveness if massed, reducing them more to a support role like all other AoE units in the game.
Marauder: Marauder Vespene cost increased by 5
- This goes for all of the Protoss playes out there. Marauders are just a fair bit too cost effective versus Protoss at the moment. Infact, a bit too effective against every unit of their tier level at the moment.
Zerg:
Overlords: Overlord speed now requires Evolution Chamber rather than Lair. Still upgraded in Hatchery/Lair/Hive.
- This should allow Zerg players to actually scout the terran player without almost certain loss of an ovie, and in addition would allow Ovies to spread out earlier and still be able to survive.
Corruptor: Buffed somehow so that they are worth it against anything that isn't a Colossus.
What are YOUR thoughts on the subject, though?
None.