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Oracle

Blogs > Vindicarian
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Vindicarian
Profile Blog Joined May 2010
United States22 Posts
Last Edited: 2012-09-16 02:11:27
September 06 2012 23:59 GMT
#1
In my stupidity I forgot to change the title of this blog before I posted it ("Oracle" was just a placeholder). Please pretend it is something cool sounding or witty instead.



      Hi! Today we're going to have a discussion about the Oracle. Its past, present, and future. This is a continuation of a series of write-ups I'm planning on doing about HOTS units. The first write-up was about Protoss capital ships: the Carrier, the Tempest, and repurposing the Carrier to fit the Tempest's unit role. Seeing how we're only discussing one unit this time, this will be less lengthy than my prior write-up, but it will nonetheless be moderately long and once again contain some pretty in-depth analysis of unit design.

      Just like last time, before we begin we're going to address a concern people might have going into these sort of discussions, and then lay out the ground rules to which this analysis and exploration of design must adhere to. This section is very similar to the beginning of my last post, so if you have read it and understand the points being made feel free to skip right into the meat of this article.

For those interested in my previous write-up, read it here: http://www.teamliquid.net/blogs/viewblog.php?id=362676




"The Concern"


"We can't talk about Heart of the Swarm units until the beta comes out. Anyone who discusses balance right now is absurd."***

***Granted this isn't as relevant now a days with the HOTS beta right around the corner. However there is a general point I try to make by mentioning this sort of common response to HOTS unit discussion: we are not discussing balance here. We're discussing design. I hope that once the HOTS beta really starts going people will follow similar practices in their discussion of the units.

So what's the difference between balance and design?

  • Balance usually involves more than one race. Obviously for something to be “imbalanced” there has to be another race with which the unit in question is being examined. In this article we're talking about only one unit and largely about only one race. This will make it easier to see whether and how the unit in question is working towards the objectives of its design.
  • Balance usually has to do with numbers. Attack damage, health, build time, cost, movement speed, range, etc. These are all variables used to balance the design of a unit in accordance with other units and races.


Design, on the other hand, usually revolves around the form, function, and "fun factor" of a unit.

Function: What is the purpose of a unit? What objectives is it designed to accomplish? What tools has it been given to accomplish those objectives? How do those tools function?
Form: What is the physical design of the unit? Is it large or small, quick or slow, air or ground? Do these attributes help it accomplish its intended function?
Fun Factor: Is it fun? Is it tedious, repetitive, overly complex, or difficult to use?

      Now obviously things aren't that black and white. Balance and design overlap and run into one another often and loudly. Sometimes a balance change can alter the design of a unit or spell. Sometimes the design of a unit can make it incredibly hard to balance. For example, having a single target attack versus an AoE attack is a design decision. However if in a patch we were to decrease the radius of that attack, it can function both as a design and a balance change. I try, quite furiously actually, to stay on the design side of things as much as possible, but sometimes things will fall into the "balance" category. For example, I will discuss other races or the units of other races at certain points, but it is largely to explore or clarify the implications of certain design choices. I will also directly talk about unit balancing in some places, but it is largely to make certain points regarding the unit's design. Balance is here, but it very much takes a backseat role throughout this discussion.




THE RULES


Do not combat Blizzard's design or design philosophy.
  • Blizzard's games are simple and visceral. "Easy to learn, difficult to master." We cannot at any point contradict that philosophy.
  • Ultimately no idea or suggestion, however awesome it may be, will ever be viable if it contradicts Blizzard's own work or how they want to shape the game.
    • Starcraft 2 belongs to Blizzard. Therefore, in our examination and exploration of these units' design, we will not at any point discuss anything or suggest anything that might contradict Blizzard's intended objectives for each unit. For example, were I writing about the Widow Mine, at the end of the day the unit can only fulfill the original objectives Blizzard meant it to fill. For the Widow Mine, I'd imagine that would mean something like "zone control" or "base defense and indirect offensive potential".



And that's that. Ready to get started?





[image loading]

The Oracle


      One of the primary goals Blizzard seemingly has with Heart of the Swarm is to give the Protoss Stargate lineup some much needed love and attention. In fact, potentially two of the three new Protoss units are being introduced through this tech tree. And how couldn't they take a look at the Stargate? Just like Mech, Protoss air-based play has seen relatively minimal use throughout Wings of Liberty. Phoenixes have become increasingly popular over time but still see only occasional usage. Void Rays are seldom used outside of PvZ openers, where they serve to abuse Zerg's lack of early anti-air (rather than what they're designed to do). Carriers, well, Carriers have just had a rough time overall. We're not really going to discuss those units here, as each deserves its own separate analysis, but suffice it to say that the Stargate is very much in need of some help.

      And so, come HOTS, Protoss is receiving a bountiful helping of air-based awesomeness via the Oracle and the Tempest. We're just talking about the Oracle, so let's start by examining the unit's design objectives. What exactly is the Oracle intended to do?

      Well, unlike the Tempest, this unit's design objectives are less clear. However we can definitely establish it primarily as a harassment unit. Entomb has remained on the unit throughout its development, and seems to be one of the core purposes of the unit. Therefore the primary objective or role of the Oracle is harassment.

      The Oracle has also seen several other spells such as Phase Shift, Cloaking Field, Preordain, and recently Revelation. Each of these spells has different generally intended purposes behind its use but most of them generally fall into the category of "support". And so, at the end of the day we have a rough outline of our Oracle.

  • Flying unit, Built from Stargate, Spellcaster unit
  • Primary Objective/Role: Harassment
  • Ulterior Objective/Role: Support


Now I don't know about you, but that sounds like a pretty cool unit already.

      Before we continue, there is also one other "hidden" objective of sorts that our unit is intended to fulfill. When the Oracle was first introduced, one of the primary points made about the unit's role was that it was meant to be used primarily outside of the deathball. Blizzard has made it pretty clear that reducing deathball play is one of their primary goals for HOTS, and it is fairly apparent that the Oracle strictly adheres to that directive.
      In an inspiring display of creativity, Blizzard has used this "hidden directive" as an opportunity to experiment with nonconventional harassment, i.e. Entomb. Whether you like the spell as it stands or not, the idea of economic harass that doesn't directly kill workers and instead "blocks" mineral fields is downright intriguing and very original. Considering that the primary objective or role of the Oracle is harassment, in turn we theoretically get a very unique and original harassment unit that doesn't contribute to deathball play. Sounds great to me.

So, that having been said, we're going to work through each of the Oracle's design objectives, examining the spells the Oracle currently has and has had previously and see whether and how they work towards the objectives of the unit's design. However before we do any of that, we need to talk about harassment units. What makes a "good" or "well designed" harassment unit?



Harassment Units


Mutalisks, medivac drop harass, warp prism drop harass, phoenix, dark templar, and so on so forth. These are all either units or combinations of units that are geared towards harassment. While some are more versatile or consistent than others, they have all seen at least a moderate amount of successful usage throughout WoL, and are to this day (again, some more than others) reliable forms of harassment. On top of being quite effective stratagems within the strategic context of the game, they are all very exciting and intense to observe. Again, some less than others, but ultimately these harassment units are generally effective and fun to watch.

Why is this the case? What makes Mutalisk harassment dynamic or fun or interesting? What makes it as effective and reliable as it is?

As I see it, all consistent, effective, and "fun" forms of harassment have two things in common:

  1. Gradients
  2. Reciprocation



Wait a second, what does any of that mean?


      Let us imagine a theoretical game scenario where a Zerg player brings out a flock of Mutalisks in order to harass and damage an opposing Protoss player. When those Mutalisks pop out of the their eggs, how much damage are they going to do? How effective will those Mutalisks be?

      Of course, you can't answer that question without more information. Nobody can. In this scenario of ours, those Mutalisks might only destroy a few probes and a pylon. They might destroy a dozen probes and unpower a few of the Protoss player's Gateways. They might ravage an entire mineral line. In some extreme scenarios, those Mutalisks might straight up win the game for the Zerg player. Alternatively, they could very much lose the game for the Zerg player, or put them in a grossly unfavorable position.

      By now you might be starting to understand what I mean by "gradients". Every harassment unit has a vast range of possible levels of effectiveness. A well placed and properly executed drop from a Terran player can cripple an opposing player in some cases. A poorly executed and carelessly placed drop might accomplish nothing other than wasted resources, time, and supply. There is a "spectrum" of sorts, along which lies all the possible levels of damage this unit or group of units can do. Certain harassment units (or groups of units) will often have a tendency to gravitate towards a certain range of effectiveness. A single warp prism full of Zealots will probably not win you the game, but mismanaging it and losing all those units won't likely cost you the game either. On the other hand, something like Dark Templar, or even Mutalisks, have a much wider range of possible levels of effectiveness. They have a higher risk, but a potentially higher reward in return.

"Good" harassment units have a range of different possible levels of effectiveness. You take a risk when you commit to a harassment-based play in exchange for a range of possible levels of return. What decides that range? What decides the level of return? What decides how effective harassment units are?

The players do.


I cannot stress enough how important that fact is.


      This is where the concept of "reciprocation" comes in. Let us revisit our earlier example of a Zerg player bringing out Mutalisks against a Protoss player. When I asked how much damage those Mutalisks would deal, there is no way you could give a definite answer. As a spectator there is rarely a situation where you can say exactly how much damage a particular harassment play will deal. Why? Because the players influence and ultimately decide that as the game progresses. This is why high level harassment plays are so intense and exciting to watch: they are high risk, high reward plays whose payoff depends largely on how the two players competing perform against one another.

      "Reciprocation" is the idea of how two opposing players will act and counteract against one another so as to "shift" the possible range of damages a harassment play can deal towards a more favorable end. When a player puts up static defense in anticipation of something like Banshees or Mutalisks, they are trying to mitigate, or perhaps negate completely, the potential effectiveness of those units. Static defense is the most common and easiest way to do this, but it can also be accomplished with proper unit positioning, micro and unit control, map awareness, and general preparation (including scouting).

      For example, in our hypothetical game scenario, what if I told you the Protoss player was able to scout the Zerg's Spire in construction and therefore knew Mutalisks were coming and had preplaced Photon Cannons or prepositioned Stalkers in order to deter them? On the contrary, what if the Protoss player was not able to scout or lacked the map awareness to see the Mutalisks en route? These are instances where players' actions shift the range of possible levels of effectiveness towards an end more favorable for one player or the other. Sometimes this can happen at the instant the harassment occurs via micro and unit control. A Protoss player may not have been perfectly prepared for a Mutalisk attack, but using superb Stalker or Phoenix micro he can minimize the damage he takes.

      Ultimately the most important part about this idea of reciprocation is that it involves both players. Mutalisk harass can have its effectiveness increased by micro, timing (attacking while units are out of position), and so on so forth. Both players "input" their skill and tactics towards this dynamic, reciprocating one another's increased efforts until the harassment threat is dealt with and the game progresses with the harassment having dealt however much damage that the players' actions dictate.

I'll admit this is somewhat of a messy explanation, so let me recap the general points to be made.

Well designed and interesting harassment units...
  • ...never possess any particular and static level of effectiveness. Instead, they follow a gradient, or a range of possible levels of damage the unit can deal. Some harassment units or unit combinations possess a smaller range, others a larger range, often according to what level of risk they require players to take in order to use them. What ultimately decides exactly where along this range of effectiveness a harassment unit or play lies is...

  • ...the players themselves. Both players will reciprocate or "input" skill, time, attention, and tactics towards this harassment dynamic, attempting to shift the outcome of the ordeal towards a more favorable end.


      These two ideas are in no way specific to harassment units. Every facet of RTS gameplay is about players acting and counteracting against one another in order to edge out an advantage in a particular or overall area of the game. Historically, spells such as Infestors' Fungal Growth and Sentries' Force Field have been lambasted and condemned by the Starcraft community specifically because they often prevent one player from continuing to reciprocate against the other. Now there is nothing necessarily wrong with that model of design for certain units, but in a harassment unit we need to allow players to act and counteract against one another. If we do not allow the defending player any means to counteract harassment, then the harassment will be too consistent or powerful. If we do not allow the harassing player any means through which to improve the effectiveness of his harassment, then, well, we get the Oracle.

Speaking of which, let us finally start actually talking about the Oracle. Let's start with the unit's primary objective, harassment, and the means through which it accomplishes it: Entomb. Keep in mind what we've discussed so far.




[image loading]



Entomb

      I like Entomb. I seriously appreciate Blizzard's attempts to innovate. Whether you think blocking minerals is a cool concept for a harassment unit or not, you simply must applaud Blizzard for the out-of-the-box thinking. It is exactly this kind of creative thinking that gets us the kind of units we enjoy seeing in Starcraft. Now, that having been said, if we consider what I've previously said about harassment units, we can immediately start to see some issues with Entomb and the Oracle as they stand. Simply put, the Oracle and Entomb fail to make any meaningful contribution towards either of the two primary features of harassment units previously mentioned.

      Entomb in its current rendition possesses a gradient between its levels of effectiveness, but it is extremely one sided and very small. When I say one sided, I mean that only one player is really ever allowed to influence or ultimately decide exactly how effective Entomb is. The defending player is the only person allowed to "input" any sort of skill, time, or attention into this dynamic. To the harassing Protoss player, the use of the Oracle and Entomb is extremely black and white. You have two scenarios after using this unit: "Harassment was done" and "Harassment was not done". For a race that has always been chastised for being one-dimensional or "easy" to play, this is unacceptable.

      As mentioned above, there is in fact some gradient or differentiation in the levels of damage an Oracle can deal, but it is only influenced by the defending player. Just like with other forms of harassment, how long a defending player takes to react to Entomb can dictate how much damage (in the form of lost mining time) is dealt. This would be perfectly fine and dandy if the Protoss player was allowed in some way to counteract the actions of the defending player in order to increase the effectiveness of the harassment. However with Entomb as an instant, massive-AoE-targeted spell, there is virtually nothing a Protoss player can do to create "sick Entomb plays" or anything of the sort. There will never be "clutch Oracle usage" or "amazing Oracle harassment" as there can be for units such as Mutalisks, or things such as Warp Prism/Medivac drops, etc.

Here are some other interesting points:

  1. Like the 10-second Widow Mine, Entomb's value decreases significantly against players of higher skill levels. Quick and attentive players will quickly attack-move the shields off with nearby workers (or units) and mindful players will simply have preplaced static defense. Now there is a point to be made that all harassment becomes more readily and easily defended by players of higher skill level. This is very true. However in almost every other instance, the harassment unit or units in question offer ways through which the harassing/attacking player can increase the effectiveness of his units in order to counteract whatever it is a defending player has done. For example, with something like drops or Mutalisks, we can either circumvent the static defense entirely (by going after key production/support buildings instead of a mineral line, for example) or use micro and proper unit control to try and increase the effectiveness of our units against that defense (using Mutalisk micro to pick off isolated Missile Turrets) or in general (having the presence of mind to know X Mutalisks can beat Y Blink Stalkers). These are just some examples, but the point to be made here is that the Oracle and Entomb lack the reciprocation that makes harassment play as entertaining to watch as it is.


  2. If we take everything we've mentioned into consideration we notice a devolution of the Oracle's "harassment". Considering that the unit's harass requires a minimal, static amount of input from the Protoss player, a minimal, static amount of input from the defending player, and little to no variance in the levels of damage the unit can deal, what are we left with? Personally I envision it as a "negative macro mechanic". Just as a Zerg player injects larvae into his Hatcheries using Queens and Terran players periodically call down Mules, Protoss players will periodically Entomb an opposing player's mineral line. There is no finesse to be had in this, no more than there is in injecting Larva into a Hatchery: it simply requires a periodic commitment of attention.


      So, what can we do to remedy this troubling situation? The entirety of "harassing" with an Oracle consists of a perioidic press of a hotkey and click of a mouse for a Protoss player. For a defending player it consists of reacting quickly that first time your minerals are Entombed, and then putting a Photon Cannon or what have you in your mineral line. There is nothing either player can consistently do to change this progression of events. This is not fun. This is not interesting. This is not Starcraft. So what can we do? Is there anything we can do?


Fixing Entomb


      Before we begin, let's recap what we need to fix about this spell. We need to introduce some sort of gradient between the minimum and maximum levels of effectiveness this unit can achieve. We also need to make it so that both players can influence that level of effectiveness. Normally as a formality I would explore a dozen different options, highlighting the strengths and weaknesses of each. However the solution to this entire dilemma is so comically simple that I'm going to skip straight to the meat and potatoes.

Make Entomb a channeled ability.

So it turns out that the easiest way to make the Oracle a consistent, reliable, and fun harassment unit is to make it similar to consistent, reliable, and fun harassment units. Who woulda thunk it? No, obviously the Mutalisk doesn't channel any ability or attack, and neither does any other harassment unit or combination of units. However all of these units deal increasingly larger amounts of damage the longer they continue harassing unabated. It is exactly this quality that we want to emulate.

Now Mutalisks and Banshees and Drop plays and such all measure the amount of damage they have done by the amount of workers or buildings or units they've managed to kill. Our Oracle's damage dealt is measured in terms of "denied mining time" via the Mineral-blocking shields Entomb produces. If unabated Mutalisks or dropship play can deal large amounts of damage, so too should our Oracle. However that will not simply mean a higher number on the "Resources Lost" tab for an opposing player, as would be the case for any conventional form of harassment, but instead an increase in the length of the Oracle's denial of mining. This is where a channeled Entomb works perfectly. We can make Entomb a channeled ability where the strength (health) of the Mineral-blocking shields increases the longer the Oracle channels its ability. What exactly does this accomplish?
  1. Protoss players are now rewarded for attention/time/skill invested into the Oracle's harassment. It is obviously in any harassing player's best interest to make the units he is harassing with as effective as possible.

  2. Similarly, it is in the best interest of any player defending against harassment to make those harassing units deal as little damage as possible. Defending players are now much more incentivized to respond to and interact with an Oracle's harassment.


Have we solved the original problems with the spell? Is there a gradient to the harassment's different levels of effectiveness? Is there reciprocation between both players around and about the harassment?

Absolutely. In fact, we quite literally put a gradient into the Oracle's harass. An Oracle might only get a few seconds of Entomb off, creating mineral shields of marginal strength. Alternatively they might get a lengthy channel of Entomb off, creating mineral shields of significant strength.

In doing this we've also definitely livened up the relationship players have with the Oracle and its harassment. There is now some level of reciprocation to be had around and about Entomb as both players attempt to minimize or maximize the damage it can deal.

Here are a few other advantages this design model brings:
  1. This model will be extremely easy to balance simply due to how many variables there are that we can change. The energy cost of the spell, either as an immediate one time payment or an energy/second investment, the timed lifespan, starting health, maximum health, and health-gain rate of the mineral shields, and so on so forth.

  2. Right now Entomb is used through a massive targeted AoE circle. Through how the Oracle Entombs minerals we can influence or change the accessibility/ease of use of the unit as well as how much reciprocation the Protoss player is allowed towards making his Oracle harassment more effective. For example, in lieu of a large, "brainless" AoE targeted circle, we can make Entomb activated through a smaller, perhaps Forcefield-sized circles. Not only does this open up additional venues for balancing, but it also allows Protoss players to strategically target specific sections of a mineral line due to their relative lack of coverage by units or static defense. Once again, this rewards time and attention invested into the harassment by the harassing Protoss player and encourages further time and investment in defending the harassment by the defending player.

  3. By using a channeled Entomb model, we also increase the synergy of the Oracle with other harassment units. Oracles become even more effective when used in conjunction with things like Phoenixes, Warp Prism drops, and so on, as those units allow the Oracle to further deal its damage by distracting a defender (and dealing damage of their own). This reinforces the "support" aspect of the unit.



And that's that. For Entomb, at least. I love the ability and I hope that Blizzard doesn't just gut it after the wave of negative feedback the ability is sure to receive as people start using it in the beta.




Ready to talk about the rest of the Oracle? Don't worry, this will be much shorter.

      As it stands, the Oracle possesses Preordain, a building-targeted ability that gives nearby vision and reveals production, and Revelation, which apparently functions as a 30 second AoE "Parasite" from Brood War, but with a detection element. Previously, the Oracle has had Cloaking Field, a channeled AoE building and unit cloak ability, and Phase Shift, a single target unit/building disable.




[image loading]

Preordain gives vision of a targeted building whilst revealing its production


Preordain and Revelation



      Let's start with Preordain. There isn't much to say about this ability so I'll just say it. Preordain makes no sense. Actually, it makes a lot of sense, just in a very bad way. The primary purpose of the spell is reportedly for scouting: you Preordain enemy buildings, either seeing army movements or what units the production buildings are producing. This also has the secondary bonus of "spotting" for the Tempest in later game stages, allowing Protoss players the necessary vision to abuse the Tempest's long range.
      Now there is nothing necessarily wrong with this spell as it stands, it is simply grossly redundant. Why? Think about it. Why does a fast, flying unit need a spell for scouting? Fast flying units are already inherently good for scouting out army movements and enemy production buildings. When would Preordaining an enemy building be specifically helpful? You get almost just as much information as Preordaining something by simply flying an Oracle through or around an enemy's base (which they will theoretically already be doing due to their harassment role). Most of the time, players can tell what sort of army compositions players are going for simply by what sort of production buildings are in their base in the first place. Seeing specifically what an opposing player is building on a particular production building is scarcely helpful and most often unnecessary (and given that the spell does not show what Hatcheries are producing, it is even more irrelevant against a Zerg player).
      So the primary purpose of the spell, scouting out production and army movements, is somewhat moot given the Oracle's inherent nature as a scouting unit. This basically means that the only viable purpose of the spell is to provide vision for the Tempest. I would like to be optimistic, but I think that was the only reason the spell was introduced in the first place. This is not good design. Historically, niche units and niche abilities have not performed well in Starcraft 2. On top of that, the Oracle is meant to be a supporting and complimentary unit. Well designed support units have synergy and generally offer something for many different units rather than a single particular one.

      We have issues of a similar sort when we look at Revelation. What exactly is the purpose of this spell? I actually love how the spell functions, as a "tracking" ability of sorts, and putting detection on the Stargate lineup is a neat little addition. Overall it is a cool design. That having been said, apart from the detection element the spell seems fairly redundant. Again, why does a fast flying unit need abilities to improve its capacity for map awareness and scouting? On top of that, why would it be wise to use this ability outside of its detection capacity? Protoss could greatly benefit from tracking groups of harassing or counterattacking units, true. However, the Oracle's presence on the map signifies an investment into the Stargate tech path. Why "track" groups of Mutalisks or drops when you can counteract them much more directly (in theory) with Phoenixes? Oracles as they stand move just as fast as a Mutalisk, why not "track" a group of Mutalisks simply by following them with an Oracle?
      These are just some examples of concerns to be had around this spell. I am in no way saying this spell will not be useful or revelant. I am saying that like Preordain, while it does possess some situational use, it seems largely redundant given the existing design of the unit. This is unfortunate because the concept of the spell is actually quite interesting (personally I would love to see something like this on the Viper as an additional form of detection for Zerg).


      And so, while Preordain and Revelation are both very usable very interesting spells, they are both ultimately rather redundant given the existing design of the Oracle, and in turn are only ideal in very niche situations. Given that our Oracle is meant to be a capable supporting or complimentary unit in addition to its harassment role, it needs spells that are versatile and offer synergy with other units.

My Proposal


      In the last write-up I did, about repurposing the Carrier to fit the role of the Tempest, I made a point of only introducing a basis for how the unit would function. I figured that in the absurdly unlikely scenario that Blizzard read what I wrote and decided to look into the ideas proposed therein, they would much prefer a basis for a unit's design rather than the complete unit. Furthermore, one of the rules of this write-up I described before I began was to not contradict any of Blizzard's design. That meant that I could never suggest anything that branched a unit out away from its Blizzard-intended objectives. Since we are talking specifically about spells here, it is more difficult to adhere to these sort of guidelines I try to follow. Given how desperately in need of attention Preordain and Revelation are, how can I suggest anything that doesn't greatly affect the intended purpose behind the spells?
      Interestingly enough, I believe there is a solution to Preordain, Revelation, and the issue of the Oracle's secondary role that not only doesn't deviate from any of the original intentions behind those spells, but actually manages to keep them in a sense. How? By condensing the spells. However, I am not just talking about Preordain and Revelation. Given what I've said above, there simply isn't enough "meat" to those spells to really do anything substantial with them. So what else are we going to look at?
      When the Oracle was first revealed it had an ability called Phase Shift. This spell functioned as a single target Stasis for a building or unit, disabling it for some period of time. I imagine one of the reasons they cut the ability was due to the "or unit" part of that description. Should Phase Shift be able to target massive units? It might function too easily as a counter to higher tech units then. Does it then have any relevance towards smaller units? What happened to keeping the unit out of the deathball? When the unit was previewed at Blizzcon we saw the Phase Shift being used to disable static defense so that the Oracle could Entomb minerals. Being allowed to be used in this manner minimizes even further what sort of interaction players can have with the Oracle and its harassment. Suffice it to say, Phase Shift was likely cut for solid reasons.
      The idea behind Phase Shift's demonstrated use, however, was quite sound. Protoss Stargate units, especially a unit such as the Phoenix, tend to be very harshly negated by static defense. By giving the Oracle a means through which to shut down static defense, we contribute towards both the harassment and support roles of the unit (as the Oracle can now harass more effectively given a high pool of energy, or alternatively, compliment/support other forms of harassment).
      So, here is my idea. We take elements of Phase Shift, Preordain, and Revelation, and combine them into one spell. That might sound like a bit much at first, so let's clarify what exactly we're borrowing from each of these spells.
  • The capacity to disable static defense from Phase Shift
  • The vision provided from Preordain
  • The detection provided from Revelation ***Not sure if this can be made to work***

That is a pretty neat list of features, but how do we cram all that into a single spell? How about something like this:

"Phase Shift 2.0": "Disables" a target building whilst granting vision of the surrounding area and detection to whomever the building belongs to.

      So basically the idea behind this spell is that it serves the three "useful" and "reasonable" purposes of the spells the Oracle has seen thus far. Firstly, it can be used offensively to disable static defense, further enabling harassment either by additional Oracles or other harassing units/combinations of units. This keeps what was "good" about the original Phase Shift. Secondly, the spell provides vision of the surrounding area to our Protoss player, mimicking the only realistic use of Preordain by increasing the effectiveness of Tempests. Lastly, the spell provides detection to whomever the building belongs to. This has some potentially awesome implications. In a defensive context, this introduces a sufficiently hearty drawback to detection in the Stargate tech tree, as it requires you to disable one of your own buildings (in my opinion at least, as I don't think Stargate detection should be as consistent/reliable as Robotics Facility detection). It also adds a neat little drawback to offensive use of the ability (which might not always be relevant, but still functions as a drawback to the power of the ability).

      This might seem like a hard spell to balance if you are specifically thinking of Stasis when you read "disable target building". This does not necessarily need to be the case. We can introduce a "disarm" component instead. We could reduce the range of a building targeted by the ability. Or the spell could only prevent them from attacking air units. Or we could make the "Phase Shift 2.0" have no effect on production (so as to prevent issues that Contaminate has had). There are a dozen different ways we can build this ability specifically because it has such a strong basis of design (a "strong" basis for a support unit means versatility). It could be better at disabling static defense but worse at detection, or only minorly capable of negating static defense but with more reliable means of detection, and so on so forth.

Not to mention the strategic element behind neo-Phase Shift's use works excellently with another certain ability. A certain ability that I would love to see in the game. A certain ability that was, in my opinion, poised to be one of the coolest additions to the Protoss arsenal in HOTS until Blizzard removed it in favor or Revelation. Let's talk about Cloaking Field.



[image loading]

Cloaking Field was going to be the coolest thing since sliced bread



The Case for Cloaking Field


      I want to make this abundantly clear. The Mothership's cloaking ability is boring. When it has been relevant in a game, however rarely that may have been, it was boring. When it has been irrelevant in a game, which is likely the vast majority of the time, it was boring. There is no strategic element to the use of the Mothership's cloaking ability. There is virtually no "input" a Protoss player can put into this unit and it's cloaking capacity so as to change how it is used or how effective it is. A player fighting against a Mothership makes a point of having abundant detection and then never thinks about it again. Not to mention that it contributes to deathball play, given the Mothership's power and status as a unique unit. It is not fun. It is not entertaining. It is not relevant. It sucks. The Oracle was going to change this!

      Cloaking Field on the Oracle offered a complete revitalization of the ability. It was now strategic, not mindless. It was relevant and hugely versatile, not simply a side effect of having a Mothership. It was powerful, yes, but given the Oracle's extreme fragility and the channeled requirement of the spell, it was by no means incapable of being balanced.

      Spells, so long as they have a sound design, are the easiest things to balance. Why? Because of how many variables there are surrounding them. Given a design of a particular unit or spell, variables are what we use for balancing purposes. With the Oracle and Cloaking Field, there were a million different things Blizzard could have done so as to limit the spell's power. We could have given it a prohibitive energy cost, emphasizing it as a later game spell (mimicking the relationship between Ravens, HSM, and the rest of their abilities). We could have reduced the size of the area the Oracle cloaked, or how long it cloaked it for, and so on so forth. I know for a fact that Blizzard has expressed concern about how early the Cloaking Field would have been available, so why not make it require an upgrade on the Fleet Beacon? I absolutely refuse to believe that this spell could not have been balanced. Why remove a spell that has the potential to offer so much to the game?



  1. Base defense against counterattacking/harassing units
  2. Positional offensive capabilities (the positional element discourages its incorporation into the deathball)
  3. Walling off chokes/strategic positions with buildings and using Oracles to cloak the buildings
  4. Setting up "traps" with cloaked units and clever building placements
  5. Hiding later game tech switches
  6. Complimenting late game harassment-plays


This is just some rough list a guy on the internet threw together in a couple minutes. Can you imagine all the cool stuff professional players could use this sort of ability for?

      Yes the ability is powerful and potentially extremely versatile. However it is by no means incapable of being balanced, and versatility and synergy is not only in accordance with the terms of design for the Oracle, but something the Stargate lineup desperately needs. Not to mention, as said before, that the fragility and vulnerability of an Oracle channeling Cloaking Field creates a strategic element around using it and counteracting it, as well a huge drawback to the spell's power.

_________________________________________________________________________________________________



And that's that. Let's recap what we've discussed over the course of this write-up

  1. The Oracle is a harassment and supporting unit
  2. Entomb fails to allow any substantial input from a harassing player so as to influence the effectiveness of the harassment, making it an incredibly one-dimensional and boring ability
  3. By making Entomb a channeled ability, we introduce a strategic element to its use and allow players to "reciprocate" against one another in an attempt to minimize or maximize the damage the Oracle's harassment deals.
  4. Preordain and Revelation's purpose is redundant with the existing design of the Oracle itself, allowing the abilities only a niche use and relevance.
  5. By condensing and borrowing from Preordain, Revelation, and the defunct Phase Shift, we can create a viable, versatile, relevant support spell that accomplishes all the intended purposes of the spells it borrowed from.
  6. Cloaking Field is awesome and needs to stay




Thoughts?




*****
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 07 2012 00:18 GMT
#2
i dont know. maybe we should be questioning blizzard's design, rather than just accepting whatever they throw at us. im pretty tired of players believing blizzard is some sort of be-all-end-all god of design. that simply isnt the case anymore.

in the end we are the ones playing the game. i didnt realize it was a crime to ask for the best game we could have, rather than the dumb crap blizzard is giving us.

regarding the oracle, im also really frustrated at the one click, large aoe effect. you can issue all of three commands, move, entomb, move away, to shut down an entire mineral line. its such a missed opportunity for micro, and general risk vs reward.

i guess the casuals wont like all that micromanagement though.
starleague forever
Adersick
Profile Joined July 2011
United States216 Posts
September 07 2012 01:52 GMT
#3
Quite a long read, and a very worthwhile one!

I find that you're definitely right about the Entomb ability, the players should be the deciding factor in the effectiveness/ineffectiveness of harassment, and in the current state Entomb will be harsh on low-level players (who may not spot it or know how to react) and be useless to higher level players (who have opponents who will nullify the shielded minerals or the Oracle itself a bit more easily). I don't know if a channeled ability is the way to solve it, but making the Entomb mechanic work in a way that it rewards sustained attention from the player will make it a much more fun and interesting ability.

As far as Preordain or Revelation, I sincerely don't know. As you've said the Oracle itself offers a great deal of scouting, and anything else can be handled by a handy-dandy observer. It seems like these abilities are trying to make a viable split between robotics-focused-tech and stargate-focused-tech, which seems interesting but at the same time it may over-complicate the Oracle. One thing that has remained true in SC is it is simple to learn, difficult to master, and with abilities such as this I can't help but feel that perhaps they aren't exactly what is needed. I will grant that your combined ability seems to have more flavor to it, but I remain unconvinced that it is necessary (I at this point fully admit to being a Terran player, and may have significantly less experience playing Protoss, so I may indeed be wrong).

Cloak, I believe this is a good step forward. In the current state Mothership cloaking field doesn't do much, as your opponent will be able to get detection out quite quickly (watch any end-game professional match with Protoss, Zerg will have a flock of Overseers, Terran has scans, and in the rare case of late game PvP, one observer is with the main army quite frequently), and thus the cloak has no real effect on gameplay. With this faster yet more expensive way to get invisibility, it allows for more of those oh-so-delicious moments of, "Oh crud, I see shimmering... and I have no turrets or scan energy!" As you so eloquently put it, it has the potential to be versatile and strategic. And it further gives the Oracle the feel of a support craft, being able to bolster a strong army despite being very fragile, or it can go on its own to scout and harass.

I agree with all of your points, though the execution of such (like Entomb being channeled or having a combined Preordain/Revelation ability) I think will need some serious development time. Once again, great read, I hope to see a few posts like this for a few Terran units in the near future!
Vindicarian
Profile Blog Joined May 2010
United States22 Posts
September 07 2012 01:54 GMT
#4
On September 07 2012 09:18 a176 wrote:
i dont know. maybe we should be questioning blizzard's design, rather than just accepting whatever they throw at us. im pretty tired of players believing blizzard is some sort of be-all-end-all god of design. that simply isnt the case anymore.

in the end we are the ones playing the game. i didnt realize it was a crime to ask for the best game we could have, rather than the dumb crap blizzard is giving us.

regarding the oracle, im also really frustrated at the one click, large aoe effect. you can issue all of three commands, move, entomb, move away, to shut down an entire mineral line. its such a missed opportunity for micro, and general risk vs reward.

i guess the casuals wont like all that micromanagement though.



If I thought Blizzard was infallible I would not have taken the time to write all of this, nor would the purpose of this write-up be to point out flaws in the current design of the Oracle.

Usually when people discuss units, be they new or old, the discussion is plagued by talk about balance rather than design. This makes it difficult to discern any sort of useful or accurate information. These write-ups are intended to be as clear, comprehensive, and design-oriented (rather than balance) as possible, specifically so that the information is more digestible for Blizzard. I don't necessarily think they'd ever read or consider anything I write, but if there is a chance to improve the game through these write-ups then I'll take it.
Proko
Profile Joined February 2011
United States1022 Posts
September 07 2012 04:17 GMT
#5
There's some nice ideas here. As is I'm very dour about HOTS' chances based on the Toss units in Beta. The tempest and the Oracle are pretty pathetic. The new Zerg units are very intriguing and Terran is in the middle. Some major overhaul is yet needed.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Zeppelin535
Profile Joined May 2011
Canada262 Posts
September 07 2012 05:19 GMT
#6
Didn't read the whole thing to be honest, so sorry if I misinterpreted. But, channeled entomb seems like a bad idea. What happens when they have turrets or spores? Entomb works currently against 1-2 of these because of the hit and run style. The oracle has so little health that any sort of channel would be impossible against even a single turret.
Bones (P) | @BonesSC2 | twitch.tv/Bones535
Vogue
Profile Blog Joined April 2010
United States98 Posts
September 07 2012 06:51 GMT
#7
If Entomb could be channeled while the Oracle could still move, albeit not too far away from the minerals being channeled, I can see these fun little micro battles where a terran chases around an oracle darting to and fro trying to extend the Entomb for as long as possible.
Vindicarian
Profile Blog Joined May 2010
United States22 Posts
Last Edited: 2012-09-07 06:55:08
September 07 2012 06:52 GMT
#8
On September 07 2012 14:19 Zeppelin535 wrote:
Didn't read the whole thing to be honest, so sorry if I misinterpreted. But, channeled entomb seems like a bad idea. What happens when they have turrets or spores? Entomb works currently against 1-2 of these because of the hit and run style. The oracle has so little health that any sort of channel would be impossible against even a single turret.


Yes a channeled Entomb initially poses an issue considering the delicate nature of the Oracle. However, there are ways we can work around this. We can fiddle with the range and size of the AoE for Entomb, for example. If Entomb only covered one "group" of 2-3 mineral patches but could channel the spell a longer range, it would introduce a positional element to the harass. In a manner similar to how Terran players will attempt to find holes in a defending player's static defense line, our Oracle can now attempt to find relatively exposed groups of mineral patches to Entomb. This would help against smaller amounts of static defense. Including the "Phase Shift 2.0" I introduced in my write-up helps address situations involving larger amounts of static defense but at the cost of having a large pool of stored energy. This establishes a multi-dimensional relationship between the Oracle and static defense (something most harassment units/combinations of units have).

I encourage you to read the rest of the article.


On September 07 2012 15:51 Vogue wrote:
If Entomb could be channeled while the Oracle could still move, albeit not too far away from the minerals being channeled, I can see these fun little micro battles where a terran chases around an oracle darting to and fro trying to extend the Entomb for as long as possible.


This is an absolutely awesome idea, and a good example of one of the many different ways we can build the spell.
TheDougler
Profile Joined April 2010
Canada8302 Posts
September 07 2012 07:00 GMT
#9
LOVE the channel entomb idea, love the thought process behind preordain and revelation... But phase shift 2.0 fails to provide the detection role of revelation which for myself is the most exciting part of the unit.

Between the mothercore being able to energize your nexus for chronos, and two new air units I think stargate play will be much more viable in hots. Most excitingly, you can go almost pure stargate zealot if you want to in PvP. Currently you Lways eventually need a robo for obs incase of enemy DTs but being able to detect those if necessary is massive, which is why it can't just be about buildings. If it can detect or hit buildings that really doesn't. Aka much sense and should just have revelation as its own ability and phase shift 2.0 instead of preordain.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2012-09-07 07:14:27
September 07 2012 07:13 GMT
#10
Thought this was very well-written and thought out. Your particular solutions have a ton of flexibility in their application which is nice to see as well. Channeling entomb does seem like an interesting solution that would at the very least be far better than the current incarnation of entomb, but I feel like the spell is just flawed from the outset. I do appreciate the idea and outside-the-box implementation of harass, but it just doesn't hit the mark for me in really any incarnation. I would prefer some other type of harassment that could do more tangible damage

Still, it's nice to see more feedback on the unit. I really hope this thing doesn't slide through the beta relatively unchanged with all the focus on many of the other new units, because this thing is by far my least favorite as it stands.
geno
Profile Blog Joined October 2007
United States1404 Posts
September 07 2012 07:29 GMT
#11
Also, I 100% agree with you on cloaking field. When I first was most recently hearing a lot about the unit a month or two back, it was by far my favorite spell on the unit. The list of reasons you give is right on the money, particularly your #1 and #2. Defense/Harass with a cloaking field just adds a whole new element, without it being stuck on a single slow moving unit, the game has a very different feel. And the positional usage of it because of channeling completely avoids the biggest pitfalls of the mothership (deathball syndrome).

I would add even another benefit of a well balanced cloaking field on the oracle: spell tension. This one is pretty big in my mind as well. There is very little tension with the current spells, largely because of some of the reasons you already mentioned (overlap in utility). But a powerful cloaking field really changes that. Entombing minerals becomes a much less easy decision to make when you know a big attack is coming and you might need cloak to delay. Or maybe you already know a player has sufficient detection, you can pull that oracle right back into the harass role or contemplate sending it back for harass defense. Making that energy useful all over the map in different applications gives it so much more value and makes casting any particular spell a bigger decision in terms of cost-benefit analysis.

I was really surprised they took it off the oracle. It does seem quite easy to balance into different stages of the game or into a less/more useful role, so it is strange that it didn't at least survive 'til beta for that kind of more in depth tweaking.
Vindicarian
Profile Blog Joined May 2010
United States22 Posts
Last Edited: 2012-09-07 09:56:07
September 07 2012 09:54 GMT
#12
On September 07 2012 16:13 geno wrote:
Thought this was very well-written and thought out. Your particular solutions have a ton of flexibility in their application which is nice to see as well. Channeling entomb does seem like an interesting solution that would at the very least be far better than the current incarnation of entomb, but I feel like the spell is just flawed from the outset. I do appreciate the idea and outside-the-box implementation of harass, but it just doesn't hit the mark for me in really any incarnation. I would prefer some other type of harassment that could do more tangible damage

Still, it's nice to see more feedback on the unit. I really hope this thing doesn't slide through the beta relatively unchanged with all the focus on many of the other new units, because this thing is by far my least favorite as it stands.


I understand how some people might just want to have a straight up reliable worker-killing unit. First let me explain why I am somewhat against this. I do not think the Oracle should have a worker-killing-based harassment role because I believe the Phoenix already fulfills that function. Yes, Phoenixes have had a level of usage in WoL that suggests otherwise. However, instead of having the Oracle essentially replace the Phoenix as "the" harassment unit, I would much rather have Blizzard take a look at the Phoenix. The unit could use some minor attention. Something like making Graviton Beam a timed ability, or a general "numbers" buff, would help give the unit that last little bit of functionality it currently lacks. This also reinforces the Oracle's role as a support unit, as it can also increase the effectiveness of other harassing units.

(I also hope Blizzard takes a look at the Void Ray. Just because Terran and Zerg are getting units now that necessitate the Void Ray's use more so than in WoL does not mean the unit is in an acceptable state. There is a reason the Void Ray has only been used consistently in one particular matchup and in one particular opening build order. )

Anyhow that having been said, in the more likely scenario that Blizzard gets too busy working with other units to address the Void Ray or Phoenix, I agree a more tangible form of damage on the Oracle might be preferable. That having been said I think there are options designing the spell that let us appease everybody. We could keep the "blocking minerals" aspect of the spell whilst giving it some more tangible forms of damage dealing if we, for example, attached a "degen" aura around the blocked minerals. This would only be able to work in an area-targeting model that is either single-target (blocking and damaging nearby workers at one specific patch) or in a small area of effect (blocking a "cluster" of mineral patches).
frostalgia
Profile Joined March 2011
United States178 Posts
Last Edited: 2012-09-07 11:33:26
September 07 2012 10:53 GMT
#13
A few changes that would make the Oracle a lot more fun to use..
- Double the shields to 40. This will still make it fragile, but not a waste of 200 gas.
- Make Entomb require clicking on each patch, rather than a huge AoE circle.
- Combine Preordain and Revelation. Preordain wouldn't be necessary if the oracle has good speed and good shields.
- Add a new ability, preferably one that is for army support. Harassing and scouting are nice, but it should fit into an army too.
My suggestion for new Oracle ability:
Shield Regeneration recharges a units shields. (doesn't have to be all the way)

I was thinking Protoss should have some way to heal quickly like the other races do, even if just shields. It wouldn't be much of an ability, but it would be nice for saving units from death at last second like an archon, colossus, tempest, or mothership.. especially after getting EMP'd which is currently unable to avoid once it goes off. So this shield regen ability would even that out, by letting you back away and recharge your shields quickly. (doesn't have to regen so quick that it's OP in battle though)
It would also give you a reason to build more than one oracle later on. You could recharge more than one unit's shields after doing damage, then send them back in. For a 200 gas unit, I see this being a reasonable spell. It will actually change the protoss late-game a little bit. I think this would fix the Oracle, I'd get one every match just for Regeneration.
we are all but shadows in the void
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
September 07 2012 13:29 GMT
#14
Interesting read, if a bit too lengthy. Here's my thoughts

- I really like Revelation in its current design. I hope it stays as is even if Blizzard ditches all the other current spells. Too bad most of the people trying to critique the Oracle don't even know how it works.
- Why does fast flying unit need a scouting ability? Well, we already have a precedent of Overseers having their changelings. Just like overseers, oracles can't stay around enemy bases for a long period of time, that's why they need a scouting spell to stay out of trouble (and when I say trouble, I mean vikings)
- Giving detection to your enemy seems like a bad idea. You just won't use this spell if you're going for DTs, period
- Giving detection to your own buildings will be depending on the radius either too good or too bad. If you keep 12 radius, you completely nullify any banshee harass for the duration, which is boring. If you have give it small radius, the banshee will just pick off vulnerable buildings. There is a reason why Protoss never use cannons for banshee defense
- Cloaking field: very intriguing and powerful concept. It has a potential for very strong early game cloak pushes (which is probably the reason why it was scrapped)
More GGs, more skill
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-07 15:29:33
September 07 2012 15:28 GMT
#15
On September 07 2012 19:53 frostalgia wrote:
My suggestion for new Oracle ability:
Shield Regeneration recharges a units shields. (doesn't have to be all the way)


was thinking about this too, since there is no shield battery in sc2. people wanted a way to toss to go stargate in pvp, it can be an effective spell combined with an immortal
starleague forever
CryMore
Profile Joined March 2010
United States497 Posts
September 07 2012 16:06 GMT
#16
Another suggestion is that they should make entomb casts stack. I don't think they currently do that, they just refresh the timer and hp, but if you could cast the spell multiple times to stack, you could have a mineral field with 3-4 force fields worth of hp
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
Vindicarian
Profile Blog Joined May 2010
United States22 Posts
Last Edited: 2012-09-07 21:23:33
September 07 2012 21:21 GMT
#17
On September 07 2012 22:29 Alexj wrote:
Interesting read, if a bit too lengthy. Here's my thoughts

- I really like Revelation in its current design. I hope it stays as is even if Blizzard ditches all the other current spells. Too bad most of the people trying to critique the Oracle don't even know how it works.
- Why does fast flying unit need a scouting ability? Well, we already have a precedent of Overseers having their changelings. Just like overseers, oracles can't stay around enemy bases for a long period of time, that's why they need a scouting spell to stay out of trouble (and when I say trouble, I mean vikings)
- Giving detection to your enemy seems like a bad idea. You just won't use this spell if you're going for DTs, period
- Giving detection to your own buildings will be depending on the radius either too good or too bad. If you keep 12 radius, you completely nullify any banshee harass for the duration, which is boring. If you have give it small radius, the banshee will just pick off vulnerable buildings. There is a reason why Protoss never use cannons for banshee defense
- Cloaking field: very intriguing and powerful concept. It has a potential for very strong early game cloak pushes (which is probably the reason why it was scrapped)


Thank you for taking the time to read what I wrote. I am going to work on condensing my write-ups in the future (or better formatting them so as to allow for easier reading).

You make some very valid points. I too like Revelation. I loathed the spell at first (simply because it replaced Cloaking Field), but in actuality the spell is very unique and does some neat stuff. I have no issue with Blizzard keeping this spell as "the" detection on the Oracle, but I stand by the general idea of giving Oracles a "Phase Shift 2.0" that ultimately functions as a static defense disabling spell (similar to the Corsair's Disruption Web from Brood War). It really reinforces the Oracle's role as a complimentary and supporting unit, and on top of that allows it to be a more effective harassing unit with higher reserves of energy or larger numbers of the unit itself (making it similar to other forms of harassment in the sense that it allows for escalation).

The idea behind granting detection to the owner of the building disabled by "Phase Shift 2.0" was that it would implement another drawback to the Oracle's Cloaking Field ability: the inability to use the spell in an offensive context where Phase Shift was already used. I know Blizzard has been worried about the power of Cloaking Field, so I was simply trying to cater to that worry by introducing additional venues through which to balance the spell. In retrospect it "muddled" the idea a bit, and I regret trying to introduce it. Furthermore, your points about the range of the detection being a problem are excellent and I agree completely.

That having been said, I absolutely refuse to accept that Cloaking Field can not be balanced. Making the spell require an upgrade on the Fleet Beacon seems like a simple and effective solution to the ability being too powerful in the earlier game stages, and creates additional venues for balancing (cost/research time of the upgrade).
WombaT
Profile Blog Joined May 2010
Northern Ireland24795 Posts
September 08 2012 03:00 GMT
#18
Easily the best HoTS-related idea/tweak I have thus far read, enjoyed it a lot. Managed to read it all in fact!

I am actually relatively hopeful for the Protoss units given that the actual design concepts are pretty interesting and potentially dynamic. They're pretty bad as they've been implemented but you can see some sensible underlying design philosophy there that can be made interesting and fun to utilise.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
fire_brand
Profile Blog Joined October 2009
Canada1123 Posts
September 08 2012 03:54 GMT
#19
I think something people are missing is the fact that if someone is just sending in an oracle and that's it, then they're using it wrong. The idea, as it is with most forms of harassment, is not as just clear cut and dry as, "I want you to stop mining minerals." Just like mutas, just like drops, just like nukes, just like anything else in the game, if you're there preemptively the harass isn't going to do anything. And also just like with those previously defined tactics, if you don't respond you're going to be in a world of hurt.

Now what does this have to do with anything? Well let's look at those other forms of harass and their defenses and then extrapolate this to the oracle. Let's look first at the marine drop. Ok, lets say you're playing a pvt and there's a medivac flying into your main mineral lines and nothing around. What do you? Well,

A) you warp in what you can to deal with it, and

B) if that's not enough to deal with the drop you pull back units to deal with it.

And what ultimately happens when you do that. Bam! A ball of MMM smashes into your natural and reaps havoc in your mineral line or snipes your nexus. Either way the terran doesn't really lose anything other than energy if he has good control and puts some serious hurt on you if you don't react properly to his assault.

Now let's take this same idea and use it in conjuncture with the oracle. Let's say an oracle pops up into your main, and you don't have any MMM to deal with it, or your army is in the middle of the map. Well you better start hacking away with your scvs or it's going to be a long time until you start mining again. Along with that you have to wait for another round of production or wait for your army to trudge home. Finally you bust down those shields and lumber back out onto the map... only to have that pesky little bugger come back fully 'energized' from his friend the MS core and snap closed all your minerals again. Ah bugger, time to trundle back home.

This accomplishes numerous indirect damage opportunities for the Protoss hero.

A) He now has free reign of the map and is under zero pressure, letting him expand, tech up, or do whatever the hell he wants. He has map control.

B) He splits, or pulls portions of your army back into your base. This opens the same multipronged MMM harass available to our terran friend to our Protoss one. He can FF your ramp and ruin your nat, he can grab position there, or he can even just do some direct damage, through DTs, HTs, Blink Stalker, or whatever and get out scott free, again in combination with his trusty MS core.

C)If you don't respond he just ends up reaping the economic benefits of blocking off your minerals for a long time.

I think when a lot of people are trashing the Oracle they are just using its abilities solo and not trying to find windows to make it more effective. What if they're trying to 4 gate you and their minerals are blocked? Or 1/1/1ing you? or going for some other heavy aggression where their home is left undefended? Using the APM, or low skilled player excuse is just as viable for most other forms of harassment, but you don't see most other forms of harassment come in on their own, but combined with another form of aggression.

I don't think think the oracle in its current form is going to be in HoTS, but I also don't think it needs to be thrown out the window and entirely redesigned. I think players have to experiment more and find uses for them that stretch their opponents and not just, "I have an oracle, now I'm going to stop them from winning and win."

I think their force fields should be effing hard to kill. The whole I can see and stop your building dribble feels to much like contaminate, an ability that sounded cool, but was way to hard to tweak to actually give it any sort of relevance. And I also think they need some sort of better combat upgrades to give them some sort of combat and late game utility. Give them a small statis, break up that deathball a little more. Either way, what the oracle really needs is time, time for us to actually find if it has any usefulness, and what needs to be balanced out.
Random player, pixel enthusiast, crappy illustrator, offlane/support
XenoX101
Profile Joined February 2011
Australia729 Posts
September 08 2012 04:10 GMT
#20
Wow, you've put an incredible amount of work into this and it shows. Good job.

On September 07 2012 15:51 Vogue wrote:
If Entomb could be channeled while the Oracle could still move, albeit not too far away from the minerals being channeled, I can see these fun little micro battles where a terran chases around an oracle darting to and fro trying to extend the Entomb for as long as possible.


This coupled with the original idea of making it channeling just makes me all giddy inside at how fun it would be to block minerals. The best part in my opinion is that - like regular harass - the ability now has the potential to be almost infinitely powerful if you can sit there and dodge enemy fire for long enough. They could make the maximum health+duration twice as long as it is now, and only the most spectacular harass would make the shields achieve this max health + duration (they could even make a change in graphic for when it reaches this point), and spectators would go nuts to see a maximum shielded set of minerals, or 2, or 3 even depending how many oracles there are. And just imagining 3 oracles dodging around marines like mutalisks do, the skill ceiling would be infinitely higher than it is now.

This has got me all excited now, I really hope Blizzard strongly tries this idea as it seems to have just so much more potential than the way the ability is currently designed.
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