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TvP Lategame comment from Blizzard - Page 94

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Zoesan
Profile Joined March 2012
Switzerland141 Posts
May 15 2012 13:56 GMT
#1861
The ff issue doesn't belong in this thread anyway. This thread should be about the lategame. Forcefields are still relevant there, but they are not the reason that toss wins lategame. Ridiculous AoE damage is.
Suffer the pain of discipline or suffer the pain of regret
pOnarreT
Profile Joined March 2012
155 Posts
May 15 2012 14:10 GMT
#1862
On May 15 2012 22:25 DelugeSC wrote:
Show nested quote +
On May 15 2012 21:05 gengka wrote:
as much as i love tasteless and artosis's commentary, i feel irritated everytime when they shouted "NICE STORMS!"
LOL its just me though


It's all casters. They get so damn excited over 4 storms when that's the output of one HT with full energy. High Templars should be able to throw down max 2 storms each. That would not break anything and would help so much with late game engagements where the Terran hits all EMPs and then still gets hit with 15 storms.



lol, 4 storms on one ht...
ryx
Profile Joined March 2006
Philippines38 Posts
Last Edited: 2012-05-15 14:17:00
May 15 2012 14:15 GMT
#1863
"Protoss is so easy, you can just 1a into terran and win."

Pull back your stalkers, put up guardian shield, maybe throw down an ff or two, focus your colossi, focus your stalkers, bring in your HT's to throw down a couple of storms, pull back/blink back hurt units, warp in new units. There's a little more to it than 1a... Just about as much as put marauders forward, hit stim, maybe throw down an EMP or two, focus your vikings, do shit with your medivacs, spread out your unit, rally in new ones.

Anyway, there are tons of 1 control group terrans that think they can get away with balling all of their units against a shitload of protoss AoE. Maybe spreading out your units and forcing engagements in open space with flanks will help a bit? Zergs are pretty good at it. Then again, zerg players aren't as averse to using their brains and putting a little more effort into things as terrans are.

edit: Bring back dark swarm and lurkers so ball terrans can hate late game ZvT too
***To Korea With Love***
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 15 2012 14:20 GMT
#1864
On May 15 2012 22:51 okecheyriii wrote:
I'm becoming sick of always reading the same things, protoss are OP due to forcefileds ? Man please try it and lose half of your games because you missed 1 forcefield... things are even for every race, if you make mistakes, you lose, if you destabilize your opponent causing him to make mistakes, you win.

Did all the whining terrans here tried to deny multiple drops in 3 locations with a protoss army ? ofc not, it's almost impossible to balance 1/3 protoss army vs 1/3 terran army.

Please, just try to improve your gameplay instead of running in front of forcefields and whine cause you lose the game.

+ Sentries cost 100 gas, do you know how it delay every single tech path to defend yourself with 4+ sentries against terran ? (minimum to perma FF a main choke)

No offense here but still, stop complaining please. those threads are just useless.

cya



cannon + hts and not goivn over 190 supply, best drop defense for multiple locations without sacrificing alot of your supply. Otherwise just snipe the medivacs if they drop so much early and win the game because you can roll over them if they have not enough heal out.
And forcefields are OP, thats why sentries cost you 100 gas. But missing a forcefield is only a gameover if you were cutting corners on your sentry count. Most people mentioning Forcefields as op though, result out of only a clicking around. As forcefields ruin the pathing when you only a click and the opponent ends up with units not fireing. More their own lack of good controls.
The sentries costing you techtime is also not really true, it was intended to get sentries in the early game, thats why toss tech is pretty cheap on the gas side at the start.
Treehead
Profile Blog Joined November 2010
999 Posts
May 15 2012 14:57 GMT
#1865
On May 15 2012 22:43 Whynaut wrote:
Show nested quote +
On May 15 2012 22:34 Treehead wrote:
On May 15 2012 18:48 Horseballs wrote:
On May 15 2012 17:35 Tyrant0 wrote:
On May 15 2012 12:06 renaissanceMAN wrote:
On May 15 2012 12:02 Scarecrow wrote:
On May 15 2012 11:58 renaissanceMAN wrote:
On May 15 2012 11:49 Scarecrow wrote:
On May 15 2012 11:33 renaissanceMAN wrote:
On May 13 2012 05:05 Talack wrote:
Tried doing what day9 suggested in his TvP video.

Came in, tried to do damage while expanding (as always) would trade armies (usually ontop)
Delay ups, get a better economy with 1 more bases (i've been up 2-3 on protoss a couple times)
Keep trading armies to prevent him from getting lots of t3.
Get better upgrades (lucky with drops and get a 2-2 vs 1-1 advantage lots of times)

Still...does...not...matter. This matchup is completely broken for protoss late game. Blizzard is seeing something in these games that I CANNOT replicate at all. I have gotten every advantage I possibly can, i've had the right army composition and still it just comes down to them eventually getting an army that you cannot do anything at all against. The only time you win is when the protoss is extra extra greedy and you just roll over them, well that's not fun at all. That might as well have been an all-in because they played so bad in those situations.

(Mid-masters for those herp-de-derps wondering)


same here,

played a game today where I was ahead relatively all game, denied his third three times, constantly out producing, expanding, and he still slowly got to t3 (without ever going on the offensive...) and rolled over me with about a billion psyonic storms (i had 10 ghosts at the time)

I'm only platinum though, so my mechanics aren't as good as a master's level player, but the end result is the same, no matter what I did, no matter how big of a lead I had, it was slowly worn away by a player that did nothing to prevent me

i was even on 4 bases to 2 at one point, didn't matter.

This is not a "I lost a ladder game to toss so I'll come whine about it thread". Just because you're bad at the mu doesn't mean everyone is. I'm glad blizzard relies on stats rather than anecdotes from biased platinum terrans who think the mu is impossible late game and then unsurprisingly lose in late game. I see so many posts using words/phrases like 'impossible' and 'you can only win if the protoss is terrible'. It's not surprising you lose with mindsets like that and it's just statistically not true. You might lose every game that goes late because your mindset is freaking horrible but not everyone's is. Stop making excuses for your losses and improve instead, you're nowhere near good enough to be complaining (same to the mid-masters guy).


and you're good enough to be passing judgement as well? please enlighten me.

i've been practicing at tvp for weeks now (with a friend non-competitively), and the end is always the same either I'll all-in and win, or the game will grind to t3 and I'll lose

the matchup IS broken, prove me wrong by showing how you get into the late game against protoss and I'll follow your build order step by step.

or continue to be a pompous asshole and point out fallacies in people's stories, blizzard wants balance? they're certainly not getting it.

You're freaking platinum, i've been GM. You have nfi what you're talking about. "i've been practicing at tvp for weeks now (with a friend non-competitively)" doesn't qualify you to commentate on shit. Your friend's just not mentally crippled and it sounds like you can't micro ghosts/spread to save your life. Your late game is broken, that's all your posts tell me.


so show me some replays, I'm open to learning

the matchup is still broken, unless you're MVP





Match-up isn't broken. Metagame favors Protoss. Or I guess TvP was broken too when it was all terrans in the ro8 for however many seasons crushing the 1 or 2 protoss that even got in several seasons ago.


First, how is the period of terran beating protoss (mostly with 1-1-1 by the way, not the overall matchup) relevant at all to this current discussion? Even if a race were to be ridiculously overpowered for 12 months, and then suddenly in one month it becomes ridiculously underpowered doesn't make it "okay" - it is just as egregious for a person who wants to see a fair game. The argument "well terran won a lot in the past so it is their turn to lose" holds NO weight with me. If you wanted a fair chance back when terran was winning you should want a fair chance now. The fact that the matchup is terrible to play and terrible to watch makes it even more in need of SOMETHING.

And back when every protoss was dying to 1-1-1 everyone SCREAMED and WHINED to blizzard until they came and held the protoss players' hands and changed the game from them. Over and over blizzard has changed the game based on community whining, the precedent has been set. It is in a terran's player best interest to whine and cry about the matchup - the matchup which for all intents and purposes is utterly broken and unplayable for the average player.


I bolded the part I wanted to address. Let's assume for a moment that winning lategame in PvT with maxxed armies where both sides is on 3+ bases is even on the same level of play as a 1-base allin.

I notice that when I search TL for a thread on the 1-1-1, I do not find a 93-page thread full of terrans with such valuable insights as "oh, so I guess I have to allin. thx blizz" and "I can have 400 APM and still lose to a protoss who has 75 APM because he has Colossi. lol" (paraphrased).

Funny to note that despite this rampant outbreak of crying (not found on TL), they changed things - and in light of the 93-page thread saying that PvT is easy, Terran is the worst designed race, and that Terran players are better but lose because Blizzard sucks, Blizzard has... done nothing. It seems there may be a flaw with your "whining = balance changes inc" theory.

Edit: In fact, didn't David Kim just recently say something along the lines of "we hear people talking about TvP as a problem, but we aren't seeing anything like that so we aren't making any changes yet"?


1. That blizzard hasn't nerfed something doesn't mean it wasn't a balance problem; I think everyone has disagreed with David Kim at one point or another.

2. I don't remember a specific complaining thread either, but that doesn't mean there weren't complaints. The strat forum was clogged with like 5 "how to hold 1-1-1" guides with all the same advice, and the LR thread whenever a T 1-1-1ed was pretty toxic.


My point was that the theory of "protoss whined and cried like crazy and got buffs, so we should whine and cry like crazy so we can get buffs too" is inaccurate in terms of what happened, and inaccurate in terms of the stance they've taken on balance. I'm not saying David Kim is right - I'm just saying he's not going to defer to your whining if their stats don't back it up.
okecheyriii
Profile Joined March 2012
France11 Posts
May 15 2012 14:59 GMT
#1866
How is tech patch gascheap (now inventing words) as protoss? it cost just the same for T and P... but protoss units are just way more gas expensive...

anyway, it's not the problem here... let's suppose there is a game with 2 same-skilled player. The terran one will surely delay protoss tech and deny his early-mid game army, so that when they come to late game, terran have more eco and/or more tech so he can equally fight with the protoss...

What terran are asking here (imo) is that the game must be balance if the two races are standing inside their bases and just maxing out, then 1A and let's see who win. That's not the purpose of the game, it's a game where you need to be aggressive, and it's the way it should be cause it is the only thing that make it so coool, just as WC3 was. Terran can't stay in their base and wait for the late game and that's okay, if i stay in my base (as a protoss) against zerg, I know that i'll be dead soon or late. But if I kill an expand, or a tech building, wich is not that difficult, I know that I can go to lategame a bit before the zerg and maybe have a few more units so I can counter BL/infest/Corruptor composition with a bit of micro.

I can concede that a 200/200 battle TvP is hard for the Terran to handle, but that's not impossible, and it should not exist. Maybe we need a system like in WC3 where, when you had a lot of pop you were taxed on income. So people are gonna fight before maxing out, and stop whining about non sense max out battle.

Just for the lol, do someone know if the price of a 200/200 protoss and terran army are the same ? My opinion is that the protoss one is much more expensive isn't it ? Terran army is cost efficient as hell as it can be use for drop, front battle, little skarmish, harrass... terran don't need to choose wha't units they have to do to do one of those things.
Applesqt
Profile Joined May 2011
United States206 Posts
May 15 2012 15:03 GMT
#1867
How long until the unhappy marine fanclub starts?
Solo Terran
Profile Joined November 2011
367 Posts
Last Edited: 2012-05-15 15:11:43
May 15 2012 15:07 GMT
#1868
The problem with late game TvP has nothing to do with the fact that Protoss late game army is stronger (okay maybe a little). But that is just the way the game is balanced, Protoss is meant to have a stronger late game army and as a Terran I respect that.

The problem with late game TvP is clearly Warp Gate. As Terran currently if you get into an 200/200 engagement and micro better than Toss and come out evenly where both armies are destroyed you still lose the game currently. Since protoss can just instantly warp in 20+ units instantly after the fight and destroy your expansions while you wait for your production cycles to finish and run over to defend you already lost the game.

If Blizzard just rebalances the game around Non Warp Gates in HoTS I think that would make the game so much better overall. Obviously they would need to re-balance the game and buff protoss in certain ways and give them more harassment options that arent just gimmicks like the DT (Oracle is a good start). And maybe buff gateway units a bit or give protoss some form of a Protoss medic that quickly heals their shields outside of battle. I'm just throwing things out there but literally anything would be better than warp gate.
okecheyriii
Profile Joined March 2012
France11 Posts
May 15 2012 15:20 GMT
#1869
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

TheFrankOne
Profile Joined December 2010
United States667 Posts
May 15 2012 15:28 GMT
#1870
On May 15 2012 23:15 ryx wrote:
"Protoss is so easy, you can just 1a into terran and win."

Pull back your stalkers, put up guardian shield, maybe throw down an ff or two, focus your colossi, focus your stalkers, bring in your HT's to throw down a couple of storms, pull back/blink back hurt units, warp in new units. There's a little more to it than 1a... Just about as much as put marauders forward, hit stim, maybe throw down an EMP or two, focus your vikings, do shit with your medivacs, spread out your unit, rally in new ones.

Anyway, there are tons of 1 control group terrans that think they can get away with balling all of their units against a shitload of protoss AoE. Maybe spreading out your units and forcing engagements in open space with flanks will help a bit? Zergs are pretty good at it. Then again, zerg players aren't as averse to using their brains and putting a little more effort into things as terrans are.

edit: Bring back dark swarm and lurkers so ball terrans can hate late game ZvT too


I play protoss and terran, protoss armies are way easier to control in the late game. You shuffle around stalkers and hit "g" but mostly its 1a; the more collosus and zealots the more 1a and less anything else it gets.

Terrans just have way more stuff to control, you forgot stutter stepping in your little list, which is easy to do by itself but consumes an insane amount of apm. If you try to do multipronged engagements/flanks it just gets harder. While as protoss you just have to be looking and still have sentry/templar energy. Multitasking of stutter stepping/storm dodging/emping/focus firing/ remacroing is way harder than anything protoss has to do. We both know you hit 1a, do a little micro (increases with league and skill), build a ton of zealots, hit 1a again,and then win most of the time. Its exactly what I do in high diamond so it should work below that.

That said, losing/winning games because a forcefield was misplaced one hex to a 1a midgame/early game terran ball also happens. You can 1a as both races if you hit timings right. (Below masters anyways)
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
May 15 2012 15:35 GMT
#1871
On May 15 2012 21:57 one-one-one wrote:
Show nested quote +
On May 15 2012 21:36 Lightspeaker wrote:
On May 15 2012 21:27 Destructicon wrote:
On May 15 2012 21:21 Lightspeaker wrote:
On May 15 2012 19:53 one-one-one wrote:

Warp Gate should at the very least be a midgame upgrade.
Preferably you would have to give up something for transforming a gateway to a warp gate.
Maybe the ability to use chrono on WG cooldown so that it would be faster to make stuff out of a gateway.

The two other races needs viable options to break forcefields. The only units that can do this are Thors and Ultras.
Either this, or forcefield duration time must decrease.
I would like it to not be possible to cast forcefields to move units. If a unit is occupying a part of the area of the forcefield it simply cannot be casted.

These changes would make the race more balanceable while only removing abuse.

To mods: This is NOT balance whine.
These are legitimate concerns about fundamental game design. For all I care the matchup is balanced in some sense of the word.
Please don't ban me for "balance whine" again when I'm only addressing design issues.


Seriously you're claiming it's not balance whine when all you do is call for nerfs without thinking things through?

Let's quickly review: Warp Gate being a mid-game upgrade would so horrendously break early game P it's not even funny. There's a reason every Protoss gets Warp Gate tech ASAP...because our units are largely terrible early game.

As for your forcefield complaints/ideas they're just laughable. Forcefields are pretty much the ONLY reason Protoss can hold a lot of things. Making them easier to circumvent would result in any chance of Protoss surviving certain all-ins and types of attack being laughable at best. Not to mention your idea about not being able to cast forcefields where units are...that genuinely blows my mind. Splitting up armies is one of the only ways Protoss manages to win certain engagements without just being flat out overwhelmed. And good luck stopping speedling runbys with forcefields if you can't "push" units with them.


You are terribly single minded. If both FF and WG where to be re-worked, then you could buff zealots and stalkers early game (special emphasis on EARLY game), and it could lead to better and more exciting play. You could see small skirmishes or multi-pronged protoss attacks, given that they are no longer bound by the protection of their sentries, or the mobility of their warp.


Yes, I am clearly terribly single-minded for addressing the EXACT NERFS HE SUGGESTED. He didn't suggest any balancing buffs. He didn't suggest how things could be adjusted to make stuff like baneling busts not totally tear apart Protoss expansions with nerfed forcefields. He just flat out suggested nerfs.

If I suggested that stimpack is way too strong and should be removed every Terran player would throw a damn fit. Even if you COULD buff other units to make up for that loss the simple fact would be I never actually suggested it in the first place. So people would be right to criticise my suggestion.


LOL

I don't even know where to begin ...

But here goes.
Ofc I never intended the game to be imbalanced in terrans favor.

What I meant , which Destruction understood and tried to explain to you, was that that the poor design of the game has made the protoss race very one-dimensional. The fact that you have to rely on force fields to not just outright die in the early game is an example of this.

If WG and FF were reworked it would have positive effects for all PvX matchups.
Ofc you would have to change other things as well to balance the game.

The point is that it would be easier to balance the game than it is now.

As you said: there are situations where if protoss misses a single forcefield he can die, which you and I both can agree is very poor design.



Then actually come up with a workable overall balance suggestion. Don't just say "nerf this into the ground, then we can rebalance" because it doesn't work like that. People play this as their job to earn money; straight up bombing out Protoss and then looking to balance it isn't going to cut it.

Example: I personally hate roaches. I hate playing against them and I hate using them when I play about with Zerg. I find them boring and one-dimensional. That said, if I say "remove the roach" then I better have an actual alternative replacement suggestion because otherwise it's a straight up nerf that would absolutely devastate Zerg.

And honestly yeah the missed forcefield example is really, really annoying. You just die. I'm not sure you can fix it though because simply put: Protoss micro is all about absolute precision rather than speed. If you take the focus off that you make it too easy.


On May 15 2012 22:25 DelugeSC wrote:
Show nested quote +
On May 15 2012 21:05 gengka wrote:
as much as i love tasteless and artosis's commentary, i feel irritated everytime when they shouted "NICE STORMS!"
LOL its just me though


It's all casters. They get so damn excited over 4 storms when that's the output of one HT with full energy. High Templars should be able to throw down max 2 storms each. That would not break anything and would help so much with late game engagements where the Terran hits all EMPs and then still gets hit with 15 storms.


Please, please, please if people are going to whine about something can you at LEAST check your facts on Liquipedia before spouting off about something that is factually incorrect. Ghosts can put down exactly as many EMPs as HTs can storm - 2. Except with the energy upgrade they can fire one off right after production.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
nojok
Profile Joined May 2011
France15846 Posts
May 15 2012 15:37 GMT
#1872
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.


Using alt + cam hotkey to pylon, gates hotkey, spam units is not rly harder than doing a prod cycle. And unlike Zerg it's nearly instant and close to the fight. OK T can queue units but it's not really useful until late into the game.

The main problem I think is not late game balanced, but the fact you really feel like you have been A moved when you tried to do tons of things. Actually a problem of feeling, a lack of fun. In others matchup, you can say ah I reacted badly when he did this & this & this, nice play from him he was better this time. GG But against protoss late game you just feel A moved + a few storms. I don't say it is what's happening, of course protoss does other things, but it's how it seems from loser's view..
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Solo Terran
Profile Joined November 2011
367 Posts
May 15 2012 15:39 GMT
#1873
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

The difference with Zerg is that their units actually have to walk across the map. I have no problem with Zerg and TvZ is clearly the best matchup in the game. Zerglings are the only unit that can reinforce as fast as protoss warp gate units and you can set up supply depot walls and have planetaries to defend against zerglings. It's not hard as Protoss to find a pylon after an engagement and warp in 15+ chargelots to destroy expansions. And Terran has to be pressuring and finding weak spots / timings to attack Protoss while macroing the whole game while protoss can just sit back and defend on 3 base and occasionally warp in some units to harass. So the argument about reinforcing taking too much apm is BS.
one-one-one
Profile Joined November 2011
Sweden551 Posts
May 15 2012 15:55 GMT
#1874
On May 16 2012 00:35 Lightspeaker wrote:
Show nested quote +
On May 15 2012 21:57 one-one-one wrote:
On May 15 2012 21:36 Lightspeaker wrote:
On May 15 2012 21:27 Destructicon wrote:
On May 15 2012 21:21 Lightspeaker wrote:
On May 15 2012 19:53 one-one-one wrote:

Warp Gate should at the very least be a midgame upgrade.
Preferably you would have to give up something for transforming a gateway to a warp gate.
Maybe the ability to use chrono on WG cooldown so that it would be faster to make stuff out of a gateway.

The two other races needs viable options to break forcefields. The only units that can do this are Thors and Ultras.
Either this, or forcefield duration time must decrease.
I would like it to not be possible to cast forcefields to move units. If a unit is occupying a part of the area of the forcefield it simply cannot be casted.

These changes would make the race more balanceable while only removing abuse.

To mods: This is NOT balance whine.
These are legitimate concerns about fundamental game design. For all I care the matchup is balanced in some sense of the word.
Please don't ban me for "balance whine" again when I'm only addressing design issues.


Seriously you're claiming it's not balance whine when all you do is call for nerfs without thinking things through?

Let's quickly review: Warp Gate being a mid-game upgrade would so horrendously break early game P it's not even funny. There's a reason every Protoss gets Warp Gate tech ASAP...because our units are largely terrible early game.

As for your forcefield complaints/ideas they're just laughable. Forcefields are pretty much the ONLY reason Protoss can hold a lot of things. Making them easier to circumvent would result in any chance of Protoss surviving certain all-ins and types of attack being laughable at best. Not to mention your idea about not being able to cast forcefields where units are...that genuinely blows my mind. Splitting up armies is one of the only ways Protoss manages to win certain engagements without just being flat out overwhelmed. And good luck stopping speedling runbys with forcefields if you can't "push" units with them.


You are terribly single minded. If both FF and WG where to be re-worked, then you could buff zealots and stalkers early game (special emphasis on EARLY game), and it could lead to better and more exciting play. You could see small skirmishes or multi-pronged protoss attacks, given that they are no longer bound by the protection of their sentries, or the mobility of their warp.


Yes, I am clearly terribly single-minded for addressing the EXACT NERFS HE SUGGESTED. He didn't suggest any balancing buffs. He didn't suggest how things could be adjusted to make stuff like baneling busts not totally tear apart Protoss expansions with nerfed forcefields. He just flat out suggested nerfs.

If I suggested that stimpack is way too strong and should be removed every Terran player would throw a damn fit. Even if you COULD buff other units to make up for that loss the simple fact would be I never actually suggested it in the first place. So people would be right to criticise my suggestion.


LOL

I don't even know where to begin ...

But here goes.
Ofc I never intended the game to be imbalanced in terrans favor.

What I meant , which Destruction understood and tried to explain to you, was that that the poor design of the game has made the protoss race very one-dimensional. The fact that you have to rely on force fields to not just outright die in the early game is an example of this.

If WG and FF were reworked it would have positive effects for all PvX matchups.
Ofc you would have to change other things as well to balance the game.

The point is that it would be easier to balance the game than it is now.

As you said: there are situations where if protoss misses a single forcefield he can die, which you and I both can agree is very poor design.



Then actually come up with a workable overall balance suggestion. Don't just say "nerf this into the ground, then we can rebalance" because it doesn't work like that. People play this as their job to earn money; straight up bombing out Protoss and then looking to balance it isn't going to cut it.

Example: I personally hate roaches. I hate playing against them and I hate using them when I play about with Zerg. I find them boring and one-dimensional. That said, if I say "remove the roach" then I better have an actual alternative replacement suggestion because otherwise it's a straight up nerf that would absolutely devastate Zerg.

And honestly yeah the missed forcefield example is really, really annoying. You just die. I'm not sure you can fix it though because simply put: Protoss micro is all about absolute precision rather than speed. If you take the focus off that you make it too easy.


Show nested quote +
On May 15 2012 22:25 DelugeSC wrote:
On May 15 2012 21:05 gengka wrote:
as much as i love tasteless and artosis's commentary, i feel irritated everytime when they shouted "NICE STORMS!"
LOL its just me though


It's all casters. They get so damn excited over 4 storms when that's the output of one HT with full energy. High Templars should be able to throw down max 2 storms each. That would not break anything and would help so much with late game engagements where the Terran hits all EMPs and then still gets hit with 15 storms.


Please, please, please if people are going to whine about something can you at LEAST check your facts on Liquipedia before spouting off about something that is factually incorrect. Ghosts can put down exactly as many EMPs as HTs can storm - 2. Except with the energy upgrade they can fire one off right after production.


It is far beyond my comprehension how anyone could interpret what I wrote as suggesting nerfs ...

Read it again.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2012-05-15 16:04:07
May 15 2012 16:03 GMT
#1875
On May 16 2012 00:39 Solo Terran wrote:
Show nested quote +
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

The difference with Zerg is that their units actually have to walk across the map. I have no problem with Zerg and TvZ is clearly the best matchup in the game. Zerglings are the only unit that can reinforce as fast as protoss warp gate units and you can set up supply depot walls and have planetaries to defend against zerglings. It's not hard as Protoss to find a pylon after an engagement and warp in 15+ chargelots to destroy expansions. And Terran has to be pressuring and finding weak spots / timings to attack Protoss while macroing the whole game while protoss can just sit back and defend on 3 base and occasionally warp in some units to harass. So the argument about reinforcing taking too much apm is BS.


I fear it may already be too late to fix warpgate. I mean, what can Blizzard realistically do? I think that this will change drastically in HotS where it will be Terran mech slowly creeping towards the Protoss, while the Protoss will need to be throwing cheap gateway units against it since the Terran army will be durable enough to somewhat make instant warpins not that powerful.

Personally I have some suggestions for TvP:

Make chargelots have more shield but less hitpoints. Result: Less tanky, EMP would actually make a difference. Less mass zealot warpins. I cant think how this would affect PvZ and PvP much.

Increase cost of High Templars to maybe 75 minerals 150 gas or even 100/150, instead of 50/150. 50/150 is extremely cheap for what this unit does. Look at the costs of infestor and ghost.

I would love to hear some serious thoughts.

rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-05-15 16:18:49
May 15 2012 16:07 GMT
#1876
On May 16 2012 01:03 Psychobabas wrote:
Show nested quote +
On May 16 2012 00:39 Solo Terran wrote:
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

The difference with Zerg is that their units actually have to walk across the map. I have no problem with Zerg and TvZ is clearly the best matchup in the game. Zerglings are the only unit that can reinforce as fast as protoss warp gate units and you can set up supply depot walls and have planetaries to defend against zerglings. It's not hard as Protoss to find a pylon after an engagement and warp in 15+ chargelots to destroy expansions. And Terran has to be pressuring and finding weak spots / timings to attack Protoss while macroing the whole game while protoss can just sit back and defend on 3 base and occasionally warp in some units to harass. So the argument about reinforcing taking too much apm is BS.


I fear it may already be too late to fix warpgate. I mean, what can Blizzard realistically do? I think that this will change drastically in HotS where it will be Terran mech slowly creeping towards the Protoss, while the Protoss will need to be throwing cheap gateway units against it since the Terran army will be durable enough to somewhat make instant warpins not that powerful.

Personally I have some suggestions for TvP:

Make chargelots have more shield but less hitpoints. Result: Less tanky, EMP would actually make a difference. Less mass zealot warpins. I cant think how this would affect PvZ and PvP much.

Increase cost of High Templars to maybe 75 minerals 150 gas or even 100/150, instead of 50/150. 50/150 is extremely cheap for what this unit does. Look at the costs of infestor and ghost.

I would love to hear some serious thoughts.



You also have to keep in mind concerning the cost of infestors and ghosts that between all three races, Protoss has the weakest tier 1 units. High Templar supplement those weaknesses. It's just being analyzed now because Protoss are innovating new levels of greed to reach their late game quicker.

That being said, regarding HT's, it'd be a viable nerf but if you ACTUALLY wanted to shut down protoss lategame (whether or not it needs to happen at ALL), this wouldn't really do anything but guarentee that colossus will come first and HT's will be made on 3 base. But Protoss do this anyways. So ultimately, they'll max a little slower. It's difficult to theorycraft any further beyond this point, though.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
May 15 2012 16:17 GMT
#1877
On May 16 2012 01:07 Tyrant0 wrote:
Show nested quote +
On May 16 2012 01:03 Psychobabas wrote:
On May 16 2012 00:39 Solo Terran wrote:
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

The difference with Zerg is that their units actually have to walk across the map. I have no problem with Zerg and TvZ is clearly the best matchup in the game. Zerglings are the only unit that can reinforce as fast as protoss warp gate units and you can set up supply depot walls and have planetaries to defend against zerglings. It's not hard as Protoss to find a pylon after an engagement and warp in 15+ chargelots to destroy expansions. And Terran has to be pressuring and finding weak spots / timings to attack Protoss while macroing the whole game while protoss can just sit back and defend on 3 base and occasionally warp in some units to harass. So the argument about reinforcing taking too much apm is BS.


I fear it may already be too late to fix warpgate. I mean, what can Blizzard realistically do? I think that this will change drastically in HotS where it will be Terran mech slowly creeping towards the Protoss, while the Protoss will need to be throwing cheap gateway units against it since the Terran army will be durable enough to somewhat make instant warpins not that powerful.

Personally I have some suggestions for TvP:

Make chargelots have more shield but less hitpoints. Result: Less tanky, EMP would actually make a difference. Less mass zealot warpins. I cant think how this would affect PvZ and PvP much.

Increase cost of High Templars to maybe 75 minerals 150 gas or even 100/150, instead of 50/150. 50/150 is extremely cheap for what this unit does. Look at the costs of infestor and ghost.

I would love to hear some serious thoughts.



You also have to keep in mind concerning the cost of infestors and ghosts that between all three races, Protoss has the weakest tier 1 units. High Templar supplement those weaknesses. It's just being analyzed now because Protoss are innovating new levels of greed to reach their late game quicker.

That being said, it'd be a viable nerf but if you ACTUALLY wanted to shut down protoss lategame (whether or not it needs to happen at ALL), this wouldn't really do anything but guarentee that colossus will come first and HT's will be made on 3 base. But Protoss do this anyways. So ultimately, they'll max a little slower. It's difficult to theorycraft any further beyond this point, though.


Agreed. But I dont think this would shutdown late game protoss, but just slow it down slightly as you say.

I also think that a slight increase to HT cost (lets say 75/150 from 50/150) would also help in the unforgiving tech switches from colossus to HT, which complete screw up Terrans. I am fully aware that a good Terran should scout, but even so, it is of such massive importance that we see top level Korean Terrans screwing this aspect of the matchup times and times again.
Essentially, a slight increase cost would not only slow the max (and remax, if you think about mass hts, morphing into archons), but would crucially ease the burden off the Terran from being absolutely spot on on the number of viking + ghosts in relation to colossus and high templars.
schaf
Profile Joined August 2010
Germany1326 Posts
May 15 2012 16:18 GMT
#1878
it's so hilarious to read this thread and hear all the whine

I think you guys put much o much effort into thinking what is op and how to balance this, because
1. Blizzard won't read this thread through and take note of every single suggestion
2. A big change like altering warpgates in any way cnnot be expected befor HotS and this will take some time
3. I think all the whine in this thread is based off the fact, that Protoss is easier to play at a low level. I as a Protoss agree to this (tried Terran and DAMN it's difficult ^^) but as the competitive aspect of the game is all about getting better, just get better than those 40 apm 1a-ing losers. It's not impossible!

tl;dr: you can't change anything, just get better or wait until the next patch
Axiom wins more than it loses. Most viewers don't. - <3 TB
RavenLoud
Profile Joined March 2011
Canada1100 Posts
May 15 2012 16:22 GMT
#1879
On May 16 2012 01:03 Psychobabas wrote:
Show nested quote +
On May 16 2012 00:39 Solo Terran wrote:
On May 16 2012 00:20 okecheyriii wrote:
hum I understand that WG can be a pain in the ass, but isn't the zerg reprod much more powerfull ? and you manage to deal with it no ?

WG is the essence of protoss, that's practically the only funny thing in protoss arsenal. and do you know how it cost in "mind focus" to always remember to warp in units at the proper timing / reinforce during fights ? you have to go back to your base / pylons to warp in, and of course you can't micro during this time. This is not a one-way benefit, it cost a lot, but in a different way. You know : assymetric design

Just keep playing and you will se that even without a single buff, the terran race will be over other races soon, they have the greater potential.

The difference with Zerg is that their units actually have to walk across the map. I have no problem with Zerg and TvZ is clearly the best matchup in the game. Zerglings are the only unit that can reinforce as fast as protoss warp gate units and you can set up supply depot walls and have planetaries to defend against zerglings. It's not hard as Protoss to find a pylon after an engagement and warp in 15+ chargelots to destroy expansions. And Terran has to be pressuring and finding weak spots / timings to attack Protoss while macroing the whole game while protoss can just sit back and defend on 3 base and occasionally warp in some units to harass. So the argument about reinforcing taking too much apm is BS.


I fear it may already be too late to fix warpgate. I mean, what can Blizzard realistically do? I think that this will change drastically in HotS where it will be Terran mech slowly creeping towards the Protoss, while the Protoss will need to be throwing cheap gateway units against it since the Terran army will be durable enough to somewhat make instant warpins not that powerful.

Personally I have some suggestions for TvP:

Make chargelots have more shield but less hitpoints. Result: Less tanky, EMP would actually make a difference. Less mass zealot warpins. I cant think how this would affect PvZ and PvP much.

Increase cost of High Templars to maybe 75 minerals 150 gas or even 100/150, instead of 50/150. 50/150 is extremely cheap for what this unit does. Look at the costs of infestor and ghost.

I would love to hear some serious thoughts.


HTs vs Ghosts has no problems. The main issue terran has against late game toss is the colossus switch. Templars, storms are just fine, especially considering they got massively nerfed (Khaydarin amulet) already.

The colossus is just a unit that has to go. I have absolutely no positive feelings about it.
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
May 15 2012 16:24 GMT
#1880
On May 16 2012 00:03 Applesqt wrote:
How long until the unhappy marine fanclub starts?


I'm member #1
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
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