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Legacy of the Week: Disruptor

Forum Index > Legacy of the Void
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Legacy of the Week: Disruptor

Text byJer99
Graphics byshiroiusagi
October 15th, 2015 02:19 GMT















The Disruptor





Welcome back to another edition of Legacy of the Week! This week features the disruptor, from the Protoss race that we have not yet featured in this series. Historically the disruptor has gone through a high number of changes; originally it could become immune for a short time and proceed to ‘explode’ itself, dealing damage around it while not taking any damage at all. Further changes were made to the unit, and as of now it’s similar to the Brood War’s reaver, except that the scarab is microable, and much less random. Let’s check out its general stats:



  • Costs 150/150
  • 36 second build time
  • 3 supply cost
  • 100/100 HP
  • Ground damage: 145 (+55 vs shields)
  • 3.15 speed



Staying true to blizzard fashion, this unit also costs 150/150 to build, similar to that of the lurker and liberator. In its current iteration, the disruptor itself cannot attack. Rather, it can cast ‘Purification Nova’, in which it sends an invulnerable ball that lasts two seconds before being detonated, and can be controlled to go anywhere. As soon as it is casted, a 21 second cooldown begins before it can be casted again. Like the colossus, it requires a robotics bay to be accessed out of the robotics facility, and features no upgrades. Two disruptors can fit into a warp prism at a time.


  1. Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?

  2. Does the disruptor work better as an offensive unit, or better as a defensive one?

  3. In what circumstances should you build a disruptor over a colossus?

  4. How closely should the disruptor mimic the reaver? How much of it should remain unique?

  5. Does the disruptor promote a fair amount of micro from both sides?

  6. Should the disruptor do friendly fire damage, or would it be better if it were removed?

  7. Can the disruptor be used en masse?

  8. How well does the disruptor and the warp prism synergize?

  9. Does the disruptor control the PvP matchup too much?

  10. Are you happy with the current state of the disruptor?

  11. What changes would you make to the disruptor?




Be sure to include your twitter handle in your response, as we’ll be tweeting out select answers out on @TeamLiquidNet!


Previous weeks

Week 2: Lurker
Week 1: Liberator


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StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
tosemusername
Profile Joined October 2015
Brazil8 Posts
October 15 2015 02:26 GMT
#2
I'm so glad that we are going to have these series.. I wished it was on reddit, because the comment system suits better, just like we have on dota 2 subreddit, but it's a great start.. thanks..
Because...
Daizer
Profile Joined October 2015
69 Posts
Last Edited: 2015-10-15 02:40:58
October 15 2015 02:40 GMT
#3
Its a good unit with a huge flaw, the damage is stupidly absurd.

That needs a tone down, its to much.
PtitDrogo
Profile Joined May 2011
France163 Posts
October 15 2015 02:40 GMT
#4
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?
When you have a lot of them you can kind of spamm it until the end of time and your opponent cant rly engage into you with standart ground forces. Idk how big of a problem that is since when you have a lot of disruptor your opponent usually have rly high tech himself thats not too vulnerable to that (liberator/ultras)
But you still need a relatively short cd otherwise you would just get rolled by terran Bio.

Does the disruptor work better as an offensive unit, or better as a defensive one?
I guess a bit better in a defensive position, always easier to kill someone running into you than running away.

In what circumstances should you build a disruptor over a colossus?
If you play LOTV.

How closely should the disruptor mimic the reaver? How much of it should remain unique?
Game ain't BW who cares.

Does the disruptor promote a fair amount of micro from both sides?
A fair amount, definitly. An equal amount ? Not so sure about that, might be a bit toss favored.

Should the disruptor do friendly fire damage, or would it be better if it were removed?
Friendly damage is necessary.

Can the disruptor be used en masse?
Yup

How well does the disruptor and the warp prism synergize?
Probably very well but it's hard to use, gonna take time to learn.

Does the disruptor control the PvP matchup too much?
Way too fucking much. A lot of people love it since it's micro intensive but imo it does too much damage and forces both player to just go stalker disruptor. Nerfing the shield damage so that it would not one shot every gateways units would be a good start to make PvP more interesting composition wise.

Are you happy with the current state of the disruptor?
It's a fun unit, so outside of PvP I guess I am.

What changes would you make to the disruptor?
I would take away the bonus shield damage and see how it goes from here.
Progamer
Daizer
Profile Joined October 2015
69 Posts
Last Edited: 2015-10-15 02:46:47
October 15 2015 02:45 GMT
#5
Ehh spliting with roaches and hydra vs mass Disruptors.
Drogo should try to see if its possible. Spoiler alert, you cant

Both PvP and PvZ are in a bad position, the damage is to big.

It will not work vs Terran cuz they have the same tratament as lurkers.

Liberators outranges them, bio can bypass with medivacs, easily.
Beliskner
Profile Joined August 2015
111 Posts
Last Edited: 2015-10-15 03:10:17
October 15 2015 02:57 GMT
#6
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?


I believe so, the Disruptors works a bit better against some units (Ravager/Roach) compared to others (Bio). The length of the recharge time makes it so just 1 or 2 Disruptors doesn't turn into 'I can never attack' but once you get 5-6 the cooldown is not so much an issue. Whether you hit or miss, you at least buy yourself time by pushing the enemy back.
Ravagers can also bile the stationary locked Disruptor, zergs need to get used to versing them more.

Does the disruptor work better as an offensive unit, or better as a defensive one?

Works quite well as both, can be quite good to leave to shoo away drops, defending expansions. Also good for sieging into base defense where there is less room to split.

In what circumstances should you build a disruptor over a colossus?

Simply due to the cost of the Collosus the Disruptor is better in every regard. I believe the Collosus needs a cost reduction. Collosus/Disruptor would actually have synergy.

How closely should the disruptor mimic the reaver? How much of it should remain unique?

They share some similarities but are still quite different, the Disruptor feels like it fits SC2 much better.

Does the disruptor promote a fair amount of micro from both sides?

Yes, only those who watch, yet have not used Disruptors have a warped perception of their micro requirements. I'm sure everyone knows the pain of blowing up your own army. Once the Disruptor ball is mixed with your units it's hard to get it out in time.

Should the disruptor do friendly fire damage, or would it be better if it were removed?

I think the way Blizzard has implemented it is perfect. It damages your own units, but not itself or other Disruptors. This allows it to protect itself but require good control.

Can the disruptor be used en masse?

There is a limit on how many you should build, more is not always better. Once you have a revolving door of shots, that's enough.

How well does the disruptor and the warp prism synergize?

Very well, but it feels like it requires a pro level of micro to actually make flanking with a prism and disruptors work. It's tough but rewarding.

Does the disruptor control the PvP matchup too much?

Just the nature of mirror match ups. Some people don't like it but I actually enjoy ground PvP now. It does come completely down to micro and positioning. Protoss Air actually controls the matchup too much, which it comes down to whoever has more air wins.

Are you happy with the current state of the disruptor?

Blizzard has definitely fallen into a kind of sweet spot with the Disruptor at the moment, any changes would be minor imo.(except below)

What changes would you make to the disruptor?

I've thought about the Disruptor hitting air in some fashion. There's a few reasons why I think this could be a good thing. Liberators, Muta's and Carriers. VS Liberators it would allow you to slow siege and force unsieges with a unit that doesn't come from the Stargate which is the real problem with liberators PvT atm. With mutas it would dampen the effectiveness of the muta switch slightly. Obviously hitting mutas with a Disruptor would be insanely hard but you could at least push them away and it allows a little bit of wiggle room rather than the only answer being throw down double star. And Carriers, they're actually the worst in PvP. Giving ground a soft answer would make the match up WAY more interesting.
Air damage doesn't need to be 100% it could be 50% and a slightly larger radius.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 15 2015 03:29 GMT
#7
On October 15 2015 11:45 Daizer wrote:
Ehh spliting with roaches and hydra vs mass Disruptors.
Drogo should try to see if its possible. Spoiler alert, you cant

Both PvP and PvZ are in a bad position, the damage is to big.

It will not work vs Terran cuz they have the same tratament as lurkers.

Liberators outranges them, bio can bypass with medivacs, easily.

disruptor destroy terran dude lol
Nakoz
Profile Joined July 2013
24 Posts
October 15 2015 04:19 GMT
#8
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?

Does the disruptor work better as an offensive unit, or better as a defensive one?

The disruptor is capable to deal great damage in offensive / defensive situation against zerg. For the price of 150/150, the risk & reward doesn't align and the longer the unit survives, the more rewarding for the protoss player. 1 purification nova is all it takes to break even with the 150/150 cost.

In what circumstances should you build a disruptor over a colossus?

Any circumstances disruptor will do better than colossus, unless disruptor kills 0 unit in the entire game.

How closely should the disruptor mimic the reaver? How much of it should remain unique?

N/A

Does the disruptor promote a fair amount of micro from both sides?

In my opinion, zerg takes more micro againts disruptor, every purification nova = HT storm, it is annoying to split and hard to engage the protoss.

Should the disruptor do friendly fire damage, or would it be better if it were removed?

Yes disruptor should do friendly damage, it would be better to redesign or tweak the damage. ex: 60 dmg per shot or cool down, 45 seconds per shot.

Can the disruptor be used en masse?

No, 10 is the right amount and it needs meat units to tank dps, basically, stalkers, zealots, adepts are tanks, disruptors are the real dps unit. It's impossible to engage disruptor without kill the meat units. 1 purification nova has the opportunity to wipe out the opponent's whole army, let alone massing disruptors, this unit is biased and imbalanced.

How well does the disruptor and the warp prism synergize?

Not sure, haven't seen someone execute it, but I could imagine it is able to wipe out the entire mineral line at ease.

Does the disruptor control the PvP matchup too much?

I'm a zerg player.
Are you happy with the current state of the disruptor?

No, disruptor is too strong, dmg + cool down should be tweaked (reduce) or redesign the unit.
What changes would you make to the disruptor?

It takes 2-3 shots to kill roaches / hydras. 60 DPS maybe the appropriate number + 20~25 seconds cool down is ideal.
haiyeah
Profile Joined July 2015
70 Posts
October 15 2015 04:21 GMT
#9
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?

As a mainly Terran player, reacting to disruptor shots is pretty fun much like splitting to banelings. Good control is rewarded. So it makes sense the shots will do big damage, as they aren't too hard to avoid with good awareness. I can't really comment on the recharge time but it seems close to where I think it should be.

Does the disruptor work better as an offensive unit, or better as a defensive one?

I think this depends on variables within the game. It seems best at zone control and buying time. Which ultimately means a better defence. But forces the enemy to pay attention to you during pushes without having to commit so who knows, that is a lot of harassment power in a warp prism too.


Does the disruptor promote a fair amount of micro from both sides?

Much like banelings it presents the opponent with an attack they have to react to. The person responding will have to do more as they have to split or run (much like ravagers air nuke). Obviously it depends on the composition but due to ease of use it might be better to tone down the damage and lower the CD. This way the micro the opponent has to perform is comparable to the difficulty of using the ability. Though honestly I don't mind it in the current state.

Should the disruptor do friendly fire damage, or would it be better if it were removed?

In any situation that the ball is detonating on Protoss units it just means you're too close to them, which means you're not microing properly anyway.

BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 15 2015 04:36 GMT
#10
Disruptor fucks Terran bio apart. I think you can counter with Tankivacs, not sure. Needs more testing. Can't get there with just marine marauder medivac though. It might need a toning down in some area, probably cost, don't know, don't wanna say for sure. It's good to see Protosses getting used to them, they're a fine enough unit. Might even warrant just removing the Colossus entirely and accepting our new Disruptor reality. (@iaguzSC2)
ProgamerAustralian alcohol user follow @iaguzSC2
Wrath
Profile Blog Joined July 2014
3174 Posts
October 15 2015 04:41 GMT
#11
What Disruptor needs:
1- Energy Nova explodes on contact.
2- The ability replaced with a default attack with shorter cooldown.
3- It needs damage nerf to 100.
NyxNax
Profile Joined March 2014
United States227 Posts
October 15 2015 05:03 GMT
#12
does too much damage... too lazy to type moar atm lol.
Horiken
Profile Joined April 2013
Japan68 Posts
October 15 2015 08:35 GMT
#13
I like this unit's concept,but damage is too much.
Reylight
Profile Joined September 2015
18 Posts
October 15 2015 08:50 GMT
#14
1.Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?

Well u dont get a big miss when u are in Master/GM, so it´s too good in higher leagues

2.Does the disruptor work better as an offensive unit, or better as a defensive one?

Kinda Both / U can simple make 3 Nexus with the Nexus Cannon and at the same time Teching fast to the Disruptor. Offensive it´s way better because ur Opponent Need to retreat and Reposition his army.

3.In what circumstances should you build a disruptor over a colossus?

At any atm, Disruptor is a Counter to Lurkers, Their not Air Units so Liberator cannot attack them, it´s quite a better unit then the Nerf Collosus

4.How closely should the disruptor mimic the reaver? How much of it should remain unique?

-------

5.Does the disruptor promote a fair amount of micro from both sides?

Yeah u Need to take care that u doesnt hit ur army, but ur Opponent has to either spread or retreat his whole army out of the Combat. So for the Opponent it´s harder to Micro against them as for the Owner.

6.Should the disruptor do friendly fire damage, or would it be better if it were removed?

If it doesnt do Friendly Dmg anymore it´s too OP interms of the Damage

7.Can the disruptor be used en masse?

U can mass them and Spam one by another the Spell. U cant really engange with Bio/Lings/hydras because of the Huge Splash Damage they do.

8.How well does the disruptor and the warp prism synergize?

-----

9.Does the disruptor control the PvP matchup too much?

Disruptor or Phoenix is atm the way to go in PVP, kinda like the who has more Collosus wins the fight back in WOL.

10.Are you happy with the current state of the disruptor?

Nah they should nerf the Damage because if u dont look for 1 second u lose a huge Ball of ur Army , it´s like Templars insta Storm damage and not Damage over Time.

11.What changes would you make to the disruptor?

- Nerf the AOE Dmg
- Nerf the Splash Range a bit
iloveav
Profile Joined November 2008
Poland1478 Posts
October 15 2015 09:00 GMT
#15
Ignoring the questions posted by the thread, I would rather point to something else:
The disruptor has a very high potential damage while requiring very low skill to control.
When I try to compare it its not to liberator or lurker but to viper.

The viper is also a unit that can be set to do one action then go do something else. Sure the effectiveness will be lower but not by too much.
A liberator if used incorrectly is good for nothing and a lurker needs to be burrowed in the right place, althou i would argue that the lurker is better than both the liberator and the disruptor.

Its NOT as a reaver. First of all, reavers were idiots and you would have a hard time hitting where you wanted to. Second, they were slow (painfully slow), so one mistake and they are easy to pick apart. Third, Reavers would have a cooldown between shot and shot but also an added cooldown:
As long as the first shot did not connect, the second would not fire.

This last thing allowed for players with superb micro to beat reavers in certain situations.

Now lets compare that to the disruptor in SC2.....

1) Disruptor+forcefields... I hope this requires no explanation.
2) Disruptor can be both a 2 click units (activate ability, send it to point X) or it can be microed for extra damage.
There is NO WAY for the enemy to anticipate if the disruptor will be or not microed, so its a gamble for the opponent always.
3) Disturptor ability does not incur in danger for the unit.
This is probably my greatest problem with the disruptor. There is no way to punish the activation of the skill (well, most of the time).
If the disruptor would teleport to where the atack happened then maybe but as it is now, there is just no dowside to use disruptors vs ground based armies...
Bu this fact, the disruptor can be a unit for desperate moves, for zoning out armies, for harassment... hell its good for too many things.

I will not propose any changes to the disruptor at this point since tehre are far too many things in sc2 that seem to be OP, so no point in addressing one thing individually.
However there are two changes we can do to make the disruptors be at least interesting: Either add a mineral cost to using the ability or make the explosions non stackable vs the same enemy.
aka LRM)Cats_Paw.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
October 15 2015 09:01 GMT
#16
    Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?
    It is in a good state

    Does the disruptor work better as an offensive unit, or better as a defensive one?
    defensive

    In what circumstances should you build a disruptor over a colossus?
    In PvP and PvZ

    How closely should the disruptor mimic the reaver? How much of it should remain unique?
    It aint BW, get over it, who cares.

    Does the disruptor promote a fair amount of micro from both sides?
    It is too good vs Zerg, while good Terrans just had years of splitting practice vs Banelings, which makes them almost useless in PvT, pretty fair in PvP xD

    Should the disruptor do friendly fire damage, or would it be better if it were removed?
    Friendly fire can stay, don't had any issues with it

    Can the disruptor be used en masse?
    Yes

    How well does the disruptor and the warp prism synergize?
    Not that much, the Warpprism currently has to serve as reinforcementpoint, or you want it for harrass and distraction. Both have high build times, occupying robos for too long

    Does the disruptor control the PvP matchup too much?
    PvP currently seems to see a great mix of all units.

    Are you happy with the current state of the disruptor?
    Kinda

    What changes would you make to the disruptor?
    Just make Collosi cheaper, you could also half the AoE and half the cooldown, so Zerg atleast don't lose all their army with the first shot and it might becomes more useful in pvt
weikor
Profile Blog Joined March 2011
Austria580 Posts
October 15 2015 10:42 GMT
#17
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?
In its current role, feels OK.

Does the disruptor work better as an offensive unit, or better as a defensive one?
Defensive

In what circumstances should you build a disruptor over a colossus?
Disruptor works better in smaller engages - All ins, Holding All ins. Disruptor also deals more initial damage, but less sustained and reliable.

Does the disruptor promote a fair amount of micro from both sides?

Its too much from both sides, There are too many abilities to play with, they cant effectively be used with Forcefields, Storm, Oracles, motherships - even at the highest level of play this feels too much.
Its like terran microing Ghosts, Stimming, micro Vikings, split marines - theres too much to do and even pro players will fuck up.


Should the disruptor do friendly fire damage, or would it be better if it were removed?
Maybe too punishing in lower leagues, select all units hotkey is terrible (you select the projectile and it goes directly into the middle of your army).

Can the disruptor be used en masse?
Not really

Does the disruptor control the PvP matchup too much?
Too early to say.

Are you happy with the current state of the disruptor?
No

What changes would you make to the disruptor?
Well, the unit is basically a robitics High templar that works vs medium health targets too. (-feedback / archon utility)
It shares a tech with the collosus, and also shares the role. One of these units needs to be changed to something else.

I feel one of the units should be changed into more of a space control unit (similar to tanks/widow mines. Much slower yet slightly more powerful

Charoisaur
Profile Joined August 2014
Germany15914 Posts
October 15 2015 11:03 GMT
#18
I preffered the old version of the disruptor because there was a higher risk at using them and they weren't as complicated and simpler to micro.
In its current state you can zone out an army forever if you have enough disruptors which discourages actual engagements.
Many of the coolest moments in sc2 happen due to worker harassment
egrimm
Profile Joined September 2011
Poland1199 Posts
October 15 2015 11:20 GMT
#19
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?

It seems in somewhat good state. However I'd prefer if both cooldown and dmg be slightly reduced.

Does the disruptor work better as an offensive unit, or better as a defensive one?
Similar

In what circumstances should you build a disruptor over a colossus?
It looks like colo is almost always inferior choice in current LotV meta.

How closely should the disruptor mimic the reaver? How much of it should remain unique?
The design of disruptor was changing more and more closer to reaver throughout the beta. Right now both units are quite similar to each other. I don't find it bad. We need units that are designed in best possible way - if that means that disruptor should be more/less like reaver then do this!

Does the disruptor promote a fair amount of micro from both sides?
Hard to say but for sure it is really micro heavy unit.

Should the disruptor do friendly fire damage, or would it be better if it were removed?
FF is good.

Can the disruptor be used en masse?
probably no. You don't want more than a few of disruptors. You only need as many to cover the "cooldown" gap.

How well does the disruptor and the warp prism synergize?
quite well.

Does the disruptor control the PvP matchup too much?
Additional dmg to shields seems unnecessary. I think that without that bonus PvP should be ok.

Are you happy with the current state of the disruptor?
It is more or less ok. However there are a couple of things I'd like to test out.

What changes would you make to the disruptor?
I'd like to see tested out:
- make the "ball of energy" blockable by other units or forcefileds. That way it is gonna be much harder to hit a perfect shot and there is gonna be some micro for the opponent other than running away. He can try to split a couple of his units and block "the ball" to prevent hitting whole army.
- instead of purification nova give disruptor a normal attack with same stats (dmg cooldown etc). That way it is going to be a bit easier for protoss players to fight with big armies and microing their disruptors.
- reduce slightly dmg and cooldown - more constant dps but less burst dmg.
- maybe try more reaver like disruptor: add cost for every shot (like scarabs) and give small "stock" like 3 shots for example?
sOs TY PartinG
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-10-15 11:29:29
October 15 2015 11:28 GMT
#20
Is the cost/reward of getting a huge hit or a big miss with the attack in a good state? Should the recharge time of the attack be tweaked?
I think it's in a good place at the moment, but the design obviously takes a bit of a risk.

Does the disruptor work better as an offensive unit, or better as a defensive one?
I think offensive, because the ground gained through the opponent dodging the projectile is much more valueable in an attack than when you already sit in a good defensive position.

In what circumstances should you build a disruptor over a colossus?
I let the more regular Protoss players decide that, but from what I've seen and experienced, in pretty much all of them.

How closely should the disruptor mimic the reaver? How much of it should remain unique?
It should be an interesting unit. Which I'm not sure the reaver was to begin with, the reaver was just a plain siege unit that sucked resources out of you (which is hardly exciting) to compensate for being too strong and what made it interesting was the shuttle/speedshuttle.

Does the disruptor promote a fair amount of micro from both sides?
Yes, because the projectile control takes a lot of attention as well. The tradeoff for not looking is obviously higher for the player being hit (you may just lose the game), but that's true for nearly everything in the game. If you don't look when a drop comes in you lose instantly. Or when banelings roll in. etc.

Should the disruptor do friendly fire damage, or would it be better if it were removed?
I'm a big fan of friendly fire on anything that doesn't make units too awkward.

Can the disruptor be used en masse?
Depends on the matchup. I think the main restriction to its usage will be air play, because protoss wants to build adepts and zealots to complement the gasheavy disruptor, so protoss will lack antiair when going for a lot of disruptors or risk their ground forces just not keeping up to begin with.

How well does the disruptor and the warp prism synergize?
The warp prism is so strong that this question is obsolete. Everything "synergizes" with such an extraordinarily strong dropship.

Does the disruptor control the PvP matchup too much?
Judging from streams I hardly see disruptors, because one player always goes air. So no, with the current carrier I don't think so.

Are you happy with the current state of the disruptor?
It's a good state for its design. Still not a fan of the design, because I rather have consistent damage dealers than one-hit game turners, and I think it is way too similar to storm-templar.

What changes would you make to the disruptor?
Cut it and make the colossus a well-designed unit and templar a bit more accessible/remove feedback. But that is because I'm a fetishist of having a minimum amount of units and overlaps in the game.
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