• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:40
CET 05:40
KST 13:40
  • 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
Behind the Blue - Team Liquid History Book8Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info5herO wins SC2 All-Star Invitational14
Community News
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? HomeStory Cup 28 - Info & Preview
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Liquipedia.net NEEDS editors for Brood War Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread 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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2856 users

If Gateways units were to get buffed, how? - Page 4

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 All
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-12 19:04:50
July 12 2015 19:02 GMT
#61
On July 13 2015 02:31 Ball656 wrote:
make transforming each gateway to warpgate cost the minerals and build time of a zealot. A warpgate is more useful than a gateway, so it makes sense that it would cost more. Since it gives you the units it produces almost a production cycle early, and with more flexibility with regard to location, it makes sense that this additional cost would match up with the cost of one unit. An 8 gate that has to spend 800 extra minerals transforming its gateways to warp gates would be much less powerful, but still a bit better than an 8 gate that declines to transform its gateways, spends the time waiting for its units to finish and then walks across the map (or arrives at the same time with 8 less units).


I actually really like this idea - thank you!
Yes, in the late game you want warpgates and there is no reason not to have them.
However, in early game, if you attach an extra cost of transforming each individual gateway to warpgate - then there is a really valid decission of what you need most. Maybe, instead of getting 4 warpgates, you want to put that expansion first?
[MOD]Economy - Hot Mineral Harvesting
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
July 12 2015 20:33 GMT
#62
On July 13 2015 02:31 Ball656 wrote:
There's a legitimate worry about the power of warpgate if you increase the stats on gateway units. Not only can a warp in occur anywhere with a pylon or deployed warp prism, it also gives you the unit around thirty seconds earlier than traditional production. This is why the timing of warp gate research finishing could decide games in WoL PvP (3 or 5 stalkers vs 7 is very tough). Some have suggested changing warpgates to be less efficient at making units than gateways, but I think there might be a simpler way to take the edge off of early warpgate aggression while still allowing the gateway units themselves to be more powerful. And that is: make transforming each gateway to warpgate cost the minerals and build time of a zealot. A warpgate is more useful than a gateway, so it makes sense that it would cost more. Since it gives you the units it produces almost a production cycle early, and with more flexibility with regard to location, it makes sense that this additional cost would match up with the cost of one unit. An 8 gate that has to spend 800 extra minerals transforming its gateways to warp gates would be much less powerful, but still a bit better than an 8 gate that declines to transform its gateways, spends the time waiting for its units to finish and then walks across the map (or arrives at the same time with 8 less units).

Such a change also delays the Protoss maxing out and makes the maxed out bank smaller at any particular point in time just by nature of being extra infrastructure cost, so the power of remaxing with zealots and stalkers as compared to units which must wait their full build time to be produced is indirectly addressed. Since it's the warp gate itself that enables most of the strongest independent applications of gateway units it makes sense that it would be the warp gate that would have additional cost rather than zealots and stalkers suffering a tax on their effectiveness in all situations.

There might even be room to experiment with bringing back the WoL alpha's 2 gate proxy pylon with warp gates able to be placed on the map without research for 250 minerals and a build time of 95 seconds. That might demand a shift to very aggressive openings in PvP, though, just to be safe from a proxy pylon.


Really like this extra cost idea.

Something, anything, Blizzard.. Why not just give a Gateway vs Warpgate mechanic a try to see how it plays out? You don't really know if something will be better or worse until you give it a shot. And Warpgate by itself definitely defines Protoss way too much imo.
Edowyth
Profile Joined October 2010
United States183 Posts
July 13 2015 06:41 GMT
#63
Change the adept.

It's stupid in its current form for lots of reasons:

- Shade ability very similar to Blink
- At cost very near to zealots, the only thing it does worse is kill undefended buildings
- HP overload to make them suck less
- No real identity

Instead of a massively confused, tanky as crap unit ... give Protoss' gateway what it has always lacked: the ability to actually stand up to mid-game forces from opponents -- DPS to actually scare opponents away.

Here's an initial set of changes that would lean in the direction I'd go (though of course they'd have to be adjusted for balance reasons):

+ Show Spoiler +
* Adept
- Psionic Transfer removed
- Movement speed increased to 2.9531
- Attack changed to 12 damage (no +armored or +light damage)
- Cool-down changed to 1 second
- Range changed to 5
- Cost to 25/75
- Health decreased to 70 shields, 20 HP
- Can shoot up
- (if a strength nerf is desired, they could warp-in without shields)


And then, you could do something like the following: stalkers and sentries have their power in the early-game reduced or changed so that all-ins aren't too-powerful whereas a late-game upgrade for Adepts allows them to continue to be a significant threat to opponents despite their low health pool.

+ Show Spoiler +
* Sentry
- Forcefield duration changed to 5 seconds
- Speed increased to 2.9531

* Stalker
- Attack changed to 5 (+5 vs light) (+1 & +1 vs light per attack upgrade)
- Attack cool-down changed to 1 second
- Blink cool-down changed to 5 seconds
- Health reduced to 40 / 40
- Range reduced to 5

* New upgrade (use the old image and name or whatever) (shield upgrade replaced)
- At twilight council available after templar archives AND dark shrine are built
- Increases range of Adepts by 2 (total 7)


And now that you have a solid core, you could do something like the following: Disruptor changed to be a general-purpose support unit.

+ Show Spoiler +
* Disruptor
- Purification Nova removed
- Disruptors remove the need for the 5 closest GROUND units to wait 10 seconds before shields regen ... shields of those units constantly regenerate (not target-able) (drains 1 energy per unit healed per second)
- Disruptors can teleport up to 10 units in a 1.5 radius around the unit to any place on the map with vision


And ... if you want, you can go hog-wild on other changes that are just cool for the race:

+ Show Spoiler +
* New upgrade
- available after robo and stargate are built ... at twilight council
- Increases energy regeneration of HTs to 1.0 (or increases movement speed of HTs to 2.8125)

* PO removed

* Time warp moved to oracle
- Cost increased to 125 energy

* Pulsar beam removed

* Mass recall removed from MSC

* MSC provides cloaking in a radius of 2 (but doesn't cloak itself) after one of TC, Robo, or SG complete

...


None of that really makes much sense without a solid core of gateway units that can actually afford to be spread out all over the map and still go toe-to-toe with opposing forces.

Instead of mobility due to medivacs ... or mobility due to creep being the defining characteristic of Protoss match-ups, Protoss' mobility comes due to having forces that are just a higher threat (with the damage of adepts and the threat of reinforcements via warp-prisms making any force a serious problem) than opponent's forces unless the opponent is in higher numbers.

Due to the tanky-ness of zealots, the positional wins of sentries (shields, forcefields, hallucinations), the sniping of stalkers (what workers?), and the stand-off-ish-ness of Adepts' new damage ... gateway forces would actually be a solid core upon which support could build (instead of being totally necessary in all circumstances).

But, I'm probably just dreaming anyway. Whatever happens, I hope that Blizzard makes Protoss less-reliant upon high-tech, few-in-number units so that true skill can be displayed and the Protoss race is fearsome for its control once more.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
egrimm
Profile Joined September 2011
Poland1199 Posts
July 13 2015 08:22 GMT
#64
On July 13 2015 02:31 Ball656 wrote:
I think there might be a simpler way to take the edge off of early warpgate aggression while still allowing the gateway units themselves to be more powerful. And that is: make transforming each gateway to warpgate cost the minerals and build time of a zealot. A warpgate is more useful than a gateway, so it makes sense that it would cost more.


Simple and elegant solution - I like it
Ofc not sure about exact cost/upgrade time but that's tweakable.
sOs TY PartinG
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-07-13 17:55:48
July 13 2015 17:37 GMT
#65
So in the leaked Whispers of Oblivion video we can see the Sentry as a medic that restores shields.



I think this would be a great idea for the mutliplayer to make sentries useful beyond forcefields. The difference to Terran will be that it won't restore life, only shield so it's still a unique design.

This might be a bit strong but should be tested imo. Making the gateway army stronger at it's core is important and I'd rather see a gimmick like warpgate or forcefields nerfed to compensate for it.

On July 13 2015 04:02 BlackLilium wrote:
Show nested quote +
On July 13 2015 02:31 Ball656 wrote:
make transforming each gateway to warpgate cost the minerals and build time of a zealot. A warpgate is more useful than a gateway, so it makes sense that it would cost more. Since it gives you the units it produces almost a production cycle early, and with more flexibility with regard to location, it makes sense that this additional cost would match up with the cost of one unit. An 8 gate that has to spend 800 extra minerals transforming its gateways to warp gates would be much less powerful, but still a bit better than an 8 gate that declines to transform its gateways, spends the time waiting for its units to finish and then walks across the map (or arrives at the same time with 8 less units).


I actually really like this idea - thank you!
Yes, in the late game you want warpgates and there is no reason not to have them.
However, in early game, if you attach an extra cost of transforming each individual gateway to warpgate - then there is a really valid decission of what you need most. Maybe, instead of getting 4 warpgates, you want to put that expansion first?


I love this idea btw, it makes sense on so many levels. You could even put warpgate later in the tech tree and increase the cooldowns between warp-ins until it''s faster to build a big gateway army through normal gateways instead of warpgates. Then in the lategame you would like to have 10 Gateways for building your army and maybe 5 warpgates for harassing via Warpprisms/proxy Pylons or to defend harass.

Then finally buffs for gateway units like giving zealots 10 more shield and faster zealot legs and lots of other stuff would be possible.
Maru and Serral are probably top 5.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 15 2015 09:11 GMT
#66
It's simple. Just replace sentry's guardian shield with the shield-healing skill that appeared in the campaign! And remove MSC.
Make DC listen!
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-07-15 09:25:39
July 15 2015 09:25 GMT
#67
On July 15 2015 18:11 TedCruz2016 wrote:
It's simple. Just replace sentry's guardian shield with the shield-healing skill that appeared in the campaign! And remove MSC.



It is fun because when they design Protoss, good and reasonable design concepts are moved to the thrash can in late alfa/ early beta design, maybe kept as some campaign thing, and they keep the gimmicks. Well, in fact that applies to other races, but specially to protoss.


- Standard Macro on Protoss (paying 150 min for macrobooster, Gateways building fast) -> Alpha
- Gateway as a situational "upgrade" of Gateways -> alfa
- Reasonable design on the Immortal -> Alfa
- Oracle as a non-terrible terrible damage -> Alfa
- Sentry as a "medic" unit -> possibley alfa, just reimported for LotV campaign
- Damage dealer Adept -> alfa (now has stupid tanking with retardedly inneficient shooting)

And we could keep listing more things like Lurker removed in WoL alpha, SwarmHosts design, Widow mines/Hellbats.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 15 2015 09:59 GMT
#68
On July 15 2015 18:25 JCoto wrote:
Show nested quote +
On July 15 2015 18:11 TedCruz2016 wrote:
It's simple. Just replace sentry's guardian shield with the shield-healing skill that appeared in the campaign! And remove MSC.



It is fun because when they design Protoss, good and reasonable design concepts are moved to the thrash can in late alfa/ early beta design, maybe kept as some campaign thing, and they keep the gimmicks. Well, in fact that applies to other races, but specially to protoss.


- Standard Macro on Protoss (paying 150 min for macrobooster, Gateways building fast) -> Alpha
- Gateway as a situational "upgrade" of Gateways -> alfa
- Reasonable design on the Immortal -> Alfa
- Oracle as a non-terrible terrible damage -> Alfa
- Sentry as a "medic" unit -> possibley alfa, just reimported for LotV campaign
- Damage dealer Adept -> alfa (now has stupid tanking with retardedly inneficient shooting)

And we could keep listing more things like Lurker removed in WoL alpha, SwarmHosts design, Widow mines/Hellbats.


Well, P should have a medic unit in one form or another, and it better be added in the early game when units are few and money is tight.
Make DC listen!
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2015-07-15 10:26:49
July 15 2015 10:24 GMT
#69
On July 13 2015 15:41 Edowyth wrote:
Change the adept.

It's stupid in its current form for lots of reasons:

- Shade ability very similar to Blink
- At cost very near to zealots, the only thing it does worse is kill undefended buildings
- HP overload to make them suck less
- No real identity


Yeah, work on the adept please. It's just too strong atm in all match-ups. I don't really like the ability nor the upgrade too. The unit doesn't feel polished.
Prev 1 2 3 4 All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #17.5
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft244
RuFF_SC2 154
Ketroc 70
StarCraft: Brood War
Leta 97
ZergMaN 90
Shuttle 50
Noble 26
Bale 17
Icarus 11
Dota 2
monkeys_forever340
NeuroSwarm170
XaKoH 49
febbydoto30
League of Legends
JimRising 920
C9.Mang0456
Super Smash Bros
hungrybox2015
Mew2King36
Heroes of the Storm
Khaldor176
Other Games
summit1g16085
ToD179
Organizations
Other Games
gamesdonequick1841
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta37
• practicex 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 148
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra3524
• Lourlo1255
• HappyZerGling72
Upcoming Events
Replay Cast
4h 21m
Wardi Open
7h 21m
Monday Night Weeklies
12h 21m
Replay Cast
19h 21m
Sparkling Tuna Cup
1d 5h
LiuLi Cup
1d 6h
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
1d 20h
Replay Cast
2 days
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
3 days
[ Show More ]
KCM Race Survival
3 days
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
3 days
Online Event
4 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
RSL Revival
4 days
RSL Revival
5 days
LiuLi Cup
5 days
uThermal 2v2 Circuit
5 days
RSL Revival
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
LiuLi Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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 © 2026 TLnet. All Rights Reserved.