Originally Posted by DIYDeath
Originally Posted by Cyro999
When you have 50/50 winrates the problems are with design, not balance. Most of the zerg issues have been stuff like supporting entire matchups where they are weak on the backs of a few overly strong units (infestor, swarm host) yet still didn't go over 50/50 winrate for some of the time that it was a problem.
I disagree completely, winrates are indicative of how well a playerbase is adapting. To understand this better you'd have to know some statistical math. Otherwise you wouldn't undertsand what the variables are indicative of.
Too tired to have an in depth conversation about statistical math right now, normally I'd be at least open to it but....blarg. Gonna finish watching Gotham then pass out.
Unfortunately if you're looking at statistics rather than the game itself then you're not going to have a good time figuring out if something was balanced or not. As it's been said before, it varies greatly with player form, the metagame (a Protoss player could figure out a strong timing against Zerg, which would make PvZ P-favored until top Zerg players figured out a good counter to that build; such counters nearly always exist in SC2), the maps, etc.
The game is balanced.
Design issues however are "broken" aspects of the game, where a certain race which manages to get to a certain point in the game (say x amount of bases with y amount of swarm hosts) would lead to an almost certain win. Sometimes that win condition is too easy to obtain (BL / infestor) sometimes there are enough strong plays out of other races which prevents you from getting to your "broken" win condition.
The best zerg player in the world for the longest time (Life) often made one swarm-host during high-profile tournament games, only to kill it off upon having realized he made that unit by mistake. Other zergs (in particular in Europe) were known for doing everything in their power to get to the "swarm host win condition". This style wasn't really viable in the high-octane, cutting-edge Korean environment (or perhaps high-octane Koreans never really tried to do it), however it met some success in Europe, where people tend to play in a way so as to not lose, rather than in a way to force a win. Not quite the same thing;