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On November 03 2010 03:49 smoorn wrote:Show nested quote +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
first thanks for randomly insulting people who are propably even better. and stalkers are designed around speed (they are as fast as basic-lings) and mobility (blink!). they would make the perfect hit&run unit. and there is nothing bad about marauders in terms of harrassment. the only thing that is stupid about marauders is, that they are great at harrassing AND being massable unit for your army.
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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.
what a horrible horrible idea 
make the only backbone unit even more gimmicky
your idea would however be awesome if coupled with a re-introduction of the dragoon as a real backbone unit, then stalkers can be the low-hp harass units, i dont care as long as i can at least build anything out of the gateways thats halfway decent on its own
however, that wont happen
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On November 03 2010 03:55 ensis wrote:
first thanks for randomly insulting people who are propably even better.
and lol at that, gj suggesting something that makes absolutley no sense then answering with "im prolly better than u lolz" when the inevitable flame arrives
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I think their is a high probability Stim is going to receive a nerf in the near future. I wonder if Vegas takes bets on Blizzard nerfs?  I'd be willing to put money on that one.
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I like to see units like carrier and mothership to be made more practical, and that's about it.
That's just about the most reasonable balance request I've ever heard.
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Protoss lacks a lot of diversity in early build orders and their end game is garbage.
Carriers and motherships are jokes. Archons are very situational and are used as a last ditch when you run out of energy in a battle.
They still have the tools and assets to win, but with fewer diverging options.
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im all for re-adding lurkers, medics, firebats, defilers, corsairs, even reavers - its hard to improve on unit designs that good
and you say, my ideas are horrible?
btw, the protoss still has sentries and immortals as its backbone. so what except for adding old and outdated units would you suggest?
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zealtos get owned against MM and roach hydra. that's just my observation, may have no bearing on the actual lack of high level protoss sucess
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On November 03 2010 03:20 MarkIV wrote: 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. I would love to see Observers from Hallucination (although it might be too good at 60 seconds duration).
Right now, Protoss is the only race without some kind of spell-based detection (Zerg have Fungal, Terran has EMP aside from Scan) and due to that, they're forced to get Robo first for Observers. And tech switching isn't easy due to the high costs of the upper tier buildings and additional, expensive tech require to make these units viable.
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On November 03 2010 00:24 Pwere wrote:Show nested quote +On November 02 2010 23:58 bokeevboke wrote:Archons should be massive, they don't do shit against terran bio because of concussive shells. They are supposed to be good against bio. Or make concussive shell work only when HP damage is dealt. Yes, please.
That, and the suggestion someone else had for putting the Robotics Bay +3 Range upgrade on the Immortal instead of the Colossus. (Maybe give the Colossus 7 base range to compensate, so that it's useful without the upgrade, but not so ridiculously good with upgrade as it is now.) Immortals are incredibly clunky; they need to suck less.
Also, put Hallucination as a free unlock for building a Twilight Council, and give us a damn +25 mana upgrade for the Sentry.
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Give sentries a new spell, maybe take out halluc, spend 100 energy and allows the area around it to be scanned so invisible units are detected.
This way they aren't forced into robo play, can fend off banshees, are penalized early game with two less forcefields.
The ability would very much be like a scan but non-targettable (dust from wc3).
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On November 02 2010 23:58 bokeevboke wrote:Archons should be massive, they don't do shit against terran bio because of concussive shells. They are supposed to be good against bio. On a recent stream where dayvie was an observer, somebody suggested making Archons Massive (to break FFs in that suggestion) and he said they might consider it.
Right now, Archons are free kills for Bio.
On November 03 2010 04:36 Raggydiaper wrote: Give sentries a new spell, maybe take out halluc, spend 100 energy and allows the area around it to be scanned so invisible units are detected.
This way they aren't forced into robo play, can fend off banshees, are penalized early game with two less forcefields.
The ability would very much be like a scan but non-targettable (dust from wc3).
Hallucination Observers would do the same, just with more strategic options.
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I think a simple change to the observer could help a lot. I've wanted to say maybe increase build time but let players build it out of a cybernetics core (almost the lair equivalent in the Z and P tech tree's). Or like Barook said, let us hallucinate them. Both of those options don't seem to far-fetched, though both would need some tweaking, like a decrease in the hallucination time of an observer....
LOL Funny Idea
Hallucinated Dark Templar
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While we're talking about nerfing Collosi lets not forget that they are 300/200 and are pretty damn fragile. That's why we see 4 marauders stim and wipe out collis. Idk... Collis are basically more expensive siege tanks that now kill light units. There are pretty... well obvious hard and soft counters to them.
Halu 50/50 sounds reasonable.
Why did they nerf sentry damage again? Sure they are support, but toss dps out isn't that impressive at all.
"Not enough... Storm is stupid good late game. In fact its so hard to lose late game as Protoss its funny.'
*Bang head against wall*
All this late game qqing by T and Z is probably because they don't regularaly play late game. (Tosses sure as hell don't) Raven PDD. Ghost emp which... KILLs templar. and has a good anti zealot prowess. Both of these races get map control in the midgame. Free expos. -.- This is why I don't read the sc2 forum normally. Ts.
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They keep nerfing stuff because donkeys can't handle scouting/adapting to a 2gate, scouting/adapting to VRs and moving their shit out of a storm. I swear to fuck if they nerf storm...
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Protoss doesn't really have any way to match Mules or Exponential drone growth.
PvZ is manageable, PvT needs some form of remapping.
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On November 02 2010 03:13 Salv wrote: I think there are some legitimate problems Protoss have, more so against Terran, but I wouldn't be so quick to suggest that there needs to be a change to the game. I might be wrong, but most of the games I have seen Protoss lose are usually games where they try to do something sneaky, like void ray rush, or warping in DT's over a cliff. There are some really strong macro Protoss players that I think don't do builds that really suit their strengths, which is longer games. Protoss late game is really strong I feel, so I would like to see some more safe-style play.
this! protoss players in the gsl were losing because they were not playing for the late game. instead they were playing for either some kind of sneaky attack or some kind of big allin push.
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On November 03 2010 04:52 NewteN wrote: They keep nerfing stuff because donkeys can't handle scouting/adapting to a 2gate, scouting/adapting to VRs and moving their shit out of a storm. I swear to fuck if they nerf storm...
well, they said, they will do "something" to storm. so.....
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On November 03 2010 04:11 ensis wrote:Show nested quote +im all for re-adding lurkers, medics, firebats, defilers, corsairs, even reavers - its hard to improve on unit designs that good and you say, my ideas are horrible? btw, the protoss still has sentries and immortals as its backbone. so what except for adding old and outdated units would you suggest?
wtf is wrong with you? you seriously searched my old posts for something you could take out of context to make me look stupid? that was from a "what units would you like to see in a possible expansion" thread
and then you go on to call immortals and sentries backbone units. obviously you have no understanding at all about how this game works
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On November 03 2010 04:59 summerloud wrote:Show nested quote +On November 03 2010 04:11 ensis wrote:im all for re-adding lurkers, medics, firebats, defilers, corsairs, even reavers - its hard to improve on unit designs that good and you say, my ideas are horrible? btw, the protoss still has sentries and immortals as its backbone. so what except for adding old and outdated units would you suggest? wtf is wrong with you? you seriously searched my old posts for something you could take out of context to make me look stupid? and then you go on to call immortals and sentries backbone units. obviously you have no understanding at all about how this game works
yeah, you have. why cant immortals be backbone units? one reason
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