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If you looked at the patch notes at all, you would see the Void Ray was buffed and nerfed respectively among the levels of its attack. Try using Void Rays, you can see that they are a lot better than they use to be. And not to just cheese to kill buildings but for combat among your army.[/QUOTE]
What game do you play??? Uncharged voids still suck, and now charged voids suck as well.
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On November 01 2010 17:50 HitStarcraft wrote:Show nested quote +On November 01 2010 16:47 FaTLiP wrote: I feel that with the void ray nerf, and the previous zealot nerf, Toss is on a "juuuuuust survive" basis now. Void rays use to keep players honest, and so did the early zealot pressure. And it truely just isn't there anymore If you looked at the patch notes at all, you would see the Void Ray was buffed and nerfed respectively among the levels of its attack. Try using Void Rays, you can see that they are a lot better than they use to be. And not to just cheese to kill buildings but for combat among your army.
Ooops. Messed up quote above. Sorry
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I've been having the same problem. I used to alternate between gateway/stargate/robo/templar-forge based on the other builds, now I feel I have to go robo every time. Void Rays just don't do enough DPS to stop roaches, stalkers, or do enough damage to threaten terran's base (Even before, 3 repairing SCVs was enough to stop them cold). Templar never were good against roaches and too many terrans are getting raven/banshee because it's just good, the detector is just a bonus. Gateway just isn't fast enough with the additional zealot time.
I think Blizz needs to actually nerf certain staple protoss units. Nerf the collosus. Nerf the warp gates. Nerf the Psi Storm damage rate. This will actually make protoss stronger in the long run, because it will make their balancing team stop assuming that's what the protoss is going to build. In some cases require improving current toss units, making these games a late-game buff instead of just something that the game is balanced around assuming you are going to get, turning an 'advantage' into a 'requirement'. In some cases it's actually better - I think that if a psi storm lasted longer, it would do better at it's job of making units run away, and you could even increase the radius then.
All in all I feel that the recent changes have been done with too much "Oh, the Protoss isn't using that strategy anyway." So much of the game isn't about winning with an attack, but delaying one's opponent in some critical way or reducing the choices he can make if he wants to win. That taking it away makes a smart player know that he can do X and there's nothing the protoss can do about it. And that just makes Protoss even worse.
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TBH, I think VRs are better for poor micro players to use mid/late game against protoss, since the +armored uncharged it makes it harder to warp in stalkers to deal with 6 or so VRs. But all the other cases they are worse.
Edit: seriously, the VR push in that supposed replay maybe was too strong, but 40% damage nerf strong?!?!?!?!?
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It seems like every balance thread goes:
zergs: we're UP! terrans: no, we're UP! toss: no, we're UP! zergs & terrans: lolololol toss 4-gate ez-mode *goes back to TVZ bickering*
no but in all seriousness, I feel like I either need to FE or do some sort of all-in, I love the long macro games that come off of a FE, but FE builds tend to be risky, whereas the 'safe' X-gate robo builds usually end up with me being stuck going all in later. The problem comes down to P tech being too forced, gate->cycore->warpgate->robo->obs is pretty critical whereas terran needs rax->orbital and zerg needs pool & expo before decisions can be made
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