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The Remnants of Protoss, a Broken Race - Page 13

Forum Index > StarCraft 2 HotS
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usethis2
Profile Joined December 2010
2164 Posts
September 14 2012 02:35 GMT
#241
People need a dose of reality. Repeat after me,

1. Warp Gates will not go away.
2. Colossi will not disappear.

I am not making any value judgement on the merits of Warp gates or Colossi. But I can assure you that neither will disappear. So I hope people would discuss accordingly.
j.k.l
Profile Joined September 2012
112 Posts
September 14 2012 02:39 GMT
#242
On September 10 2012 09:00 Archon96 wrote:
Show nested quote +
On September 10 2012 08:54 Harbinger631 wrote:
The biggest thing I don't understand from Protoss QQ threads is that Protoss is winning everything in WoL right now...

Also, calling the Tempest an "a-move unit" makes you looks silly. Positioning/vision are essential to make it work.


"[–]SCA_Suende 26 points 6 hours ago

Who the fuck wants to spend 300/300 on a unit that only causes problems that the other guy has FOUR MINUTES to figure out? Personally if I saw someone had the Tempest and had to choose what to do, id choose to go kill him, you know if he built any of those his army's gonna be pretty pathetic.
"

"[–]DrMuffinPHD 13 points 3 hours ago
The other day I was watching white-ra play. He had three tempests out and Demuslim dropped a warhound and a few SCV's into white-ra's base.
The Tempests started shooting at the Warhound, but but couldn't kill it (no damage was being done due to repair). They couldn't even kill the SCV's on autorepair due to the medivac. It was pathetic. Really showed how useless the tempest is."

"DB: The one reason we’re pushing the range of the Tempest to 22 is to say “OK, this is a really long ranged weapon, guys, this is not a brood lord. This is something that can be in a different part of the map and still hit.” We’ll see how that works out.

Interviewer: I tried the tempest earlier and I was kind of disappointed. It’s expensive but the damage is very low.

DB: It is, it’s very light for its cost.

Interviewer: Yes, and so you will have to produce a lot of them, which gets quite costly.

DB: That, or be comfortable with a light amount of damage and say “Look, I am not going to kill you with this but you can’t stay there forever. I am chipping away at you, I am not killing everything but I am beating you pretty good. You have to move away, or engage this tempest or figure something out because you have limited time to do it.” And that’s the other reason why I think it feels different than a standard artillery unit. Because the standard artillery units, like the siege tank, are all like “No, you are dead. You need to move immediately.” The tempest is like “Yeah, he’s working away at my nexus and this is a problem. But it’s not a problem I need to solve in four seconds, it’s a problem I need to solve in 30 seconds, or maybe a minute.” And that creates a different kind of feeling. "


Is this actually DB? sounds like a idiot troll i prefer david kim.
~ Spirit will set you free ~
Archon96
Profile Joined November 2010
United States38 Posts
September 14 2012 14:53 GMT
#243
DB: "We have heard your concerns. We are on it the case. Our next patch will have lots of changes for Protoss. David is preparing a situation report for you guys that explains all the details. See what you think when he gets it out. Hopefully you will be playing with changes soon and we can see how it goes."


Master Toss looking for a pro team
Havik_
Profile Joined November 2011
United States5585 Posts
September 15 2012 00:20 GMT
#244
On September 14 2012 23:53 Archon96 wrote:
DB: "We have heard your concerns. We are on it the case. Our next patch will have lots of changes for Protoss. David is preparing a situation report for you guys that explains all the details. See what you think when he gets it out. Hopefully you will be playing with changes soon and we can see how it goes."





They made changes, but they don't fix the problems. Gateway units are just too weak. If they actually scaled better into the late game, we'd be much better off.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-09-15 00:34:45
September 15 2012 00:33 GMT
#245
Huh? Zealots get +2 per upgrade and do real well with armour upgrades and their innate +1 armour (not to mention Charge).

Stalker upgrades have been a concern forever, true, but that is because Stalkers with +2/+2 per upgrade (for example) and Blink would be heavily OP. We'd never hear the end of Zerg QQ (and be seeing a lot more Blink all-in type play).

That said, +1/+1 per upgrade would be nice, rather than the current +1/+0. I can only assume that Blizzard have play tested the numbers and feel that those numbers are the best. Who knows, though? In HotS, those numbers may change. I just don't imagine them changing very much. I'd be very pleased with a +1/+1, myself, though.
KT best KT ~ 2014
Phoenix2003
Profile Joined August 2012
126 Posts
September 15 2012 00:38 GMT
#246
On September 15 2012 09:20 Havik_ wrote:
Show nested quote +
On September 14 2012 23:53 Archon96 wrote:
DB: "We have heard your concerns. We are on it the case. Our next patch will have lots of changes for Protoss. David is preparing a situation report for you guys that explains all the details. See what you think when he gets it out. Hopefully you will be playing with changes soon and we can see how it goes."





They made changes, but they don't fix the problems. Gateway units are just too weak. If they actually scaled better into the late game, we'd be much better off.


Pretty much this. Though, I'm more concern about the early/mid game and not having to rely on certain.... things(we already know where i'm I'm going with this) just to survive.
I would love for storm damage(14*8) to return, though it's probably a little too much to hope for.
mols
Profile Joined September 2012
Sweden1 Post
September 15 2012 21:44 GMT
#247
What do you guys think about adding an increasing cooldown effect to warp in - when using it on a proxy pylon? Like the more you use warp ins from some distance to you nexi the longer it will take for the cooldown to finnish and whenever you are not the cooldown decreases.

So this change will not really effect the way it works now but nerf it enough to make all ins weaker and giving the defenders some advantage. Maybe it will feel convoluted and too muddy but I think it would add some strategic elements to the game and could be made to feel natural. It would also be very easy to balance with buffing the gateway units.
arbe
Seigifried
Profile Joined January 2012
United States60 Posts
September 22 2012 23:51 GMT
#248
Warhound OP!!!!!
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