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[D] Why is protoss doing so bad in the GSL? - Page 29

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Offhand
Profile Joined June 2010
United States1869 Posts
November 02 2010 17:31 GMT
#561
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.
Demarini
Profile Joined May 2010
United States151 Posts
Last Edited: 2010-11-02 17:46:26
November 02 2010 17:38 GMT
#562
build warp prism out of cybernetics core instead of robo will help. havent put a ton of thought into it, just sitting in class it popped in my head. what do you think?

edit- and it's pretty funny reading the terrans that are posting. its like zerg all over again. its SO easy on paper. too bad its just as hard to implement in game. i like the buff sentry damage idea, but who knows what effect that will have later in the game.
ensis
Profile Joined May 2010
Germany340 Posts
November 02 2010 17:42 GMT
#563
On November 03 2010 02:31 Offhand wrote:
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.


but those poor poor bronze players had ouchi problems with proxygateways. we had to do something!
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Akash
Profile Joined October 2010
Romania113 Posts
November 02 2010 17:49 GMT
#564
Well if terrans have Slayers_Boxer,cant us toss get Nal_Ra in SC2 ?:D
He's the Dreamer after all
that might solve our problems
The glory of the Elder Days and the hosts of Beleriand, so many great princes and captains were assembled. And yet not so many, nor so fair, as when Thangorodrim was broken, and the Elves deemed that evil was ended for ever, and it was not so!
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2010-11-02 17:55:13
November 02 2010 17:54 GMT
#565
On November 02 2010 22:44 xephon wrote:

[image loading]

Protoss not doing well in this season




ewwww...29.2% LMAO

looks like Zerg is now the top dog compared to GSL 1
Nazarid
Profile Joined February 2010
United States445 Posts
November 02 2010 17:55 GMT
#566
On November 03 2010 02:31 Offhand wrote:
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.


the entire reason they nrefed the build time was to give zerg and terran players the option of atleast defending a double gate proxy... without the nerf Scouted or not you would almost certinenly lose vs a double or trip gate proxy. i know for a fact because i played as terran before they nerfed it and ide say literally 80% of my games vs toss were proxy gate rushes .. well i learned to fight them off before the nerf just because ide blindly prepare for it with my 9 rax vs toss (pre patch)
Randomize the world, and Life shall be given.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
November 02 2010 17:57 GMT
#567
On November 03 2010 02:22 Nazarid wrote:
QQ more? jk but seriously sounds like your haveing macro/map control issues, protoss can defend pretty much anything they want assuming the see it coming which is where map control comes in.
As it sits Terran vs Toss <early game> the advantage goes to the Terran <mid-game> advantage goes to the Zerg<late game> Protoss become unstoppable..unless you make a huge mistake(like attacking out of position)


Heh, even if I'm mad I try and find the reason why I lost by seeing what mistakes I made. That said I definitely don't feel outmacro'd at my level of play. Its just that protoss don't really have as many options as people like to think. And yeah a protoss can defend almost anything, at the cost of their entire economy and probably game . Starcraft is not about defending, unless you already have half the map and you are defending, you are losing. Map control could be an issue, I could always more more obs I guess and spread them, but the problem is the map control taken away before I can get an ob's (kinda expensive if you can't use the robo for for immos or colos), especially against zerg. Am I just supposed to guess how many zerglings he has before I leave the base with my zealots? Or guess if he will go baneling or nydus if I wall? Seriously? It just feels like zerg has all the power in this matchup (probably just frustration, I'm sure I will figure something out). I also agree that Protoss is favored late game, but they are no where close to unstoppable. Late game is a factor of too many things like macro, unit composition, harassment to say that one race has a distinct advantage over the other. Maybe my problem is T and Z never let me have a late game.

Happy Pwning Yall :D
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Demarini
Profile Joined May 2010
United States151 Posts
November 02 2010 17:58 GMT
#568
On November 03 2010 02:55 Nazarid wrote:
Show nested quote +
On November 03 2010 02:31 Offhand wrote:
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.


the entire reason they nrefed the build time was to give zerg and terran players the option of atleast defending a double gate proxy... without the nerf Scouted or not you would almost certinenly lose vs a double or trip gate proxy. i know for a fact because i played as terran before they nerfed it and ide say literally 80% of my games vs toss were proxy gate rushes .. well i learned to fight them off before the nerf just because ide blindly prepare for it with my 9 rax vs toss (pre patch)



have you ever heard of well i dont know, a bunker?
LittLeD
Profile Joined May 2010
Sweden7973 Posts
November 02 2010 17:58 GMT
#569
I have to say, I think its just a coincidence (Now, whatever that means)
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
Blacklizard
Profile Joined May 2007
United States1194 Posts
November 02 2010 18:07 GMT
#570
On November 02 2010 04:45 WickedBit wrote:
It sort of seems like because of forcefields, protoss early games is more fragile that it needs to be. There is this delicate situation in early game for protoss where good forcefields means transitioning to mid game and bad forcefields = rolled over by superior terran/zerg armies. Just too much is left to luck which means that protoss have lower chances of succeeding.
Because of this also Blizz is afraid to make changes since buffing protoss ground army means that everyone would probably be 4 gated to oblivion. I think one of the possible solutions to this may be to make the forcefield a researchable spell for late game and just buff the ground units. This would make early game a lot more stable while providing for a nice tech path.



I really disliked the hidden nerf they did to forcefields about halfway through the beta where there was a delay on the placement graphics. Poor Protoss. I think forcefields are super fun early, but you need sacrificial scouting and split second reaction time to defend vs. deadly timing attacks. And with the sentry damage nerf the sentries are really not great after mana is gone.
MarkIV
Profile Joined October 2010
12 Posts
November 02 2010 18:20 GMT
#571
Protoss has always been a flawed race. As a majority of the thoughtful previous posters pointed out, the clunkiness of the protoss tech tree, particularly in regards to getting observers, is a weakness of the race.

But prior to the last few patches, protoss had options that forced the opponent to react. The most obvious example is the voidray. Even if he didn't make them, the threat kept terrans wary and constrained thier BO wins. A VR wasn't quite the same level of threat as a cloaked banshee but it kept them honest. With the zealot build time nerf and the roach buff, the zerg can now 15 Hatch with relatively low risk on most maps. So the patches downgraded some timings and threats the protoss had.

Without a terrain advantage (choke) protoss gateway units lose pretty badly to thier cost in the other races lower tier units. The upper tier has an extra building or two (I'm looking at you templar archives) to get to the meaty units that can counter the other races lower tier, and its darn hard to switch once you get there.

For the GSL in particular, the lack of early scouting prevented the protoss from making the right BO choices. So they went blind builds and luck was against them.

Blizz has already mentioned they want to nerf HT due to the warp-in immediate storm dynamic with kydarin amulets at blizzcon. The ladder data analysis they released also indicates protoss was doing well at the lower levels, exceptionally well. I dont think it is likely we will see any commensurate protoss buffs given the large customer base blizz is balancing for. In fact, I predict some sort of colossi nerf in the patch after next. (Which I actually would welcome as a protoss player. I would like some interesting PvP. Maybe they switch the thermal lance range upgrade over to immortal?)

I think the BW dynamic of severely underrepresented protoss presence at the top level will be tolerated by blizz again in SC2 as they strive to please the majority of thier fan base.

As for me, I'll be a little sad that I dont get to watch any protoss make it to the top, but my mid diamond ass wont notice the difference too much. I'll go through a losing streak along with all the other protoss until the AMM evens out and i'm faced with window licking opponents who occasionally have 30 seconds of inaction as they try and pick thier noses mid match. I'll probably even be able to make a carrier or mothership against them.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2010-11-02 18:21:48
November 02 2010 18:21 GMT
#572
i would really like something to be done to the zealot... it went from a brave warrior that was feared in bigger numbers even in later game and was useful throughout the game to a mere "meat shield" or "mineral dump"

my suggestion to improve the zlot without making it overpowered early game is to add an additional speed upgrade to the twilight council that improves their speed to higher levels than they now have when charge is researched, and have charge just give that ability (and maybe immunity from concussive grenade)

so charge would be 100/100 but only give the charge ability
and speed upgrade would be 100/100 and give faster walk speed than charge gives right now

this way terran had to transition out of mmm eventually and get hellions to deal with zlots or force lower zlot numbers by going banshee

another way to buff toss would be to make hallucination cheaper and/or lower its mana cost - since you can get it at core level, you could basically scout at core instead of waiting for robo and then decide IF you want to go robo at all
Ryuu314
Profile Joined October 2009
United States12679 Posts
November 02 2010 18:24 GMT
#573
On November 03 2010 02:58 Demarini wrote:
Show nested quote +
On November 03 2010 02:55 Nazarid wrote:
On November 03 2010 02:31 Offhand wrote:
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.


the entire reason they nrefed the build time was to give zerg and terran players the option of atleast defending a double gate proxy... without the nerf Scouted or not you would almost certinenly lose vs a double or trip gate proxy. i know for a fact because i played as terran before they nerfed it and ide say literally 80% of my games vs toss were proxy gate rushes .. well i learned to fight them off before the nerf just because ide blindly prepare for it with my 9 rax vs toss (pre patch)



have you ever heard of well i dont know, a bunker?

Yea...in most cases a bunker will literally solve all your problems against proxy gateways. They're free too -.-;

Honestly though Protoss is in a tough spot at the moment. The early-mid game is pretty weak due to gateway units being raped by the other races' early game units. However, once Protoss T3 and tech hits the field, the game is usually shifted pretty readily to Protoss favor as long as Protoss doesn't enter mid-late game too far behind.

A lot of the suggestions won't really work as it'll make Protoss too powerful. Sentry damage used to be 8 instead of 6 during beta and that nerf was more than justified. Sentries are supposed to be support, but their dps allowed them to be more than just that. The zealot nerf time really hurt, but fixing that won't really solve anything. Protoss already has a decent early game against Zerg without pre-nerf 2gate pressure and it's not the Zealot build time nerf that's causing problems in PvT.
ensis
Profile Joined May 2010
Germany340 Posts
November 02 2010 18:40 GMT
#574
well, i want the protoss to have some harrass options available
maybe phoenix should become a scout, or the collossi should get a basedamage of 45 with reduced attackspeed. or the stalker should get a tweak.
i mean, the stalker is designed as a fast blinking hitnrun bitch. but its more like a get hit and run unit.
i mean, cmon 160hp for an harrassment unit? i say, double the damage, lower the shields by 50 and the health by 30. the oneonone abilities would stay the same, but they would finally be able to kill at least a probe with 2 shots, still needing 3 for drones and scvs. also the combination of zealot stalker would be like tank and dps and not like tank and tank.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Baarn
Profile Joined April 2010
United States2702 Posts
November 02 2010 18:44 GMT
#575
On November 03 2010 02:31 Offhand wrote:
Maybe I'm crazy but wouldn't un-nerfing the zealot build time fix a lot of early game problems?

Currently, zealots are mediocre early game, terrible mid game, and great once you get charge.


Maybe make charge cheaper with a shorter build time.
There's no S in KT. :P
dragonsuper
Profile Joined October 2010
Liechtenstein222 Posts
November 02 2010 18:45 GMT
#576
stalker tanking units ? they are way too fragile comparing them to old BW dragoons.
lol
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
November 02 2010 18:46 GMT
#577
if charge was more like Blink in terms of cost and research time, that would help tremendously.
He drone drone drone. Me win. - ogsMC
smoorn
Profile Joined July 2010
Poland66 Posts
November 02 2010 18:49 GMT
#578
On November 03 2010 03:40 ensis wrote:
well, i want the protoss to have some harrass options available
maybe phoenix should become a scout, or the collossi should get a basedamage of 45 with reduced attackspeed. or the stalker should get a tweak.
i mean, the stalker is designed as a fast blinking hitnrun bitch. but its more like a get hit and run unit.
i mean, cmon 160hp for an harrassment unit? i say, double the damage, lower the shields by 50 and the health by 30. the oneonone abilities would stay the same, but they would finally be able to kill at least a probe with 2 shots, still needing 3 for drones and scvs. also the combination of zealot stalker would be like tank and dps and not like tank and tank.


im sorry, this is the most stupid idea ever - double stalker damage LOL u want stalkers to become marauders?

idk why but zealots feel like they're made of paper in sc2, they felt so much stronger in bw, id prefer if they were speedlots instead of chargelots..

and someone can tell me why only terran has upgrades which are 50/50? i mean the slowing granades for marauder have basically the same effect as charge for zealots but zealot upgrade is 200/200 and much more far away in tech tree and it also takes forever to get that upgrade
ensis
Profile Joined May 2010
Germany340 Posts
November 02 2010 18:50 GMT
#579
On November 03 2010 03:45 dragonsuper wrote:
stalker tanking units ? they are way too fragile comparing them to old BW dragoons.


for example, stalkers tank marines just as well as zealots. so vs a marine army, its tank and tank.
its that simple. and stalkers also tank for collossi.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-11-02 18:53:57
November 02 2010 18:53 GMT
#580
Such a dumb spoiler topic... just finished watching the series, already knew the result from this. Blahhhh.
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