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PvP is going to change in the next Patch ! - Page 24

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T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
April 22 2011 16:13 GMT
#461
The return of 2gate and horror gates ! <:

v3chr0
Profile Blog Joined April 2010
United States856 Posts
April 22 2011 16:15 GMT
#462
Gateways while massing an army, Warp Gates when you move out, I would endorse a change to gateway/warpgate tech, it would mix things up a lot more and create a better mirror match up.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 22 2011 16:18 GMT
#463
okay I can see why it would help in pvp 4 gate but this is more of a gigantic buff in the other match ups for Toss. Gateways making units faster than WG? And, WG just behind by a little bit? Wow...the flexibility of the Toss army is going to be insane. WG is already cheap as hell to research, and toss can switch back and forth between WG and Gates. We will see.
PanzerKing
Profile Joined May 2010
United States483 Posts
April 22 2011 16:18 GMT
#464
Are people really that worried about 2-gate proxies on the large maps we're using nowadays? If we were talking about Steppes of War, I could understand the complaint, but are you really worried about 2-gate proxies on a map like Crevasse?
http://tkrmx.blogspot.com/
Incursus
Profile Blog Joined May 2010
United States415 Posts
April 22 2011 16:19 GMT
#465
I think that this is going to make Proxy gates too strong and it won't really affect 4 gate all that much. People will just make more units from their gateways before pushing out with the gate. Not to mention that if they chrono the research all the way out it will still be out before a non 4 gate and the dynamic is fairly unchanged, with the exception of giving more time to get an Immortal or two out from a non 4 gate build.

PvP will still be the stupidest match up :/
Don't be surprised when a crack in the ice...appears under your feet.
HoTaDoGu
Profile Joined April 2010
United States1 Post
April 22 2011 16:19 GMT
#466
Would maybe changing the way pylon warping fields work help the state of PvP?

For example if your warp field intersected with the warp field of your opponent then units cannot be warped in in the area of intersection. I feel that this will stop the main problem which is the ability to warp in zealots on the high ground of the opponents base past the force field.

It also won't affect other aspects of PvP where 4-gate is still a viable strategy and hidden unscouted pylons will still be very powerful in this matchup, while still allowing other strategies such as 2 or 3 gate robo to be viable. Also this will not affect any of the other matchups other than PvP.

There may be some ways to abuse this but I cannot think of any off the top of my head right now.
b_unnies
Profile Blog Joined March 2006
3579 Posts
Last Edited: 2011-04-22 16:21:50
April 22 2011 16:20 GMT
#467
I would like it if gateway unit build time is shorter than warpgate unit cooldown. would make you choose whether you want warpgate or gateway and it would actually make sense to have the change warpgate--->gateway button.

if this does happen, this would probably be one of the most influential patch in WoL
Datum
Profile Joined February 2011
United States371 Posts
April 22 2011 16:21 GMT
#468
On April 23 2011 01:09 aicaramba wrote:
Show nested quote +
On April 23 2011 00:51 synapse wrote:
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



I was thinking something along this line, but not to increase the warp-in time.
Increasing warp in time would make toss more vurnerable to medivac drops.

The problem with warpgate technology as it is, is that the protoss can get a full volley of units very quickly after completing gateways/units. This can be prevented by increasing the time it takes a gateway to transition into a warp gate..
It takes 10 seconds now, but if that time is increased to 25/30 seconds or so, the 'extra' volley of units can be nullified.

I have no idea how this would change the other match-ups though.


This seems like a really good idea. The only problem I can see is that missing a round of production in the early game can be a very big deal, and might open up protoss to some strong timing attacks.
Greem
Profile Blog Joined September 2010
730 Posts
April 22 2011 16:22 GMT
#469
On April 23 2011 00:24 eviltomahawk wrote:
I wonder if Blizzard is also considering a change to the Colossus alongside this 4gate fix...

Either way, I'm looking forward to the next PTR. It seems that with their acknowledgement that Colossi are OP and that 4gate needs fixing, there might be some sweeping changes coming for the sons of Aiur.


Agree, Sons of Aiur need some change indeed LOL. But i dont think we'll see some hard changes to collosus, since they gonna mess up another matches.
youtube.com/N0rthernL1ght
Ashera
Profile Joined July 2010
Canada202 Posts
April 22 2011 16:22 GMT
#470
I feel like early pressure builds such as 2 gating will be even stronger with this change. However I think it would delay the 4 gate timing per say? However the amount of units I think is going to be the same.
Viva la Vida
Snaphoo
Profile Joined July 2010
United States614 Posts
April 22 2011 16:23 GMT
#471
On the bright side, any change to PvP to weaken 4-gate (in the way described by Blizz) automatically strengthens 1 Gate FE against Terran (units come out of regular gateways faster) and speeds up 3 Gate Expand builds against Zerg.
Dommk
Profile Joined May 2010
Australia4865 Posts
April 22 2011 16:25 GMT
#472
On April 23 2011 01:05 Liquid`Nazgul wrote:
i hope they patch it so that 4 gate is still a good strat just not the only one. i really don't want to see 50 colossus war games in a row.


Not sure how they will even fix it, the timings work right now that a Voidray or Immortal can't be done in time before a 4warpgate hits, but aside from Voidrays, Immortal/3Gate will almost always hold 4gate if the Immortal can come out before the warpgates are done.

I don't see 4gate being viable in PvP at all if the other Protoss is prepared for it. IF warpgate tech is delayed enough such that the other side can produce a round of units from 3gateways, then there is no chance in hell you can get those ramp pylons down, a 1 unit advantage isn't enough to deal with 2 pylons + Stalker/Zealot, but a 3/4 Unit advantage will clean house. Much the same, if an immortal can be completed before Warpgate tech is finished then how would you ever get close :S? Right now KCDC's 1gate Robo can get an immortal out 10seconds after 4gate hits, the tech doesn't have to be delayed long at all for it to favor Robotics builds.

Being able to go DT's, Stargate, Robotics and Blink safer than before is just going to make this match up even more of a "coin flip" considering how hard it is to counter another tech tree when committed to one (Blink > Stargate > Robo) and if both players do the same build then there is going to be one long Mexican stand off where neither side ever wants to engage
raf3776
Profile Blog Joined August 2010
United States1904 Posts
April 22 2011 16:26 GMT
#473
On April 23 2011 00:47 Avean wrote:
I really dont see how this is going to change anything with PvP.
Increased research of warp gate to 10 seconds (Lets imagine that).
Decreased build time for tier 1 units in gateways (3 seconds)

That only means we will be building more units outta gateways for 10 seconds longer before warp. It will not change anything for PvP which i guess is Blizzards main reason for this change.
But it will affect everything else, proxy rush from protoss will be alot faster (Depends on the decreased time change).

I really dont see the point of this change ..........

It lets other builds have more time. It gives you more time to get immortals out, or pheonix, or more sentries, etc
WWJD (What Would Jaedong Do)
squizl
Profile Joined September 2010
Croatia2 Posts
April 22 2011 16:27 GMT
#474
I feel most people just took Blizzard's idea of slightly changing the PvP matchup, as a sure confirmation of their intent to nerf Protoss. You're all just spewing out ideas on how to nerf warpgate mechanic, when no one ever said it was actually imbalanced anywhere but in PvP.

Putting the upgrade on Twilight Council, limiting the range of warpin, allowing it only with warp prisms etc.??? What are you people smoking? Might as well put stim and concussive shells on ghost academy, and allow roach and ling speed only with lair tech. Warpin is a cornerstone Protoss mechanic, it's one of the main reasons why their units are weaker than their T1 counterparts, and you want to nerf it still? Seriously?

Next patch is probably still some time away, and I'm almost certain the metagame will shift by the time they bring the ptr up, but even if they slightly change the timings in PvP I feel they should refrain from making any bigger changes to warptech like some of you would want.
Build a man a fire, and he's warm for the day. Set a man on fire, and he's warm for the rest of his life.
aicaramba
Profile Joined October 2010
Netherlands110 Posts
Last Edited: 2011-04-22 16:31:07
April 22 2011 16:28 GMT
#475
On April 23 2011 01:21 Datum wrote:
Show nested quote +
On April 23 2011 01:09 aicaramba wrote:
On April 23 2011 00:51 synapse wrote:
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



I was thinking something along this line, but not to increase the warp-in time.
Increasing warp in time would make toss more vurnerable to medivac drops.

The problem with warpgate technology as it is, is that the protoss can get a full volley of units very quickly after completing gateways/units. This can be prevented by increasing the time it takes a gateway to transition into a warp gate..
It takes 10 seconds now, but if that time is increased to 25/30 seconds or so, the 'extra' volley of units can be nullified.

I have no idea how this would change the other match-ups though.


This seems like a really good idea. The only problem I can see is that missing a round of production in the early game can be a very big deal, and might open up protoss to some strong timing attacks.


Ye, my worries exactly. Havent really thought about the solution for that. But I think blizzard can find something to fix that.
Caspas
Profile Joined April 2011
Germany157 Posts
April 22 2011 16:30 GMT
#476
I am not sure if that change is really neccessary. Four-gate on maps with small chokes is easy to hold with 3 gate sentry, to close the ramp. an then go on with delayed robo colossus. This is a free win because having the higher colossus count gives incredible advantage. In addition it gives you the opportunity to build some immortals if the pressure your opponent puts on you is too high.

What i personally hate in PvP is the situation if the opponent does anything similar, cause due to the colossus count the player who wins the first engagement has achieved victory, nearly automatically.

Therefore i'd conclude PvP will stay boring at another level.
happyness
Profile Joined June 2010
United States2400 Posts
April 22 2011 16:30 GMT
#477
On April 22 2011 17:42 Cajun2k1 wrote:
Didn't they already increase buildtime for gateways because they found 2 gate to be too strong?


With bigger maps being used now, 2 gate isn't a huge problem.
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
April 22 2011 16:31 GMT
#478
Any pros out there got some ideas about how this would affect the later game collosus wars?

I know we don't know the exact changes yet, but I'm guesing that if there come to be more builds that are safe to open with, could there be a possibility for strong non-collosi builds?
I am you, and you are me.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
April 22 2011 16:32 GMT
#479
I've been thinking about this for a while, and believe Blizzard is definitely onto the right track.

Protoss is balanced in many ways around warp gate tech. If you nerf the tech itself, by making it so Protoss can't warp in, so warping-in units takes much longer...you nerf the majority of the Protoss army, and likely cause huge imbalances that would require buffing them in other ways, which would cause a cascading effect throughout the game and ultimately run a good risk of breaking balance entirely. At this point, warp is as fundamental to Toss as creep is to Zerg.

But as essential as Warp is for balancing purposes, it also makes certain early game all-ins ridiculously strong. Not just in PvP, although thats where it manifests the worst, but in all matchups. It makes it trivially easy to get a huge number of strong units right at your opponent's doorstep at a scarily eearly time.

As such, the best move does seem to be to simply ensure that warp tech doesn't enter the game until a bit later, and then make whatever adjustments are necessary to ensure Protoss aren't simply overrun in the early game.
He drone drone drone. Me win. - ogsMC
Granath
Profile Blog Joined August 2010
Sweden31 Posts
April 22 2011 16:32 GMT
#480
Don't know if someone has pointed this out in the previous 24 pages, but why wouldn't they just change so that FF blocks vision over the ramp?
Then you can if you place your ff:s correctly survive with 3 gates but it wouldn't remove 4 gate entirely, cuz it would suck to only have colossi wars.
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