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Solving the Warpgate - Page 6

Forum Index > Legacy of the Void
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ApBuLLet
Profile Joined September 2010
United States604 Posts
May 15 2015 01:39 GMT
#101
I always thought it would make more sense for warp-in to be an ability, just like mules or scans, that was used occasionally but did not replace the core functionality of the gateway. Is there anything wrong with giving gateways energy and using that energy when warping in units? Obviously this is a significant change and would likely warrant rebalancing of protoss units, but I think the mechanic would make a lot more sense then.

Right now there is no downside to warping in units wherever the protoss player's army is because they're going to warp them in somewhere anyway, so why not? There isn't much of a decision to made here as the right answer is always pretty obvious. Making warp-ins more limited and costly, but also more rewarding, would make it a much more interesting mechanic.
Lexender
Profile Joined September 2013
Mexico2648 Posts
May 15 2015 02:02 GMT
#102
I think something a lot of people forget with this discussion is that the whole point of changing WG is to allow for a better design that allow to solve the problems with protoss in a fun way.

WG is balanced atm, the problem is that with LotV changes, protoss is unable to keep up without having big issues, blizzard is addressing this with very innefficient ways (50 energy recall) so whatever changes are mades should allow protoss to solve its issues with their units instead of with gimmicks.
Clear World
Profile Joined April 2015
125 Posts
May 15 2015 04:06 GMT
#103
Improving Gateway is a tricky deal because making a unit simply better at fighting does make All-IN more dangerous. And I do concur with the notion that Sentries and MSC feels like a band-aid, and by all means, I would love to see changes to make them feel like great additions instead of units that are just attempting to masked weaknesses. Also, a mid game would be nice if Protoss didn't always have to tech up fast to survive, but that just feels impossible with weak Gateway units. And so many people say, Warp-gate is the reason why Gateway units are weak and that they have to depend on Gimmicks to survive, which causes all this issues,

Well, I will simply tell you this, "there already exist a Gateway unit that can reduce a lot of these issues of the Protoss early game if that unit just became viable earlier. It's call a Zealot."

I know Zealots are usually never thought about as a possible solution within the community since they have been nearly useless during the early game all throughout SCII lifetime (other than for all-in situations), but if you actually look at how good they are when they can actually land hits, they trade nearly cost effectively against every non-tier 3 unit in the game. They don't need any health, shield, or damage buff. All they need is simply one thing, and that is the ability to get close to the enemy to dish out damage. So many of Protoss early woes will be vanish because Protoss will be getting back their very cost efficient unit.

This is the purposed changed: Move the Charge Upgrade to the Cybernetic Core.

The benefits on this change is that, Protoss now has access to a cheap, mobile unit, that as long as they aren't completely out-number will trade cost efficiently against an opposing enemy force. I would like to use this link, 60-shield Protoss, as my evidence to show that Zealots can trade cost efficient. Actually take the moment to calculate how much resources is being lost on both sides (not just supplies), and you will see that even when the Zealot loses the battle, the difference in lost is not huge. And this is all within the early tech tree, before the split occurs, which should also enable easier transition to any tech route desired. And this has almost zero late game impact as Zealots do get phased out, but that is fine since by then, Protoss should have higher tech to off-set this.

The best part about of this improvement would be that, the Zealot all-in potential is not that good since, every race has means to deal with them rather well. Terren for example have Maraduar slows, Widow Mines, and Hellbats. Protoss has MSC, Photon Cannon, other Zealots (because non-Charge Zealots are exactly the same strength in direct combat as Charge Zealots), and Adepts. And these two race can simply wall-in to stop any possible form of aggression without having heavy loses.

The only race that could suffer the most from early Zealot pressure are the Zergs, but here are the reasons why I don't see this as a huge issue.
  • Zerglings beat Protoss when equal in supply and upgrade. Charge doesn't change this outcome, and Zerg are easily able to outproduce compared to Protoss.
  • Charge is an additional upgrade that cost 200 minerals & gas, which should delay any aggression long enough as they also need Weapon upgrade and Warpgate upgrade. This is at least 350 gas required and 3 upgrades that are being rushed out. This should be enough time for Zerg to prepare a defense to deal with them.
  • They have banelings that are effective against them.
  • Roaches can still kite them on creep. Also, if burrow is researched. Burrow roaches can tank a lot of damage with decent micro.
  • You don't need speed upgrades from Zerglings or Banelings to fight Zealots.
  • And if it gets late enough, Lurkers will kill them.

But if Zealots early pressure is too much, here's a simple solution to deal with the issue. Give Baneling a passive that deals damage to a Biologic unit's health instead of their shield. This passive will simply just make Baneling better against Zealots, Adepts, DT, HT, and Nothing else.

Now back to the topic, this here Zealot buff should then enable taking away Sentry Force-fields and not requiring Mothership Core being this band-aid since Protoss would finally have a cost efficient unit that can hold their ground. And before I end this, I just want to remind people that, even if there are things that the Zealot still cannot cover, there do exist Adepts, Stalkers, and Sentires to help cover those flaws. 1 unit does not need to cover everything.
:p <-- this is my sarcasm face
usethis2
Profile Joined December 2010
2164 Posts
May 20 2015 14:14 GMT
#104
On May 13 2015 05:32 DinoMight wrote:
Show nested quote +
On May 13 2015 05:28 SC2John wrote:
On May 13 2015 05:05 DinoMight wrote:
On May 13 2015 04:56 SC2John wrote:
On May 13 2015 04:45 DinoMight wrote:
On May 13 2015 04:06 SC2John wrote:
On May 13 2015 02:50 DinoMight wrote:
On May 13 2015 02:37 SC2John wrote:
I just read a post that I think is unbelievably brilliant in another thread. This idea has probably already been mentioned before, but I think the cleanest way to fix the gateway/warpgate problem is to just prevent certain types of units from being able to be warp in. In other words, only zealots, stalkers, adepts, and dark templar could be warped in, and sentries and high templar (lorewise, we'll assume they just have "too much psionic energy to be warped in") cannot. Everything could obviously still be built from gateways.

A few numbers could be balanced, but overall, that seems like the cleanest fix rather than trying to rework exactly how fast things build or doing awkward nexus leash ranges, etc.


But like... why?

What's the problem with warping in High Templar or Sentries?

Moreover, you'dhave to keep switching from Gateways to Warpgates to make certain units which realistically would result in just more Gateways/Warpgates required overall out of convenience (also there is a change time).

So all this is still a nerf. What is the buff you want to give? Do we get Amulet back ? :D


I think you're mistaking "balance fix" for "design fix". By forcing specific buildings to be gateways in order to produce or set up a certain build, Protoss is kind of forced between having all warpgates and leaving a small handful open to produce important tech units. You also make Protoss builds easier to scout (not just by gateway numbers, but how they are configured, similar to Terran add-ons). This makes the warpgate and gateway feel like they have different purposes, and creates instances where one would be better than the other in some capacity -- AKA, the "warpgate problem" we're trying to solve.

Whatever happens after that in terms of nerfs/buffs/number swaps, etc., is perfectly fine, and we would get to that once the initial idea could be tested to be worth anything.


A Protoss with lots of Gateways/Warpgates early is trying to kill you. You should play defensively.

But we know that already.

Again, a lot of people are saying "there should be a choice" and I point to things like concussive shells, orbital commands, etc. which are one time upgrades with no drawbacks meant to balance the game because those abilities are broken if they come too early. Warpgate is the same way.

Then a lot of people are saying get rid of it completely based on the fact that.... they don't like to scout for allins? Or because the race plays differently than Terran or Zerg. That's the point. It's supposed to.

If you got rid of Warpgate, fo argument's sake, you'd need to have stronger gateway units to compensate. And weaker AoE capabilities. Your army would be based around relatively cheap, easily massable units and you'd sit at home, build and army, then move out.

I think this dramatically reduces the strategic depth of Protoss. We already have 2 races that play like that.


I'm not sure what you're advocating here. I'm saying that a mix of both warp gates and gateways is probably the most effective route to go at this point (race redesign would be better if we could away with it though), so maybe there are a slight bit of changes necessary to balance things out, but nothing needs a significant buff or nerf to make up for the fact that you can't just sit on all warp gates all game. This does not diminish Protoss's ability to move out (any more than it is already diminished), but prevents them from self-sustaining with energy unit warpins.

Obviously, that doesn't "solve" every all-in, but it adds a significant layer of depth without attempting to completely rehaul the system.


My question is simple. "Why."

What do you hope to accomplish with this change? Why is the game better if you can only build Sentries/HTs from Gateways?

I think resoundingly the answer is just "oh, we don't like Protoss all-ins." To which I would say that I don't think it's possible to design a game where there is no cheese or allins. These will always be part of the game.


???

You also make Protoss builds easier to scout (not just by gateway numbers, but how they are configured, similar to Terran add-ons). This makes the warpgate and gateway feel like they have different purposes, and creates instances where one would be better than the other in some capacity


Obviously, that doesn't "solve" every all-in, but it adds a significant layer of depth without attempting to completely rehaul the system.


I'm not against all-ins or using warp gates. The "warpgate problem" is basically that the gateway has no use versus the warpgate; in short, they are redundant structures in which one is just clearly superior in every way for the nominal cost of an extra 10 seconds. Like I said previously, changing it to a system where certain units can't be warped in differentiates the two buildings somewhat and creates a more dynamic playing field. In some ways it curbs all-in power to some extent, but does not really eliminate them in any way.

Again, I think you're confusing a "design fix" with a "balance fix". The goal here is not to get rid of things that people find unfair or too brutal but to create a more interesting design to the game.


To which I responded that the Orbital command is simply superior in every way to the naked command center. And that the Marauder with concussive shells is superior in every way to the one without.

There is no warpgate "problem." Warpgate is just another upgrade.

If the warpgate upgrade simply transformed irreversibly all your gateways into Warpgates and you could then ONLY build warpgates, would that fix your "problem?"

You're trying to force "choice and variety" into something that's fine as is with a solution that actually limits what kind of units you can warp in a certain area.


Likening Warpgate upgrade to concussive shells is not a fair analogy. Given the spirit of the topic, a fair analogy would be Barracks with techlab or Barracks with reactor. Warpgate as something like Barracks with techlab, Gateway as Barracks with reactor, for example. Giving Gateways purposes other than becoming Warpgates.

Having said that, I do not think this discussion is anywhere. Warpgate is the defining feature of the Protoss race since the SC2 is introduced. Blizzard will not change it at this stage. This discussion has been around since the day 1 of Wings of Liberty. Protoss race will keep annoying traditional RTS fans while being loved by casuals. I think we need to learn to live with it.
Axeltl
Profile Joined May 2012
Finland48 Posts
May 20 2015 14:47 GMT
#105
Abandon the thought. Warpgate will not be changed ever. It is too woven into the current way the game handles not to mention protoss would be completly unable to do anything. The change would be far too drastic and it would mean that so many other things would have to be changed for protoss etc. Simply put, blizzard would not be up to the task.
The day you can debate balance, is the day when you dont make any mistakes.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2015-05-20 18:25:06
May 20 2015 18:24 GMT
#106
There should be ways to slightly improve the game design behind WG without completely abandoning its concept. That's the aim, to see if there are ways to improve the current system and its connection to the MsC spells (Overcharge/Recall) within the vision of Blizzard. To increase strategic depth even more and to help improve the biggest issue the Protoss matchups are facing: The inability for proper map presence without high tier AOE units vs stronger low tier units from Z and T who remain more relevant through gated upgrades, which makes turtle into deathball or strong timings the default way to play for Protoss.

More options without losing the identity of Protoss would be nice.
Balance. Enjoy the process instead of focusing on musts.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 20 2015 19:04 GMT
#107
On May 21 2015 03:24 Masayume wrote:
There should be ways to slightly improve the game design behind WG without completely abandoning its concept. That's the aim, to see if there are ways to improve the current system and its connection to the MsC spells (Overcharge/Recall) within the vision of Blizzard. To increase strategic depth even more and to help improve the biggest issue the Protoss matchups are facing: The inability for proper map presence without high tier AOE units vs stronger low tier units from Z and T who remain more relevant through gated upgrades, which makes turtle into deathball or strong timings the default way to play for Protoss.

More options without losing the identity of Protoss would be nice.

People have talked about making Warpgates inferior in production speed or efficiency (take longer, longer cooldown, spawn without shields, I don't know all the stuff you could make up). Warpgates give you mobile production, but Gateways are more efficient.

There you are. Defenders advantage (bye bye Overcharge), cheaper expanding (less gateways needed), room to buff Protoss T1....
Mura Ma Man, Dark Da Dude, Super Shot Sos!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-05-20 19:32:53
May 20 2015 19:32 GMT
#108
On May 20 2015 23:47 Axeltl wrote:
Abandon the thought. Warpgate will not be changed ever. It is too woven into the current way the game handles not to mention protoss would be completly unable to do anything. The change would be far too drastic and it would mean that so many other things would have to be changed for protoss etc. Simply put, blizzard would not be up to the task.


There's no way that Blizzard does not do a lot of work on the Protoss race in LOTV, unless they scrap the new economy.

The only question is whether they want to take the opportunity to give the race some solid fundamentals, or just pile band-aids on top of duct tape, which is how they've been dealing with the Protoss race since WOL.

Warp Gates actively reward qualities I find antithetical to good RTS design: blind plays, unscoutable plays, lack of map awareness, lack of map presence, bypassing defender's advantage, instant defenses where you need them just add water, and of course all the dumb spells it forces onto the Sentry and MSC to keep Protoss alive in the meantime.

I don't care what solution Blizzard tries, as long as they try something.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
May 21 2015 07:41 GMT
#109
On May 21 2015 04:04 SC2Toastie wrote:
Show nested quote +
On May 21 2015 03:24 Masayume wrote:
There should be ways to slightly improve the game design behind WG without completely abandoning its concept. That's the aim, to see if there are ways to improve the current system and its connection to the MsC spells (Overcharge/Recall) within the vision of Blizzard. To increase strategic depth even more and to help improve the biggest issue the Protoss matchups are facing: The inability for proper map presence without high tier AOE units vs stronger low tier units from Z and T who remain more relevant through gated upgrades, which makes turtle into deathball or strong timings the default way to play for Protoss.

More options without losing the identity of Protoss would be nice.

People have talked about making Warpgates inferior in production speed or efficiency (take longer, longer cooldown, spawn without shields, I don't know all the stuff you could make up). Warpgates give you mobile production, but Gateways are more efficient.

There you are. Defenders advantage (bye bye Overcharge), cheaper expanding (less gateways needed), room to buff Protoss T1....


That is one of the solutions that came up in this discussion and was added as a poll in the OP. The more votes there are the more data we have on how people on this forum perceive some of the potential changes that could be made to possibly improve the dynamic.
Balance. Enjoy the process instead of focusing on musts.
DemigodcelpH
Profile Joined August 2011
1138 Posts
May 21 2015 09:20 GMT
#110
The best way to solve the Warpgate is to remove it. Badly designed.
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