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There is no doubt that protoss has a mobility disadvantage compared to the other races. At the highest level of competition when players macro flawlessly and can devote thier attention to micro and harassment this leads to Terran and Zerg being able to pick a Protoss apart.
Stimmed marines and marauders along with medivacs for terran can keep the protoss on the defensive/not expanding/engaging where he doesnt want to. Zerg can accomplish the same with speedlings and mutalisks, or really any unit if on creep. The only fast unit Protoss has is the phoenix which is horribly ineffective against anything on the ground or in the air that has armor.
This often results into when the protoss decides to move out for an attack, he has effectively transitioned into losing his whole base to a counter attack. If he retreats to fend off the counter, the enemy can freely disengage with free damage to the toss base and no losses because of their superior speed. The fact is that the better players get, the easier it is going to be to abuse protoss lack of mobility through map control and harassment.
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Its the hardest race to play!
OR
+ Show Spoiler + the game is totally imbalanced.
Your choice Mr terran/zerg 
Protoss has had the most players sience Beta. so saying that there isnt enugh people playing ect to get good enugh is fooling urself.. its up to you guys to decide.
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Dominican Republic463 Posts
On November 02 2010 13:27 Subversion wrote:Show nested quote +On November 02 2010 10:28 Silidons wrote:On November 02 2010 10:23 slam wrote:On November 02 2010 10:19 Silidons wrote: My friend also brings up a good point. Whenever you attack with 'toss it's almost always ALL-IN! Tell me a strategy that isn't all-in and that is not a strat that wins for toss. Pressuring a zerg, attacking while expanding, blinking into main then blinking out. Denying an expansion... the list goes on. I'm sorry but what your friend is saying is just wrong. That isn't a build or strategy. Genius goes 1gate 1robo expand like every game. That's certainly not all-in. Also, why is everyone choosing to ignore that a Protoss won Blizzcon? Are we just going to brush over tourneys where they do well, and focus on one where they haven't and cry imbalance?
Only koreans in blizzcon was geniux and maka.. both of which are eliminated out of GSL now. Okay Loner is GSL material he was there too but genius was just the better player there man. Thats like bringing a mid diamond to a platinum tourney.(Might be a bad comparison but still..)
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On November 02 2010 15:22 SwaY- wrote:Show nested quote +On November 02 2010 13:27 Subversion wrote:On November 02 2010 10:28 Silidons wrote:On November 02 2010 10:23 slam wrote:On November 02 2010 10:19 Silidons wrote: My friend also brings up a good point. Whenever you attack with 'toss it's almost always ALL-IN! Tell me a strategy that isn't all-in and that is not a strat that wins for toss. Pressuring a zerg, attacking while expanding, blinking into main then blinking out. Denying an expansion... the list goes on. I'm sorry but what your friend is saying is just wrong. That isn't a build or strategy. Genius goes 1gate 1robo expand like every game. That's certainly not all-in. Also, why is everyone choosing to ignore that a Protoss won Blizzcon? Are we just going to brush over tourneys where they do well, and focus on one where they haven't and cry imbalance? Thats like bringing a mid diamond to a bronze tourney.
fix'd
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On November 02 2010 08:19 ston23 wrote: Excuse me if the seems ignorant (I mostly only spectate, rather than play, as I haven't got the time to invest in SC2 seriously), but one of the arguements I've read consistently in this thread, is that P lacks in the number of high calibre players representing them (which I agree with to some extent).
However isn't this indicative of P's lack of options at the highest levels? Presumably the highest calibre players have the greatest understanding of the game and it's mechanics, and are electing to play the other races for a reason. It would seem foolish for them to select a race without serious consideration, given the amount of time they are investing into the game, and the amount of money they stand to win as a result of their play.
For example, Foxer who has exhibited incredible talent and an innovative playstyle this season of the GSL, was a former BW Protosss player as far as a know, who conscientiously chose to switch races for one reason or another. Similarly TLO comes from a SupCom background, and therefore has no affiliation and had little prior experience with any of the races as far as I know. He played random during the Beta, chose to go Terran @ release, and know post 1.1.2 has elected to go zerg. I only highlight these two as they clearly both gave some thought to the race they play and neither elected to go P. I would suggest that a possible reason that many of the highest level players are not representing P is for a reason, because as TLO exhibited a race will gain in the amount of prominent players who represent that race, as it becomes more viable. In addition to excellent points that Foxer was a protoss, so was... ITR!
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On November 02 2010 03:16 Invol2ver wrote: Many of the protosses dropped early in the round of 64 and 32 trying to use dated strategies on Zerg players. Particularly, forge FE I saw repeatedly attempted throughout the RO64 despite it's ineffectiveness with the roach range increase. I think the reason P isn't doing well is that there really aren't that many big ticket Protoss players right now like there are for Z (Cool, IdrA) and T (Rainbow, Boxer, Nada). Tester obviously didn't qualify, which was a travesty, but that's what you get with aa young tournament scene without seeding sometimes.
Some Korean players are notorious for their stubborness to exectuting what they've been taught that they had a hard time adapting on such short notice after the latest patch. I think this is the reason so many Toss dropped in the early rounds in this GSL, but you were still lacking Tester which I believe is still the best protoss in the world.
I think this post is closest to the real reason.
Protoss players don't seem to have adjusted to the newest patch and are, as invol2ver said, playing "dated" games against Zerg especially.
Once more than 20% of Protoss' have learned to A) Defend against Zerg aggression and B) Stop executing autopilot strats and expect Zerg to roll over we'll probably have better showings.
As for PvT...I'll leave that one to the dogs.
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well 1 toss is doing fine in Round 8. his sentry/zealot/voidray , wow me, just like when I first see fruitdealer beat a terran.NEXGenius...
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Make the Phoenix able to "drag" units for a distance with graviton beam based upon energy.
This would allow Protoss to be more offensive in that they can fragment the oppositions army and opposition would need to be careful with their pushes such that they could easily "lose" some of their army or be lead into a trap.
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I don't know much about Toss as I dont really play/like the race.
But to me it feels like it's in the middle of nowhere. Very inventive/creative/cheesy style of play , Terran is the race for you. Very mechanic/macro based reactionary style of play , Zerg is the race for you. Toss suits both style of play pretty well , just not as clear cut as other races.
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On November 02 2010 15:19 Moragon wrote: There is no doubt that protoss has a mobility disadvantage compared to the other races. At the highest level of competition when players macro flawlessly and can devote thier attention to micro and harassment this leads to Terran and Zerg being able to pick a Protoss apart.
Stimmed marines and marauders along with medivacs for terran can keep the protoss on the defensive/not expanding/engaging where he doesnt want to. Zerg can accomplish the same with speedlings and mutalisks, or really any unit if on creep. The only fast unit Protoss has is the phoenix which is horribly ineffective against anything on the ground or in the air that has armor.
This often results into when the protoss decides to move out for an attack, he has effectively transitioned into losing his whole base to a counter attack. If he retreats to fend off the counter, the enemy can freely disengage with free damage to the toss base and no losses because of their superior speed. The fact is that the better players get, the easier it is going to be to abuse protoss lack of mobility through map control and harassment. this is EXACTLY what i meant as i felt everything i do is "all in".
whenever i go to attack, my main is super vulnerable and if they attack, unless i went pure stalkers or pure phoenix's, i'm fucked (which is retarded)
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What cracks me up in this thread is that there are people who think it's still OK to say l2p or that the players are simply not good enough. Even Fruitdealer in his interview said that Protoss has problems, although he himself is a zerg who sometimes plays random/protoss, so no conflict of interest.
People have to finally pick either one of these: there was and is only one worthwhile zerg player - Fruitdealer or that the skill level of protoss players is just fine. No other zerg could perform in GSL1, and even FD benefited from patch 1.1.1 along the way, now we have players like Zenio and Nestea playing.
Tester won, AFAIK, more tournaments than anyone in Korea before GSL, and that means something. Was it only because Protoss was OP and now it is balanced? I don't think so.
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On November 02 2010 14:20 CheezDip wrote: It feels like one of protoss's abusive units--the warp prism--is not fully explored or exploited. I think it was NexGen in the blizzcon finals that did a sick immortal drop on tanks while the rest of his army engaged the infantry on Xel'Naga Caverns. But more importantly, Terran can keep up a lot of pressure by attacking and dropshipping simultaneously, but we rarely ever see prism warp-in used the same way.
Success also seems to hinge largely on flawless force field timing and placement; often a single force field makes the difference between a crushing defeat and a dominating victory.
do you feel more comfortable dropping 4 zealots or 8 marines?
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On November 02 2010 15:50 Silidons wrote:Show nested quote +On November 02 2010 14:20 CheezDip wrote: It feels like one of protoss's abusive units--the warp prism--is not fully explored or exploited. I think it was NexGen in the blizzcon finals that did a sick immortal drop on tanks while the rest of his army engaged the infantry on Xel'Naga Caverns. But more importantly, Terran can keep up a lot of pressure by attacking and dropshipping simultaneously, but we rarely ever see prism warp-in used the same way.
Success also seems to hinge largely on flawless force field timing and placement; often a single force field makes the difference between a crushing defeat and a dominating victory. do you feel more comfortable dropping 4 zealots or 8 marines?
I would feel comfortable dropping 4 zealots.....IF my warp prism also doubled as a shield battery
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On November 02 2010 15:50 Silidons wrote:Show nested quote +On November 02 2010 14:20 CheezDip wrote: It feels like one of protoss's abusive units--the warp prism--is not fully explored or exploited. I think it was NexGen in the blizzcon finals that did a sick immortal drop on tanks while the rest of his army engaged the infantry on Xel'Naga Caverns. But more importantly, Terran can keep up a lot of pressure by attacking and dropshipping simultaneously, but we rarely ever see prism warp-in used the same way.
Success also seems to hinge largely on flawless force field timing and placement; often a single force field makes the difference between a crushing defeat and a dominating victory. do you feel more comfortable dropping 4 zealots or 8 marines? Toss harass drops are pretty worthless.
Marine pwn probes. Marauder pwns buildings
Zealots cant kill scv, and are not as good as marauders at killing buildings.
Stalkers just suck in general. Sentry for harass? what ? U gonna forcefield their mineral line?
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On November 02 2010 15:22 Luvz wrote:Its the hardest race to play! OR+ Show Spoiler + the game is totally imbalanced. Your choice Mr terran/zerg  Protoss has had the most players sience Beta. so saying that there isnt enugh people playing ect to get good enugh is fooling urself.. its up to you guys to decide.
Protoss has had by far the least amazing play throughout most of the tournament. Tester lost early, Genius didn't play that well against HopeTorture, and a protoss mirror necessarily knocked out one of either inca or Genius. When you say Protoss had the most good players since beta, that was true in the American scene. The American scene is nothing compared to the Korean scene.
Look at the Terran players still in the tournament. We have freaking Boxer, Nada, HopeTorture, and Foxer (who is blowing minds right now). Terran has by far the most skilled players in the GSL, so I don't know what you're talking about. Please tell me 4 protoss players as good as Boxer, Nada, HopeTorture, and Foxer. Zerg players may be able to make the case that Fruit + some other Z players can come close to matching, but there's no way in hell protoss players can.
Not much to say when one of the best P players gets knocked out really early and the rest play worse than their opponent and get knocked out. What do you expect?
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On November 02 2010 15:46 Silidons wrote:Show nested quote +On November 02 2010 15:19 Moragon wrote: There is no doubt that protoss has a mobility disadvantage compared to the other races. At the highest level of competition when players macro flawlessly and can devote thier attention to micro and harassment this leads to Terran and Zerg being able to pick a Protoss apart.
Stimmed marines and marauders along with medivacs for terran can keep the protoss on the defensive/not expanding/engaging where he doesnt want to. Zerg can accomplish the same with speedlings and mutalisks, or really any unit if on creep. The only fast unit Protoss has is the phoenix which is horribly ineffective against anything on the ground or in the air that has armor.
This often results into when the protoss decides to move out for an attack, he has effectively transitioned into losing his whole base to a counter attack. If he retreats to fend off the counter, the enemy can freely disengage with free damage to the toss base and no losses because of their superior speed. The fact is that the better players get, the easier it is going to be to abuse protoss lack of mobility through map control and harassment. this is EXACTLY what i meant as i felt everything i do is "all in". whenever i go to attack, my main is super vulnerable and if they attack, unless i went pure stalkers or pure phoenix's, i'm fucked (which is retarded)
One thing I thought of that could help is the ability to use the warpgate mechanic to transport troops between any of your pylons, on a cooldown like the normal warpin. It would create a clear "protoss territory" that your army controls, just like the creep "zerg territory" and planetary/seige tank "terran territory" mechanics.
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After reading the entire thread, i want to make a Recap of ther best and most
constructive posts, which shows how protoss feels right now.
Ps: I'm just trying to be constructive. The discussion must focus considering ONLY the average top
pro-tosses match ups, as results may be more variables on lower levels.
On November 02 2010 Bairemuth wrote:+ Show Spoiler +I think there are several problems with protoss that have caused it's potential to stagnate when compared to the other two races. The two things that seem like the biggest problem are: scouting and units that are too easily countered and not cost effective in many situations.
First of all, during the early game, they are the worst race in terms of scouting. Probe scouting will be easily fended off once a marine or a couple zerglings hit the map. After this, they are not able to scout until they reach T2 units (or a very long tech). They can scout with observers, hallucination, or phoenix.
All of these techniques are powerful, but leave one vulnerable in the early game. Since it takes so long to employ these scouting tools, protoss basically has to play safe and hope their build order isn't hard coutnered, or they have to take a risk and gamble in some rock paper scissors.
This is very evident in RO8 with our only remaining protoss. In one game, protoss tries to go blink stalkers and did basically no scouting during this process. He lost the gamble since terran went fast cloak banshee and thus lost. In another match, protoss decides to play it "safe" with 2 gate robo. He builds an observer first, but it's already too late, he's already lost. Terran went with a fast thor with marines and protoss stands absolutely no chance. He could have built an immortal first, but doing such a thing is also a risk. An immortal is quite useless in many situations. So if terran had massed marines then that immortal is worthless.
(obviously zerg can scout easily with overlord sacs and terran has scan or floating rax, all of which can be emploied much earlier than any of the protoss options).
So basically, protoss is really forced to gamble and a lot of the victories / defeats are soley based upon build orders and not actual player skill, which is a serious design flaw in my eyes.
As I mentioned, protoss has issues scouting, but that's not the only problem. Their other problem is the fact that they have too many gimicky units that are also very risky.
Their gateway units are all great and quite effective, but other than that the other units they can choose from I consider "gimicky." Maybe this isn't the right word, but what I mean is this: their units choices are basically great against very specific situations, but against a wide variety of things could be completely useless and worthless. I really think that immortals, phoenixes, dark templar, and void rays fall under this category. All of these units will either dominate or be dominated. Below I will explain.
Immortals: dominate marauders, siege tanks, and thors. However, generally if a terran sees a strong amount of immortals, then they will quickly get a ghost and then immortals are essentially uselss and terrible in terms of cost effectiveness. Therefore, making immortals is very risky business and requires very specific timing for them to be effective. The same concept can be applied to zerg. Immortals are great against roaches and ultras, but useless everywhere else.
Phoenix: The most gimicky unit in the game really. They can harass a little bit against zerg, but really it's hard to pull this off safely because often times zerg can just go KILL you as Day9 himself has mentioned. So basically the phoenix is amazing against mutas....and not much else. Sure they are quite good for certain situations such as maybe lifting up some tanks and other things like that, but again, they are just too gimicky and are paper weights and if any vikings or corruptors come out then they become useless.
Dark Templar: Such an expensive and time consuming tech choice. Huge gas dump, you are quite vulnerable to early pushes if you don't have your DTs out yet. Once you get DTs on the field you can often win the game outright if your opponent has no detection. But more often than not, your opponent will be able to survive and then be ahead of you economically and then you have a DT shrine that is basically a waste. One could argue that they might be marginal within an army with their sick DPS, but to me they don't seem very cost effective.
Void Rays: These used to be much more gimicky of course, but now blizzard seems to be pushing them in a direction where one could use them within an actual army. But again, they are simply too expensive and too easily countered thus making them very bad in terms of cost effectiveness. Terran can easily respond with a few vikings mixed in with their MM ball and void rays are a non-issue. Void rays seem worse against zerg. Zerg just needs to mass up some queens and get hydras or corruptors or anything really.
Other units I have issues with: Colossus and Carrier. Basically, the colossus is an excellent unit especially at a critical mass. But generally, any good zerg or terran will easily scout this and counter it quite effectively with vikings / corruptors. The Colossus is at its best during a very tight timing window in which you get them out without them being scouted. The Carrier...I won't actually comment on this unit since I rarely see it, but the problem with protoss isn't this super late game anyways.
Protoss have all these units that can just be countered too hard and aren't effective enough in too many situations. With other races, you may have a certain build that your opponent has countered, but generally you can effectively respond to make your build still quite cost effective. A good example is that if you go MM and quite marauder heavy, the protoss may respond with Immortals. All you have to do is get ghosts which isn't that far away tech wise and then you are in great shape until HTs hit the field. However, it takes soooooooooooooooooooooo long for Protoss to actually be able to get HTs. I mean really...you have to build a twilight council, then templar archives, then research storm, oh and let's not forget the amulet. Sure if you get all that, then you are in great shape, but reaching that point is the problem.
Anways, TL;DR: Protoss have a problem reaching late game because of a difficulty in scouting when compared to other races, and the fact that many of their build options are too easily countered, and there aren't any proper responses to make such builds cost effective after being countered.
This, as the very best post. Some people is confused about the difference between the terms "effectiveness" and "efficiency".
"Effectivenes" is basically if you get your goal. "Efficiency" is about get the target at the lowest cost
posible. Compared with Z or T, Protoss totally lacks on efficiency and, with today's balance, the theoretically powerful P units, can not keep it up. An this whole last sentence leads to Protoss issues at higher levels.
On November 02 2010 travis wrote:+ Show Spoiler +I think that protoss by far takes the most intensive micro.
Macro.. pretty easy other than the insane skill it will take to keep up on chronoboosts for a long game.
The micro... you really can't make mistakes... and you have to be so quick in countering the moves the
opponent's army makes.
or maybe protoss doesn't "take" the most intensive micro. that might not be the right word.
protoss necessitates the most intensive micro.
Protoss units are highly cost unefficient units. This make P to be the most micro intensive race (posibly the easiest macro). In every engage, you must be effective with your units, or, the economy loses will slowlly (or instantly) bring you down.
About P units. Gateway units are unefficient except for the zealot which is melee, so unmicroed just dies aganist other tier 1.5 units (remember, always talking in comparison to other races and at higher levels). Compared to gateways units, lings+roaches (both amazing with speed) and MM ball are so much economy-wise better units. Higher tier toss units can be good in some situations, but can get countered with cheaper units, either VR, Inmortals,DTs, collosus, carriers. Some of those can be amazing for timming attacks, cheese or very late game, when the economy is solid. But being so expensive units, and being countered by cheaper and produced faster units, make them weaker in the average non-cheesy game. Also this leads to:
On November 02 2010 Boblion wrote:+ Show Spoiler +Protoss are doing bad because if you make a single mistake you are dead. Because once your army is destroy, is hard to keep it up with the stream of units other races can pump (except you was alredy ahead economy/base wise). Also P has the most unefficient harass methods, either expensive or economy riskier, aka all-ins/gambler style like dt's (the only exception is the phoenix aganist Z, still riskier vs early all-ins)
On November 02 2010 OneOther wrote:+ Show Spoiler +That's the problem with Protoss. Limitations on choice of strategy and variance. Each tech is expensive and specialized, and similar concept applies for units as well.
This, plus the low efficiency of P units, lead to either: A) Bairemuth quote: "P is really forced to gamble and a lot of the victories / defeats are soley based upon build orders and not actual player skill"; or B) Make P to play just "safe".
Many people may say "well man, that's protoss style, inefficient", or "but protoss power rely in late game, when they rocks", or "protoss play is to get a ball of death" (yeah, i read that). But as i said before, at very top tier pro levels, the "theoretically" powerful P units, just can't keep it up, and most of the time protoss can't reach late game, at similar economy-units level or any late game at all.
P.S.: I can't believe some people think that players like Genius or sSKS are not of the caliber of Cool, ITR,Boxer or Idra, skill wise. Also, is amusing to hear that the problem is that "P is too easy to play"...
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On November 02 2010 13:27 Subversion wrote:Show nested quote +On November 02 2010 10:28 Silidons wrote:On November 02 2010 10:23 slam wrote:On November 02 2010 10:19 Silidons wrote: My friend also brings up a good point. Whenever you attack with 'toss it's almost always ALL-IN! Tell me a strategy that isn't all-in and that is not a strat that wins for toss. Pressuring a zerg, attacking while expanding, blinking into main then blinking out. Denying an expansion... the list goes on. I'm sorry but what your friend is saying is just wrong. That isn't a build or strategy. Genius goes 1gate 1robo expand like every game. That's certainly not all-in. Also, why is everyone choosing to ignore that a Protoss won Blizzcon? Are we just going to brush over tourneys where they do well, and focus on one where they haven't and cry imbalance?
Its simple, NeXGenius didnt face any terrans who were at the same level as Korean terrans. Though you may claim that the difference between Koreans and Rest of the world is non-existent in SC2, the finalist in Blizzcon (Loner) was made to look like a scrub in GSL by a Korean Terran (BoXeR).
I believe that protoss early game needs some help, or alternatively, their tech paths need to be a bit unified so that tech switches arent horrendously gas intensive and require multiple bases to be viable.
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I think if blizz doesn't do another patch before the next GSL, then we will know for certain if there is actually a problem with toss. I think the nerfs so far have caught up, and also protoss standard play isn't something you see often. Protoss was designed in such a cheesy fashion, and blizz had to nerf that, so when it comes down to using those nerfed units in standard play...there might be a problem.
Wait for GSL3...in my opinion I think toss players are the best players overall. They have overcome many nerfs without too much complaining.
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There were a lot of bad circumstances for protoss players that led to this outcome. Tester got unusually knocked out early, inca and genius were paired in a PvP, eliminating one of the two strongest protoss players left, and genius got a few build order losses against HT.
A lot of circumstantial stuff that isn't really indicative of balance, unless you think Tester lost because of imbalance, inca and genius got paired because of imbalance, and genius got the bad side of a build-order coin flip because of imbalance.
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