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Active: 4937 users

PvP is going to change in the next Patch ! - Page 26

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tsuxiit
Profile Joined July 2010
1305 Posts
April 22 2011 16:50 GMT
#501
On April 23 2011 01:49 leo23 wrote:
Show nested quote +
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.


haha you'd rather see 50 4 gates in a row?


That's not his point.
Daralii
Profile Joined March 2010
United States16991 Posts
April 22 2011 16:51 GMT
#502
On April 23 2011 01:42 oxxo wrote:
Show nested quote +
On April 23 2011 01:33 TimeSpiral wrote:
On April 23 2011 01:27 squizl wrote:
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.


I know you're new here, but I wouldn't come into the scene with guns blazin' like that. Ease your way in. It's better that way.

Secondly, the whole "Protoss Tier 1 is Weakest" myth needs to be put to rest. Zealot Sentry Stalker is a very, very powerful combination. So is Marine Marauder, so is Ling Bane Roach. They all have pros and cons emphasized by different mechanics.

Warpgate attacks wouldn't be a huge problem if the Protoss Tier 1 was in fact the weakest. I think what you're perceiving is the various timings (upgrades, spawn locations, unit selection, etc ...) where advantages change in each matchup and focusing on the windows where you are vulnerable.


Very true. In fact it seems like people complain about P T1 being weak when they are going against upgraded T1 w/out their own upgrades (stim/conc, ling speed/roach speed, vs no charge/blink). P T1 is more than fine.

The problem is that our unit specific upgrades are part of one of the weaker lategame tech paths(generally, robo > templar > stargate in terms of safety) and is significantly harder to reach. We can't go straight into teching because we need to pour a lot of resources into early units to deal with fast roaches/marines(stutter step effectively neutralizes zealots without charge and they're incredibly cost effective against stalkers, our only hope is to split up the ball with sentries which cost 100 gas per). It's basically equivalent to needing an armory to get stim/concussive.

Partially related, stalkers have the worst upgrade scaling in the game.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
canikizu
Profile Joined September 2010
4860 Posts
April 22 2011 16:51 GMT
#503
On April 23 2011 01:49 leo23 wrote:
Show nested quote +
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.


haha you'd rather see 50 4 gates in a row?

At least it ends fast.
Neo.NEt
Profile Joined August 2010
United States785 Posts
April 22 2011 16:53 GMT
#504
On April 23 2011 01:44 Golgotha wrote:
Show nested quote +
On April 23 2011 01:41 Neo.NEt wrote:
I've been wondering why they haven't increased the research time of warp gate for awhile now. I don't play enough protoss to really know, but I think if they made it take 30 seconds or a minute longer it would make PvP a LOT more fun and it wouldn't exactly break the other matchups. I don't think there are that many times where you are praying for your warp gate to finish. When that does happen, I think the situation could have probably been avoided (make gateways earlier? I don't really know). I think this would also make team games more fun.

But again I play Z so what do I know.


in a pvp having that WG research finish asap is life or death.


Well unless one of you is playing post patch and the other is playing pre patch that isn't going to matter in PvP b/c your both still going to get warp gate ASAP. I was talking about the other match ups where marauders run up your ramp and you're screaming for warp gate to get done. If that's a common thing that goes down then this would be a problem. My guess is you can chrono a sentry out and probably be fine. (probably)
Apologize.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-04-22 16:56:19
April 22 2011 16:54 GMT
#505
On April 23 2011 01:41 Numy wrote:
Show nested quote +
On April 23 2011 01:37 DarkRise wrote:
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").

Removing warp in is pretty stupid, you pretty much cancel how protoss is build and how it differ to the other races. Protoss will be just like Terran without warp ins.


Warp in doesn't define Protoss. Saying it does is ludicrous.

Er, pretty sure it is. Wasn't in stressed in the Alpha/Beta that Warpgate wasn't supposed to be a choice and they balanced engagements given that Protoss has warpgates? Mid/Late game gateway units won't work without Warpgates as Protoss builds purely based on reaction. There is a fine line in balance between Stalkers, Sentries and Zealots. If you see a ton of Lings then you need to warp in a sentry or zealot asap, if you have to wait 30-40seconds then it can be too late.

Not to mention they would have to bring KA amulet back and maybe increase sentry starting energy to compensate for the new build times. Warp gates mean Sentries get 40seconds of energy they would not have got if built from a gateway, + have to buff Protoss gateway units because in almost every single end game fight, Protoss always relies in warp-ins to support their army. Too big of a mess getting rid of Warpgates
ampson
Profile Blog Joined January 2011
United States2355 Posts
April 22 2011 16:55 GMT
#506
If this does go through, I'm gonna make a bunch of proxy 2 gates vs every race but terran. It will be kinda hilarious if they decrease zealot build time. Only it will be more all-in than makarax because gateways can't lift off.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
April 22 2011 16:56 GMT
#507
I'm all for the gateway unit build time being buffed (with some exceptions to the zealot), but warpgate shouldn't be as much of a requirement as it is in the early game because of the complete negating of defenders advantage. That being said, I still believe either collosus needs a nerf or other toss units get buffed so there are other options. This patch might change the early game of toss, but if the midgame still leads to a lot of "zhoom zhooooom", it's still won't be that great.
the farm ends here
CellTech
Profile Joined June 2010
Canada396 Posts
April 22 2011 16:59 GMT
#508
Why do I have the feeling that warpgate research time will be increased and nothing else will be changed ?
^ Probably a Troll Post
Whitewing
Profile Joined October 2010
United States7483 Posts
April 22 2011 17:00 GMT
#509
Easy mode fix: Have warpgates warp in units near your nexus or a warp prism, and require a separate upgrade to warp them in from pylons.

*BAM*
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 22 2011 17:01 GMT
#510
On April 23 2011 01:55 ampson wrote:
If this does go through, I'm gonna make a bunch of proxy 2 gates vs every race but terran. It will be kinda hilarious if they decrease zealot build time. Only it will be more all-in than makarax because gateways can't lift off.


lol i hate you. imma have to scout my base even more now cuz once that gate is down the zealot pretty much comes out immediately.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 22 2011 17:02 GMT
#511
On April 23 2011 01:51 Daralii wrote:
Show nested quote +
On April 23 2011 01:42 oxxo wrote:
On April 23 2011 01:33 TimeSpiral wrote:
On April 23 2011 01:27 squizl wrote:
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.


I know you're new here, but I wouldn't come into the scene with guns blazin' like that. Ease your way in. It's better that way.

Secondly, the whole "Protoss Tier 1 is Weakest" myth needs to be put to rest. Zealot Sentry Stalker is a very, very powerful combination. So is Marine Marauder, so is Ling Bane Roach. They all have pros and cons emphasized by different mechanics.

Warpgate attacks wouldn't be a huge problem if the Protoss Tier 1 was in fact the weakest. I think what you're perceiving is the various timings (upgrades, spawn locations, unit selection, etc ...) where advantages change in each matchup and focusing on the windows where you are vulnerable.


Very true. In fact it seems like people complain about P T1 being weak when they are going against upgraded T1 w/out their own upgrades (stim/conc, ling speed/roach speed, vs no charge/blink). P T1 is more than fine.

The problem is that our unit specific upgrades are part of one of the weaker lategame tech paths(generally, robo > templar > stargate in terms of safety) and is significantly harder to reach. We can't go straight into teching because we need to pour a lot of resources into early units to deal with fast roaches/marines(stutter step effectively neutralizes zealots without charge and they're incredibly cost effective against stalkers, our only hope is to split up the ball with sentries which cost 100 gas per). It's basically equivalent to needing an armory to get stim/concussive.

Partially related, stalkers have the worst upgrade scaling in the game.



Well, this is not the thread to articulate the "my units are weaker" myth/argument, but I cannot help but emphasize the point that if Protoss early game units were in fact the weakest, then why is the 4gate such a ridiculously hard thing to deal with? If all three races have defender's advantage, shouldn't the 4gate often end in a wash? Heck, we've even been seeing 3gate pressure ending games, as well as the newly popularized 4gate expand play.

Instead you'll generally see the entire opposing army dead, and the Protoss player with X# of zealots and X# of stalkers remaining, waltzing into your main, with no hope of your reinforcements stopping them.

The risk/reward ratio for rushing to warpgate aggression is skewed too heavily in the favor of warpgate rushing. I think this is what Blizzard wants to "fix".
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Ipp
Profile Blog Joined March 2010
United States456 Posts
April 22 2011 17:02 GMT
#512
I find it odd they would reverse a change after nerfing early game for another race. Since the Zealot build time nerf (23 -> 28 seconds) -- they have made supply depot a requirement for barracks and increased bunker build time.

Be much better off moving it over to the Twilight council; I'd say Templar Archives but that would completely screw over DT's, unless they get rid of the Dark Shrine. Makes sense to be more to the "energy" tech since Warp Gates is a hidden boost to energy units; while on cool down they gain energy -- while in build time they don't. If I'm not mistaken that is ~20 energy. Additionally it would attempt to balance PvP mass colossus as the warp gate army would be extremely mobile.
http://youtube.com/RageQuitTV
djcube
Profile Blog Joined July 2009
United States985 Posts
April 22 2011 17:02 GMT
#513
Interesting potential changes. I'm not exactly sure how this would discourage 4gate in PvP, though. What would stop the player 4gating from just pumping units off 4 gateways, then timing their attack when warpgates would kick in?
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 22 2011 17:02 GMT
#514
On April 23 2011 02:00 Whitewing wrote:
Easy mode fix: Have warpgates warp in units near your nexus or a warp prism, and require a separate upgrade to warp them in from pylons.

*BAM*


That would greatly hurt the toss early game. where would the pylon WG upgrade be located? Council tech? robo? gate?
vojnik
Profile Joined October 2010
Macedonia923 Posts
April 22 2011 17:04 GMT
#515
i wont have problem with 2 gate vs z if they eliminate close pos
For the swarm!
bingobango
Profile Joined August 2010
26 Posts
April 22 2011 17:04 GMT
#516
The obvious solution would seem to be having warpgate research make gateways produce units faster as well, so they don't get insane 2-gate rushes, but still have a defenders advantage.
masterbreti
Profile Blog Joined October 2010
Korea (South)2711 Posts
April 22 2011 17:04 GMT
#517
this sucks tbh. How else will i get into masters without my 4 gate. sucks for those of us stuck in a crappy league and have only our 4 gate to get us out. Hope this does not change protoss chesse potential.

maybe will have to get good at cannon rushes T_T
DoomFox
Profile Joined April 2010
Canada51 Posts
April 22 2011 17:05 GMT
#518
Isn't the original reason for the zealot build time increase because zergs could not defend 2 gate mass zealot?

Why not revert zealot build time to produce faster and just buff zerglings so they're not so useless against zealots.

If I remember correctly in Broodwar it took 3 zerglings to beat 1 zealot but in SC2 it takes 4. And I think this is because SC2 zerglings have slower attack speed compared to BW lings.
Cataphract
Profile Joined August 2010
United States69 Posts
April 22 2011 17:06 GMT
#519
The Warp Gate upgrade now lowers to build time of units from a Gateway.

Done.

4gate is still viable against other races(lol), but if you are 4gating another toss, they will get reinforcements faster.

Gateway build time for Zealot: 33 seconds
Warp Gate time for Zealot: 28 seconds cooldown, 5 second warp in (33 seconds total)
Gateway build time for Zealot with Warp Gate upgrade: 28 seconds

So that way, if you are getting 4 gated, if your macro is up to snuff, you will get your units out and attacking 5 seconds earlier.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
April 22 2011 17:07 GMT
#520
This could end up going badly...
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