• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:22
CET 19:22
KST 03:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1812Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises1Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft What monitor do you use for playing Remastered? BW General Discussion (UMS) SWITCHEROO *New* /Destination Edit/
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Awesome Games Done Quick 2026! Stormgate/Frost Giant Megathread Mechabellum Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread 12 Days of Starcraft Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1143 users

Purify Is Going Backwards - Page 6

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 4 5 6 7 8 9 Next All
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 24 2012 14:10 GMT
#101
On September 24 2012 09:42 kcdc wrote:
Black lizard, you're right that the new units might make 2 base all ins weaker. Still, if Z takes a quick third, they narrowly defend a 7 gate all in with hatch tech units in WoL. It's hard to imagine swarm hosts coming out in time and in large enough numbers to defend the timing at 8:30. Maybe Z will open lower income with faster tech to defend P's 2 base timings, but if the MsC is strong enough offensively to force Z into tech openings, that strikes me as a problem on its own. Why not just make it less useful for those attacks?


Well, I kind of see the MSC as the new reaver (reminds me of BW PvT). It forces tech from the opponent, it can defend or attack very cost effeciently, but it's really slow and vulnerable in certain situations. I think it will work itself out, but yeah it could definitely have the result of less gasless expanding from Z and T and max droning from Z. From my point of view, that is probably a good thing in theory. More mixed armies because tech is forcing tech, instead of quick max roach pushes and 2 base gateway only Protoss all-ins.

I think you hit the nail on the head about Z. The way I'm playing Z right now is just like that- I rush to swarmhosts and force Protoss to seriously go out of his way to deal with them. Then I get droned up on 3 bases or get enough drones to support mutas on 3 bases and put on a lot of pressure that way. Without being very efficient I've taken down a lot of Protoss with just a lot of micro and poor larva injects (I almost never played Z till a couple of months ago). I have a feeling the pros could make this sort of build really deadly. And it's versatile because you can keep constant pressure or just sit back and drone madly.

I'm not sure if widow mines could be used the same way, but I'm experimenting with them now. They definitely have potential, but they don't feel as powerful as swarmhosts to me yet.
XenoX101
Profile Joined February 2011
Australia729 Posts
September 24 2012 16:00 GMT
#102
Hm, I would have agreed with the Op a week ago but recently I've seen that the reduced duration on the core does make it less effective at being offensive, the short duration means the mothership core needs to get in to the most perfect spot before engaging in order to do any damage. But when you are defending you don't have to position your core at all, so you can make full use of the core the moment your opponent decides to engage. In theory I agree with the Op, but in practice Purify seems to be much worse offensively now than it was before, and only marginally worse defensively.
800800
Profile Joined October 2011
Afghanistan64 Posts
September 24 2012 16:09 GMT
#103
I say make it a flying battery shield.

3 Spells
1) recharge energy
2) recharge shield
3) recall
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
September 24 2012 16:11 GMT
#104
In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.
The meaning of life is to fight.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-24 16:50:38
September 24 2012 16:50 GMT
#105
On September 25 2012 01:11 Thrasymachus725 wrote:
In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.


I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense.
myRZeth
Profile Joined June 2011
Germany1047 Posts
September 24 2012 17:01 GMT
#106
i think that the mothership core needs a rework, they are kinda satisfied but i m not
Treehead
Profile Blog Joined November 2010
999 Posts
September 24 2012 18:57 GMT
#107
On September 25 2012 01:50 kcdc wrote:
Show nested quote +
On September 25 2012 01:11 Thrasymachus725 wrote:
In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.


I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense.


I'm not in the beta either, but I have a hard time imagining that you can "sneak" a mothership core which doesn't start production until after a core is done across the map to a Terran's base. Kinda requires a Terran player not to be looking for it (or not building marines), doesn't it? Protoss doesn't have many early units at all to support it along its path. Think moving Siege Tanks only worse (because if you trigger the MC's attack before it reaches the base, it gets there and... waits...).

For Z, they always have 3 queens anyway, and 3 Queens can kill a MC in about 10 seconds - unless they trigger the attack, which the queens can micro away from, and overlords to grant vision of the approaching MC.

I'm perfectly willing to concede that super-mode for 25 seconds for 100 energy is not what is needed, but I have a hard time believing that the Mothership Core will see offensive usage for very long once players know how to combat it. For me, if they meant it to be a defensive unit, they've done an awful job. I'll use it as a macro/offensive support unit by using recalls and energize - but you're definitely right when you say that Purify is awful.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
September 24 2012 19:13 GMT
#108
Aren't all these problems fixed by making the core static, like it used to be?

ZealotSensei
Profile Joined September 2011
Denmark70 Posts
September 24 2012 19:16 GMT
#109
At 100 energy for purify, the mothership core has exactly zero defensive utility for the first 89 seconds after it spawns. That's a gigantic window where the defender would absolutely be better off if they hadn't built the core.


Wrong. With one sentry, the core gives 4 FF by using energize. That means that if you IMMIDIATLY use a FF after a sentry spawns and then energize, you will have at least 5 FF's ... At least... You will probably have 6 FF's by the time a attack comes... With only one sentry.. Two sentry's and you will have around 8!!! FFs when the attack hit... I dare say thats pretty fricking good as a defensive ability...
Those who give up freedom for security deserve neither!
kiklion
Profile Joined April 2011
99 Posts
Last Edited: 2012-09-24 19:38:50
September 24 2012 19:32 GMT
#110
Any opinions on the following suggestion?

Purify becomes a toggle on/off.
Short transformation animation (like a siege tank)
Range should be 6-8.
While transformed, it doesn't generate energy and is immobile..

For defense, the attackers can't just wait it out.

For offense, transformation time and reduced range (from 10) makes it easier to kill with fast response from marines/queens/stalkers.

Upon toggling it off, short animation again and then it starts generating energy as normal.

Make the cost for activating purify be the loss of any energy that would have been generated. Difference between good/bad players is starting it soon enough that it doesn't get sniped and keeping it active for as long as possible to generate energy.

~Edit this also leaves more energy for 'energize' and 'recall', hopefully leading to more usage of them. Also might lead to more aggressive builds against protoss so that they keep it in purifier mode limiting energy growth.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-24 20:25:10
September 24 2012 20:23 GMT
#111
On September 25 2012 03:57 Treehead wrote:
Show nested quote +
On September 25 2012 01:50 kcdc wrote:
On September 25 2012 01:11 Thrasymachus725 wrote:
In theory, yeah. In practice, the core has been used as far less offensive than before since the patch, owing in part to the fact that you can simply run away from it and wait it out, even if it is in your base, it is better for it to blast your pylons than your army.


I'm still not in the beta, but it's hard to imagine that Protoss players wouldn't use the option of 50 seconds of an offensive super-cannon for 2-base timings against Z and T. Even if the attacks aren't overpowered, you still have an issue where purify is better for offense than it is for defense. If it sucks for offense, that just means it will suck more for defense. However the stats are tuned, there unit cannot meet its design goals so long as it's better at offense than at defense.


I'm not in the beta either, but I have a hard time imagining that you can "sneak" a mothership core which doesn't start production until after a core is done across the map to a Terran's base. Kinda requires a Terran player not to be looking for it (or not building marines), doesn't it? Protoss doesn't have many early units at all to support it along its path. Think moving Siege Tanks only worse (because if you trigger the MC's attack before it reaches the base, it gets there and... waits...).

For Z, they always have 3 queens anyway, and 3 Queens can kill a MC in about 10 seconds - unless they trigger the attack, which the queens can micro away from, and overlords to grant vision of the approaching MC.

I'm perfectly willing to concede that super-mode for 25 seconds for 100 energy is not what is needed, but I have a hard time believing that the Mothership Core will see offensive usage for very long once players know how to combat it. For me, if they meant it to be a defensive unit, they've done an awful job. I'll use it as a macro/offensive support unit by using recalls and energize - but you're definitely right when you say that Purify is awful.


It really depends how the metagame settles, but if you threw the current MsC into WoL, you'd definitely be able to get it safely across the map against standard T and Z WoL builds.

Against a gasless FE, building 3 stalkers allows you to easily keep Terran in his base until 7 minutes or so when he finishes concussive shells. And if you're going for a big warpgate timing, you auto-win if you catch Terran out on the map right before your timing. Maybe Terran's opening will change, but as is, you should be able to get the MsC to his bunkers no problem.

Against Zerg's gasless 3 base opening, Z has nothing that moves off creep and shoots up until 10 minutes. Z should be able to scout it coming and they can build extra queens to kill it, but they also have to worry about your main army. 7 gates and will be a stronger due to MsC support. I've also heard complaints about the MsC making phoenix harass stronger since it can kill queens quickly and pick off spores from 10 range. 50/50 to take out Z's AA at their third sounds like a great trade for P.

PS: Anyone want to bump the thread on the Bnet forums? I'm hoping we'll get some smart MsC changes this week.
Zihn
Profile Joined September 2010
Denmark50 Posts
September 24 2012 20:35 GMT
#112
i would love to see Purify and MSC be redesigned to be closer to the alpha version and posibly allow more than 1 to be build at a time and rename to something else making it a unique unit on it's own.

MSC should have 2 modes and cost 2 food

Mobile mode:
Movement speed: 1.88
No attack
Mass Recall 75 energy
Wormhole 50 energy (warp to target nexus)
Energize ?? energy (refill shields and energy of unit)
Dock (dock with nexus, takes 4 seconds)

Dock mode:
Movement speed: 0
Purifier Beams: 10(+1 air upgrade)x4 dmg with 1,4 cooldown for 28,5 dps to a single target at range 9
Unknown abilitys (find something good)
Refit Core (Builds the Mothership by refitting the unit as the core of the mothership)
Undock (undock from nexus, takes 4 seconds)


The idea would be that in it's mobile form it's a "unit" that works as a support caster for mainly travel purposes with mass recall and wormhole
But also it's able to dock with the nexus to become a defensive combat unit that you cant just "wait out" the "Purify" ability when used defensivly.

The mothership itself should retain the attack from the core (it's slightly stronger than the mothership's current attack)

Just my 2 cents... i realy liked the alpha idea of an "docked" core on the nexus as early defence and i was quite sad when they wanted it to "feel like a unit" and gave it movement speed, thus having to nerf the poor thing into the ground.
dabuz
Profile Joined July 2012
10 Posts
September 24 2012 21:36 GMT
#113
How about an AOE slow when the MSC hits a unit? Makes the attacker's job harder because attacking is such a commitment, while not buffing the MSC's current offensive strength.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 24 2012 21:38 GMT
#114
What's so wrong about being able to draw out the purify spell? If you make it a toggled ability to counteract waiting it out, you'll have to nerf the spell a whole bunch so that it's only a mildly powerful attack.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 25 2012 02:03 GMT
#115
In this thread Browder said the following on the MsC:

Noted. Thank you guys for the thread. We are seeing a lot of aggresion with the unit which was not the intent with the current balance. I feel like we should have anticipated this problem.=)

We'll look at it.


It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored. He's also right that they should have anticipated this problem.

It annoys me that my thread got ignored, but at least they're now aware that it's a problem. We'll see what they do about it. The fact that this offensive use issue caught them by surprise makes me skeptical that they understand how the game works. Can someone with beta access please bump my explanation? It can be found here:

http://us.battle.net/sc2/en/forum/topic/6606432986

Treehead
Profile Blog Joined November 2010
999 Posts
September 25 2012 02:26 GMT
#116
On September 25 2012 11:03 kcdc wrote:
In this thread Browder said the following on the MsC:

Show nested quote +
Noted. Thank you guys for the thread. We are seeing a lot of aggresion with the unit which was not the intent with the current balance. I feel like we should have anticipated this problem.=)

We'll look at it.


It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored. He's also right that they should have anticipated this problem.

It annoys me that my thread got ignored, but at least they're now aware that it's a problem. We'll see what they do about it. The fact that this offensive use issue caught them by surprise makes me skeptical that they understand how the game works. Can someone with beta access please bump my explanation? It can be found here:

http://us.battle.net/sc2/en/forum/topic/6606432986



That thread seems really silly. But then, I'm sure there's some marketing/PR reason they respond to threads like that instead of threads that... um.... make sense.

On September 25 2012 05:23 kcdc wrote:

Against a gasless FE, building 3 stalkers allows you to easily keep Terran in his base until 7 minutes or so when he finishes concussive shells. And if you're going for a big warpgate timing, you auto-win if you catch Terran out on the map right before your timing. Maybe Terran's opening will change, but as is, you should be able to get the MsC to his bunkers no problem.

Against Zerg's gasless 3 base opening, Z has nothing that moves off creep and shoots up until 10 minutes. Z should be able to scout it coming and they can build extra queens to kill it, but they also have to worry about your main army. 7 gates and will be a stronger due to MsC support. I've also heard complaints about the MsC making phoenix harass stronger since it can kill queens quickly and pick off spores from 10 range. 50/50 to take out Z's AA at their third sounds like a great trade for P.



Yeah, it's possible that this is what's going to happen. However, if it detracts from a potentially deadly 2-base allin, I wouldn't be surprised if Terrans either went Concussive first or figured out some early marine tactics to push out and mess with you. The main reason they don't push out before concussive right now is because they don't have to. If you could make tanks that could siege up in front of their nat, I'd imagine they'd find a way to push out anyway. Maybe the fact that it could make T more conservative makes it a "good offensive unit", but to me it just means its new.

PvZ you may be right, since 2-base allins are pretty strong already. But we also don't know how well spines and swarm hosts will be at deflecting 2-base pressure.
Lelden
Profile Joined August 2010
United States24 Posts
September 25 2012 04:11 GMT
#117
On September 25 2012 04:16 ZealotSensei wrote:
Show nested quote +
At 100 energy for purify, the mothership core has exactly zero defensive utility for the first 89 seconds after it spawns. That's a gigantic window where the defender would absolutely be better off if they hadn't built the core.


Wrong. With one sentry, the core gives 4 FF by using energize. That means that if you IMMIDIATLY use a FF after a sentry spawns and then energize, you will have at least 5 FF's ... At least... You will probably have 6 FF's by the time a attack comes... With only one sentry.. Two sentry's and you will have around 8!!! FFs when the attack hit... I dare say thats pretty fricking good as a defensive ability...


Um, wouldn't it still take the 89 seconds to get 100 energy for energize?

I know at that point it might be arguable that energize is better than purify, but the point is that it takes those 89 seconds after it spawns to use *any* ability since they all cost 100 energy.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
September 25 2012 05:20 GMT
#118
Purify should work like ghost cloak. Initial energy cost, and then last as long as you have energy for. Adjust attack power as required. That would greatly enhance it's defensive utility, and going back to 7 range and a damage reduction of some sort would negate a lot of it's too strong offensive capabilities.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Crawdad
Profile Joined September 2012
614 Posts
September 25 2012 05:44 GMT
#119
On September 25 2012 11:03 kcdc wrote:
It kind of pisses me off that a herp derp "Mothership core is too strong cuz it's hard to win with 1/1/1 now!" thread got a response while my thread which had actual analysis got ignored.


It got ignored because it's on the third page, LOL.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 25 2012 05:52 GMT
#120
The easiest fix is restrict movement between powered buildings.
A 0-25 mp cost teleport spell.
Cauterize the area
Prev 1 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d 18h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 503
RotterdaM 367
BRAT_OK 69
RushiSC 34
MindelVK 27
JuggernautJason18
StarCraft: Brood War
Britney 21898
EffOrt 729
ggaemo 264
Hyun 56
Aegong 44
PianO 42
Zeus 40
yabsab 26
SilentControl 6
Dota 2
LuMiX1
League of Legends
C9.Mang0148
Counter-Strike
fl0m653
Heroes of the Storm
Trikslyr88
Other Games
Grubby4997
Gorgc3387
FrodaN808
Beastyqt509
B2W.Neo296
ToD257
monkeys_forever144
DeMusliM121
IndyStarCraft 112
Mew2King108
Livibee103
QueenE77
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 48
• HeavenSC 37
• naamasc237
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 23
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2797
Other Games
• imaqtpie668
• WagamamaTV308
• Shiphtur158
Upcoming Events
OSC
1d 18h
Korean StarCraft League
2 days
OSC
2 days
IPSL
2 days
Dewalt vs Bonyth
OSC
2 days
OSC
3 days
uThermal 2v2 Circuit
3 days
Replay Cast
4 days
Patches Events
5 days
Liquipedia Results

Completed

Proleague 2025-12-29
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL 2025 WINTER (S19)
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.