• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:57
CET 12:57
KST 20:57
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets0$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)12Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822
StarCraft 2
General
SC2 Spotted on the EWC 2026 list? Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns Spontaneous hotkey change zerg Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
$25,000 Streamerzone StarCraft Pro Series announced $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Awesome Games Done Quick 2026! Mechabellum Stormgate/Frost Giant Megathread
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1180 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
RongYI Cup
11:00
Qualifier 3
WardiTV601
Rex86
BRAT_OK 72
3DClanTV 47
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 268
SortOf 120
Rex 86
BRAT_OK 72
StarCraft: Brood War
Rain 11739
Sea 5332
Horang2 1889
Shuttle 1875
Mini 736
Larva 568
actioN 514
Stork 485
EffOrt 422
Hyuk 411
[ Show more ]
Soma 373
firebathero 306
Zeus 228
Light 172
ggaemo 163
ZerO 161
Mong 132
Leta 124
Snow 124
Rush 109
Pusan 103
Hyun 90
Sharp 78
hero 76
JulyZerg 70
Mind 50
Free 39
JYJ 37
zelot 30
Sexy 29
Yoon 27
soO 18
Bale 16
Sacsri 14
ajuk12(nOOB) 12
Terrorterran 12
scan(afreeca) 11
GoRush 10
Noble 9
Icarus 6
Dota 2
XcaliburYe138
NeuroSwarm103
ODPixel100
Counter-Strike
olofmeister2179
x6flipin296
Super Smash Bros
Mew2King79
Other Games
B2W.Neo1474
Pyrionflax552
Fuzer 206
crisheroes204
ZerO(Twitch)14
Organizations
Other Games
gamesdonequick3229
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• naamasc213
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 11
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3877
• Lourlo1192
Upcoming Events
WardiTV Invitational
2h 4m
PiGosaur Cup
13h 4m
WardiTV Invitational
1d
The PondCast
1d 22h
OSC
2 days
OSC
3 days
All Star Teams
3 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
4 days
All Star Teams
4 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
4 days
[ Show More ]
OSC
5 days
Replay Cast
5 days
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-01-12
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
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 © 2026 TLnet. All Rights Reserved.