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The Warp Mechanic and How It Broke Protoss - Page 43

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akalarry
Profile Joined January 2011
United States1978 Posts
Last Edited: 2012-01-06 17:16:11
January 06 2012 17:07 GMT
#841
warpgates are just a broken mechanic (not imba).

as of now, i can't fathom to see why warpgates BUFF gatways in every way... there needs to be a tradeoff. if anything, warpgates should have a much higher cooldown time that gateways in exchange for being able to warp in anywhere on a big ass map. absolutely makes no sense.

in addition pylons being able to warp in is just ridiculous. having warp prisms (note WARP) being able to only warp in units would make the game much more balanced imo. obviously things would have to be tweaked, but that would make much more sense.

i wish we could just get rid of warpgates all together. that would also fix khaydarin amulet.


edit: unit clumping is the main reason the matchups are broken. almost everything i can think of that's wrong could be fixed by not having ridiculous unit clumping
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
January 06 2012 17:18 GMT
#842
Late game warpgates are kind of crazy. Being able to instantly remake 40 supply worth of units is too much. After a big engagement toss is always one production cycle ahead.
intentionalgamer
Profile Joined July 2011
United States3 Posts
January 06 2012 17:26 GMT
#843
I agree with what you are saying. ***RIGHT NOW*** Toss simply cannot push out against other matchups effectively unless it is an all-in. It is tough, but we have to learn to adapt and evolve. There is a way to deal with this stuff, it just hasnt been discovered yet imho.
deadmau
Profile Joined September 2010
960 Posts
January 06 2012 17:33 GMT
#844
On January 07 2012 02:26 intentionalgamer wrote:
I agree with what you are saying. ***RIGHT NOW*** Toss simply cannot push out against other matchups effectively unless it is an all-in. It is tough, but we have to learn to adapt and evolve. There is a way to deal with this stuff, it just hasnt been discovered yet imho.


That is not what anyone is saying...

This is not the the case this post is presenting whatsoever, everyone please disregard this ignorance.
blowfish
Profile Joined October 2010
Austria238 Posts
January 06 2012 17:36 GMT
#845
On January 07 2012 02:26 intentionalgamer wrote:
I agree with what you are saying. ***RIGHT NOW*** Toss simply cannot push out against other matchups effectively unless it is an all-in. It is tough, but we have to learn to adapt and evolve. There is a way to deal with this stuff, it just hasnt been discovered yet imho.

If he means pushing out with warpgate tech that is the feeling a lot of protoss have. Also depends on your definition of an all in
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 06 2012 17:38 GMT
#846
As a mapmaker I can tell you that warp-in ruins a lot of concepts~

Apart from that it obviously has numerous negative effects on actual gameplay.
Would be happy if it was lategame tech or only worked at Warp-Prisms and the normal/early game production would be from normal Gateways.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 06 2012 17:43 GMT
#847
This total thread is complete utterly stupid.

Defenders advantage has many many factors to it, only one of them being the shorter rally vs longer rally. There are the defensive buildings, creep, sim cities etc. Someone playing agianst toss still has a large defenders advantage, in fact I think the defenders advantage is as big or even bigger then it is in SC:BW.
- bunkers are salvageable thus a much easier and less costly investment. It's also much easier to wall with buildings. Compared to BW terran can use their buildings much better on defense.
- zerg has queens so some free DPS when defending unlike in BW. Creep spread and speedlings also make it very easy to prevent or push away the proxy pylon
- protoss has the sentry, an early game unit that is unmatched in it's ability to defend a ramp

Ofcourse PvP has been a trainwreck of a matchup for a long time but this is not only because of warpgate, it simply took a long time to nerf the various aspects of the 4 gate or buff the 4g defense without screwing up other matches. Blizz policy of slowly patching only changing small things at a time is good in theory but when they don't nerf hard enough it really stinks especially in mirror matches which balance wise are not a priority. This all-in or nothing some people claim about is also quite the nonsense, that is to an extent true for any race. Almost any timing attack will set you back significantly when it fails, this is true for zerg, protoss, terran or whatever.
The only problem is that protoss does not have a dedicated harass unit that is not gimmicky as the DT. In PvZ air harass is already very common and blink styles are common too in PvP but agianst terran there are no safe harass units. This can lead to the turtle till deathball kind of style but there is ALWAYS one race that has a natural tendency to turtle in a matchup. The race with the slower units simply has more incentive to stay back as moving out has huge risks.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 06 2012 17:48 GMT
#848
Yeah, this thread had run its course. Take any future discussion to the balance thread
Administrator~ Spirit will set you free ~
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