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LotV Protoss: Warpin vs Photon Overcharge - Page 2

Forum Index > Legacy of the Void
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FLuE
Profile Joined September 2010
United States1012 Posts
November 10 2015 03:04 GMT
#21
As long as I can remember people have been begging Blizzard to make gateway/warp gate a plus minus choice. I never for the life of me understood the design where warpgate was better than gateway in all forms. Why even have a gateway at that point?

It should be a choice, stay as gateway and get stronger units or faster build time. Go to warpgate make the units weaker or take longer whatever. The game would have a great new layer if players had to strategically choose when to do warpgate and when to stay gateway. Warpgate should be a late game tech essentially used as harass. At the least units should warp in with no shield and essentially make it so they used their shield energy up warping in.

They just want to be able to say all 3 races have unique production, but if that is the case then why not have carriers and probes warp in? This one design has held the game back so much as it relates to Protoss balance even things like warp in with storm etc.

They aren't changing it though.
GUNZx5
Profile Joined September 2012
10 Posts
November 10 2015 04:38 GMT
#22
What about allowing only certain units to be warped in from warpgates? I think that would be cool and would allow for so much diversity and strategy. It would also allow for balancing of certain units in ways that wouldn't be possible otherwise.

Something along the lines of having only zealots/stalkers/dark templar being able to be warped in. Warping in units would have an increased cooldown compared to producing from gateways. Gateways would be more ideal for army production with the decreased production cycle time and greater variety of units. Warpgates would be used for harass.

This would also add a greater differentiation between zealots and adepts as you can warp in zealots for harass, but would want to go for adepts when creating your core army. It would allow for stronger units to come out of gateways since they couldn't be warped in. Warpgate units could be balanced separately from gateway units.

I feel like doing this would open up a lot of options to solve the issues currently at hand at add more versatility and strategy.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2015-11-10 07:57:48
November 10 2015 07:57 GMT
#23
Buffing gateway units will only make the deathball invulnerable, I don't understand why people are even considering this.
cheekymonkey
Profile Joined January 2014
France1387 Posts
November 10 2015 07:59 GMT
#24
On November 10 2015 12:04 FLuE wrote:
As long as I can remember people have been begging Blizzard to make gateway/warp gate a plus minus choice. I never for the life of me understood the design where warpgate was better than gateway in all forms. Why even have a gateway at that point?


Practically all upgrades in the game does this.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 10 2015 16:04 GMT
#25
Reactored barracks always > naked barracks. There doesn't need to be a "choice."

When Protoss warps in 10 zealots somewhere it's somehow a stupid broken game mechanic.

But when Terran makes 18 marines at a time from Mules and reactors they're somehow macro gods.


The game mechanics are different for the three races and I prefer it this way.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2015-11-10 22:11:07
November 10 2015 20:08 GMT
#26
I raise this question to EVERYONE who sides with the idea that their should be a choice in either using Gateway or Warpgate:

POLL QUESTION: IF there was a change in which having between Gateway or Warpgate had actual meaning, BUT there is zero improvements/buffs in the Gateway units either directly or indirectly (i.e, same build times, no new upgrades, no additional unit, etc), would you want the change?
Poll: ^Read above paragraph

Yes (0)
 
0%

No (2)
 
100%

2 total votes

Your vote: ^Read above paragraph

(Vote): Yes
(Vote): No



Of course there will be imbalances with a change like this, but let's assume any future changes will not touch gateway units by any means.

I raise this question because I just want to know, is it the actual 'choice' between choosing Gateway or Warpgate or is the the idea of being able to improve the gateway units.

Anyways, to those who doesn't like Warpgate or those who say Warpgate shouldn't be a core mechanic, I ask why can't Warpgate be the core mechanic? What is so inheretly wrong with the mechanics that Warpgate brings that makes it unable to be a core mechanic? I ask this with the thought of, let's pretend Warpgate never existed and before and just look at the mechanics it provides.

I, and probably a lot other people who likes Warpgate, am not blind to how powerful warpgate is. I believe it is too powerful in comparison to everything else, but it's not a mechanics that 'can't work' with the game if tone down propertly.

For example, comparing Warpgate to Gateway. We get these three distinct advantages:
  • Warpgate allows units to be produced front-ended, instead of back-ended
  • Warpgate alows placement at varity of locations instead of at where the Warpgate is located
  • Warpgate has a lower overall build time

Any one of these three improvements would be things people would already say is good enough for an upgrade, but having all three combined. It's hard to denide that Warpgate is really powerful. But the thing that ticks me is that, even though people have issues with Warpgate, so few people actual suggest toning down the power of Warpgate. Instead, it's offend ways to simply delay or make it cost more.

I liked that the devs did finally nerf part of the Warpgate's strenght at the offensive side (I personally woudl have kept the 200% increased damage and increased the duration to 20 seconsd), but it annoys me that they undercut it by still allowing the Warp Prism to warp-in units at the faster rate. So instead of heavily weakening the tactic that so many people dislike, they just made it possible through another route. Stuff like this makes me really believe that the devs wants this all-in nature of the Protoss.

As for Photon Overcharge, I blame the ability itself for it's poor design in why it's disliked. Personally, I would love to see the ability transform a plyon into a temporary shield battery. Less 'halting' agression and more requiring the Protoss player to still have to position their units more correctly.
:p <-- this is my sarcasm face
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