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Active: 1734 users

Would you like to see additional Chronoboost use?

Forum Index > Legacy of the Void
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i)awn
Profile Joined October 2011
United States189 Posts
July 20 2015 15:49 GMT
#1
Poll: Would you like to see additional chronoboost use?

(Vote): Yes
(Vote): No


I would really like to have extra usage for chronoboost as I sincerely find it lacking and very limited in usage, especially when compared to other races.

Top of my head:
1- Chronoboosting a nexus increases mining speed on all probes using the nexus if the nexus is idle, otherwise it just speeds up probe build time like normal.
2-Chronoboosting a unit increases its speed. This can be useful for big units like carrier. It can also be implemented to increase the speed of the units around the target as well.

Of course such changes will need to be carefully considered and might even require additional unit balance but frankly I think LotV is a great opportunity to make things a bit more interesting for chronoboost.
rotta
Profile Joined December 2011
5611 Posts
July 20 2015 16:02 GMT
#2
Yes, maybe warping buildings/units under a boosted Warp Prism could be slightly faster?
don't wall off against random
ejozl
Profile Joined October 2010
Denmark3489 Posts
Last Edited: 2015-07-20 16:04:08
July 20 2015 16:03 GMT
#3
Not necessarily Chrono Boost, but some redesign of Mothership Core+Nexus to add more utilities would be nice.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 20 2015 16:10 GMT
#4
Moved to LotV beta
Moderatorshe/her
TL+ Member
BisuDagger
Profile Blog Joined October 2009
Bisutopia19332 Posts
July 20 2015 16:17 GMT
#5
I am always using my chronoboost and constantly out of energy. I'm not sure where one would have all this extra chronoboost available. I am by no means a pro but....

Post Probe Chrono:
- Chrono on upgrades constantly. Literally any upgrade possible: Weapons, Armor, Blink, Range...
- Chrono on warpgates during battles if I'm past the worker and upgrade stage or absolutely need extra units.
- Chrono on observers for that "oh f*ck" moment and you need one

Chrono boost fills its current roll extremely well.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
i)awn
Profile Joined October 2011
United States189 Posts
July 20 2015 16:24 GMT
#6
On July 21 2015 01:17 BisuDagger wrote:
I am always using my chronoboost and constantly out of energy. I'm not sure where one would have all this extra chronoboost available. I am by no means a pro but....

Post Probe Chrono:
- Chrono on upgrades constantly. Literally any upgrade possible: Weapons, Armor, Blink, Range...
- Chrono on warpgates during battles if I'm past the worker and upgrade stage or absolutely need extra units.
- Chrono on observers for that "oh f*ck" moment and you need one

Chrono boost fills its current roll extremely well.


I do absolutely agree although I think chronoboost effectiveness has been its own bane. Research times has been increased on many techs just because of chronoboost and consequently chronoboost became just a must rather than a choice on these research times. It's now just a boring ability that makes your essential timing possible nothing more. Moreover, late game it becomes much less useful when you already have your techs and tons of gateways and multiple robo or stargates. I believe a change in some way would be really good to the game.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19332 Posts
July 20 2015 17:09 GMT
#7
On July 21 2015 01:24 i)awn wrote:
Show nested quote +
On July 21 2015 01:17 BisuDagger wrote:
I am always using my chronoboost and constantly out of energy. I'm not sure where one would have all this extra chronoboost available. I am by no means a pro but....

Post Probe Chrono:
- Chrono on upgrades constantly. Literally any upgrade possible: Weapons, Armor, Blink, Range...
- Chrono on warpgates during battles if I'm past the worker and upgrade stage or absolutely need extra units.
- Chrono on observers for that "oh f*ck" moment and you need one

Chrono boost fills its current roll extremely well.


I do absolutely agree although I think chronoboost effectiveness has been its own bane. Research times has been increased on many techs just because of chronoboost and consequently chronoboost became just a must rather than a choice on these research times. It's now just a boring ability that makes your essential timing possible nothing more. Moreover, late game it becomes much less useful when you already have your techs and tons of gateways and multiple robo or stargates. I believe a change in some way would be really good to the game.

You made a point I actually agree with now. It's kind of sill to think chrono was given to protoss to speed things up if you are good and use it effectively. But if research times etc. have been balanced around top level players who chrono efficiently then yeah it kinda makes the ability moot. To contribute to your OP, I do agree if chrono was to contribute additionally an enhanced speed movement on unitys would be a pretty cool thing. Its not like there is an abundance of it, but to chrono boost a warp prism in order to speed it up and save it from death would be really sick play.

Thanks for the reply btw!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
weikor
Profile Blog Joined March 2011
Austria580 Posts
July 20 2015 17:16 GMT
#8
I just feel like Terran and Zerg have better alternate uses, or choices of their base energy mechanic.

Tumors, and transfuse can be used with excess energy and theres a big choice with scan or mule as well (as well as the occasional supply drop)

Chronoboost is basically just like a larva inject. When you want to produce units or go for a timing - larva inject will turn to units, When you go for economy larva inject produces extra workers.

Id much prefer an alternate ability. Perhaps defensive like "50 energy, for 20 seconds units within 14 Range of the Target nexus will gain 1 Shield armor and will recharge 5 Shield / second even while in combat"

I think wth something along those lines, you should remove photon overcharge which is a poorly designed spell. Its incredibly potent vs low amounts of units, even without having any units yourself. Protoss should be rewarded for making defensive units, not for teching as quickly as possible.
purakushi
Profile Joined August 2012
United States3301 Posts
July 20 2015 17:18 GMT
#9
chronoboost cannons so they shoot faster
T P Z sagi
BisuDagger
Profile Blog Joined October 2009
Bisutopia19332 Posts
July 20 2015 17:25 GMT
#10
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

This would work great. For people who hate photon overcharge, that ability could be used to instead buff cannons too. By the time this is out cannon rush stages are over anyway.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 20 2015 17:42 GMT
#11
On July 21 2015 02:16 weikor wrote:
I just feel like Terran and Zerg have better alternate uses, or choices of their base energy mechanic.

Tumors, and transfuse can be used with excess energy and theres a big choice with scan or mule as well (as well as the occasional supply drop)

Chronoboost is basically just like a larva inject. When you want to produce units or go for a timing - larva inject will turn to units, When you go for economy larva inject produces extra workers.

Id much prefer an alternate ability. Perhaps defensive like "50 energy, for 20 seconds units within 14 Range of the Target nexus will gain 1 Shield armor and will recharge 5 Shield / second even while in combat"

I think wth something along those lines, you should remove photon overcharge which is a poorly designed spell. Its incredibly potent vs low amounts of units, even without having any units yourself. Protoss should be rewarded for making defensive units, not for teching as quickly as possible.

or just have the nexus act exactly like the BW shield battery, exchanging energy directly for shield HP on a single target unit.
vibeo gane,
i)awn
Profile Joined October 2011
United States189 Posts
July 20 2015 17:45 GMT
#12
@BisuDagger thanks for you contribution

On July 21 2015 02:16 weikor wrote:
I just feel like Terran and Zerg have better alternate uses, or choices of their base energy mechanic.

Tumors, and transfuse can be used with excess energy and theres a big choice with scan or mule as well (as well as the occasional supply drop)

Chronoboost is basically just like a larva inject. When you want to produce units or go for a timing - larva inject will turn to units, When you go for economy larva inject produces extra workers.

Id much prefer an alternate ability. Perhaps defensive like "50 energy, for 20 seconds units within 14 Range of the Target nexus will gain 1 Shield armor and will recharge 5 Shield / second even while in combat"

I think wth something along those lines, you should remove photon overcharge which is a poorly designed spell. Its incredibly potent vs low amounts of units, even without having any units yourself. Protoss should be rewarded for making defensive units, not for teching as quickly as possible.



Unfortunately I think what you suggest has the same problem that has been plaguing the nexus macro: tech timings has been balanced around chronoboost, using chronoboost on early abilities might mess with this timing. That's why I suggested something that can be useful a bit later in the game when you're not rushing for an essential tech. There are definitely ways to get around this though if they do intend th change how chronoboost interact with research and with buildings. However I think we'll be asking for too much give that (hopefully) they are considering some big changes for the protoss; who knows with those changes we might not need photon overcharge.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 20 2015 18:13 GMT
#13
I think Chrono is fine right now.

Crucial tech has been timed so that it's not broken if you use all your chrono on it. That's okay. If someone doesn't scout you pouring all your chrono into warpgate/Blink/+1 attack you WILL still mess them up.

Chrono is very flexible.. you can use it to speed up upgrades, vital units (colossus, observer, etc.) or to produce workers faster.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
marpis
Profile Joined February 2014
Finland18 Posts
July 20 2015 18:56 GMT
#14
Please no... There are way too many ability using possibilities as is, I think.
I like streamlined, simple things... Well, SC2 is not going my way anyway.

If you really want new uses for chrono just for the sake of all buildings except pylons not being enough, then I think chronoboosting units should affect cooldown of abilities and mana regen rate. Also shield regen, why not.
TelecoM
Profile Blog Joined January 2010
United States10705 Posts
July 20 2015 19:04 GMT
#15
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

Sounds like a Zergs nightmare, a chrono boosted cannon rush.
AKA: TelecoM[WHITE] Protoss fighting
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 20 2015 19:17 GMT
#16
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster


I was so sad when I discovered (years ago) that this doesn't work. It would not have much of an effect, but would be great conceptually.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
TheWinks
Profile Joined July 2011
United States572 Posts
July 20 2015 20:41 GMT
#17
I don't think chrono should increase combat capabilities.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 20 2015 20:52 GMT
#18
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.
[url]http://i.imgur.com/lw2yN.jpg[/url]
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 20 2015 21:41 GMT
#19
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


My Zerg brothers:

Can we collectively agree and say NO to a MULE buff?

hehe
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2015-07-20 22:30:20
July 20 2015 22:27 GMT
#20
Other than chronoing cannons, the only other use I could see is chronoboosting casters to regain energy quicker. Or maybe like a shield recharge.

It could even function as a energy transfer and to balance abuse it could be made to only work in a power field. I mean buildings are already in power fields so that doesn't change.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 20 2015 23:09 GMT
#21
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.

This. I am all for an extra use for Chrono if Terrans can get mules mining gas and constructing buildings faster. I do not feel that the current CC energy options are that much better than Z or P, just different.
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
July 21 2015 00:01 GMT
#22
Chronoboost carrier and mothership (while building and increase only shield regen when finished).

Since we can't have good mothership timing anymore.
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
spritzz
Profile Joined November 2009
Canada331 Posts
July 21 2015 00:36 GMT
#23
This is the first thing that came to mind when reading "make cannons shoot faster"


zugzug
Deathstar
Profile Blog Joined May 2010
9150 Posts
July 21 2015 01:25 GMT
#24
On July 21 2015 04:04 GGzerG wrote:
Show nested quote +
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

Sounds like a Zergs nightmare, a chrono boosted cannon rush.


Allow MSc to give pylons photon overcharge
rip passion
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 01:37 GMT
#25
Chronoboosting units to buff them in some way would be pretty cool and interesting.
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
Last Edited: 2015-07-21 02:21:45
July 21 2015 02:21 GMT
#26
Could chronoboost maybe be used to provide nearby buildings or units with in-combat shield regen for some extra defensive purposes? I don't think you can make it global due to potential cannon rushes, but for defensive purposes? Maybe it has to be combined with the mothership core -> cast nexus cannon on nexus -> allow nexus to cast chronoboost on buildings/units to provide additional shielding. It would probably be too complex/vague, but maybe it can be simplified somehow.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
TelecoM
Profile Blog Joined January 2010
United States10705 Posts
July 21 2015 02:37 GMT
#27
On July 21 2015 10:37 ZenithM wrote:
Chronoboosting units to buff them in some way would be pretty cool and interesting.


We are playing StarCraft, not a MOBA
AKA: TelecoM[WHITE] Protoss fighting
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 02:40 GMT
#28
On July 21 2015 11:37 GGzerG wrote:
Show nested quote +
On July 21 2015 10:37 ZenithM wrote:
Chronoboosting units to buff them in some way would be pretty cool and interesting.


We are playing StarCraft, not a MOBA

Lol. Like the beloved BW shield battery didn't do the exact same thing...
ETisME
Profile Blog Joined April 2011
12702 Posts
July 21 2015 04:34 GMT
#29
Chrono is pretty much the most flexible energy.
It's just not as clear as other two race macr mechanics
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 21 2015 07:38 GMT
#30
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.
Make DC listen!
JCoto
Profile Joined October 2014
Spain574 Posts
July 21 2015 08:43 GMT
#31
On July 21 2015 02:25 BisuDagger wrote:
Show nested quote +
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

This would work great. For people who hate photon overcharge, that ability could be used to instead buff cannons too. By the time this is out cannon rush stages are over anyway.


It should, but it would probably imbalanced for rushes for the same reason that Gateways have long build times... Because you don't pay to access the macrobooster like other races, so you can just bank it from minute 0, and prepare a chronoboosted rush.

Add a requirement to prevent it (for example, CyberCore needed to chronoboost) and you can buff Gateways and give it to cannons (specially because cannons are weak compared to other static defense)
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 21 2015 09:46 GMT
#32
I think all these ideas said above make sense and would be cool:
- Chrono Cannons to shoot faster (with some requirements to stop super Cannon rushes)
- Chrono Mothership Core to morph into Mothership faster
- Chrono Carrier to build Interceptors faster (would be cool just to have this option; I don't think it would actually be used, though)

And what I thought about is
- Chrono Pylons so they warp in units faster
- Chrono Assimilators to speed up gas mining. For example, Probes would instantly (or after a very short time) return from the Assimilator. This would allow for more Probes to effectively mine from the Assimilator, and with constant Chornoing, it would increase the gas income, but at the same time slow down the production, because you wouldn't Chrono the production buildings.
- Chrono could regenerate shields in combat as well (it already does boost it, but obviously not in combat).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
29 fps
Profile Blog Joined March 2008
United States5725 Posts
July 21 2015 09:50 GMT
#33
another ability for the nexus (in addition to chronoboost): turn nexus into a detector for X seconds.
4v4 is a battle of who has the better computer.
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 10:14 GMT
#34
On July 21 2015 16:38 TedCruz2016 wrote:
Show nested quote +
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.

Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 21 2015 10:28 GMT
#35
On July 21 2015 19:14 ZenithM wrote:
Show nested quote +
On July 21 2015 16:38 TedCruz2016 wrote:
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.

Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.


And the MSC with Mass Recall, Photon Overcharge and a slowing spell.
Make DC listen!
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 21 2015 10:29 GMT
#36
Yeah and i want drones that cost only 0.5 supply and they spawn 2 from a larva like zerlings.

Looks balanced right ?

Cmon people.
"The Fractured but Whole"
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 21 2015 10:39 GMT
#37
On July 21 2015 19:29 ZergLingShepherd1 wrote:
Yeah and i want drones that cost only 0.5 supply and they spawn 2 from a larva like zerlings.

Looks balanced right ?

Cmon people.


Yeah, we can't have any smallest thing added for P or T, because it would increase the oppression of the poor Zerg race.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 21 2015 11:57 GMT
#38
But there has to be compensations if Chrono is boosted in some way

It is already very strong and Protoss early game shenanigans would be even stronger, if not totally broken, as you do not need to pay for it unlike Terran.

Perhaps add some extra abilities to the CC, Nexus and Queen energy but have a base requirement for Protoss, such as a Cybernetics core or a researchable upgrade.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 21 2015 12:04 GMT
#39
Balance is irrelevant when you are coming up with new idea. That's a point that many of the posters do not understand - and seemingly also Blizzard sadly fails in this department. The current balance of the game is based on very specific set of circumstances and totally unforeseen interaction bewteen timings of different races. Many things would be OP in vaccum, but are perfectly fine in the great picture.

That great picture is completely inacessible when making a change in a particular aspect. So the only way to have any substantial novetly is to try whatever comes to mind, see what are the consequences and then balance by litle details. Usually the amount of balancing needed is very small as even tiny number changes can completely swing the balance because of snowballing. Hopefully everyones remembers the Queen range ... So I would really suggest people do not bring much of balance concerns when vague ideas are discussed, it does not make much sense.

That being said, any expansion to Chrono in it's current state will be very miniscule if effect, because Chrono is already in short supply in the parts of the game where it matters. Chronoing a single unit to recharge shields when you could have had an extra probe, or Blink finishing 15 second earlier? I don't think that's gone see much play. But why not have it, just for fun. In general SC2 is unnecesarrily limited in possibilities, if something is not very used, it usually gets removed or left to die. There should be more of "the little things" that are extremley rare, but make you appreciate the cleverness of the player when he uses them once in a blue moon to a great effect.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 21 2015 12:53 GMT
#40
Balance is irrelevant when you are coming up with new idea.

Not sure that that is true - keeping balance somewhat in mind should help keep the ideas reasonable. If I suggest that the Chronoboost should be able to be used to warp in an offensive unit, regardless of whether you have the supporting production facility, then that is obviously broken and not workable. This way we do not waste time theory-crafting or beta testing. When making a suggestion you have to ask what impact is this likely to have on the game, what counters exist?

As we are talking Protoss here, the ability should probably NOT help offensively in the early game as adepts and oracles already shred well enough without boosts.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
July 21 2015 14:04 GMT
#41
I personally think that what's needed is for Chrono to do something mundane (like supply drop) that shows up every now and then. Shit like "temporary energy field" to allow placement, but not powering of buildings. Silly things like that to make it visually look like Chrono has multiple uses
Hark, what baseball through yonder window breaks?
y0su
Profile Blog Joined September 2011
Finland7871 Posts
July 21 2015 14:52 GMT
#42
On July 21 2015 01:03 ejozl wrote:
Not necessarily Chrono Boost, but some redesign of Mothership Core+Nexus to add more utilities would be nice.

I would like to see a redesign as well
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2015-07-21 15:07:49
July 21 2015 15:00 GMT
#43
Chrono Boost is the perfect example of micro that is "not seen and doesn't show off the player's skill" Blizz keeps talking about. I'm sure adding some more utility to it would be a step in the right direction.

A random idea would be that it increases the shield regen speed of a unit X times, if it's inside an Y radius inside the nexus. So if you defend the first wave of a roach all-in and an immortal survives, you could help it gain the shields back for the second wave. Basically the shield battery that everyone loves, but not as good because it can't be used during combat.
Revolutionist fan
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 21 2015 15:07 GMT
#44
On July 21 2015 21:04 opisska wrote:
Balance is irrelevant when you are coming up with new idea.


Also, balance is relative. The right way to balance is to make everything seemingly imba in their own ways and then collectively, as a result, none of them is imba. It's like when both you and your neighbor are millionaires, none of you feel like a millionaire. Nerfing everything down to the same low level for "balance" is based on a communist mind set. That would only make everything homogenous thus killing all the fun.
Make DC listen!
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 21 2015 18:09 GMT
#45
On July 22 2015 00:07 TedCruz2016 wrote:
Show nested quote +
On July 21 2015 21:04 opisska wrote:
Balance is irrelevant when you are coming up with new idea.


Also, balance is relative. The right way to balance is to make everything seemingly imba in their own ways and then collectively, as a result, none of them is imba. It's like when both you and your neighbor are millionaires, none of you feel like a millionaire. Nerfing everything down to the same low level for "balance" is based on a communist mind set. That would only make everything homogenous thus killing all the fun.

I think that is what they already do thus leading to insta-wins, hard counters everywhere and terrible, terrible damage. Not a good way to do it. The game designers must be able to think these things though.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 22 2015 03:30 GMT
#46
On July 22 2015 03:09 DeadByDawn wrote:
Show nested quote +
On July 22 2015 00:07 TedCruz2016 wrote:
On July 21 2015 21:04 opisska wrote:
Balance is irrelevant when you are coming up with new idea.


Also, balance is relative. The right way to balance is to make everything seemingly imba in their own ways and then collectively, as a result, none of them is imba. It's like when both you and your neighbor are millionaires, none of you feel like a millionaire. Nerfing everything down to the same low level for "balance" is based on a communist mind set. That would only make everything homogenous thus killing all the fun.

I think that is what they already do thus leading to insta-wins, hard counters everywhere and terrible, terrible damage. Not a good way to do it. The game designers must be able to think these things though.


Wow, look at your signature and my username? Did we just have a bipartisan agreement? Haha!
Make DC listen!
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 22 2015 19:02 GMT
#47
On July 22 2015 12:30 TedCruz2016 wrote:
Show nested quote +
On July 22 2015 03:09 DeadByDawn wrote:
On July 22 2015 00:07 TedCruz2016 wrote:
On July 21 2015 21:04 opisska wrote:
Balance is irrelevant when you are coming up with new idea.


Also, balance is relative. The right way to balance is to make everything seemingly imba in their own ways and then collectively, as a result, none of them is imba. It's like when both you and your neighbor are millionaires, none of you feel like a millionaire. Nerfing everything down to the same low level for "balance" is based on a communist mind set. That would only make everything homogenous thus killing all the fun.

I think that is what they already do thus leading to insta-wins, hard counters everywhere and terrible, terrible damage. Not a good way to do it. The game designers must be able to think these things though.


Wow, look at your signature and my username? Did we just have a bipartisan agreement? Haha!

Well SC2 brings people together. Unless you are the Trump of SC2 (Avilo I am looking at you here).
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