Magic Box? Or do you propose giving queens a stronger splash than Thors?Make queens do air splash, kills mass VRs and mutas.
ZvP vs air toss, the only guy I have seen solving the air toss problem was Effort vs some random guy, where he basically didn't care how many bases the toss took and whittled him down with swarm host/brood/infestor/ultra and lots of positioning. Lategame toss has like 6-7 different units and I seen the zerg trying to counter it with 3-4. Basically you always have to keep poking and proding, mostly with those free units, because if you sit on your ass, you lose. It switched and some zergs have become too used to the turtle to win ZvP they have trouble adjusting.
I thought that with the spore change, the problem is that stuff can still get 2shot with stacked mutas, but any kind of splash is brutal against that. I don't think there should be simple answer to mutas, so make the AA require 2 factors to shut them down efficiently.Like Quin said giving queens splash wouldn't really solve the problem. It would just make it so getting into muta on muta battles near your base would be better to have the queen assist. The mutas would still just magic box over the queen, kill it then ravage the fringe bases before hydras could support. Hell even with splash it wouldn't matter queen would die in 1 or 2 volleys. Who cares if all your 4HP/s 4.00 MS mutas all get hit for 20 damage in the process.
Sacrificing a 25m ling to get a widowmine is extremely cost efficient. Unless terran has a lot of support with his widow mines you can sacrifice a few lings and you'll more than likely still trade way more effectively from splash damage doing so much to the terran's bio. If you have a baneling nest and you don't have detection you can detonate banelings on top of widow mines to kill them, even without detection. Widow mines are ok for map control and great for protecting a flank/retreat, but aren't really an aggressive option, except widow mine drops of course.HoTS multiplayer is really fun right now, but it is not without it's problems. I am a Zerg player.
The Swarm Host still needs work. You have to commit to the unit as the bulk of your army to have any effectiveness at all. The tipping point is about a minimum of 6 or so, which is a 18 supply, 1200 mineral, 600 gas investment, and another 200/200 for the must-have life extension upgrade. That is too much for a slow, clumsy unit that requires an army escort and siege setup.
- ZvZ'sare really boring. Who ever gets the most Muta's wins, because Hydra's are a terrible anti-air answer, being so squishy and with the hit and run ability of Muta's. Corrupter's are still a joke, like they have been since day 1 of WoL. Maybe Muta's are too good, or at least in this match up they are.
- ZvTare extremely frustrating. Zerg's lack of options to dispose of Widowmines, without absorbing hits is pretty limited... like range enhanced Hyrda's, which is mid-tier 2. Plus their mobile detection is tier 2 as well. Also, Hell-bats seem way too good for their cost at the moment too.
- ZvPis a really fun matchup. The balance of aggression to expansion is delicate and the Toss death ball will still roll over you fast if you are not prepared. Plus the Oracle and fast DT's give the Protoss some options to keep you on your toes early if you don't scout properly. I love getting the Viper in this matchup and pulling in Colossus and other high value units. I still haven't found an answer to Sky Toss, other than don't let them get it.
With Ultra's and Vipers in Tier 3, Zerg really has a great incentive to tech up now. They are insanely fun units to use.