PvP is going to change in the next Patch ! - Page 10
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syllogism
Finland5948 Posts
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Sernyl
Lithuania113 Posts
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syllogism
Finland5948 Posts
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Kyuki
Sweden1867 Posts
I'm also amazed how people just jump the gun sooo fast. Let's just wait and see what happens, I'm very happy that they're extensively testing and doing something about the matchup and even just the issues with the warpgate mechanic in general. | ||
trNimitz
204 Posts
On April 22 2011 19:18 Ribbon wrote: The complaint about P at the pro level is that their 200/200 ball is too strong with Colos in it. Which is indeed a problem Blizz mentioned in the situation report for patch 1.3 (They want to see how P does without KA first). The issue with 4gate PvP is thus. 1. If my opponent is 4gating me, I need 4 gates to win. 2. If my opponent doesn't 4gate, and I build 4gates, not only CAN I 4gate, I *have* to, because my build is so inefficient otherwise. So PvP was ALWAYS 4gate on 4gate. At the Pro Level, Terrans and Zerg aren't complaining about straight 4gates, though fake expo into 4gate is tricky for Zerg. You're wrong. I can't be bothered to explain more but you could take a look at mrbitter's latest pvp session with socke (who basically summed up how pvp worked), or just play enough to get to a decent level with protoss. | ||
Shadowcloak
Netherlands194 Posts
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Piski
Finland3461 Posts
On April 22 2011 19:52 Shadowcloak wrote: This is a buff for the 4 gate vs 4 gate but at the same time we now will face ZEALOT RUSH every freaking game proxy 2 gate and lets roll those zealots in Did anyone actually feel 2 gate zealot rushes was that op? It beat zergs that hatch fist in close spots and terrans that got greedy / didn't wall off. It was strong yes, but not even close to op. I would rather have this. | ||
Battousai13
United States638 Posts
I would be happy to see this change. It opens the door up to a lot of 1-Gate and 2-Gate builds. For anyone used to the Protoss from Brood War, this will be a good amount of nostalgia. | ||
Tyree
1508 Posts
I hope they do this nerf/buff switcharoonie right and it works out great for everyone in the end | ||
FarbrorAbavna
Sweden4856 Posts
On April 22 2011 19:45 syllogism wrote: Well this pretty much kills 6 pool, not that it was viable before doing a 6pool you might as well just gg and quit, saving both players time | ||
Technique
Netherlands1542 Posts
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Eviltoast
Australia166 Posts
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DImported
Australia149 Posts
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Pwnographics
New Zealand1097 Posts
On April 22 2011 19:16 beridoxy wrote: Yeah PvP is boring, but ZvZ is broodwar was not the same ? Zergling then mutas ? 4 gate then Collosus wars ? Why "fix" ? Only good thing would be all same but limit warping to a certain distance of the nexus. You use WARP PRISM to warp far. You could get a TC upgrade for far warp pylon. Oh man I'm already theocrating sorry. "We will address 4gate in the next patch", really ? Again removing a strategy from the game ? ZvZ is zergling/baneling. And you try to tech to roaches without dying. If that succeeds. Roach vs Roach wars. Then you try tech to anything flying or infestors without dying. | ||
infinity2k9
United Kingdom2397 Posts
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Dommk
Australia4865 Posts
On April 22 2011 19:41 Archvil3 wrote: I am not sure how this will affect gateways but not warpgates. Production wise the only difference between 3 warpgates and 4 gateways is that warpgates warps in then gets a cooldown while gateways will have to produce the unit first. The end result is the same. Theoreticly you could say that the toss will be a round of warpins behind so up to 3 units will be delayed by 30 seconds, but I dont see how it could be any worse then that. TBH, It just depends how long it takes to research from now. My only gripe is that it kills 3gate aggression against Terran/Zerg, you generally proxy a pylon as you move out and reinforce that way, now you might be far too vulnerable when moving out. The timings now might be too late to bust down a greedy Terrans ramp too. You need that burst of units Might make 1gate expanding harder too. I don't think I'll worry too much about it until I see how much they changed it by, complaining about something I don't know yet seems kinda dumb. This could make Protoss potentially much harder to play. Having to decide your unit composition ahead of time and restructuring build orders. Chronoboost is going to be a much bigger factor with this change. The decision on how to use it would border on difficulty of how Zerg decides to drone or make attacking units. I was thinking that at first, but I think it comes down to how long they increase it by. If they increase it by 30seconds then it won't be too bad at all. It might just mean we will have to throw more chronos on it for non 4gate builds. But if it is something absurd like 1-2min increase then there probably will be some big problems, I think we might see the inceptions of some early all-in aimed to take out the cybernetics core and just delay that warpgate tech as long as possible, who knows. | ||
RogerChillingworth
2766 Posts
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robih
Austria1084 Posts
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Archvil3
Denmark989 Posts
On April 22 2011 20:03 Dommk wrote: TBH, It just depends how long it takes to research from now. My only gripe is that it kills 3gate aggression against Terran/Zerg, you generally proxy a pylon as you move out and reinforce that way, now you might be far too vulnerable when moving out. The timings now might be too late to bust down a greedy Terrans ramp too. You need that burst of units Might make 1gate expanding harder too. I don't think I'll worry too much about it until I see how much they changed it by, complaining about something I don't know yet seems kinda dumb. I think you are right. My point really being is that while builds may have to be changed slightly the production capacity and economy of Protoss early game will remain unchanged if only warp gate research time is increased. | ||
JTheLakeT
United States38 Posts
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