• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:49
CEST 11:49
KST 18:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Heaven's Balance Suggestions (roast me) Who will win EWC 2025? Weekly Cups (July 14-20): Final Check-up Team TLMC #5 - Submission re-extension Geoff 'iNcontroL' Robinson has passed away
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
Corsair Pursuit Micro? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Pro gamer house photos Flash Announces (and Retracts) Hiatus From ASL
Tourneys
The Casual Games of the Week Thread BWCL Season 63 Announcement CSL Xiamen International Invitational [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
[MMORPG] Tree of Savior (Successor of Ragnarok) Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
gramwilliam The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 613 users

LotV Balance Update Preview - May 11 - Page 6

Forum Index > Legacy of the Void
320 CommentsPost a Reply
Prev 1 4 5 6 7 8 17 Next All
w3jjjj
Profile Joined April 2007
United States760 Posts
May 11 2015 21:14 GMT
#101
I think Blizzard is trying too hard to fix economic/macro mechanic/race design concept problems with unit balance instead...

1. Worker paring means getting an early expansion has no economic advantage unless you make more than 16 workers. The 1 base player on 16 workers has the same economy but much stronger army than the expanding player, therefore the expanding player needs an insane defender's advantage to secure his expansion, which in turn destroys all possible one base builds because they cannot overcome said insane defender's advantage. MSC was designed to give Protoss their defender's advantage, with the game as is, Protoss simply cannot expand without MSC.

2. Larva inject and mules, giving Zerg the ability to make an absurdly large early game army, and Terran the ability to mine a huge mineral income on 1 base with 100% mining efficiency. Once again, Protoss needs MSC's defender's advantage to expand or be stuck on 1 base for a long time, remember the 3 gate sentry expand because Protoss cannot deal with the sheer number of Zerg units that can be made so early?

3. Protoss in bw had a strong gateway core army of zealot/dragoons, supported by templars and arbiters. Protoss army development in SC2 is about replacing weak zealot/stalker/sentry with stronger higher tech units. This is a design concept that encourages/forces Protoss to make a deathball every game, which means very low mobility by race design, which then by necessity requires MSC's recall to defend multiple locations. Without a strong and relatively mobile core gateway army, Protoss needs recalls to move their expansive deathball around.

Issues caused by economy, macro mechanics,and design concepts are simply not fixable with unit balance alone. It may seem easier to "fix" things with fancy units and spells, but in the end these shortcuts only hurts the game.
Chuck Norris can salvage his opponent's structures.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 11 2015 21:27 GMT
#102
On May 12 2015 05:39 Big J wrote:
Show nested quote +
On May 12 2015 05:33 showBanquo wrote:
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


That was the main thing that protoss needed for hots. Moving out early was terrible for prottos, arguably encouraging 4-gates, 2-base all ins, or just late game "death ball" style. Even on small maps you dont have time to move across the map before some 8 stimmed marauders have killed you natural, and key tech. Sure scouting and map awareness comes in here, so a more important example is that without MSC protoss could not move out early without flipping a coin, because if you got into an engagement where you were at a slight deficit/a slightly disadvantageous fight on the other side of the map you had 2 choises:

1) stay and fight and sack your army/trade bad
2) run away, saving your stalkers and let your zealots + sentries die


And how is that different for the other races? How often do you see a zerg attacking you before 10mins in HotS? How often do you see a Terran moving out before medivacs?

It's part of the game, or rather most of the RTS genre, that if you commit to army before economy, you are allin because you can't replace your stuff and move forward in tech/upgrade/base progression if it dies, because you never built up the economy for it.


All the time.

The problem Protoss has is that it can't retreat. Protoss units are too slow. Stim bio/speedlings/even roaches can run away and be fine.

So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2015-05-11 21:31:57
May 11 2015 21:31 GMT
#103
So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.


Which indeed is the problem and Recall is the band-aid fix (unfortunately).
Motiva
Profile Joined November 2007
United States1774 Posts
May 11 2015 21:34 GMT
#104
adding a max time limit to melee games is just one of the worst ideas I've heard. There is a draw timer for "illegitimate" games if that's even a thing...
Charoisaur
Profile Joined August 2014
Germany15929 Posts
Last Edited: 2015-05-11 21:45:59
May 11 2015 21:36 GMT
#105
I'm all for a broodlord buff but this is the worst possible buff that could be done. increasing the range will make it completely impossible for ground units to attack the broodlords which will lead to very frustrating games where a player just wins when he has broodlords + air superiority. It will be wol all over again.
What broodlords need is a speed buff.
Many of the coolest moments in sc2 happen due to worker harassment
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2015-05-11 21:37:16
May 11 2015 21:36 GMT
#106
On May 12 2015 06:14 w3jjjj wrote:
I think Blizzard is trying too hard to fix economic/macro mechanic/race design concept problems with unit balance...


That line pretty much sums up the Beta. I really hope we see real structural changes to SC2. And this new economy isn't what we need.

I really hate the idea of Zealots being a late game unit only. It is the first combat unit Protoss gets access to in their tech tree, the only minerals only combat unit, it just makes no sense.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-05-11 21:38:32
May 11 2015 21:37 GMT
#107
On May 12 2015 06:27 DinoMight wrote:
Show nested quote +
On May 12 2015 05:39 Big J wrote:
On May 12 2015 05:33 showBanquo wrote:
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


That was the main thing that protoss needed for hots. Moving out early was terrible for prottos, arguably encouraging 4-gates, 2-base all ins, or just late game "death ball" style. Even on small maps you dont have time to move across the map before some 8 stimmed marauders have killed you natural, and key tech. Sure scouting and map awareness comes in here, so a more important example is that without MSC protoss could not move out early without flipping a coin, because if you got into an engagement where you were at a slight deficit/a slightly disadvantageous fight on the other side of the map you had 2 choises:

1) stay and fight and sack your army/trade bad
2) run away, saving your stalkers and let your zealots + sentries die


And how is that different for the other races? How often do you see a zerg attacking you before 10mins in HotS? How often do you see a Terran moving out before medivacs?

It's part of the game, or rather most of the RTS genre, that if you commit to army before economy, you are allin because you can't replace your stuff and move forward in tech/upgrade/base progression if it dies, because you never built up the economy for it.


All the time.

Please, you're talking about the 10% of game in which some 3rax bio attack against Protoss occurs.

The problem Protoss has is that it can't retreat. Protoss units are too slow. Stim bio/speedlings/even roaches can run away and be fine.

Might want to check out 2base 3-4gate blink openings against Terran or 2base 3-4gate recall attacks against zerg that work with 100energy recall, no need to make it 50. They are just as bad if perfectly deflected as bio before medivac pressure, but seen just as often. And can retreat marvelously.

So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.

But blizzard isn't adressing that problem. They are exactly doing what you are saying should not happen, which is that Protoss is harder to get punished. Their positioning, which I agree can be tough with those slower armies, doesn't change at all.
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
May 11 2015 21:38 GMT
#108
This is looking really bad, I am glad they are making balance changes but still no ladder? And these balance changes are so extreme / ridiculous, even more so than the current state of the beta...This is not looking good, Blizz will need to do a complete full on fix just like they did right before they released HOTS I think...
AKA: TelecoM[WHITE] Protoss fighting
robopork
Profile Blog Joined May 2009
United States511 Posts
May 11 2015 21:46 GMT
#109
I have to recant. I went back and read Snute's suggestion and I actually really like it. I read somewhere a suggestion that oracles should have an upgrade at the fleet beacon to become a "beacon" themselves, recalling small numbers of units to them a la arbiters. I'd love to see something like that.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-05-11 21:50:41
May 11 2015 21:49 GMT
#110
On May 12 2015 06:36 Charoisaur wrote:
I'm all for a broodlord buff but this is the worst possible buff that could be done. increasing the range will make it completely impossible for ground units to attack the broodlords which will lead to very frustrating games where a player just wins when he has broodlords + air superiority. It will be wol over again.
What broodlords need is a speed buff.

Their low speed is such an important part of their design and their tech path though. If you want a mobile ground army, at the cost of oafish engagements, you go Ultras. If you want a sluggish air army, at the cost of being vulnerable to being outmaneuvered by the opponent, you go BLs. What I'd rather see is that their initial attack is slightly lowered in damage, and in return, they can spawn up to 3 Broodlings. This would lower their strength when left alone to auto attack with 1 Broodling at a time, but it would increase their ability to create a strong initial engagement. It would also more greatly reward good kiting with BLs, since their Broodling spawning timer is just barely over their attack cooldown. As it stands, you can already stop their attack for a tiny bit in order to attack twice as powerfully just a little bit later. With a maximum of 3 Broodlings, there is more encouragement to kite back out of harms way and respawn a full complement of Broodlings over the course of ~7.5 seconds, and then return to the engagement.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Doc Daneeka
Profile Joined March 2010
United States577 Posts
May 11 2015 21:51 GMT
#111
I agree with all the current poll results. Mass recall at 50 energy is probably too strong. I feel like they should maybe be more ambitious about rebalancing the stats of gateway units given that this is such a long beta, instead of trying to find a cute trick to compensate for everything else being weak.
payed off security
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-05-11 21:59:47
May 11 2015 21:52 GMT
#112
On May 12 2015 06:37 Big J wrote:
Show nested quote +
On May 12 2015 06:27 DinoMight wrote:
On May 12 2015 05:39 Big J wrote:
On May 12 2015 05:33 showBanquo wrote:
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


That was the main thing that protoss needed for hots. Moving out early was terrible for prottos, arguably encouraging 4-gates, 2-base all ins, or just late game "death ball" style. Even on small maps you dont have time to move across the map before some 8 stimmed marauders have killed you natural, and key tech. Sure scouting and map awareness comes in here, so a more important example is that without MSC protoss could not move out early without flipping a coin, because if you got into an engagement where you were at a slight deficit/a slightly disadvantageous fight on the other side of the map you had 2 choises:

1) stay and fight and sack your army/trade bad
2) run away, saving your stalkers and let your zealots + sentries die


And how is that different for the other races? How often do you see a zerg attacking you before 10mins in HotS? How often do you see a Terran moving out before medivacs?

It's part of the game, or rather most of the RTS genre, that if you commit to army before economy, you are allin because you can't replace your stuff and move forward in tech/upgrade/base progression if it dies, because you never built up the economy for it.


All the time.

Please, you're talking about the 10% of game in which some 3rax bio attack against Protoss occurs.

Show nested quote +
The problem Protoss has is that it can't retreat. Protoss units are too slow. Stim bio/speedlings/even roaches can run away and be fine.

Might want to check out 2base 3-4gate blink openings against Terran or 2base 3-4gate recall attacks against zerg that work with 100energy recall, no need to make it 50. They are just as bad if perfectly deflected as bio before medivac pressure, but seen just as often. And can retreat marvelously.

Show nested quote +
So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.

But blizzard isn't adressing that problem. They are exactly doing what you are saying should not happen, which is that Protoss is harder to get punished. Their positioning, which I agree can be tough with those slower armies, doesn't change at all.



Terran frequently moves out against Protoss and Zerg in the early game pre medivacs. Hellions are fast and can retreat if they need to (they roast the only unit that can keep up with them, excluding a total ambush with overwhelming numbers) and bio with concussive shells can get away from any early game Protoss comp.

I don't mean move out to attack. I just mean "are able to be outside their base" without negative repurcussions. Protoss doesn't have that luxury. So if you're out on the map and get found or forced into a fight, there's no running.


"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
May 11 2015 21:52 GMT
#113
This is madness, I understand protoss is underpowered sure, I understand buffing core units(which is done here with zealots though) is rarely a good idea and therefore you need to buff other areas. But this msc and ms buffs are just bloody insane, its not like the protoss race needs more gimmicks or being able to use their gimicks more often. A Mothership at msc speed just sounds insane OP. Making one in the midgame would always be worth it, zerg having to make many overseers and protoss being able to snipe them, terran would have to scan for every fight. It will always cost the opponent more than protoss investment in the ms.

The new terran unit sounds ridiculous too, a flying "sc1" corsair that can turn itself into a static immortal and switch between.

Many ideas are good but these unit changes and designs just feel totally out of wack.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
robopork
Profile Blog Joined May 2009
United States511 Posts
May 11 2015 22:01 GMT
#114
On May 12 2015 06:51 Doc Daneeka wrote:
I agree with all the current poll results. Mass recall at 50 energy is probably too strong. I feel like they should maybe be more ambitious about rebalancing the stats of gateway units given that this is such a long beta, instead of trying to find a cute trick to compensate for everything else being weak.


That's the ideal situation. Imo the zealot speed is going to be a bigger step in that direction than it looks like on paper. I still think there are some weird holes in it though. Like I'd rather the adept had a range upgrade than a health upgrade, or that stalkers had a flat health boost. Gateway armies feel strong in very specific situations now, but in others are just as shitty as before (like anything involving primarily ranged armored units).
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 11 2015 22:01 GMT
#115
On May 12 2015 06:52 Shuffleblade wrote:
This is madness, I understand protoss is underpowered sure, I understand buffing core units(which is done here with zealots though) is rarely a good idea and therefore you need to buff other areas. But this msc and ms buffs are just bloody insane, its not like the protoss race needs more gimmicks or being able to use their gimicks more often. A Mothership at msc speed just sounds insane OP. Making one in the midgame would always be worth it, zerg having to make many overseers and protoss being able to snipe them, terran would have to scan for every fight. It will always cost the opponent more than protoss investment in the ms.

The new terran unit sounds ridiculous too, a flying "sc1" corsair that can turn itself into a static immortal and switch between.

Many ideas are good but these unit changes and designs just feel totally out of wack.


You realize a full Mothership costs 400/400 + the tech to get there.

It's only fair that it require SOME response from the other race.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Charoisaur
Profile Joined August 2014
Germany15929 Posts
May 11 2015 22:04 GMT
#116
On May 12 2015 06:49 Pontius Pirate wrote:
Show nested quote +
On May 12 2015 06:36 Charoisaur wrote:
I'm all for a broodlord buff but this is the worst possible buff that could be done. increasing the range will make it completely impossible for ground units to attack the broodlords which will lead to very frustrating games where a player just wins when he has broodlords + air superiority. It will be wol over again.
What broodlords need is a speed buff.

Their low speed is such an important part of their design and their tech path though. If you want a mobile ground army, at the cost of oafish engagements, you go Ultras. If you want a sluggish air army, at the cost of being vulnerable to being outmaneuvered by the opponent, you go BLs. What I'd rather see is that their initial attack is slightly lowered in damage, and in return, they can spawn up to 3 Broodlings. This would lower their strength when left alone to auto attack with 1 Broodling at a time, but it would increase their ability to create a strong initial engagement. It would also more greatly reward good kiting with BLs, since their Broodling spawning timer is just barely over their attack cooldown. As it stands, you can already stop their attack for a tiny bit in order to attack twice as powerfully just a little bit later. With a maximum of 3 Broodlings, there is more encouragement to kite back out of harms way and respawn a full complement of Broodlings over the course of ~7.5 seconds, and then return to the engagement.


Their design right now is that they are extremely slow but strong in direct fights. But who says the design shouldn't be changed if it improves the game?
What is more interesting? a nearly invincible army where the opponent can only try to run around and pull the zerg apart while the broodlords slowly crawl across the map and destroy everything in their path (hello wol)
or a slightly more mobile army which is still strong but can be dealt with with the right composition and good micro.
The thing is that the broodlord now completely zones out any ground units so the toss/terran can only attack them with pure air units. with fungal and the new viper spell I don't see how skyzerg can be beaten.
Many of the coolest moments in sc2 happen due to worker harassment
custombuild
Profile Joined August 2014
31 Posts
May 11 2015 22:07 GMT
#117
On May 12 2015 07:01 DinoMight wrote:
Show nested quote +
On May 12 2015 06:52 Shuffleblade wrote:
This is madness, I understand protoss is underpowered sure, I understand buffing core units(which is done here with zealots though) is rarely a good idea and therefore you need to buff other areas. But this msc and ms buffs are just bloody insane, its not like the protoss race needs more gimmicks or being able to use their gimicks more often. A Mothership at msc speed just sounds insane OP. Making one in the midgame would always be worth it, zerg having to make many overseers and protoss being able to snipe them, terran would have to scan for every fight. It will always cost the opponent more than protoss investment in the ms.

The new terran unit sounds ridiculous too, a flying "sc1" corsair that can turn itself into a static immortal and switch between.

Many ideas are good but these unit changes and designs just feel totally out of wack.


You realize a full Mothership costs 400/400 + the tech to get there.

It's only fair that it require SOME response from the other race.



You realize that all of Starcraft units need money/gas and tech? Unless we are playing different games here...

Even though i do not like the change, i still want to see what protoss will be able to do with their new buffs.
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
May 11 2015 22:16 GMT
#118
when will it no longer be considered 'early' beta?

http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
AKAvg
Profile Joined April 2014
Brazil298 Posts
May 11 2015 22:17 GMT
#119
On May 12 2015 06:14 w3jjjj wrote:
I think Blizzard is trying too hard to fix economic/macro mechanic/race design concept problems with unit balance instead...



Isn't that what they ALWAYS did in SC2?
If units/concepts A and B are bad/broken, let's change C and D to compensate.

For how long people complained about SH and how many changes to other units were made because of that.
That pretty much sums up all patch changes for HotS.
Now they reworked SH completly (as they should've done a few years ago) and the trend goes on.
Eco problem? let's change the recall cost...
Big J
Profile Joined March 2011
Austria16289 Posts
May 11 2015 22:17 GMT
#120
On May 12 2015 06:52 DinoMight wrote:
Show nested quote +
On May 12 2015 06:37 Big J wrote:
On May 12 2015 06:27 DinoMight wrote:
On May 12 2015 05:39 Big J wrote:
On May 12 2015 05:33 showBanquo wrote:
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.


That was the main thing that protoss needed for hots. Moving out early was terrible for prottos, arguably encouraging 4-gates, 2-base all ins, or just late game "death ball" style. Even on small maps you dont have time to move across the map before some 8 stimmed marauders have killed you natural, and key tech. Sure scouting and map awareness comes in here, so a more important example is that without MSC protoss could not move out early without flipping a coin, because if you got into an engagement where you were at a slight deficit/a slightly disadvantageous fight on the other side of the map you had 2 choises:

1) stay and fight and sack your army/trade bad
2) run away, saving your stalkers and let your zealots + sentries die


And how is that different for the other races? How often do you see a zerg attacking you before 10mins in HotS? How often do you see a Terran moving out before medivacs?

It's part of the game, or rather most of the RTS genre, that if you commit to army before economy, you are allin because you can't replace your stuff and move forward in tech/upgrade/base progression if it dies, because you never built up the economy for it.


All the time.

Please, you're talking about the 10% of game in which some 3rax bio attack against Protoss occurs.

The problem Protoss has is that it can't retreat. Protoss units are too slow. Stim bio/speedlings/even roaches can run away and be fine.

Might want to check out 2base 3-4gate blink openings against Terran or 2base 3-4gate recall attacks against zerg that work with 100energy recall, no need to make it 50. They are just as bad if perfectly deflected as bio before medivac pressure, but seen just as often. And can retreat marvelously.

So it's not that Protoss should never be punished for bad positioning... it's that good positioning is not as easy to guarantee before the fight because you can't reposition your units as well.

But blizzard isn't adressing that problem. They are exactly doing what you are saying should not happen, which is that Protoss is harder to get punished. Their positioning, which I agree can be tough with those slower armies, doesn't change at all.



Terran frequently moves out against Protoss and Zerg in the early game pre medivacs. Hellions are fast and can retreat if they need to (they roast the only unit that can keep up with them, excluding a total ambush with overwhelming numbers) and bio with concussive shells can get away from any early game Protoss comp.

I don't mean move out to attack. I just mean "are able to be outside their base" without negative repurcussions. Protoss doesn't have that luxury. So if you're out on the map and get found or forced into a fight, there's no running.

Protoss has those options in the form of early game stalker pokes before stim is done, or oracle phoenix play.
But sure, I fully agree that Protoss is lacking some solid mapcontrol unit, in particular against zerglings. But instead of that, blizzard has given Protoss in those two expansions:
- the MsC with recall and PO to make up for mobility issues
- the oracle, a flying spellcaster that can kill zerglings but not consistently
- the adept, a unit that can combat zerglings somewhat but cannot run because they are again designed around a gimmick, instead of just having ~4movement speed. (HotS value; not so familiar with the LotV ones)
On top of the already gimmicky forcefield+cater all maps towards protoss walling solution.

What bothers me with your argumentation is that blizzard is running circles around the Zergling vs Protoss issue, then introduces and buffs gimmicks to make up for that and then you come in and pretend it's "what Protoss needed". No, what Protoss needed is a well-designed adept. No superroach, but some form of a Protoss hellion.

I mean you gotta realize that MsC 50energy recall is not just going to be used to be out on the map with 3stalkers early. People are going to teleport their deathball around all game long if it only takes 64seconds to regain recall energy and you can store up to four of them. How that is a solution to "early game" mobility issues is beyond me. It's a solution to Protoss ever losing a combat when on the offense, which I'm afraid, is just stupid.
Prev 1 4 5 6 7 8 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 267
StarCraft: Brood War
Shuttle 2348
Barracks 1273
GuemChi 664
BeSt 320
ToSsGirL 304
Soma 201
Free 135
Pusan 101
Rush 82
Mind 76
[ Show more ]
EffOrt 74
soO 68
ZerO 53
Backho 46
Shinee 45
Sharp 28
ajuk12(nOOB) 14
Bale 7
Dota 2
XcaliburYe348
Fuzer 263
League of Legends
JimRising 559
Counter-Strike
Stewie2K914
Super Smash Bros
Westballz37
Other Games
singsing1415
ceh9536
Happy435
oskar238
SortOf111
ZerO(Twitch)11
Organizations
StarCraft: Brood War
lovetv 4
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH341
• LUISG 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV242
• lizZardDota2122
League of Legends
• Stunt879
Upcoming Events
Esports World Cup
1d
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
2 days
Esports World Cup
3 days
Esports World Cup
4 days
CranKy Ducklings
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
5 days
BSL20 Non-Korean Champi…
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.