• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:55
CET 07:55
KST 15:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread About SC2SEA.COM Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2169 users

Needs a redesign?

Blogs > PiPoGevy
Post a Reply
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
Last Edited: 2012-07-28 15:16:38
July 28 2012 13:43 GMT
#1
Protoss that is.

Lately, I have been watching the forums and the complaints of different progamers and even users of TeamLiquid. Even reading the Interviews of Korean players.

The line that caught my attention the most was none other then our very own Bisu
" I like aggressive styles, but SC2 protoss needs to play defensively"

Also the recent interview at MLG from qxc, he talked about PvT being a broken matchup because of the warp-in mechanic, and that there really isn't anything to stop it extreme late game unless you max mules and have a 200/200 army, a feat that surely should not be required to do.

Then comes the unit design. Starcraft II is known for some of its units for having poor unit design.
The unit I absolutely hate the most (besides stalkers cos they look ugly and zealots because in my own opinion their stupid charge design) is Colossus. It is the most boring piece of crap unit that reminds me of a crap movie and when watching PvP as we witnessed at the last finals, IT IS BORING TO WATCH! Like sure you can watch it once or twice, but every single bloody PvP is like that, its linear and its boring! I would just seriously just cut the colossus and bring back the reaver, deadset.

In BW, PvT and PvZ were very entertaining matchups, and PvP showcased a good respectable matchup of micro and REAVERSS~~~ which made it so exciting. SC2 Protoss is way too 1 dimensional for me, or for anyone to enjoy, surely even the progamers, I truly believe that Protoss needs a change so #1 The race is fun to play and #2 The race is fun to watch!

So the point im trying to make is, insert poll~
Poll: Does Protoss need to be redesigned?

Yes (38)
 
88%

No (5)
 
12%

43 total votes

Your vote: Does Protoss need to be redesigned?

(Vote): Yes
(Vote): No



FLAMESHIELD/ ACTIVATED!



**
John 15:13
thrawn2112
Profile Blog Joined June 2010
United States6918 Posts
Last Edited: 2012-07-28 13:55:27
July 28 2012 13:54 GMT
#2
i dont think blizz knows/cares, if they do then they obv have no clue how to fix it

a developer needs to grow the balls and make a rts game worth sinking millions of esports dollars into
"People think they know all these things about other people, and if you ask them why they think they know that, it'd be hard for them to be convincing." ES
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
July 28 2012 13:55 GMT
#3
Toss just needs to be less deathball focused. I have seen a number of TvP where toss goes templar instead of collosus and they were amazing games. Constant small skirmishes and posturing as each player tried to gain the upper hand. There was one game where the terran rallied units across the map for like 5 minutes straight before he finally broke the toss. Collosus based games usually end in one enormous battle that lasts 10 seconds.
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
July 28 2012 14:02 GMT
#4
I think we could do two things. First we'd look into the warpgate tech to see if this can be more exciting.
But a main thing I'd like to see is that Protoss gets a bit more room with carrier-based play.

How can we from my perspective as Zerg change the Carrier :

1. Lower the buildtime of a carrier, but raise the supply cost to compensate
Many of the Protoss players I've met, generally say that the Carrier takes too long to build. I am in agreement with them, but my worries lie in the damage potential of five carriers. One way to limit this is to raise the supplycost of a Carrier which will mean that the damage potential is the same but it's a bigger investment in terms of supply for the Protoss.

2. Instead of prioritizing the interceptors, change the AI so that the carrier itself is a priority target.

It happens often that a well composed army of carriers is hard to beat (from my perspective at least) due to the AI messing up on interceptors. This is something that makes 3/3 carriers insanely good, as the interceptors basicly are a secondary shield, or a PDD if you will. Coupled with point 1, it would make more interesting play like that happen.
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
Frostfire
Profile Blog Joined January 2011
United States419 Posts
July 28 2012 14:24 GMT
#5
I still hate the forcefield mechanic. It's so gimmicky. 1 bad Forcefield = lose game, 1 good forcefield = other guy cant do anything at all to break through and has to sit there while his base gets destroyed.
"In solitude, we are least alone"
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
July 28 2012 14:32 GMT
#6
On July 28 2012 23:02 Aelonius wrote:
I think we could do two things. First we'd look into the warpgate tech to see if this can be more exciting.
But a main thing I'd like to see is that Protoss gets a bit more room with carrier-based play.

How can we from my perspective as Zerg change the Carrier :

1. Lower the buildtime of a carrier, but raise the supply cost to compensate
Many of the Protoss players I've met, generally say that the Carrier takes too long to build. I am in agreement with them, but my worries lie in the damage potential of five carriers. One way to limit this is to raise the supplycost of a Carrier which will mean that the damage potential is the same but it's a bigger investment in terms of supply for the Protoss.

2. Instead of prioritizing the interceptors, change the AI so that the carrier itself is a priority target.

It happens often that a well composed army of carriers is hard to beat (from my perspective at least) due to the AI messing up on interceptors. This is something that makes 3/3 carriers insanely good, as the interceptors basicly are a secondary shield, or a PDD if you will. Coupled with point 1, it would make more interesting play like that happen.


the problem with using carriers is that vikings and corruptors have bonus dmg vs armored and they're incredibly easy to mass, so a good sized carrier army will get shredded in seconds by corruptor/viking or even void rays with their bonus vs massive
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
July 28 2012 14:48 GMT
#7
On July 28 2012 23:32 PlaGuE_R wrote:
Show nested quote +
On July 28 2012 23:02 Aelonius wrote:
I think we could do two things. First we'd look into the warpgate tech to see if this can be more exciting.
But a main thing I'd like to see is that Protoss gets a bit more room with carrier-based play.

How can we from my perspective as Zerg change the Carrier :

1. Lower the buildtime of a carrier, but raise the supply cost to compensate
Many of the Protoss players I've met, generally say that the Carrier takes too long to build. I am in agreement with them, but my worries lie in the damage potential of five carriers. One way to limit this is to raise the supplycost of a Carrier which will mean that the damage potential is the same but it's a bigger investment in terms of supply for the Protoss.

2. Instead of prioritizing the interceptors, change the AI so that the carrier itself is a priority target.

It happens often that a well composed army of carriers is hard to beat (from my perspective at least) due to the AI messing up on interceptors. This is something that makes 3/3 carriers insanely good, as the interceptors basicly are a secondary shield, or a PDD if you will. Coupled with point 1, it would make more interesting play like that happen.


the problem with using carriers is that vikings and corruptors have bonus dmg vs armored and they're incredibly easy to mass, so a good sized carrier army will get shredded in seconds by corruptor/viking or even void rays with their bonus vs massive

Guys I'm not talking about the carrier, I am talking about the core of the protoss army system
John 15:13
Ryalnos
Profile Joined July 2010
United States1946 Posts
Last Edited: 2012-07-28 14:58:31
July 28 2012 14:57 GMT
#8
Hey bud - if you are trying to start a serious discussion I suggest you use a better title as this one is awful.

At least mention that you're talking about SC2 or the Protoss race...
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
July 28 2012 15:08 GMT
#9
On July 28 2012 23:32 PlaGuE_R wrote:
Show nested quote +
On July 28 2012 23:02 Aelonius wrote:
I think we could do two things. First we'd look into the warpgate tech to see if this can be more exciting.
But a main thing I'd like to see is that Protoss gets a bit more room with carrier-based play.

How can we from my perspective as Zerg change the Carrier :

1. Lower the buildtime of a carrier, but raise the supply cost to compensate
Many of the Protoss players I've met, generally say that the Carrier takes too long to build. I am in agreement with them, but my worries lie in the damage potential of five carriers. One way to limit this is to raise the supplycost of a Carrier which will mean that the damage potential is the same but it's a bigger investment in terms of supply for the Protoss.

2. Instead of prioritizing the interceptors, change the AI so that the carrier itself is a priority target.

It happens often that a well composed army of carriers is hard to beat (from my perspective at least) due to the AI messing up on interceptors. This is something that makes 3/3 carriers insanely good, as the interceptors basicly are a secondary shield, or a PDD if you will. Coupled with point 1, it would make more interesting play like that happen.


the problem with using carriers is that vikings and corruptors have bonus dmg vs armored and they're incredibly easy to mass, so a good sized carrier army will get shredded in seconds by corruptor/viking or even void rays with their bonus vs massive


I agree.
The thing that does bother me though is that people don't neccesarily think into the supply that corruptors/vikings take. Sure, you're going to get carriers and it hurts, but every corruptor is less ground force, and unless they get broodlords is wasted supply.

The thing is that if Carriers build quicker, the damage output of them will be pretty damn solid for lategame fights, and while it isn't AoE damage, if you're not responding properly you pretty much die. I'd like to see these engagements where it'll be possible for P lategame to follow up a ground force push with Carrier pressure. Jangbi style.
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
Disposition1989
Profile Blog Joined March 2011
Canada270 Posts
July 28 2012 15:14 GMT
#10
Don't quote pro players on stuff like broken matchups, there are some who lololol all over pvt and then there are others who QQ all day. Some just don't do it right while others figured it out. Same goes for the tvp part. I've seen pvts where the terran comes out losing like 10 supply and the protoss loses his whole army. Why? Terran owned the engagement positioning, hit the emps, etc. People just gotta get better instead of claiming it's broken.

Anyways on point, Colossus are definitely the worst. Reaver would be fine maybe if they made it a smaller splash. Otherwise the big old clump balls are gonna get annihilated. Maybe damage similar to seige tank? 50ish instead of 100.

I liked the high damage of the bw units but unless you change all of sc2, you can't have units doing 90-120 with splash damage because of the stupid deathball. There's also something off about protoss armies out on the field. It's too easy to get blasted apart by speedling/roaches or a stim bio ball. Hopefully the recall thing can fix this because as Bisu said, protoss has to be defensive. That's how I see it anyways, toss can't really move out til they know the army is gonna scare the other army off the field or kill it outright.

So yes a redesign, but it would be tough : (
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
July 28 2012 15:15 GMT
#11
Since the colossus is able to stand on top of other units it allows for more concentrated firepower and therefore it's apt to form the core of the protoss death army. It's silly, but if you mix colossi, sentries and void rays you can have maybe the strongest army in the game take up virtually no space. A lot of people already disagree with the SC2 pathfinding and army movement implementation and the colossus adds to that. I don't know if replacing the colossus would fix the issue though, since most armies take up very little space regardless of this unit.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
bigtime01
Profile Joined April 2010
United States5 Posts
July 28 2012 15:27 GMT
#12
What troubles me about the colossus is that it is one of the units with "magic" splash damage that only damages enemy units. It seems odd to me that players should have to take so much trouble with siege tanks and psionic storm but not with banelings or archons or the like.

I've no notion of whether friendly-harming splash damage would make these units unusable.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
Last Edited: 2012-07-28 16:44:19
July 28 2012 16:44 GMT
#13
Whoops, I voted no.

I think that more than just protoss needs a redesign. All of Protoss needs to be looked at but I also think something should be done with Zerg so they don't get to/have to make 3 fast bases, 5 or so queens, then 60 drones before any units.
red4ce
Profile Blog Joined January 2011
United States7313 Posts
Last Edited: 2012-07-28 17:41:14
July 28 2012 17:40 GMT
#14
Remove colossus, buff the other protoss units to compensate, problem solved. Blizz won't do it though since the colossus is the signature new SC2 unit for protoss, maybe even in the entire game.
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 28 2012 17:47 GMT
#15
Definitely agree with qxc's view on the warp-in mechanism. The thing is, at a 200/200 army engagement, there is a build time required after the engagement to rebuild your army. But if you warp-in, the replenishment is instant where as Zerg's or Terran's replenishment time is based on whatever you're building. Not to mention that you can warp-in (i.e. replenish) anywhere you want as long as there is a warp prism and/or pylons, where as Zerg and Terran rely on rally points; once the rally point is seiged, Zerg and Terran's bases are irreversibly separated and cut-off, and reinforcements are useless since, in SC2, strength is in a huge ball-form army and not single units.

But more in general, SC2 and more specifically HOTS (or whatever it seems to be) is a game that is becoming more and more noob-friendly, as in "little micro (i.e. little skill) for more damage", for example collosi, ball-form armies, banshee, dt, ect... comparing that with BW where micro (i.e. skill) was absolutely necesary for damage, for example shuttle-reaver micro, hold position lurkers, muta micro. The fact that Protoss seems to need a redesign is just the tip of the iceberg; what I feel Blizzard wants is to make an easily accessible game so that their fanbase (and so their $$$) increases. The obvious problem with that is that the higher level players (progamers) suffer the consequences of such a simple (and even poorly designed) game, so on the long term, since there is nothing to exploit and explore since everthing is so easy, Esports will be weakened and even fall.

My humble conclusion: SC2 pro scene will be MUCH shorter than BW pro scene.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
July 28 2012 23:27 GMT
#16
Hmm some good ideas we have come up with so far is:

-To only allow warp-in's either next to your nexus, or gateway buildings, and warp prism which is still kind of controversial.
-To cut the colossus from the game and buff the other units to compensate, or even replace colossus with another unit such as the reaper.
-To cut the warp-in mechanic all together

I also really agree that the game's mechanics are far too easy
John 15:13
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #59
LiquipediaDiscussion
BSL 21
20:00
ProLeague - RO32 Group D
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 110
trigger 33
StarCraft: Brood War
hero 2084
Shuttle 900
Zeus 430
Leta 372
yabsab 64
Larva 57
Sharp 42
Dota 2
monkeys_forever518
XaKoH 301
League of Legends
JimRising 725
Reynor29
Other Games
summit1g17410
WinterStarcraft393
C9.Mang0210
Fuzer 143
ViBE83
Organizations
StarCraft: Brood War
UltimateBattle 97
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH75
• practicex 28
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
League of Legends
• Scarra1644
• Rush1494
• Lourlo953
• Stunt423
• HappyZerGling145
Upcoming Events
Wardi Open
5h 5m
Monday Night Weeklies
10h 5m
Replay Cast
16h 5m
WardiTV Korean Royale
1d 5h
BSL: GosuLeague
1d 14h
The PondCast
2 days
Replay Cast
2 days
RSL Revival
3 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
3 days
RSL Revival
4 days
[ Show More ]
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
5 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
6 days
IPSL
6 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.