Glower Overwhelming

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.

For what I understood, Z should be able to surround enemies with large forces. But how, when they cost too much Vespern Gas (slow mining), Overlords, beaten down by Air Units (no AntiAir!) when spreading creep and maps(but they are pretty nice and good build) that forbid this from doing so.
http://us.battle.net/sc2/en/forum/topic/628078725 from taketobreak User, some countings. Im not really sure, if his countings are correct, but please take a look on them:
total zerg cost for 2base tier3 max production all upgrades = 2150 / 1400 then 475 to build a expansion
total terran cost for 2base tier3 max production all upgrades = 2050/1050 then 412.5 to build a expansion
So after the calc. the Zerg need to get to High-Tech T3 400 more gas. If a drone needs cca. 3sec., to bring the gas home, the terran player gets apr. 5 minutes real time before he gets to T3. Can you recallculate?
It wouldnt be a problem, if you could stick more drones to the Vespern Gaser, so they might get this quicker, but im not really sure, if the Mutalisk Rushes wouldnt then be OP. (perhaps ever thought bout a build, that makes/exchanges minerals to gas?)
The Zerg have difficulties by defending their expansions, when they are outside the main. The T or P can get Rocket Towers, bunkers or Cannons to defend them, which are simply too hard to knock down. F.Ex: 10 Mutas, take out the Rocket towers, but with Stimmpacked marines that come after knocking those tower down the remaining Mutas dont stand a chance.
Please do something for the Mid-game and Late-Game ballance for Zerg. the Zerg are really powerfull at Early-game rushes, but after those (needed to stand a chance to get to the mid/late-game) they just get smashed, roasted, toasted, burned, shot or splashed. (I saw that SiegeTanks get some nerf. but I thinks its still too powerful)
T - MMM + Thors/Sieges are just not to overpower. At least I didnt find a tactic. Z mostly dont get into the fight, If youre lucky, u make som damage, but afterwards, with low on Vespern Gas you just dont have the chance to reinforce your troops, which probably was the Idea of Zerg attacking in Numbers. They just cost too much Vespern, where on other hand a good T playes needs to hold on until T3 and build MMM+T/ST and just walk to the other side of the map. (unless youre lucky and have a bunch of bannelings underground). Increasing Hydras speed, range, damage or armor might do the trick here. in T3 Brood Lords are tooo slow, weak agains MMM fire!
CREEP: Creep makes big difference in Zerg play, but honestly, it vanishes too fast. Give Creep Tumor more health. If you spread the creep through Overlords, you risk, that you loose too many of them and cant rebuild your forces when needed.
Supply: With the amount of supply taken from several units, Z are stuck at building the Overlords, wich take time/drone per each and minerals!! Maybe decreasing the cost of this unit might make the trick, the transport Upgrade costs 200/200! I think thats a prevention from early rushes more than enough. Perhaps an increase of Z max. unit count?
I dunno, if you had a chance to look at this site, but its just something you should see, that the Z need something to get them back as a race.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=152533
Thanks and Regards =)
me
I will give an example, just got VR rushed in a 3v3 game and 5 charged VRs killed my 5 corruptors and 2 alied non-charged VRs in a second. Only one of them died. Sorry, but the corruptors are so weak against everything but BC and carriers. Please help the zerg defend the air!
The reaper rush I like, think it will help zerg's early defenses against 5-rax reapers which was often gg in the past.
And I dont agree with the comments that the races are inbalanced. There is some slight change needed to be done with the zerg to help defend more effectively against certain builds. Guess why terran players are 50-60% ? Aehm, maybe the whole 29 missions campaign revolved around them and its much easier to start ? Yes.
No roach buffes nor hydra, at last not buffes that would affect PvZ as roaches are extremely good against zealots already and buffing anything would make early 1 base roach way too hard to stop. Adding +armored dmg would make them counter both stalkers and zealots... And we already have marauders that do exactly that and it's clearly not working.
Sure, hydras are fragile but they should have roaches tanking that dmg. If they feel so gimbed becouse of their movement, perhaps a t3 speed upgrade so it won't be available immediately.
In addition I would say terran needs something to think about when changing techs. Switching from reactor to tech lab should take more than just lifting building and lowering it at a different place. Make it so that after lowering a building to an add-on it takes as long time to be functional than it'd take to build a new one but without costing anything.
And raise Scan cost to 100 or add 90sec CD to mules so it wouldn't make any difference when played correctly but it would punish for missing it, just like forgetting a queen does currently.
Ultralisks are BIG! Every time I build them it ALWAYS ends up with 2-3 of them actually reaching the fight, the rest just stomps around the back waiting for the first ones to die. Also if they attack combined with other units they usually get stuck behind the ranks of Zergling/Roaches/Hydras. To ease off on the crazy micro needed in the heat of battle it would be great if they actually pushed friendly smaller units out of the way so they actually could fight. Would also help if they were reduced in size so it would be a use to having 5+ except when basetrashing.
My second concern is the lack of a decent scout. I know the Changeling is a potential good scout, but VERY often it gets killed before it changes, and even then it usually gets limited information as terran walls off and protoss has some units blocking the small gap into their base. Some kind of more mobile scout (not needing to go kamikaze with a supply unit) would be great.
My third concern is the build time of certain buildings, specifically Spore Crawler/Creeper and Greater Spire. Currently if a Zealot starts to move to your base at the same time you toss down a Spore Crawler the zealot will reach your base before Crawler is done. As for the Greater Spire it takes very long to morph compared to say a Terrans tech lab. Also you cannot use upgrades in the Spire while it transforms.
Nice to see you taking notice. Keep it up:)
My problem is that I don't know if this is hilarious or ridiculous.
I suppose that their active ability is one of the things to look at, maybe giving them an ability to harass the opposition if there are no juicy targets around. Phoenixes can lift workers to air and shoot them, and Vikings can come down to their level, but Corruptors just hover mid-air looking stupid.
If I were to decide, I would give them a debuff that deals low damage over time, lasts long and if the target unit dies with the debuff, it spawns three Broodlings for the Zerg player. This would be an ability to force opponents to watch their mineral lines in case of infected workers, and would allow Corruptors to help against ground armies as well.
Give a Greater Spire research ability that will increase Brood Lord armore by +1 or +2, like the Ultralisk. Brood Lords are the Zerg Tier 3 air unit the while other races get much more health they also get a higher armore and the ability to attack air and ground forces, Brood Lords get quite a lot less. In assition, if this were to effect the Coruuptors as well it would be worthwhile for players who don't like/need BL to upgrade to Greater Spire.
Second suggestion, make Overseers useful by giving them another ability. Paying an additional 50m/100g for a spellcaster with one spell that is sometimes efficiant (Changeling) is stupid.
Don't care about ultra and BC changes.
Tank change is good.
Now remove stim from marauders.
well I'll make it short:
Zealot and Gate may arguably make sense.
Tank nerf seems a good idea.
BC was necessary and Ultra change seems sensible.
BUT how can you seriously do that without changing mm, mmm & m + ghost? (To be clear I mean NERF, don't get any funky ideas blizzard ;) )
I'd say do something about the marauder, it does well as a tank and high dmg vs armored, it does not have to be able to fight EVERY other unit in the game and marines are already the most cost effective unit in the game.
So make it slower/shorter range and/or take away stim, there are a multitude of options.
I mean you DO want that terrans actually have to use other units than mmm and tanks every once in a while, right?
With the zealot and tank nerf EVERYBODY will be spamming mmm...
PLEASE RECONSIDER AND REEVALUATE THIS, BLIZZARD.
So instead of having a queen to spawn larvas everytime or with auto-cast, it will be a passive skill for hacheries that spawn 1 more larva for every 10 seconds.
Afterall, it's a "command center" upgrade like terrans have or protoss. Why depend on a unit that can be easily killed?
The real problem is not getting a fast zealot as blizz is now nerfing, the real problem is fast marauders.
early baracks units is way stronger than both gateway and pool units, there is no real counter to them. as Z you are in trouble if 4marauders and 6-8 marines come knocking, within the first 5-8 minutes and so are P.
look at this way: zerglings melee, zealot melee, stalker ranged, marine ranged, marauder ranged. so both the early units from T is ranged, which means they can be microed from melee units. on top of that they can get concus shells and stim. terran at this stage is very strong early on.
Also i like u agree with Infamis who states that these opinions should be given by Diamond players, yet u go over what u agreed and also tell your opinion :P