The Roach Is What’s Wrong With Starcraft II
This article was written by Halfthought for the Battle.net and Teamliquid forums and has been edited for publication on The Ghetto.
Almost all of Starcraft II’s current balance problems can be pinpointed on the Roach. The majority of gripes about Starcraft II balance and unit diversity more-or-less stem from this completely misguided unit.
The Roach’s role is screwed up. It originally gained 15 health per second in its 2008 reveal. It has now been nerfed to earning this regeneration when upgraded and burrowed. Its initially-creative role has been nerfed out of existence.
They are now a unit that costs 75 minerals and 25 gas, but somehow do the most basic ranged damage per second in the entirety of the Tier 1 tech tree. They have 145 health, the highest for its cost, and the highest period outside of the Protoss army. They are also a ranged unit, although they cannot attack air. They cost one supply. I almost forgot, they start off with two armor points. To make things even more absurd, they have upgrades to allow them to move at fast speeds, faster than any basic unit except Zerglings, and also regenerate their health when burrowed. And they can move while burrowed with the upgrade.
That is absurd. If someone told me a unit like this would stand a chance at making it to retail before the finish of the Starcraft II beta, I would have told them they were insane. On paper, the unit is simply absurd.
I am not complaining Roaches are overpowered, and that’s precisely what’s wrong with the game. They should be overpowered.
In order to ensure the Roach is not overpowered, the Protoss and Terran received Marauders and Immortals. Without these two units, Terran would lose every game against the Zerg, and the Protoss would be at a ridiculous disadvantage.

Blizzard ensured the Roach isn’t overpowered by creating an equally-overpowering counter. An overpowered counter. These counters are easily available. Located at Tier 1.5 and for a price of 100 minerals and 25 gas, the Marauder does 13.5 damage per second against the Roach. With Stim Packs, it deals 20 damage per second.
While most Tier 1 units do very good damage for their cost, they are usually balanced because they are easy to kill. For cost, Marines will deal three times as much damage as Carriers, but Marines die easily to splash damage. The Marauder does not.
Once again, in a vacuum, the Marauder is overpowered like the Roach, because of the Roach. Specifically, they are overpowered against Roaches. And as a result, against armor in general.
Finally, the Protoss have the Immortal. The Immortal single-handedly makes Terran mechanical units nonviable. Sure, Terrans can EMP, but it is not nearly as reliable as infantry builds, or more recently, massing Marauders. The Immortal, by any measure, is an overpowered unit. It is also the single largest “counter” in Starcraft, doing thirty extra damage versus Armored, and is the only unit to carry more than a 50 percent bonus. Against Armored, they deal 35 damage per second. With the exception of Battlecruisers, that is the single highest damage per second in either Starcraft or Starcraft II.
What we have is an arms race caused by the Roach. Starcraft II damage is generally higher, but by a magnitude of 30 to 40 percent. Not 200 percent. The Marauder has too much health for both its damage potential and in relation to the theme of Terran play. And the Immortal simply deals too much damage versus armored units.
Remove it, or drastically rework it. Rebalance the game accordingly, and most of the current gameplay problems in Starcraft II will no longer exist. Terran Mech will be viable. Infantry play will be more diverse. Protoss versus Zerg will be more dyanmic. Templars will be able to be balanced correctly. Zerg were not designed for a 145-health, two-armor, 16-damage, 75-mineral, 25-gas unit. Starcraft is not designed around such a unit.
Tuesday, April 6th, 2010













