still.. funny this poll just came up after months of protoss being absolutely turd - 2 months of p as the strongest and EVERYONE no matter how RETARDED the matchups were just say that protoss is easiest blah blah etc.
Which race is the strongest right now? - Page 12
Forum Index > Polls & Liquibet |
erazerr
Australia86 Posts
still.. funny this poll just came up after months of protoss being absolutely turd - 2 months of p as the strongest and EVERYONE no matter how RETARDED the matchups were just say that protoss is easiest blah blah etc. | ||
EmperorKira
United Kingdom107 Posts
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FATJESUSONABIKE
184 Posts
it's ridiculously easy to play P at mid-high level and the imbalance is clear and confirmed at pro level (especially in PvZ, mostly unwinable for Z) and the poll will pick P. | ||
roym899
Germany426 Posts
So it's maybe: T>Z>P>T (atleast for me) | ||
NL.Anonymous
Netherlands50 Posts
Then on the other hand I like to say that I think the game is kinda balanced at this point and I don't think there isn't a way to balance it more without adjusting the game big time. :-) | ||
Kabras
Romania3508 Posts
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GoingGoingGone
Slovakia529 Posts
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forsooth
United States3648 Posts
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Khalimaroth
France70 Posts
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TheSwamp
United States1497 Posts
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TheSwamp
United States1497 Posts
On March 15 2012 18:33 FATJESUSONABIKE wrote: not only P is the most broken race but it's also the most boring to watch. it's ridiculously easy to play P at mid-high level and the imbalance is clear and confirmed at pro level (especially in PvZ, mostly unwinable for Z) and the poll will pick P. ROFL | ||
LunaSea
Luxembourg369 Posts
On March 15 2012 05:27 Njbrownie wrote: I'll be happy to rebuttle: -FF's : Force sentry energy to be spent early and often = rendered useless no matter what race and too gas heavy to be rebuilt -Vortex: Mothership is SLOWW fall back and reposition many smaller groups of units in order to minimize toilet losses -Pheonix: c'mon really??? They are so freaking fragile that a slight micro misstep and their dead... you try doing that without auto-attack -High Templar: again splitting is key and hitting snipes as terran or a couple unit hit squads for templar outta place as zerg are both effective counters The only unit I could truly say is difficult to deal with is colossus and it kinda surprises me you didn't really mention them seeing as every race has to go out of their way tech wise to really counter them and the toss player can tech switch fairly easily while your left with useless supply (vikings expecially, corruptors not so much). I think a lot of players find the things you mentioned difficult because army splitting is not the metagame for toss although it SHOULD be. IF you attack head on into a maxed protoss, which you should be trading effectively in order to avoid maxed encounters, but say you let them get maxed and a-move into them with your less expensive maxed army... You should lose. The units are obviously stronger due to capital spent on them. Protoss is also a very ability-centric race and if you let them utilize abilities on a big ball of units you will undoubtedly get crushed, A protoss rarely ever splits his "deathball" so if you can attack from 5+ directions on favorable terrain and micro your groups of units out of AoE threats; with a good composition you should win. To sum it up, engagements from every side with smaller groups of units would be better against a protoss because your limiting the AoE threat of the race in general. Storms even if landed perfectly only have a damage potential of x amount of units instead of a moneystorm on a larger majority of your units leaving them severly weakened / dead. Same with vortex, if a toss is resorting to this he is thinking he probably cannot engage you straight up without both you and him trading armies, or worse just outright losing horribly. Split units to minimize damage potential of vortexs and you stand a better chance of winning an engagement and possibly the game. FF's you force them to spend on a "fake engagement" losing a few zerglings to do so is more than worth it. - For the Force Fields look at this : Look at how many FF's MC placed down and this isn't even late game (they have roughly 130 supply so probably around 10-15 minutes). It's arguable that morrow should've forced MC to waste some Force Fields but never that many. The Tyler clip is like this too : http://youtu.be/i0B_oiJTcDI?hd=1&t=3m20s - Even if the Mothership is slow (not as slow as before but still) Broodlords are also very slow and since they are the core of the Zerg army in ZvP lategame you can't do much about it. --> http://youtu.be/i0B_oiJTcDI?hd=1&t=3m55s - The best example of Phoenix auto-attack would be the first game (not sure about this) of White'Ra vs Stephano 5K $ showmatch in IPL. - I didn't complain about Archons just saying that the combination of Archons and Vortex (Archon Toilet) is too powerfull. Same for Force Fields + Storms ...etc. - Another example of Vortex would be the first game of Grubby vs. White'Ra (PvP) at IEM WC. Like the commentators said Grubby was 3 steps ahead but in the late game Grubby had no Mothership = instantloss because his collossi got vortexed. - Collossi are less of a problem if you don't have that many "traps" like FF's. You can deal effectively with a correct amount of collossi with corruptors and vikings. | ||
Penke
Sweden346 Posts
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ZeroSix
England54 Posts
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GodOfWar
870 Posts
Protoss used to be weaker but are now up there with the Terrans, and MC shows perfectly how to use the race to its limits. Terrans pretty much are still very strong, but MVP is injured and MMA not consistent enough these days. Polt and MKP make up for those two though. 1) Protoss & Terrans (its a draw really) 3) Zerg (only very slightly behind in terms of success - maybe the Addon will make them the overpowered race, but hey right now Korea at least got current GSL champ DRG and Europe got Stephano, two very successful players for sure) No need to cry about imba here, its all good. If you cant beat a certain matchup, you are not good enough and need to practice more. | ||
Sigmur
Poland497 Posts
So for me the poll is totally pointless, due to the fact people voting have no competence in judging the topic. Let the statistics say, especially among the pro games. | ||
tokinho
United States785 Posts
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SadMachine
United States98 Posts
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rinzz
Bulgaria26 Posts
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MillaKilla
1 Post
In TvP I believe it is balanced up until the Protoss has Storm, but when Storm hits and you are not the greatest micro player, you are pretty much screwed over because generally when a Terran goes up against Protoss they play bio, but when Terran units used when they play bio only have between 55 and a 125 HP and a storm hits which deals 80 damage over 4 game seconds which is like 3 and a half seconds or so, there goes most of your Bio force while Protoss still has all of their ground units basically untouched. Colossus could also be brought up but since they can not attack air I feel like thats an argument that I'm not going to have a good response too if someone questions it. But imo I feel like those are the only balancing issues with the game. You could either reduce the damage done by Storm, which in my opinon should be the same as every other casting unit that the other races have to offer, ex. infestor or ghost, or you could increase the amount of energy forcefields take up to like 50. Those would be the only changes I feel that would make the game truly balanced. Btw, infestors fungal growth deals 30 damage(40 to armored) and Ghost emp deals 100 damage to shielded units or energy units. Following the same logic though you would say that Ghost's emp should be nerfed but when Protoss have shields that can regenerate at an alarming rate and actually dont deal any physical damage to the unit so it is basically a nonkilling cast, which is unique to the other casting attacks. That why I believe they have it deal as much damage as it does. Just putting my 2 cents in. I feel like this is a fairly accurate description of the imba in the game today | ||
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