• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:22
CET 00:22
KST 08:22
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation8Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Tenacious Turtle Tussle RSL S3 Round of 16 Master Swan Open (Global Bronze-Master 2) Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Should offensive tower rushing be viable in RTS games? Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1700 users

qxc's thoughts: Disruptor in Review - Page 2

Forum Index > Legacy of the Void
62 CommentsPost a Reply
Prev 1 2 3 4 Next All
[PkF] Wire
Profile Joined March 2013
France24235 Posts
June 17 2015 19:34 GMT
#21
You nearly convinced me the disruptor was interesting. I still think the colossus should either be removed from the game or made into something useful again.
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2015-06-17 19:41:17
June 17 2015 19:41 GMT
#22
The disruptor just needs to be less binary. There are plenty of ways to do this like lowering the cost and damage (so you have more disruptors that individually do less) or changing the mechanic to a DoT.

The fundamental design is sound, IMO.
Magnifico
Profile Joined March 2013
1958 Posts
June 17 2015 20:05 GMT
#23
On June 18 2015 04:41 Athenau wrote:
The disruptor just needs to be less binary


David Kim said that this particular problem is being addressed internally at the moment.


From my very personal perspective, the disruptor is just too difficult to use. I have 130 apm, ok micro for my level, and I'm having a really hard time microing this unit properly. It's by far the hardest protoss unit to play with.
JCoto
Profile Joined October 2014
Spain574 Posts
June 17 2015 20:17 GMT
#24
On June 18 2015 04:34 [PkF] Wire wrote:
You nearly convinced me the disruptor was interesting. I still think the colossus should either be removed from the game or made into something useful again.


I think Colossus should be changed from generic splash unit to a concentrated splash damage.
So instead of two beams doing two full swipes, the two beams colliding over one unit, in the middle, with slower animation
Then the damage and cooldown moved back to the initial WoL levels, feeling like a more "siege" unit. We have enough "anti-minions" (minor units) splash.

A colossus like that will be optimized for tactical focus firing a bit more than the actual ones, but at the same time weaker vs splits. I can't concieve a colossus that is not able to 1 shot Zerglings at +3.
Beelzebub1
Profile Joined May 2015
1004 Posts
June 17 2015 20:25 GMT
#25
On June 18 2015 04:34 [PkF] Wire wrote:
You nearly convinced me the disruptor was interesting. I still think the colossus should either be removed from the game or made into something useful again.


The Colossus should be removed, it's a garbage no skill unit that has no place in the higher skill cap LOTV.

I am kind of a critic of the binary "all or nothing" approach with Purification Nova but the Warp Prism drop thing does add a hefty lair of micro management and skill cap potential which is so desperately what Protoss needs as a race (i.e. Protoss needs a unit that in the hands of Parting it looks completely different then a high masters player which is where the Colossus falls on it's damn face design wise)

Disruptor needs a tweak, I think it should cost a bit less, do a bit less damage so it's not broken against immobile units like the Lurker and Siege Tank, but have a more reliable escape mechanism.

Perhaps still have invulnerability when PN is activated, but movement speed remains the same until the blast goes off, as soon as the blast goes off, the speed boost applies, that way armies have more of a chance to dodge but the unit itself has a greater chance to escape with good control.

I don't know, the unit is a step or two away from being the unit that Protoss deserves, but the lack of escape without Warp Prism is the biggest thing holding it back.
Lunareste
Profile Joined July 2011
United States3596 Posts
June 17 2015 20:39 GMT
#26
On June 18 2015 05:25 Beelzebub1 wrote:
Show nested quote +
On June 18 2015 04:34 [PkF] Wire wrote:
You nearly convinced me the disruptor was interesting. I still think the colossus should either be removed from the game or made into something useful again.


The Colossus should be removed, it's a garbage no skill unit that has no place in the higher skill cap LOTV.

I am kind of a critic of the binary "all or nothing" approach with Purification Nova but the Warp Prism drop thing does add a hefty lair of micro management and skill cap potential which is so desperately what Protoss needs as a race (i.e. Protoss needs a unit that in the hands of Parting it looks completely different then a high masters player which is where the Colossus falls on it's damn face design wise)

Disruptor needs a tweak, I think it should cost a bit less, do a bit less damage so it's not broken against immobile units like the Lurker and Siege Tank, but have a more reliable escape mechanism.

Perhaps still have invulnerability when PN is activated, but movement speed remains the same until the blast goes off, as soon as the blast goes off, the speed boost applies, that way armies have more of a chance to dodge but the unit itself has a greater chance to escape with good control.

I don't know, the unit is a step or two away from being the unit that Protoss deserves, but the lack of escape without Warp Prism is the biggest thing holding it back.


Being able to look like a different unit in the hands of Parting is exactly why the support via Warp Prism makes this exactly the unit Protoss has needed.

I mean are we gonna nerf Banelings/Widow Mine splash at this point too? Why shouldn't this unit do a shitload of damage when you don't micro against it?

We need to stop being pussies and get better, instead of whining when shit gets hard. That's exactly why SC2 is in the boring state it's in. I want things to be AWESOME, not boring.
KT FlaSh FOREVER
vayuu
Profile Joined May 2012
Canada66 Posts
June 17 2015 21:10 GMT
#27
too strong against zerg, too useless against a terran paying attention. needs to be somewhere in between
Lexender
Profile Joined September 2013
Mexico2655 Posts
June 17 2015 21:19 GMT
#28
I find the lack of analysis against mech bad.

The disruptor is too good against ground mech, hellbats and thors are too slow, and you will never have enough medivacs to lift up your tanks.

The biggest problem of course besides the all-or-nothing nature of the disruptor is the need for mech to stay together so much, since positional play is so weak you either have all your army together and lose because is one tight ball, or you spread it and then you lose because tanks are shit.

But right now its hard to say if the problem is with mech, with the disruptor or with something else, so it requires more analysis.
StarStruck
Profile Blog Joined April 2010
25339 Posts
June 17 2015 21:22 GMT
#29
On June 18 2015 03:03 prplhz wrote:
from the description this sounds a lot like the reaver


I was thinking the same thing and notice how you can never attack scarabs. hm!

Reebus re-branded.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
June 17 2015 21:24 GMT
#30
I'll repeat my questions from the earlier thread, for which I'm curious about the answers.

1. why is the disruptor so expensive?
2. why not a damage gradient?
3. why doesn't at least forcefield block it?

Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
[PkF] Wire
Profile Joined March 2013
France24235 Posts
June 17 2015 22:20 GMT
#31
On June 18 2015 06:24 Grumbels wrote:
3. why doesn't at least forcefield block it?

A question that leaves me mesmerized too. Same for adepts shades by the way. I just don't understand ; those two simple changes would make PvP a thousand times better.
ejozl
Profile Joined October 2010
Denmark3459 Posts
June 18 2015 00:17 GMT
#32
On June 18 2015 07:20 [PkF] Wire wrote:
Show nested quote +
On June 18 2015 06:24 Grumbels wrote:
3. why doesn't at least forcefield block it?

A question that leaves me mesmerized too. Same for adepts shades by the way. I just don't understand ; those two simple changes would make PvP a thousand times better.

I'm glad they don't, because using these units together with Forcefields kind of blows my mind in my little realm of possible tactics you can pull off as a Protoss player.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ZenithM
Profile Joined February 2011
France15952 Posts
June 18 2015 00:21 GMT
#33
On June 18 2015 06:24 Grumbels wrote:
I'll repeat my questions from the earlier thread, for which I'm curious about the answers.

1. why is the disruptor so expensive?
2. why not a damage gradient?
3. why doesn't at least forcefield block it?


1. 2. I think these 2 points go hand in hand, the disruptor is a unit that has to have a good burst efficiency to warrant its cost (or vice versa :D). And I honestly think damage gradients on AoE zones (which are already quite small) are always underwhelming. It's good that you can one-shot most small units no matter where they are in the disruptor's AoE. For example, if you didn't one-shot marines in the whole area, you would end up with a useless unit in cooldown and still a lot of DPS left on the other side after your release, it would deincentivize micro for the defensive player.
3. Good point, I didn't even know it didn't work haha.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
June 18 2015 02:20 GMT
#34
I like the article and I like the Disruptor.

I dislike the invulnerability on principle. It should not be capable of running into a 200/200 clump of Marines or Zerglings, doing its thing, and then getting away. Nothing should. Just give it a flat armor boost that is sufficient when the Protoss engages cost-effectively (whatever that is judged to be - one Disruptor versus 15 Marines? 20? I don't care), but not sufficient if the engagement is less cost-effective than that, and the Disruptor may die before its attack even activates.

I don't for the life of me understand how Blizzard didn't arrive at this conclusion themselves. There is literally no difference when the Protoss takes reasonable engagements, but bad engagements are appropriately punished as opposed to providing a sliver of a chance to a player who deserves none, and mech's high single-target damage can bypass the armor boost and deal with the Disruptor.

This is just an obviously superior way to design the unit.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 18 2015 02:45 GMT
#35
On June 18 2015 11:20 pure.Wasted wrote:
I like the article and I like the Disruptor.

I dislike the invulnerability on principle. It should not be capable of running into a 200/200 clump of Marines or Zerglings, doing its thing, and then getting away. Nothing should. Just give it a flat armor boost that is sufficient when the Protoss engages cost-effectively (whatever that is judged to be - one Disruptor versus 15 Marines? 20? I don't care), but not sufficient if the engagement is less cost-effective than that, and the Disruptor may die before its attack even activates.

I don't for the life of me understand how Blizzard didn't arrive at this conclusion themselves. There is literally no difference when the Protoss takes reasonable engagements, but bad engagements are appropriately punished as opposed to providing a sliver of a chance to a player who deserves none, and mech's high single-target damage can bypass the armor boost and deal with the Disruptor.

This is just an obviously superior way to design the unit.

This would be a good idea to test, especially while in beta, because if it does work out as you suggest then it would obviously be superior.
Administrator~ Spirit will set you free ~
MoonyD
Profile Joined December 2013
Australia191 Posts
June 18 2015 03:25 GMT
#36
As it stands the Disruptor is pretty much an useless unit in the PvT matchup. The fact terran can just load up everything and take 0 damage makes it super easy to dodge it. I think the Disruptor should do at least a bit of damage versus air. I mean if Protoss goes into Disruptors and Zerg goes for mass mutas, it becomes almost impossible for Protoss to defend their bases after investing so much into what is 'useless tech' vs air.

I agree with previous comments about the fact that forcefields should at least block adepts. It seems silly that the shade can move past forcefields on the ramp. If disruptors can go through forcefields they should at least break them the same way as it does with a colossus going through forcefields. Going through forcefields is just silly.
The world wants to be deceived
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
June 18 2015 03:38 GMT
#37
On June 18 2015 12:25 MoonyD wrote:
As it stands the Disruptor is pretty much an useless unit in the PvT matchup. The fact terran can just load up everything and take 0 damage makes it super easy to dodge it. I think the Disruptor should do at least a bit of damage versus air. I mean if Protoss goes into Disruptors and Zerg goes for mass mutas, it becomes almost impossible for Protoss to defend their bases after investing so much into what is 'useless tech' vs air.


I'm not going to touch PvZ because I know nothing about it, but why can't Stalkers shoot the Medivacs out of the air once the Terran attempts to GTFO? Get your Stalkers ready for a flank, bring in the Disruptor, and then blink under the Medivacs and pick a couple of them off for free.

There might be a good reason why this isn't possible, I'm genuinely curious.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
June 18 2015 06:17 GMT
#38
On June 18 2015 02:59 DinoMight wrote:
Show nested quote +
On June 18 2015 02:53 Loccstana wrote:
I have some reservations about the disruptor being indestructible while it is charging up for the explosion. This really is unfair against immobile units like lurkers and siege tanks which cant move out of the way in time. Rather, the disruptor should get an armor buff during its charge up period, which would allow it tank low tech units like zerglings, but not high damage units like siege tanks.


It's a 300 gas single melee range unit.

It needs to be able to get in and do damage. Unless it's invulnerable on its way in it will just die immediately.

I agree with you on the 300 gas melee unit that needs to be able to move through the battlefield.

But, I think the problem a lot of people have is with the "invulnerability" combined with a Warp Prism, which makes the unit nigh impossible to kill.

People don't like the idea of 2 Disruptors running though and amoving army (I mean, they are quite hard to spot, especially on the current (TERRIBLE) minimap) and essentially destroying it instantaneously.

Could a massive shield work too? I would like to experiment with that. A 300 HP Shield (preferably with the effect the Immortal should have had; all damage over 10 is reduced max(10 ; 0.5*damage) to 10 or halved, whichever is higher) for the Disruptor. What this means is that the Disruptor has approximately 500 HP to play with when it rushes in AND a defensive mechanic upon activating the Nova. The Nova hits in 4(?) seconds, the shields are removed after 8 seconds (maybe a slight increase in movement speed during this cooldown period as well). Is that enough of a defense to last through a fight? I think it is. It is however not enough to rush into an army head-on. Additionally, EMP can now hurt them as well.

This is obviously me playing with some numbers, but what do you guys think?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
June 18 2015 06:18 GMT
#39
On June 18 2015 12:38 pure.Wasted wrote:
Show nested quote +
On June 18 2015 12:25 MoonyD wrote:
As it stands the Disruptor is pretty much an useless unit in the PvT matchup. The fact terran can just load up everything and take 0 damage makes it super easy to dodge it. I think the Disruptor should do at least a bit of damage versus air. I mean if Protoss goes into Disruptors and Zerg goes for mass mutas, it becomes almost impossible for Protoss to defend their bases after investing so much into what is 'useless tech' vs air.


I'm not going to touch PvZ because I know nothing about it, but why can't Stalkers shoot the Medivacs out of the air once the Terran attempts to GTFO? Get your Stalkers ready for a flank, bring in the Disruptor, and then blink under the Medivacs and pick a couple of them off for free.

There might be a good reason why this isn't possible, I'm genuinely curious.

In theory it's possible, but due to Friendly Fire you cannot jump under the disruptors (Terran can just unload and each marauders one-shots a stalker). Flanking their retreat path is a possibility, but you have to be very careful of reinforcements, Terran unloading, and being picked off / mispositioned for an engagement because your army is essentially split into two with the Terran army in the center (the Terran army will usually win the fight on either side).

It is possible but also very risky, is what I would say.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Veluvian
Profile Joined December 2011
Bulgaria256 Posts
June 18 2015 07:09 GMT
#40
I agree with the last statement of qxc. The disruptor definately needs some small changes. In the hands of e pro, it could produce very possitive results, but it requires a micro play that is beyond the skill of regular ladder player in the low leagues and it shall not be used unless for some assault/guerilla attacks.
Oz; MMA; Rain; sOs; Classic, Soulkey, TY, Dark
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
23:00
Biweekly #35
CranKy Ducklings45
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 350
PiGStarcraft305
SpeCial 113
ProTech103
Livibee 91
ZombieGrub42
StarCraft: Brood War
Shuttle 578
Artosis 310
UpATreeSC 79
Sexy 30
Rock 28
NaDa 14
Dota 2
syndereN244
Counter-Strike
Foxcn288
Super Smash Bros
Mew2King80
Other Games
Grubby4092
summit1g1198
shahzam406
Maynarde100
C9.Mang093
Nathanias27
febbydoto9
fpsfer 1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 65
• RyuSc2 60
• Adnapsc2 8
• HeavenSC 2
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21200
• WagamamaTV500
League of Legends
• imaqtpie3399
Other Games
• Shiphtur257
Upcoming Events
The PondCast
10h 38m
RSL Revival
10h 38m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
12h 38m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
12h 38m
PiGosaur Monday
1d 1h
RSL Revival
1d 10h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 12h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2 days
[ Show More ]
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.