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PvP is going to change in the next Patch ! - Page 43

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dusthoof
Profile Joined August 2010
279 Posts
April 23 2011 14:10 GMT
#841
Anyway can you please give us back Amulet? Just make them only for gateways.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
April 23 2011 14:14 GMT
#842
On April 23 2011 23:09 Esel wrote:
got the feeling this will make 4gate in P v T totally useless and very hard in P v Z

Which would be bad how exactly?
mprs
Profile Joined April 2010
Canada2933 Posts
April 23 2011 14:17 GMT
#843
never been so excited to see a nerf towards my own race :S
We talkin about PRACTICE
Knutzi
Profile Joined July 2009
Norway664 Posts
April 23 2011 14:19 GMT
#844
to fix pvp they need to somehow make expanding viable and something also needs to be done with the collosus wars
Shooks
Profile Joined January 2011
Australia256 Posts
April 23 2011 14:19 GMT
#845
There's no problem with PvP, the matchup actually takes a lot of skill, anyone that says otherwise just doesn't know how to play it.
TrainFX
Profile Blog Joined November 2010
United States469 Posts
Last Edited: 2011-04-23 14:20:54
April 23 2011 14:20 GMT
#846
5gate rush only zealots no gas?
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
April 23 2011 14:21 GMT
#847
I like the idea, but I'm still not sure about the future of PvP and how much 2 Gates will be used.
Artosis : Clide. idrA : Shut up.
loklok
Profile Joined January 2011
Germany161 Posts
April 23 2011 14:24 GMT
#848
On April 23 2011 23:02 Obscura.304 wrote:
One thing that makes sense to me, and I've never seen mentioned (which could mean it's a bad idea for reasons I don't see):

Increase the morph time from gateway -> warpgate to something like 35 seconds instead of the roughly 2 seconds it takes now. A big part of the power of the 4-gate is that warpgates put you a production cycle ahead; making warpgate morph take longer would effectively get rid of the "front loaded" advantage that warpgates have.


I'm thinking of early 1 base roach agression which is hardly to stop with the current warp tech timing. You have to decrease production timing if you increase any delay on warptech. That is a logical conclusion because PvZ PvT are pretty well balanced in the early and the goal is not to nerf 4 Gate agression in these match ups.

The other point is that the influence on these match ups will be huge. I'm thinking of better possibilities defending early expansions (skip warp tech and have a stronger army) or be able to tech faster.
Fancy.
Profile Joined March 2011
Germany58 Posts
April 23 2011 14:26 GMT
#849
On April 23 2011 23:02 Obscura.304 wrote:
One thing that makes sense to me, and I've never seen mentioned (which could mean it's a bad idea for reasons I don't see):

Increase the morph time from gateway -> warpgate to something like 35 seconds instead of the roughly 2 seconds it takes now. A big part of the power of the 4-gate is that warpgates put you a production cycle ahead; making warpgate morph take longer would effectively get rid of the "front loaded" advantage that warpgates have.


Actually the best idea in the whole Thread, in PvP the Defender would get his Advantage, because he got either 1 Cycle more units, or his enemy has to walk through the whole map.

In other Matchups it wouldn't change that much. If you want to play defensive, just pump units out of gateways, if you want to be aggressive with some sort of WG rush, sacrifice one cycle. The productiontime of WG and GW should be tweaked to be the same, in that scenario.
dusthoof
Profile Joined August 2010
279 Posts
April 23 2011 14:26 GMT
#850
As I said before, they should just nerf pylons. Warping over high ground is the problem. Pylons can only warp in on the same level.
MarcH
Profile Joined January 2011
United Kingdom362 Posts
Last Edited: 2011-04-23 14:34:13
April 23 2011 14:28 GMT
#851
This is a 2 part change really the first part is directly related to pvp and the second to pvx where x is not p.

Part 1

This change should only effect a super fast 4gate (around 6 mins) and none of the other versions that are delayed and often involve tec.The 4gate Blizz want to change here is the 6min one and not the others. Also in the OP the linked quote says something like this is one of the areas were lookig at so this may well not happen and be an example of the sort of changes blizz could implement.

The problem with the 6min 4gate is that whilst their are ways to beat it that arent a defensive 4gate they are hit and miss such as sentry delay if you dont FF correctly your done and the robo based defence is also knife edge thin as your second imortal is generally only around half way ish finished as the 4 gate hits and your army is smaller so if you cant kill the stalkers fast enough and keep your immortal alive you die.

Thats where this change comes in it will delay the super aggresive 4gate enough to make some of the non 4gate defences more viable as they will have more units etc but still leave the 4gate viable if you play better than your opponent you should still win with a fast 4 gate but it will be harder and the rest of the 4 gate variations are stil lviable as they were delayed anyway.

Part 2

This effects the other matchups as atm warpgates produce units faster than normal gates so if they speed up the production of units from warpgates then you will be a bit ahead with units to begin with and the increased time to get WG wont be an issue as your units build faster so you have more. This could be an issue if they increase the build time of Zelots as 2 gate proxy would be more viable again but if they left zelots as they are and instead decreased the build time of sentries and stalkers (what i think blizz would do if they implemented this change) you can still produce enough units to defend against T & Z.



The big thing about this change is that they dont have to mess with any of the mechanics that are already in the game. Onlu minimal adjustments will be required by players rather than completly overhalling the Warp mechanic with moving where/when you can warp in units and train WG itself.
BronzeKnee
Profile Joined March 2011
United States5221 Posts
Last Edited: 2011-04-23 14:42:47
April 23 2011 14:38 GMT
#852
All they have to do is not allow units to be warped in on ramps and the problem is fixed. Then you could just FF the bottom of your ramp like you do on the other matchups to stop early game pressure.

This is really going mess to with all the matchups a lot, and also all the early game timings for Protoss players. Who knows what this will create.

I also think people are just starting to understand how to stop the 4 gate, and while still very powerful on maps with wide ramps or no ramp, people are stopping the 4 gate without going 4 gate on maps with normal ramps. Also, any aggressive early opening for any race is going to be good in a mirror match on maps without a normal ramp, because if you have more units, and your units are exactly the same, you're likely to win in a battle. That is just common sense.
Grrrr
Profile Joined April 2011
United States1 Post
April 23 2011 14:40 GMT
#853
Stuff that would affect PvP without affecting other matchups:

1. Give Protoss the ability to detect warp-ins (red dot on mini-map)
2. Give Protoss the ability to detect Psi field sources (pylons and "phasing mode")

Options for mechanics:

a. Just give it to them, all the time, no pre-requisites
b. Connect it to the Cybernetics core (lose your core[s], lose the detection)
c. Add a new building (kinda like the Terran Sensor tower is a separate building)

Lore Justification (for those who care):

Warping something in could easily create a psionic wave that is not usable energy, but is easily detectable -- like Radio is not usable electrical energy, but it's easily detectable. A heavily psionic race like the Protoss would either "sense" the waves, or they would develop tech that could sense them. (Attaching the detection to the cyber core would be a rationalization for why the Zerg can't also detect it: they might know it's in the area, but not have the tech to pin down a useful location.)


This sort of ability achieves the goal of affecting PvP without affecting other matchups. It should have an effect on 4 warpgate pushes (because it would give detection of the forward pylon), but only time would show how much it changed the game dynamics for PvP.
If God wanted us to have sex, we would've been born naked.
haitike
Profile Joined June 2009
Spain2731 Posts
April 23 2011 14:45 GMT
#854
On April 23 2011 22:51 Fym wrote:
what sucks in PvP is the fact that forge first fast expo is not viable like it was in sc1 so they have to do something


in SC1 forge fist fast expo want viable in PvP, dragons were too powerfull for that.
shaman6ix
Profile Joined January 2011
Greece212 Posts
Last Edited: 2011-04-23 14:47:51
April 23 2011 14:46 GMT
#855
On April 23 2011 15:44 Integra wrote:
Show nested quote +
On April 23 2011 15:39 windsupernova wrote:
On April 23 2011 15:22 Integra wrote:
On April 23 2011 15:18 windsupernova wrote:
On April 23 2011 15:15 Integra wrote:
On April 23 2011 12:21 Mercury- wrote:
On April 23 2011 12:16 DreamSailor wrote:
On April 23 2011 11:52 Mitchlew wrote:
I love how blizzard deliver nerfs now. We have a gift to you protoss players, we are nerfing your warp gate tech!


This is no different than any other patch. Protoss has been nerfed nearly every patch since beta.

This should tell you something about how wrong the whole race is :/


Even liquid'tyler admitted on the latest SOTG how easy protoss is:"Since protoss seems to be winning every tournament the nerfs won't matter much, there is also a ton of stuff that Protoss as a race still can do, So I'm not worried, it's not like we are out of options."

Protoss will see more nerfs. There is no reason to as why a Protoss can sit his ass and only defends until 3 bases and then goe out with a big deathball and just roll everything. Or the fact that you can simply 4-5 warpgate and win everything.


No, he never said that Protoss were easier. Stop pretending that he did say that. The only true thing about your post is that he and inc said that Protoss still had a few tricks to use in case what they are doing stops working

Yes they did, They even criticed another protoss player, dont remember what his name was for winning by doing the exact "wait for 3 bases and then attack and instant win" bullshit I just descriped above. Incontrol even said he really wished that the protoss player wouldn't had won with it. I'm not going to refere to IdrA though, he rages all the time, so that's to be expected :p


It was Cruncher who was criticized and IIRC and he was criticized for having a boring style not being less skilled and winning because ezpz race. And again Tyler never said Protoss was easier to play as, I think either he and InControl said that what Cruncher did was not as easy as people were making it out to be.

Again if you want to prove me wrong just tell me on what minute mark he said that protoss was the easy race and i will apologize.

No, I doubt you will admitt protoss being easier to play, regardless of what I tell you so I won't spend time on it.


What a narrow-minded prick you are.. the guy is trying to be helpful and to offer to the conversation but you re still in full denial. Protoss is not OP or ''easier to play'' and the game IS balanced. But i hope that you, i suppose as a bitter zerg player who chooses to whine all the time instead of improving his play, continue to believe that toss is OP, so you stay in the same stalemate situation you are now and i can continue to stomp you in the ladder.

Whiners.. arent you tired of whining all the time about a game?
when evolution is outlawed, only outlaws will evolve
ch4ppi
Profile Joined July 2010
Germany802 Posts
April 23 2011 16:39 GMT
#856
Well actually I thought a long time, that this was already the case (I mean during the beta).

This is very good for the game in general, because it forces the player to make choices. Both possible ways to produce Units have advantages and disadvantages. Its the players Choice again, not like before where going Warpgate with all unit is a must have and it would just make no sense to get.
I dont want to talk balance here, since every really big change is nearly impossible to judge, because the metagame has to evolve around it. I do Like that very much and I hope PvP gets more interesting in this way!
Disciple7
Profile Joined August 2010
United States198 Posts
April 23 2011 16:45 GMT
#857
I always thought it would be cool to just have opposing pylon fields cancel each other out so the offensive toss couldn't warp up onto the ramp. I'm kinda disappointed though, as PvP was my best MU =(.
A fanatic is one who can't change his mind and won't change the subject. -Winston Churchill
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
April 23 2011 16:54 GMT
#858
I think this is the perfect way to nerf 4gate without making Protoss underpowered early game in the other matchups... I am however a little worried about proxygating becoming too strong, and could then maybe be used in all three MU's. Only time will tell I suppose... but I feel that even thought when I first read this I thought that it was genius, now that I've thought about it for a bit, I don't think this is a good idea after all. It appears there are no ways to nerf 4gate without breaking the game balance imo... unless you could somehow make a change that would only affect PvP, but now we're getting into the realm of ridiculousness.
Darkyshor
Profile Joined March 2011
Romania4 Posts
April 23 2011 16:54 GMT
#859
well finally protoss players will stop this 4gate bs they do in every game versus any matchup
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
April 23 2011 16:56 GMT
#860
On April 24 2011 01:45 Disciple7 wrote:
I always thought it would be cool to just have opposing pylon fields cancel each other out so the offensive toss couldn't warp up onto the ramp. I'm kinda disappointed though, as PvP was my best MU =(.

That would be genius btw...
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