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So here is my point of the protoss changes in general. At the moment protoss has basically 3 tech trees: Templar tech, robo tech and starport. In PvZ Starport builds are playable, in PvT starports are more or less unplayable except for some phoenix builds in the early-mid game. The reason why protoss cannot play starport based builds is the marine (cheap, can attack air, can be massed easily out building a terran will have anyway) and the viking (moderately expensive, destroys EVERY protoss air unit in a matter of seconds, can be build in a building terran has anyways, can be massed quickly). What does protoss get in HOTS? 2 more air units which cannot be used vs terran, because they get no ability to deal with marines or vikings. Result: Protoss cannot use a lot of viable new strategies vs a terran who DOES have additional units thaat are more or less good vs ground armies
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As a Protoss player, I've never liked how you're often relying on FFs to survive. Stalkers and Zealots are fairly weak without the upgrades to compensate for the fact that you can warp them in anywhere. The only way to stop Terran bio is with tier 3 units. You can hold them off for a while with FF. The only way to beat Zerg late game is with an Archon toilet.
I'm seriously thinking of switching to Zerg. The Swarm Host and Viper may well get nerfed more, but they're both very useful. I don't like the new Protoss units at all. Best of all, Zerg has no mechanical units, so the Warhound will be less powerful.
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On September 10 2012 23:04 gCgCrypto wrote: I highly doubt that Blizzard will ever fix protoss but now would be a damn good time. Im my opinion its Force Fields and Warpgates what makes Protoss so "wierd" If you can simply cut your oponents army in half and ignore distances and design everything around that you will for sure get a really terribly designed Race TT
This. So much this. Protoss is a faction that if fundamentally based around bad designs that ignore the very basic realities of RTS (Troop production and movement). The gimmicks cause pretty massive distortions in other parts of the tech tree, starting with weak Gateway units.
EDIT: Also, on top of army splitting and cutting enemy reinforcements into their own base while you happily tele-reinforce, FFs pose the issue of negating positioning to an extent. You can be in a bad position, just close down some ramp and walk away, when a badly positioned army would otherwise just be slaughtered horribly.
On September 10 2012 23:07 Wombat_NI wrote:Show nested quote +On September 10 2012 22:50 Whalecore wrote: Hmmm, I actually think the warp-in mechanic is pretty cool, and adds a lot of aggressive options.
I think the problem with Protoss is that their units need to be in one huge ball in order to fight cost efficiently.
The warp-in mechanic, and the recall ability both encourage Protoss players to split their army into tiny chunks to harass and defend multiple bases. The problem is that they rely on expensive deathball units like the Colossus High templar (and now Tempest?) to win fights vs equal cost armies by the other races. I wish the Stalker was more powerful in straight up fights. I love the unit as a mobile harass unit, but Protoss could really use a Dragoon type unit available from the gateway imo. Their units are weak and generally have to be deathballed precisely because stronger gateway units with warpgate would be silly. It's a design flaw that I really wish Blizzard would look at again
On September 11 2012 02:00 UntoTheBreach wrote:Show nested quote +On September 10 2012 18:16 Frozne wrote: Warpgates need to be removed so that our tier 1 units can be properly balanced. Then they can give us real units with proper balance. Warpgates are still the core of the problem. . Warpgates are no more gimmicky than death drops or Zerg remaxing in seconds. Half our units don't even come from warpgates, anyway. What are you saying, they can't buff the void ray because of warpgates? Poppycock. They just don't like our race.
The warp gates are not actually fine at all. The need for deathballs themselves is in large part a consequence of Gateway units being weak. Why are they weak? Oh. Warpgates. Warpgates ignore very basic realities of an RTS - they automatically proxy all your Gateway production for a measly cost - this alone should ring alarm bells given the traditional great power and risk of proxying - Warpgate proxies are more severe, cheaper, and safer than normal ones because your production is still in base.
Furthermore, in normal games you can't snipe Protoss reinforcements or camp their production. The frontloaded mode of production makes for instant reinforcements in remax situations, meaning you cannot really trade with a Protoss army - you have to win to be even. The final nail in the coffin, and one of the big reasons Gateway units have to be weak apart from the proxying is the initial transformation/Gate completion swell. Basically, I can complete a cycle from Gateways, turn them into Warpgates and make another cycle. With normal-power units, this is absolutely backbreaking. Even with weakened Gateway units it is very strong. Protoss Gateways can also be built later than Terran production structures or Hatches/Queens because the first round of production is ready in ten seconds. This means more money earlier and thus more flexibility.
Finally, the Warpgates do affect things like Void Rays, too, to an extent. Toss being able to ignore standard troop movement while reinforcing can make some pushes really absurd. You're deluded if you think full auto-proxying wouldn't make Void pushes and the like ridiculous.
EDIT: Oracle is also a horrible design. Banshees and other harassment units like Marine/Medivac, Zerglings, Hellions, Mutas and Stalkers are all used in a wide variety of situations because their harassment ability is simply a result of being able to kill stuff and bail out. This means they can be put to other uses like scouting, integrated into armies, cutting off reinforcements and the like. Because they kill stuff. The Oracle is extremely gimmicky-feeling, and most of all LIMITED and pidgeonholed into one role because all it can do is scout and slow down the economy. There is no escalated threat for it staying there either - it never will, no incentive to. Just screams of "killing stuff is boring, time to be INNOVATIVE". Which once again means throwing the fundamentals of strategy (and in this case RTS) under the bus for trying to look better. It's a bit like the Playstation Move looks advanced but in actuality is merely a needlessly complicated solution to a simple problem. Blizzard, make more stuff that kills other stuff.
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I'd make your post a bit more clear.
You need to stress it's not about "competitive balance" as, with a long enough period of stats adjustments, Blizzard can probably "balance" win rates.
It's about Protoss being a flawed race to play and watch. Which sucks since I played Protoss (prob switching if HOTS doesn't fix it).
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On September 11 2012 04:20 RinconH wrote: I'd make your post a bit more clear.
You need to stress it's not about "competitive balance" as, with a long enough period of stats adjustments, Blizzard can probably "balance" win rates.
It's about Protoss being a flawed race to play and watch. Which sucks since I played Protoss (prob switching if HOTS doesn't fix it).
Definitely. Protoss is already decently balanced. The design and the dynamics resulting from it are atrocious however. This is why I try to speak of gimmicks, satisfaction and solid gameplay. The people here almost invariably consider all design complaints to be balance complaints which is silly but I guess inevitable.
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Protoss will adapt.
I like the mothership core alot. Oracle is good too..opening with air and skipping obs is more viable now..tempest..i dont know..tempest can be good, have them sit in a corner..maybe even defend them with phoenix and nuke a opponents base all day long... its just that all other races are getting more solid units..i feel a lack of solid units in the protoss army..carriers were pretty solid, and if they hadnt removed it going air would be aloot more viable now...
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I will always be a Toss because Toss offers the greatest reward for winning IMO. People say it's the easiest race to play, but it's also very difficult to win without timing build or straight-up rushes. Playing a Macro Toss game is very risky nowadays, but I find it to be the most rewarding. I'll occasionally play Zerg, but Protoss just intrigues me the most, even once HotS is finally here.
I am utterly frustrated that the Carrier was removed right when we found two units (the Swarm Host and Warhound) that it would be a great counter for. If anything frustrates me more it's definitely that.
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Protoss will adapt.. as far as i remember adapting to 1/1/1 required a buff, because otherwise its impossible to defend right? Can't handle mutalisk, oh lets make a super air unit that now does splash damage in hots hurr durr and give phoenix a buff to help fight off against mutas... None of them were required really...
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As a terran player, I feel so damn sad for protoss players. Blizzard gave them 0 interesting units. In WOL they became the 1a race, and HOTS doesn't change this.
If HOTS comes out in this form, I can guarantee you it will die 100%. When I am bored by a game, it really means something. WOL is easier then sc1, but I can still be amazed by MKP's marine micro, stephano's awesome play, squirtles sick timings, taeja's solid play... In HOTS I lost the whole feeling. I am bored of myself playing it, I am bored of the pros playing it.
An expansion normally means a better game, but IMO this is not the case with HOTS
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I also don't quite understand why people are saying gateway units are "bad." Zealots are really strong (considered maybe too strong in late-game PvT), especially in the hit points area. Stalkers are weak by themselves, but early on they do well with zealot support, and later on they support colossi well. They can even take on brood lords; it's the infestors that shut that down as a viable response to bl/infestor. And sentries, as has been acknowledged by OP and others, are nearly game-breaking with their forcefields.
So when you say they're "weak," I assume you mean you can't build your composition solely out of zealots and stalkers all game, the way Terran can (sort of) do with MMM. In which case, no, you can't, and you shouldn't be able to. Pure gateway compositions die to MMM, as they should, because MMM dies to higher Protoss tech, and if they died to gateway compositions too, there'd be no viable composition for Terran. 2-base gateway attacks were standard PvZ for a while to deny the third base, and they're exactly the reason that Zerg gets the roach warren as early as they do. But there's no reason to stay on pure gateway compositions, because higher Protoss tech is better (as higher tech should be). This is exactly the way the game should function, and does not need a massive overhaul of the game in order to "fix" it.
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On September 11 2012 06:36 ChristianS wrote: I also don't quite understand why people are saying gateway units are "bad." Zealots are really strong (considered maybe too strong in late-game PvT), especially in the hit points area. Stalkers are weak by themselves, but early on they do well with zealot support, and later on they support colossi well. They can even take on brood lords; it's the infestors that shut that down as a viable response to bl/infestor. And sentries, as has been acknowledged by OP and others, are nearly game-breaking with their forcefields.
So when you say they're "weak," I assume you mean you can't build your composition solely out of zealots and stalkers all game, the way Terran can (sort of) do with MMM. In which case, no, you can't, and you shouldn't be able to. Pure gateway compositions die to MMM, as they should, because MMM dies to higher Protoss tech, and if they died to gateway compositions too, there'd be no viable composition for Terran. 2-base gateway attacks were standard PvZ for a while to deny the third base, and they're exactly the reason that Zerg gets the roach warren as early as they do. But there's no reason to stay on pure gateway compositions, because higher Protoss tech is better (as higher tech should be). This is exactly the way the game should function, and does not need a massive overhaul of the game in order to "fix" it. Let me explain what we mean.
About Zealots The difference between Fresh zealots and 3/3 chargelots is HUGE, but they are not actually that good and mostly they are just used as a meat shield, so your deathball can live longer. Same goes for stalkers and stalkers with blink.
While they are really good when are working together, mostly gateway units is just junk you throw against your enemy so your robo/templar tech could do the killing. You take the robo/templar tech away and gateways will just be annihilated badly, so this gets us to point that you MUST get AOE, you MUST get TECH or DIE. So this puts P in position, that before tech you can do nothing, you can just barely survive early-midgame (and with swarmhost and gghound even more buffing Z and T midgame, it's going to be painful to watch), as your units just don't stand a chance against other race (just to be clear, I'm talking about macro games, not a 1-2 base allin). And although lategame protoss units are really good in deathball, when you chip them away from it, they just die to everything.
About toss all in all. Though Protoss is a race that has it's strong points, very strong tech, colossus (which i find stupid design), templar (which is awesome) but if we look into core mechanics they are very gimmick and stupid. For example - the Force Field, both T and Z hate the force field, as it's clearly an unfair spell that destroys your army synergy, and the protoss should love the spell, right?... Wrong most of the protoss do not like it, as for having It in our arsenal P pay for It with the price of ALL the early game being around it, every single toss remember how many games he has lost due a single incorrectly placed FF, which is just plain stupid. And there are other examples of this, like having a slow, flying 22 range 300/300 roach.
I'll quote you a guy from Bnet forums.
On September 11 2012 Xion wrote: Yeah, the Oracle seems a bit dire at the moment. I think more tweaking with numbers with the Tempest, Oracle and Mothership Core could help make Protoss in HotS on more equal footing to the other races, however doesn't really change the gimmicky-ness of it all.
I miss the Arbiter and Reaver from BW. I can't help but compare the Oracle to the Arbiter because of the cloaking field they initially had for it, and I can't help but be disappointed.
It just makes me sad that Protoss are viewed by others as a race in shambles, the A-move race, the gimmick race. Give me a chance to micro, and I'll micro my heart out, I'd love to, we just barely get the opportunity to with the A+move deathball we're stuck with.
I miss BW where you used speedlots to drag mines into siege lines, while dodging EMPs from Science Vessels and landing the clutch stasis on top of them, while dropping HTs and Reavers with the speed shuttle to storm the siege line between tank rounds.
Now its sorta, oh look my zealots are charging forward, zap-zap Colossus kills stuff, blink with stalkers... maybe some forcefields and storm... nothing exciting. APM sitting at 2 for clicking A + LMB =.=, it's just boring.
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On September 11 2012 01:20 UntoTheBreach wrote: Fellers, you're making this waaaaaayy more complicated than it actually is. Here's a few relevant facts:
PvT: (1) Late game PvT is relatively balanced if Toss goes gateway units + templar archive/robo bay.
(2) Those are the only options a Toss player has against Terran. A stargate option would make the game a lot more interesting.
(3) Unfortunately, marines and vikings are OP against air. Something needs to be done about this.
(4) Also, Terran is incredibly strong mid-game. The Terran bio-ball gets out of control and can only be held at bay with forcefields. Give us a viable mid game strategy, with no quick and easy hard counter like vikings against collosus.
PvZ:
(1) Even in WoL, Zerg is too powerful in this match-up. Toss is forced to resort to gimmicks to survive, none of which is a viable strategy in the long term. In open terrain we die; if we make a single slip with our forcefields we die. Zerg just has to get roach/ling and follow the same recipe every game. (2) The new units are just the death blow to Toss. Zerg gets huge buffs to hydras and ultras, as well as incredibly strong new units, like a unit that can pull collossi out of position. We get nothing. (3) The only way you're going to get this balanced is by giving some pretty huge buffs to Toss. We need to hold our own in wide maps and we need a way to win matches without relying on gimmicks. (4) Why can't we stick with the stargate tech? Because infestors are so powerful. Because mutas have area of effect. Because so many corruptors can be produced all at once.
So, my suggestions:
- Nerf the infestor's anti-air ability. They've got freakin' hydras. - The void ray is a tank unit, so give it a tank ability that makes it stronger against ground and less fragile against marines. - The phoenix is a specialist anti-air fighter, so improve its aerial fighting capabilities. The phoenix ought to be much stronger than the viking, because Toss (if the game is going to work) will become dependent on stargate tech, and Terran gets a reactor to produce two vikings at the same time. You know, I really like some of your suggestions and it's not something you see being said too often. Mass Phoenix / Void Ray vs. Zerg is shut down so hard by Infestors that it renders Stargate play pretty useless overall in that matchup (save for Mothership Vortex), and the Infestor is at the same time incredibly strong against everything else Protoss (and Terran and Zerg for that matter) can throw at them. I'd like to see Zerg not needing to rely so much on Infestors for anti-air, while at the same time making this highly powerful and versatile unit less of a hard counter to Protoss Air.
The Phoenix is decent and the Void Ray is bad, their overall utility should be greater to make Stargate play more viable... maybe nerfing the Infestor's anti-air capabilities would be enough to make these units good in PvZ, or maybe they could stand to see some buffs on top of that as well.
Good first post :p
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In my opinion, the nerfs to VRs was way to hasty as a lot of the troubles early on are no longer present although the nerfs to counteract them still are. If they gave VRs back their initial range, or a degree of their initial damage without the range increase, then stargate play wouldn't be so gimmicky and would be a legitimate tech path. They put the Tempest in but don't have a realistic way to get it since stargate play is so unstable. Buff the VR back to some reasonable level (everyone knows it's a joke and has been for a while) and you have a reason to get Tempests on top of a more dynamic game.
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Where have you been these last two years I missed these beta threads so much TT
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how to notice wether you're watching a HOTS or SC2 stream of a protoss player? Look at the minimap or check if there are worker counts above nexi or assimilators hahah
-.-
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On September 11 2012 07:12 Rimak wrote:Show nested quote +On September 11 2012 06:36 ChristianS wrote: I also don't quite understand why people are saying gateway units are "bad." Zealots are really strong (considered maybe too strong in late-game PvT), especially in the hit points area. Stalkers are weak by themselves, but early on they do well with zealot support, and later on they support colossi well. They can even take on brood lords; it's the infestors that shut that down as a viable response to bl/infestor. And sentries, as has been acknowledged by OP and others, are nearly game-breaking with their forcefields.
So when you say they're "weak," I assume you mean you can't build your composition solely out of zealots and stalkers all game, the way Terran can (sort of) do with MMM. In which case, no, you can't, and you shouldn't be able to. Pure gateway compositions die to MMM, as they should, because MMM dies to higher Protoss tech, and if they died to gateway compositions too, there'd be no viable composition for Terran. 2-base gateway attacks were standard PvZ for a while to deny the third base, and they're exactly the reason that Zerg gets the roach warren as early as they do. But there's no reason to stay on pure gateway compositions, because higher Protoss tech is better (as higher tech should be). This is exactly the way the game should function, and does not need a massive overhaul of the game in order to "fix" it. Let me explain what we mean. About Zealots The difference between Fresh zealots and 3/3 chargelots is HUGE, but they are not actually that good and mostly they are just used as a meat shield, so your deathball can live longer. Same goes for stalkers and stalkers with blink. While they are really good when are working together, mostly gateway units is just junk you throw against your enemy so your robo/templar tech could do the killing. You take the robo/templar tech away and gateways will just be annihilated badly, so this gets us to point that you MUST get AOE, you MUST get TECH or DIE. So this puts P in position, that before tech you can do nothing, you can just barely survive early-midgame (and with swarmhost and gghound even more buffing Z and T midgame, it's going to be painful to watch), as your units just don't stand a chance against other race (just to be clear, I'm talking about macro games, not a 1-2 base allin). And although lategame protoss units are really good in deathball, when you chip them away from it, they just die to everything. About toss all in all. Though Protoss is a race that has it's strong points, very strong tech, colossus (which i find stupid design), templar (which is awesome) but if we look into core mechanics they are very gimmick and stupid. For example - the Force Field, both T and Z hate the force field, as it's clearly an unfair spell that destroys your army synergy, and the protoss should love the spell, right?... Wrong most of the protoss do not like it, as for having It in our arsenal P pay for It with the price of ALL the early game being around it, every single toss remember how many games he has lost due a single incorrectly placed FF, which is just plain stupid. And there are other examples of this, like having a slow, flying 22 range 300/300 roach. I'll quote you a guy from Bnet forums. Show nested quote +On September 11 2012 Xion wrote: Yeah, the Oracle seems a bit dire at the moment. I think more tweaking with numbers with the Tempest, Oracle and Mothership Core could help make Protoss in HotS on more equal footing to the other races, however doesn't really change the gimmicky-ness of it all.
I miss the Arbiter and Reaver from BW. I can't help but compare the Oracle to the Arbiter because of the cloaking field they initially had for it, and I can't help but be disappointed.
It just makes me sad that Protoss are viewed by others as a race in shambles, the A-move race, the gimmick race. Give me a chance to micro, and I'll micro my heart out, I'd love to, we just barely get the opportunity to with the A+move deathball we're stuck with.
I miss BW where you used speedlots to drag mines into siege lines, while dodging EMPs from Science Vessels and landing the clutch stasis on top of them, while dropping HTs and Reavers with the speed shuttle to storm the siege line between tank rounds.
Now its sorta, oh look my zealots are charging forward, zap-zap Colossus kills stuff, blink with stalkers... maybe some forcefields and storm... nothing exciting. APM sitting at 2 for clicking A + LMB =.=, it's just boring.
-Zealots are absolutely used for a "meat shield" in late-game scenarios quite often. Of course they are! It's a melee unit with 100 shields, and another 100 health which has a point of natural armor. The thing is designed to tank damage, as it was in BW for that matter.
-Stalkers, on the other hand, are pretty bad at tanking damage. They're not exactly low on hit points because they're Protoss units, but they're primarily good because they're mobile, ranged, and anti-air. In a colossus/zealot army, the zealots are designed to tank damage, but in a colossus/stalker/zealot army, the stalkers are there to shoot down vikings or corruptors and add a little DPS.
It's absolutely true that pure gateway armies tend to die to MMM, or to mass roach/ling, but that's absolutely how it should work.PvT basically functions this way: MMM kills gateway units, but toss higher tech kills MMM. Then Terran has specific counters to toss's higher tech to try and negate that advantage and force him back to the killable pure gateway army. If MMM couldn't convincingly kill gateway units, then Terran would have no way to beat Protoss even before higher tech came into play, and there'd really be no hope once you added in colossus.
Gateway armies aren't exactly weak, anyway. The 4gate absolutely wrecked the metagame for a long time, and 2base 6gate attacks can only really be defended by T because of bunkers + mass repair. Honestly without warpgate there would still be very little room for buffing gateway units, because delay a 6gate attack by the 30 seconds it takes to walk your stalkers across the field, and its still a REALLY powerful attack. But gateway units are still tier one units, and toss has much more powerful core compositions. Nor are they as uninteresting to attack with as random Bnet poster would have you believe; storms and forcefields require impressive micro, and colossi depend on positioning them to do damage before the vikings completely destroy them.
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Gateway pushes would be delayed by more. The warp-in happens at the start of the production cycle, not at the end of it. The whole BO would have to be reworked to build earlier gateways so it didn't rely on the switch-swell or instantly online functions of the warpgates as much. And while there would not be that much room, there would still be some room. But that is not my main concern: Good gameplay is. And Warpgates make for miserable gameplay.
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@ Christian S: I agree.
Gateway units are strong and are perfectly fine as they are. If there are issues, it is to do with the Stalker which is balanced around blink, not WG. The main issue in the respective P match-ups is that the Marauder hard counters the Stalker which means that P is reliant, for the most part, on the Zealot to do damage. This role is shifted to AOE damage dealers as the game goes on. However, having a melee unit engaging ranged units leads to problems for Protoss (hence the requirement for armour upgrades+GS). FF is used more to trap T armies so that they can't kite zealots and when we do cut them in half it is when they have a strong upgrade (such as stim) that require cutting off a portion of their armies. This is especially in those P compositions which remain Stalker heavy (mainly for a good number of Protoss 2 base all-ins).
Against Zerg, the issue is that the Roach counters the Zealot (if not to the same extent the Marauder counters the Stalker). Therefore, we are reliant on the Stalker in that match-up which, unfortunately, does not scale well as the game proceeds due to the Blink upgrade. The Sentry is used here not so much for GS (although that is still used) but for FF, and that so as to counter the unit producing capabilities of Zerg. Not because Protoss gateway armies are weak.
Originally, as I understand it, the Immortal was to be a Gateway unit (which it actually is - they are the new Dragoons) and these would counter the Roach and the Marauder. However, this was moved to Robo. Any problems Protoss has are due to the hard counters implemented in the game - a path, seemingly, being continued with the Warhound.
It has nothing to do with Warpgate. In fact, Protoss need WG to stay in touch with Terran production (reactors) and Zerg production (larvae inject). I hope Blizzard has the sense to ignore a good many of these utterly stupid balance/design suggestions. Not only are they mostly wrong, they'd effectively destroy Starcraft as a game with all the other changes that would have to be implemented to Z and T. As I said earlier, we may not have gotten the cool stuff. But, play. Just play.
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On September 11 2012 08:14 ChristianS wrote:Show nested quote +On September 11 2012 07:12 Rimak wrote:On September 11 2012 06:36 ChristianS wrote: I also don't quite understand why people are saying gateway units are "bad." Zealots are really strong (considered maybe too strong in late-game PvT), especially in the hit points area. Stalkers are weak by themselves, but early on they do well with zealot support, and later on they support colossi well. They can even take on brood lords; it's the infestors that shut that down as a viable response to bl/infestor. And sentries, as has been acknowledged by OP and others, are nearly game-breaking with their forcefields.
So when you say they're "weak," I assume you mean you can't build your composition solely out of zealots and stalkers all game, the way Terran can (sort of) do with MMM. In which case, no, you can't, and you shouldn't be able to. Pure gateway compositions die to MMM, as they should, because MMM dies to higher Protoss tech, and if they died to gateway compositions too, there'd be no viable composition for Terran. 2-base gateway attacks were standard PvZ for a while to deny the third base, and they're exactly the reason that Zerg gets the roach warren as early as they do. But there's no reason to stay on pure gateway compositions, because higher Protoss tech is better (as higher tech should be). This is exactly the way the game should function, and does not need a massive overhaul of the game in order to "fix" it. Let me explain what we mean. About Zealots The difference between Fresh zealots and 3/3 chargelots is HUGE, but they are not actually that good and mostly they are just used as a meat shield, so your deathball can live longer. Same goes for stalkers and stalkers with blink. While they are really good when are working together, mostly gateway units is just junk you throw against your enemy so your robo/templar tech could do the killing. You take the robo/templar tech away and gateways will just be annihilated badly, so this gets us to point that you MUST get AOE, you MUST get TECH or DIE. So this puts P in position, that before tech you can do nothing, you can just barely survive early-midgame (and with swarmhost and gghound even more buffing Z and T midgame, it's going to be painful to watch), as your units just don't stand a chance against other race (just to be clear, I'm talking about macro games, not a 1-2 base allin). And although lategame protoss units are really good in deathball, when you chip them away from it, they just die to everything. About toss all in all. Though Protoss is a race that has it's strong points, very strong tech, colossus (which i find stupid design), templar (which is awesome) but if we look into core mechanics they are very gimmick and stupid. For example - the Force Field, both T and Z hate the force field, as it's clearly an unfair spell that destroys your army synergy, and the protoss should love the spell, right?... Wrong most of the protoss do not like it, as for having It in our arsenal P pay for It with the price of ALL the early game being around it, every single toss remember how many games he has lost due a single incorrectly placed FF, which is just plain stupid. And there are other examples of this, like having a slow, flying 22 range 300/300 roach. I'll quote you a guy from Bnet forums. On September 11 2012 Xion wrote: Yeah, the Oracle seems a bit dire at the moment. I think more tweaking with numbers with the Tempest, Oracle and Mothership Core could help make Protoss in HotS on more equal footing to the other races, however doesn't really change the gimmicky-ness of it all.
I miss the Arbiter and Reaver from BW. I can't help but compare the Oracle to the Arbiter because of the cloaking field they initially had for it, and I can't help but be disappointed.
It just makes me sad that Protoss are viewed by others as a race in shambles, the A-move race, the gimmick race. Give me a chance to micro, and I'll micro my heart out, I'd love to, we just barely get the opportunity to with the A+move deathball we're stuck with.
I miss BW where you used speedlots to drag mines into siege lines, while dodging EMPs from Science Vessels and landing the clutch stasis on top of them, while dropping HTs and Reavers with the speed shuttle to storm the siege line between tank rounds.
Now its sorta, oh look my zealots are charging forward, zap-zap Colossus kills stuff, blink with stalkers... maybe some forcefields and storm... nothing exciting. APM sitting at 2 for clicking A + LMB =.=, it's just boring.
-Zealots are absolutely used for a "meat shield" in late-game scenarios quite often. Of course they are! It's a melee unit with 100 shields, and another 100 health which has a point of natural armor. The thing is designed to tank damage, as it was in BW for that matter. -Stalkers, on the other hand, are pretty bad at tanking damage. They're not exactly low on hit points because they're Protoss units, but they're primarily good because they're mobile, ranged, and anti-air. In a colossus/zealot army, the zealots are designed to tank damage, but in a colossus/stalker/zealot army, the stalkers are there to shoot down vikings or corruptors and add a little DPS. It's absolutely true that pure gateway armies tend to die to MMM, or to mass roach/ling, but that's absolutely how it should work.PvT basically functions this way: MMM kills gateway units, but toss higher tech kills MMM. Then Terran has specific counters to toss's higher tech to try and negate that advantage and force him back to the killable pure gateway army. If MMM couldn't convincingly kill gateway units, then Terran would have no way to beat Protoss even before higher tech came into play, and there'd really be no hope once you added in colossus. Gateway armies aren't exactly weak, anyway. The 4gate absolutely wrecked the metagame for a long time, and 2base 6gate attacks can only really be defended by T because of bunkers + mass repair. Honestly without warpgate there would still be very little room for buffing gateway units, because delay a 6gate attack by the 30 seconds it takes to walk your stalkers across the field, and its still a REALLY powerful attack. But gateway units are still tier one units, and toss has much more powerful core compositions. Nor are they as uninteresting to attack with as random Bnet poster would have you believe; storms and forcefields require impressive micro, and colossi depend on positioning them to do damage before the vikings completely destroy them. Ok just a few corrections.
Zealots have only 50 shields, not 100. Stalkers are not made to add a little DPS. Stalker DPS is so low, that when I play terran, I fist pump whenever I can force my opponent to make them.
Going on this idea, the weakness of gateway units is indeed their DPS. Only zealots have good DPS. And they are slow, melee units, meaning that their actual DPS against a ranged army that is capable of kiting, is actually cut in half, at least! Obviously it gets better with charge, but stimmed bio is still faster for example, and concussive shells doesn't help.
Therefore you see protosses doing all ins and timing attacks, because they actually have a fighting chance in the early game when FFs are still useful. Once medivacs or ghosts or infestors or broodlords come out, FFs become much weaker.
This also means that protoss has to rely on strong aoe units like the colossus and HT in order to actually fight most battles after the timing attack window is closed. The colossus is super powerful but vulnerable to everything. Therefore you need zealots to tank for it and are forced to make stalkers to defend it from air. You have to keep this whole bunch together, because none can stand on their own. The HT has a similar problem. Again, while powerful, it is the slowest caster in the game, and doesn't have an energy upgrade, so it needs to be babysat with units too.
This low DPS problem is what leads to the deathball. I don't know what makes Blizzard keep gateway DPS down, but I would welcome any change (aka nerf) that would allow for greater damage. With less reliance on strong vulnerable units to deal ALL the DPS, there would be no need for the deathball.
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I don't get it, protoss has the most 'intrusive' new unit out of all the races: the mothership core. That unit alone is going to change gameplay significantly for protoss. I understand the complaints if you're discontent with the state of protoss in WoL and want to see a design overhaul, but if it's just jealousy at terran players for their new factory tools then it's really misguided imo.
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