[GSL 2023] Code S:Season 2 - Group C - Page 2
Forum Index > StarCraft 2 Tournaments |
darklycid
3511 Posts
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catplanetcatplanet
3829 Posts
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Die4Ever
United States17676 Posts
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Schelim
Austria11528 Posts
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Elentos
55550 Posts
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darklycid
3511 Posts
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Vindicare605
United States16071 Posts
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darklycid
3511 Posts
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Elentos
55550 Posts
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darklycid
3511 Posts
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Schelim
Austria11528 Posts
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catplanetcatplanet
3829 Posts
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swarminfestor
Malaysia2449 Posts
Another one is to not blink all the stalkers in the clump of terran armies just for the purpose of killing tanks. Anyway kudos for gumigod. | ||
SharkStarcraft
Austria2226 Posts
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tigera6
3397 Posts
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Yoshi Kirishima
United States10343 Posts
Felt like he could have cancelled the WP at 60% when he saw the attack coming too and rushed the immortal out... Sad Creator didn't advance, Protoss seems to be in a rough spot... those early Terran pushes are pretty easy to execute but it seems defending as Protoss takes so much work | ||
Gescom
Canada3401 Posts
On July 11 2023 09:12 Gescom wrote: Special + Creator coming thru. Let's see it. Just like coach drew it up! | ||
Yoshi Kirishima
United States10343 Posts
It feels like Protoss lacks options to be a threat and push in the early game and early-mid game, while Terran has powerful early-mid pushes and Zerg has powerful Ravager pushes, where they are low committment yet powerful. Protoss pushes can be quite strong, but are usually moderately or heavily committal, often considered all-in. Protoss having the option to skip Robo/WP and making Pylons a bit more reliable (15 secs might be enough rather than 20), would help them with their high costs in the early-mid game that usually result in them not having a lot of army to push with. I do remember it was changed so that Protoss units can be buffed to be stronger, without worrying about broken push timing / weaker defender's advantage. But now it seems like Protoss lacks options to push, so maybe either Protoss needs buffs in strength, or maybe the far away warp-ins can be rebuffed slightly? And if we prefer Protoss having fewer push options since they're supposed to be the more expensive/tech heavy race, what about partially reverting overcharge or giving them more help to defend those Terran/Zerg pushes? Maybe batteries can have have slightly more HP or heal slightly more to make up for the weaker overcharge. I think buffing batteries is a relatively safe and fair way to re-buff defense without worrying about gameplay feeling as no-fun as the old overcharge. It can reward Protoss players poking and being active with their units before the main engagement, to try to make full use of the energy. Another possibility is slightly buffing battery energy regeneration so that it encourages players to be more active than to try to bank up a lot of energy. I know it's a complicated thing but i really wish to see Protoss in a better and more well-rounded state. It does feel like their armies are often weak, especially for composition switching to be less fluid than Terran/Zerg, and Protoss compositions sometimes need such specific compositions to deal with Terran/Zerg options. You have to work your Stalkers and other units so hard to get their value. I wonder if Stalkers' damage can be altered slightly from 13 (+5 armored) to 14 (+4 armored) so that they do slightly better vs Zerglings, Ravagers, Queens, Mutalisks, and MMM? (I think Hellions can be buffed similarly from 8 (+6 Light) to 9 (+5 Light) so that Hellion vs Stalker still remains about the same, and to buff early-mid Hellion comps and Mech in general, now that AA missile is weaker). I also don't think it looks right to see Zerg able to have mass Lurkers beeline into your base so quickly and easily even if they do have the advantage. It's not fun watching games snowball so fast to an ending. I wonder if Lurkers really need to move that fast, and if we can rework them slightly so that mass Lurkers scale less cost efficiently. Perhaps their unit size can be increased slightly for example, so that 16 Lurkers take up the space that 20 Lurkers currently do, thus effecting their damage density. Or maybe Lurker HP can just be reduced slightly since their DPS is already so high. (I think we can increase Disruptor unit collission too so that mass Disruptor is also a bit less efficient, and we see Disruptors split up more around the map to hold positions) | ||
Gescom
Canada3401 Posts
KR is dominated by Terrans, EU by Zerg, and NA by Protoss. Perhaps that is "balance". Heh. If we're going to make changes at this point they need to be hyper subtle. Things like 5-10% reductions in medivac boost speed or widow mine burrow speed or yes, lurker/swarm host movement speed. | ||
tigera6
3397 Posts
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