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Active: 9201 users

PvP is going to change in the next Patch ! - Page 11

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ZeGzoR
Profile Joined April 2010
Sweden307 Posts
April 22 2011 11:11 GMT
#201
I like this alot. It will make protoss less cheesy as a race, forcing p to explore other options.
yeah yeah im going
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-04-22 11:14:33
April 22 2011 11:13 GMT
#202
On April 22 2011 20:09 JTheLakeT wrote:
Hope the fix towards PvP isn't the only big change this patch...


Blizz has said Colo was OP, but KA made it hard to measure exactly what to change (their explanation for why it wasn't nerfed with 1.3). So prob. a Colo nerf or corrupter buff as well.

Maybe a carrier buff since they never get used, but I could see Blizz not wanting to make too many changes at once.
weaintmagical87
Profile Joined April 2011
35 Posts
April 22 2011 11:14 GMT
#203
bad bad bad idea increasing warp gate cooldown they re breaking pvt right there where p is alrdy by far the underdog

User was warned for this post
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
April 22 2011 11:15 GMT
#204
On April 22 2011 20:03 Dommk wrote:
Show nested quote +
On April 22 2011 19:41 Archvil3 wrote:
On April 22 2011 19:35 Dommk wrote:
On April 22 2011 19:26 Archvil3 wrote:
Why, proven with the power of math, gateway production time does not need to be buffed in order to rebalance the Protoss after warpgate research nerf.

Warpgates reduces the production time of all gateway units by 10 seconds. Zealot, sentry and stalkers are 38-42 seconds on gateways so a warpgate reduces it by roughly 25%. or in other words an incresed production capacity of 33%.

If you have 3 gateways and adds a fourth you are increasing your production capacity with 33% as well. Simple math right.

So basicly 3 warpgates = 4 gateways.

3 warpgates+research costs = 500 minerals+50 gas.

4 gateways= 600 minerals.

So basicly you are tradig 50 gas for 100 minerals, not that bad a tradeoff and certaintly not gamebreaking.

In order for warpgate research to be viable from a produciton standpoint you need 4 gates or more. A protoss is using 4 gates or when he:

1. is 4-gating. Which is what we are nerfing.

2. is on 2 bases. At this point warpgate should be researched so a nerf will not have any effect which is intended.

What this finally comes down to, if gateway production is unchanged while warpgate research time is increased, is that common Protoss builds like 3 gate robo or 3 gate expand becomes 4 gate robo and 4 gate expand, without warpgate and the only trade off being 100 minerals for 50 gas.

Production on all builds except 4 gates will remain unchanged.


Not true.

Warpgates tend to have some idle time as Protoss tech builds tend to use large sums of gas/minerals at once, so you cannot always produce out of your gateway every cooldown, thus the 10second build time increase is negligible when you start to tech.

If Warpgate takes so long that you are on two bases by the time it finishes then there will be some serious balance issues.


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.


You talk about 3gate aggression + expand against terran getting nerfed as if it's a bad thing. The multitude of sick options protoss has in the early game to put pressure on terran in combination with a strong lategame makes TvP SUCKKKKKKK right now.
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
Last Edited: 2011-04-22 11:16:29
April 22 2011 11:16 GMT
#205
On April 22 2011 20:14 weaintmagical87 wrote:
bad bad bad idea increasing warp gate cooldown they re breaking pvt right there where p is alrdy by far the underdog


If gateways make units faster than warpgates, it's not breaking PvT. Infact I'd say that's better as units can be killed while warping in, not while coming out of gateways. Warpgates need to be made later game IMO, it's quite a problem for map design if you just remove the rush distance on a long map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
NeonFox
Profile Joined January 2011
2373 Posts
April 22 2011 11:17 GMT
#206
On April 22 2011 20:14 weaintmagical87 wrote:
bad bad bad idea increasing warp gate cooldown they re breaking pvt right there where p is alrdy by far the underdog


They are not increasing warp gate cooldown, just warp gate research time. If that means 4gate will be weaker in PvZ, it's even better.
PvP might be intersting now.
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
Last Edited: 2011-04-22 11:20:10
April 22 2011 11:19 GMT
#207
On April 22 2011 20:14 weaintmagical87 wrote:
bad bad bad idea increasing warp gate cooldown they re breaking pvt right there where p is alrdy by far the underdog


Oh ffs, learn to read to OP, people should be banned for compeltely ignoring what the OP said and then threw around with terms like "breaking the matchup".

"This is why we are currently looking at increasing warpgate research time, while at the same time compensating for it with reducing build time of protoss tier 1-1.5 units (though build times reduced only for gateways, cooldowns will stay the same for warpgates)."
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-04-22 11:21:46
April 22 2011 11:21 GMT
#208
good news.

still the " introduce warpgate research lvl2 for full map pylon warpin, normal warpgate research only allows pylon warpins in X radius around a nexus or warpgate" is by far my favourite fix.

it cant break things, changes NOTHING about P defensive/production power , makes rushdistance affect P and solves the high ground warpins which are 99% of the time used in cheesy allins.

no downsides at all unless you really love seeing 4gate and 3gate/void allins.
life of lively to live to life of full life thx to shield battery
Binabik
Profile Joined January 2011
Germany686 Posts
Last Edited: 2011-04-22 11:22:57
April 22 2011 11:21 GMT
#209
On April 22 2011 19:23 WhiteDog wrote:
That's wrong,you could just go for 1 gate 1 cyber 1 gate then chrono sentries like 3stalker play in PvP and you will have enough sentries. Just because most of the protoss go for a fast warp gate tech then warp in sentries doesn't mean you can't have unit without warp gate.
You just need to change your style of play.

No you don't.

I've faced more than 50 Roach rushes and in nearly everyone I defended I literally got my third sentry out 2 seconds before my second force field ended. That's not possible without the ability of producing 2 sentrys in less than 15 seconds (because you can "upgrade" your gateway as soon as the first one is finished and then immediatly produce the next one)
Slunk
Profile Blog Joined February 2010
Germany768 Posts
Last Edited: 2011-04-22 11:33:20
April 22 2011 11:22 GMT
#210
Oh boy it is so gonna mess up every single build I learned.
weaintmagical87
Profile Joined April 2011
35 Posts
Last Edited: 2011-04-22 11:34:34
April 22 2011 11:25 GMT
#211
oh ok sorry this change is actually perfect then lol dont make me recreat an account pls it takes about 15 sec
sylverfyre
Profile Joined May 2010
United States8298 Posts
April 22 2011 11:27 GMT
#212
I dunno, as a zerg I wouldn't be afraid of 2-gate pressure nearly as much as i used to be (proxy 2gate, maybe.) Maps just aren't as silly-small as they used to be.

I could really see this working, I hope.
Cheeselicker
Profile Joined September 2010
United Kingdom78 Posts
April 22 2011 11:28 GMT
#213
Fuck yes, I love proxy gateways!
parn
Profile Joined December 2010
France296 Posts
Last Edited: 2011-04-22 11:31:53
April 22 2011 11:29 GMT
#214
I would prefer them to add a ~5 seconds cooldown on Warpgates instead of a cut of ~5 seconds CD on Gateways, without any changes on the upgrade cost/duration. Or, a cut of ~5 secondes on Gateways CD but something like +100/100 upgrade cost +60/80 seconds on duration for the upgrade. I still don't understand why Warping upgrade, that litteraly changes the whole Protoss play (and the opponent pain), is so cheap, tier1 and fast to do.

Since the release of SC2 we're a lot of people talking about this, it's just logic. This will bring a totally new and interesting early game Protoss play and a reason to use the "Switch Warpgates to Gateways" button (at last).

Surprisingly it seems that Blizzard is slowly understanding what's wrong with the game, this could lead to a major Colossus nerf/balance sooner or later, i like it.
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
Alver
Profile Joined November 2010
United States177 Posts
Last Edited: 2011-04-22 11:35:34
April 22 2011 11:32 GMT
#215
they should just make warp in work with the nexus instead of pylons so it cant be used offensively till super late game but is no weaker than it is now when used defensively. it would probably need like double the radius of pylons so its still somewhat convenient. ive actually been thinking about this for some months and dont think its possible to change gateways or the warp tech in any way that improves gameplay as much as this. warp prism would still be in the game to warp anywhere and it would fix the cost imbalance of pylon vs prism (100min, gives you 8 supply vs 200 min, takes away 2 supply, smaller warp radius, easier to kill)

as far as pvp goes, im fine seeing gate units every game, i just wish getting an expo is possible so i dont see the point of keeping warpin to pylons or faster gate units which can make for faster-than warpgate pushes both of which really make expoing hard. imo pvp could be a great matchup if it were only possible to safely get an expo and try to play a macro game.

next id like to say warpin on nexus would probably help balance pvz quite alot. it would be nearly impossible to 4gate kill a competent zerg if he scouts it and 6gate would be viable but not NEARLY as all in as it is now unless you brought a warp prism which would slow down the push. late game pvz usually relies on 8-12 warpgates making non stop blink stalkers and it would require that when you instantly create an army its not in your enemies face mid battle unless you take the risk of doing it with a prism.

the other gameplay advantage to putting warp on nexus instead of pylon is that warp prisms will get 10x as much use, it might even be required in every matchup once your on your 3rd base. id like to see warp prism getting used like the sc1 shuttle instead of where it is now being a tool for whitera to show special tactics to his stream. right now its possible to watch an entire 64 man tournament without seeing a prism in any games, obviously the problem is not p units sucking or warp gate being terrible, its that the pylon warpin is way too efficient.
AXygnus
Profile Blog Joined November 2010
Portugal1008 Posts
April 22 2011 11:34 GMT
#216
On April 22 2011 17:44 Fadetowhite wrote:
i would love the fact if gateways actually produced (slightly) faster than warpgates but warpgates have the bonus of the units appearing where you want them.


Looks pretty interesting, if they do it like this. If you want to mass an army, it's better for you to use Gateways, but if you need reinforcements, you better use Warpgates. Gives some diversity, and not only on PvP...

...Although 2gate rushes might become more common.
"To create, to recreate. To create, to recreate. Down to the last seed, I stand with a dark stare. Still silent. Still frighteningly silent."
rale
Profile Joined December 2010
United States40 Posts
Last Edited: 2011-04-22 11:35:55
April 22 2011 11:35 GMT
#217
Changing warpgate research time may weaken 4gate, but it's not going to fix the real problem with PvP. Right now, if both players 4gate, the game tends to stabilize with neither player really being able to attack after a while. Then you have the rock-paper-scissors problem, where you have to blindly pick between robo, stargate, and twilight.

If 4gate is no longer viable, then the blind tech choice will just happen sooner, which could make PvP even more volatile, if anything.
Denzil
Profile Joined August 2010
United Kingdom4193 Posts
April 22 2011 11:37 GMT
#218
Have warpgate only work from Warp Prisms imo.
Anna: So Sen how will you prepare for your revenge v MC? Sen: With a smile.
frucisky
Profile Joined September 2010
Singapore2170 Posts
April 22 2011 11:38 GMT
#219
On April 22 2011 20:13 Ribbon wrote:
Show nested quote +
On April 22 2011 20:09 JTheLakeT wrote:
Hope the fix towards PvP isn't the only big change this patch...


Blizz has said Colo was OP, but KA made it hard to measure exactly what to change (their explanation for why it wasn't nerfed with 1.3). So prob. a Colo nerf or corrupter buff as well.

Maybe a carrier buff since they never get used, but I could see Blizz not wanting to make too many changes at once.


A corrupter buff to increase its DPS will be amazing. It will mean less corrupters and that the colossi go down faster so that the ground army actually survives long enough to fight. I think nerfing Colossus might make marauders a bit too powerful against P. But I'm not a Protoss player so I dunno..
<3 DongRaeGu <3
parn
Profile Joined December 2010
France296 Posts
April 22 2011 11:39 GMT
#220
On April 22 2011 20:32 Alver wrote:
they should just make warp in work with the nexus instead of pylons so it cant be used offensively till super late game but is no weaker than it is now when used defensively. it would probably need like double the radius of pylons so its still somewhat convenient. ive actually been thinking about this for some months and dont think its possible to change gateways or the warp tech in any way that improves gameplay as much as this. warp prism would still be in the game to warp anywhere and it would fix the cost imbalance of pylon vs prism (100min, gives you 8 supply vs 200 min, takes away 2 supply, smaller warp radius, easier to kill)

Agree, had the same idea some days ago: Nexus + double radius, but knowing Blizzard, that's not the kind of thing likely to happen
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
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