Yup - the flying siege unit that deals twenty burstdamage for each "Broodling" that is being thrown towards each and everything your opponents obtains plus the provoked splash damage and movement disability.
Yup - the backbone of every single zergs lategame if they are not wanting to lose games on purpose.
Yup - the only unit enabling zerg to stand toe to toe with mech and protoss deathballs.
Yup - that unit that totally destroys the game.
What what what? Broodlords destroying the game? Coming from a Zergs perspective? 
Sadly, Yup (
but that's not the only thing being f*ed up)
 ...
|  | 
| (yaay - so much viarity) | 
Ever since the
 Patch increasing the range of the 
Queens attack got released 
Zergs realized that they are actually equiped with a fairly (
cough) strong 
lategame because the patch made it actually reachable for the majority of us. So the 
general plan is it to wait out our opponents and survive their relentless attacks because it 
does not really matter how you reach the deadly combination it's just important to reach it.
Even if you lost a leg and an arm (
refering to bases and tech structures) while trying to escape the whiteshark from the movie "
Yaws" as long as you are able to crawl yourself onto the island of endless happyness you are fine, oh yeah, really fine. This is
 HOW fine you are 
in terms of money (
sortof, 
slivko, 
PiG, 
johnnyrecco, 
LoweLy).
Anyone ever heard anything about those guys before the malicious patch appeared? I guess not. These are so called "
Patch Zergs". A "
Patch Zerg" is someone who suddenly - 
out of no where - 
got an increase of skill since the patch came out and 
actually started to win alot of money. 
Undeserved money.
Don't get me wrong these guys are still alot better than I am in most regards yet this is pathetic and it is 
ruining the competition, my 
motivation and -
 most importantly - the general understanding of "
Skill".
What I mean by that?
Well, there 
once was a time where you had to 
severly outplay your opponent in alot of ways to win a game. Two parties were facing each others and th
e one with the greater multitasking, 
decisionmaking, 
micro, 
mapawareness and
 skill would 
win. Players like 
DRG or 
NesTea were
 lightyears ahead of everyone else in this term and made a huge name for themselves. Now with the patch 
Zerg basically starts with 100 creeptumors by default. It's
 not a big deal to spread creep anymore, and there is 
almost no difference between a GSL creepspread and the creepspread of a european Grandmaster. This has been 
taking away an entire skillset that yet had to be discovered. 
Zerg was told to be the race with the 
highest skillcap with 
relentless injection timings, hard to spread
 creep and a 
squishy army that needed to be used in a 
certain way in order to succeed. If you are not capable of keeping your 
Muta, Ling, Bling army busy you are basically out of the game. It was more cut throat. There is 
almost no ultra amazing micro that is being utilized in proffessional Starcraft anymore like there was in the beginning of it. Here is an example (
Super 15 micro of "old times")
You could argue that the 
metagame wasn't developed to the state it is in as of today, and sure, it's true. The
 meta game was SHIT but this switch of metagame has not been done by the players themselves, it's intended by Blizzard. 
They want the game to be macro dependent and sure, it's a 
good thing but there 
are literally no possibilities to punish anything anymore and if you do so it's mostly luck based.
|  | 
| (easily defended timing) | 
An example for this is a
 banelingbust against Protoss. It 
works as long as your opponent either tries to do a Zealot two Stalker harras on your  third or he fails with his Sentries pulling them back to kill the so called "
Retardmagnet" (
Overlord bating Sentries into the Protoss base) so you are
 basing your allin on a percentage that has a fairly low chance of winning you the game. This leaves us with no particular timings to prevent any greed in Starcraft2. Neither for Protoss nor for Terran.
What does this lead us to?
An anticlimactic game in not only
 ZvT and
 ZvP but also in
 TvP and 
PvP. In the opening minutes of the game alot of micro is being thrown out. 
Protoss puts up
 Forcefields, 
Blinkmicros back his 
Stalkers, does alot of 
target firing -
 Terran splits Marines, 
Stuttersteps, 
Drops alot, 
focusfire with Tanks -
 Zerg Micros Zerglings, 
Runbys, 
Surrounds, 
Flanks, 
dualpronged Harras -
 all in all the early to mid game is actionpacked and enjoyable to play and watch. As soon as you reach the lategamestage though the rate of micro requiered drops down
 RAPIDLY and it evolves into a boring game where 
both parties sit on their precious armies and harras from time to time. 
Protoss warping in Zealots is called "
Multitasking" by casters which is a 
testament to the lategames boringness itself. - 
Wow, that dude warps in sh*t here and does nothing else in the maintime woooow -
|  | 
| (click to enlarge) | 
This waiting lasts for about as long 
as someone decides to not spend 50 minutes in a game and attacks. He
 either crushes his opponent  in no time by stealing the Mothership or getting a favorable engagement with Infested Terrans aswell as Neural 
or is getting crushed  in no time by engaging badly. This is not how it's supposed to be in a professional eSport game.
Let's just take a look at Dota2.
I already wrote about how much better the UI is and how much more inviting the game is in terms of the Leveling system - that gives you goodies and skins - at the same time is not a necessity still giving you a drive to play more and more. This is not part of the arguement I just wanted to give a little sidenote. What I am trying to do show with the comparison to Dota2 is to compare the fights in Dota2 work. In 
Dota2 you see skirmishes that sometimes last for 5 minutes (
GD B-Team vs Na'vi G1 Fight Starladder). There is
 no Oneshotting, 
Fungals or 
Vortexing that instantly wins an engagement. Fights are 
drawn out and almost all the time this attribute 
carries on into the lategame.
|  | 
| (Dota2 fight) | 
Another totally different fact about Dota2 is the fact that the 
earlygame has a significant impact on the Lategame. If you start off in Dota with your Carry picking up easy Kills the advantage carries on into the engagements later in the game. 
The early game MATTERS.
This
 does not apply to the lategame of Starcraft 2. It's like you are playing a 
DIFFERENT game 
as soon as you reach the lategame. 
You opened up with a 6 Pool and you microed like a boss? Being ahead through out entire mid game?
Well.  A Vortex can change 
EVERYTHING.
It's not like it shouldn't be possible to turn around fights. You can 
turn around games in Dota2 too but 
you'll be needing to pull off some incredibly skilled moves and 
therefore outplaying the opponents team by alot not just by hitting a lucky ass Vortex or failing to Spread your Broodlords to prevent Seeker Missiles to hit you.
An example for this is "The Play" made by Natus Vincere destroying invictus Gaming in TI2 ("The Play"). You can SEE how the crowd is going INSANE because they know that 99% of the worlds team would've straight out died against a gank like this but Na'vi did not. They hit all of their abilities correct with the Rubick stealing Ravage and the perfect Blackhole by the Enigma. It's just a delight to see. 
Let's just
 compare this to a Starcraf2 Lategame with 
NO EXCITEMENT whatsoever because 
everyone can use Fungals and
 Spread or use 
Vortex there is not even a potential depth in the Lategame.
The lack of micro being requiered in lategame almost denies any possibility to do literally "outplay" your opponents. No matter from what angle you look uppon the Lategame - it's being unfair.
Broodlords - Unfair, 
Vortex - Unfair, 
Thor Splash and Seekermissile - Unfair and all of them are 
not fun to use nor to watch on stream.
So what has to happen to improve the game?
|  | 
| (thanks inviszerg on reddit for the graph) | 
Starcraft II developers will be having to aim to a steady or maybe even 
EXPONENTIAL GRAPH!
Once again I'll be needing the comparison to Dota. 
Early fights consist of throwing some stuns and maybe use the right mouse button to autoattack but the 
later the game goes the more 
Items you get and the more Abilities you and your opponents get so you need to think quicker and also react quicker. Use a "
Forcestaff" 
(an Item that pushes a targeted hero in the direction in that it's looking) 
to push a targeted 
hero out of the dangerzone, 
disable the heavy hitter 
with a "
Sheepstick", 
heal your team 
with a "
Mekanism" in an 
AOE-radius aswell as giving out mana with "
Arcane Boots". I could even further
 elaborate on that but it already shows the diversity for Dota and Starcraft because it's pretty much exactly the other way around.
How are we going to achieve this type of change in terms of microusage?
I am not entirely sure about how far the units are allowed to be deviated because 
Wings of Liberty is already pretty much figured out and that will probably be
 up to Heart of the Swarm to fix it. I have the opinion that 
there should not be alot of new 1 - A units being thrown into the pool of Starcraft Units. They should 
rather put in more Spellcasters. Another possibility would be to increase the Supplycount of the Broodlords at the same time making them faster(
movement speed) or give them any other possibility so you can actually 
USE them instead of just
 MAKE them and 
AMOVE them. Same goes for the Protoss Deathball which is not
 USED it's just 
MADE and
 A-Clicked. These are fundamentals that are having to be adressed in 
HOTS and Blizzard announced that they are trying to restructure Protoss in order to use more Gateway Units and
 Zerg still is kinda messed up with now having two micro denial Units. Terran, well, nothing changed (yet).
So what do I end this post with?
I am just hoping that Blizzard is taking some of the recent criticism by heart in order to fix the problems with the game at the moment. The gameplay itself has not been that criticised but I wanted to elaborate on that because
 it is making me mad to play a boring lategame because it 
forces me to end the games in the midstages. Even 
watching Tournaments is boring as f*ck for reasons like Broodlords, Infestors playing against Mothership, Archon is not intense nor it is that skill dependend. It 
does not really matter if DRG or JulyZerg or even Nerchio controlls those Broodlords because there is no Nextlevel Micro or Unitcontrol that really seperates the Pros from the Bonjwas like Mutamicro in BW did. 
In the end I am 
just a guy that loves Starcraft II alot and 
seeing this decay of the game just makes me sad. I just 
want a nice actionpacked, skillbased game to watch, play, enjoy and live the game the way I did the time Muta Ling Bling vs Terran and Hydra Roach were viable.
Seeing these facts together with a Battle.net that actually acts like a social network (
close to what steam does) 
would make me a really happy nerd.