• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:19
CET 17:19
KST 01:19
  • 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
[BSL21] Non-Korean Championship - Starts Jan 101SC2 All-Star Invitational: Jan 17-1820Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament
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
A cwal.gg Extension - Easily keep track of anyone Empty tournaments section on Liquipedia I would like to say something about StarCraft StarCraft & BroodWar Campaign Speedrun Quest BGH Auto Balance -> http://bghmmr.eu/
Tourneys
SLON Grand Finals – Season 2 [BSL21] Non-Korean Championship - Starts Jan 10 [Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers [G] How to get started on ladder as a new Z player Fighting Spirit mining rates
Other Games
General Games
Beyond All Reason Elden Ring Thread General RTS Discussion Thread Nintendo Switch Thread Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread The Big Programming Thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
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
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: 986 users

Purify Is Going Backwards - Page 7

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 5 6 7 8 9 Next All
Adonminus
Profile Joined January 2012
Israel543 Posts
Last Edited: 2012-09-25 09:42:23
September 25 2012 09:37 GMT
#121
I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.

In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.
Whitewing
Profile Joined October 2010
United States7483 Posts
September 25 2012 12:00 GMT
#122
Give it ridiculous range (like pre-nerf tempest) but leash it to the nexus again. Problem solved, unless someone wants to proxy nexus just to have a mothership core as an attacking unit.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Fairwell
Profile Joined July 2011
Austria195 Posts
Last Edited: 2012-09-25 13:26:40
September 25 2012 13:23 GMT
#123
I stand totally behind the OP in this regard. Purify is going into the wrong direction with the newest changes since the main purpose of the unit should be to provide protoss with some kind of solid early game defence/help and not making it a gimmicky fast rush attack unit. While it's not totally wrong to make it also useable in the offence it needs to be designed in a way then that makes it way more powerful in defence.

On September 25 2012 18:37 Adonminus wrote:
I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.

In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.


Very good points, I only want to add one point here that you might have overlooked:
If it does some kind of splash + bonus vs light, wouldn't this also enable to rape workers quickly in offence early on? (similar to hellion harass) This obviously would also depend on its range, because if the range is low enough (like 7) combined with the super slow ass movement speed your opponent could see it way in advance to prevent all the workers getting raped. If it has a higher range (like 10) I think this might cause another issue here.
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2012-09-25 14:28:18
September 25 2012 14:23 GMT
#124
On September 25 2012 18:37 Adonminus wrote:
I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.

In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.


If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him.

It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat.

All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes.

Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you?
TheLunatic
Profile Joined February 2011
309 Posts
September 25 2012 16:15 GMT
#125
On September 21 2012 10:26 rpgalon wrote:
they should just go back with it being immobile, make the movement speed 0, and give to it an ability that has a cooldown or requires low energy, that allows the MC to teleport to any protoss building (maybe exclude pylons since it could be used for cheese).


This, this right here sounds like an awsome solution
Ramone
Profile Joined April 2012
Canada85 Posts
September 25 2012 17:29 GMT
#126
If the idea is to make it less effective for an attacker simply pull back and wait out your defensive purify, I would suggest one of these two options:

1) as already mentioned, somehow link it's purify ability to being in pylon range thus making it effective as a defence but limited as an offense. I've read people saying that "protoss build a proxy pylon anyways so this wouldn't change anything." If you've ever played protoss or even watched a protoss match, you'll know that opposing players actively seek out proxy pylons and destroy them even when they're hidden in creative places. Yes, the protoss usually manages to get a pylon up SOMEWHERE, but it's rarely going to be in a strategic position to use a purify. Proxy pylons are usually hidden in a nook somewhere close enough to reinforce, but rarely close enough to actually warp straight into a base....other than a 4 gate of course, but from my understanding, a Mothership Core "rush" isn't comparable to a 4 gate.

2) Another angle could be to change purify from a time based ability to "charge" based ability, or perhaps a combination of the two. For example, purify lasts for 75 seconds or 15 shots, whichever comes first. That makes it tough for the attacker to juke the defender into using purify only to retreat for 25 seconds and return. You could even combine both ideas to ensure it's not used offensively.

Cheers,

Ramone
Living the dream
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 25 2012 17:36 GMT
#127
If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away.

If not, I like the idea that it needs to be in a power field, rather than lowering the damage. Currently, the core does a really good job of countering early game agression and all ins in PvP. If it did less damage, I feel it would lose to much punch in that match up.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-09-25 17:44:36
September 25 2012 17:41 GMT
#128
they should tether it to the nexus again and make it work similar to the artifact in the campaign at a shorter range and lower damage (should not be able to hit tanks/range colo/brood lords) if they're worried about people running away from it

would look awesome and is virtually unavoidable outside of some clutch blink

you also only get one shot, so you need to make it count

you might wipe out one army only for an even bigger one to show up

you could make it kill your own units too, giving the enemy time to react when they see you pull your probes
aaaaa
archon256
Profile Joined August 2010
United States363 Posts
September 25 2012 17:43 GMT
#129
On September 26 2012 02:36 Plansix wrote:
If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away.

This would make it worse at defending too, since the opponent could choose to attack somewhere else while the core is stationary (or just wait for Purify to end as currently). You could buff the range to compensate, but then the core would become a siege weapon (doesn't matter if its stationary if it's attacking defensive structures).


"The troupe is ready, the stage is set. I come to dance, the dance of death"
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 25 2012 17:49 GMT
#130
On September 26 2012 02:43 archon256 wrote:
Show nested quote +
On September 26 2012 02:36 Plansix wrote:
If the purify ability made it so the core could not move, would that solve some of the issues? Then the core could do everything it currently does, but is locked in once it goes into turret mode. Even if it was used for agression, the opponent could just back away.

This would make it worse at defending too, since the opponent could choose to attack somewhere else while the core is stationary (or just wait for Purify to end as currently). You could buff the range to compensate, but then the core would become a siege weapon (doesn't matter if its stationary if it's attacking defensive structures).




I think it being worse for defending is fine, since protoss it is only clutch in the super early game. Abilities like blink and drops are not a factor at that point. After that, it is just a bonus for dealing with pushes, but not the key to victory. And 10 range is more than enough to get things done.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Indolent
Profile Joined January 2012
Poland137 Posts
September 25 2012 17:52 GMT
#131
Core will be changed, that's for sure. I can just spend 50/50 every now and then and just rally it to my opponents base to purify worker line or kill some units. I think it's worth it.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 25 2012 18:02 GMT
#132
Yep, spend 50/50, scoot core over to airspace near natural (think Cloud Kingdom), 1-shot workers from 10 range. What does Terran do about that with their only available AA having 5 range? Do they just stop mining until the core runs out of energy?
EnE
Profile Blog Joined June 2012
417 Posts
September 25 2012 18:08 GMT
#133
On September 21 2012 09:30 wcr.4fun wrote:
Don't bother reasoning with logic. We've got a battle hellion who's biological now.



Yeah thats like the most retarded thing imaginable
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 25 2012 18:13 GMT
#134
On September 26 2012 03:08 EnE wrote:
Show nested quote +
On September 21 2012 09:30 wcr.4fun wrote:
Don't bother reasoning with logic. We've got a battle hellion who's biological now.



Yeah thats like the most retarded thing imaginable


SCV can repair BCs and vikings without flying, but zealots cannot figure out how to hit them. Infestors can mind control colossi, even though they are robots. Also, BCs, because there is only one man driving that entire ship.

Also, a thor can be air lifted in suitcase form and is larger than the thing lifting it.

Logic does not apply to SC2. It is a game, pure and simple.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Treehead
Profile Blog Joined November 2010
999 Posts
September 25 2012 18:38 GMT
#135
On September 26 2012 03:02 kcdc wrote:
Yep, spend 50/50, scoot core over to airspace near natural (think Cloud Kingdom), 1-shot workers from 10 range. What does Terran do about that with their only available AA having 5 range? Do they just stop mining until the core runs out of energy?


This is a remarkably relevant point. Whereas Queens can wander away if they start getting shot, Terran's only long range anti-air is the Turret - and well, you can just kill the Turret from range 9 because it can't move away like the queen can. You wouldn't have to worry about this until 9-10 minutes in, but that's not long enough for current terran builds to have a starport up and have Vikings built. Either the mapmaking should take this into account, or MC will be able to do crazy damage early on when naturals have open space around them. This is also true in PvP if your opponent's MC is low on energy.

I mean I guess in PvP you're taking a risk that your opponent is not going phoenixes...
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 25 2012 19:31 GMT
#136
Mapmakers could prevent it by having workers 7+ range from air space (MsC has to come within 3 range of land to hit SCVs and it's not fast enough to dance away from marines).

But the real answer is that the final MsC won't have 10 range and it won't 1-shot workers.
IPA
Profile Joined August 2010
United States3206 Posts
September 25 2012 19:40 GMT
#137
I bumped your thread kcdc. As a zerg player, I want the MsC refined further.
Time held me green and dying though I sang in my chains like the sea.
Adonminus
Profile Joined January 2012
Israel543 Posts
September 25 2012 20:05 GMT
#138
On September 25 2012 23:23 Treehead wrote:
Show nested quote +
On September 25 2012 18:37 Adonminus wrote:
I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.

In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.


If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him.

It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat.

All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes.

Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you?

I was playing on close air on that 4 player ice map. Fractured Glacier. Spawned in 11 oclock and he was 2 oclock, it's a very short distance.
Treehead
Profile Blog Joined November 2010
999 Posts
September 25 2012 20:21 GMT
#139
On September 26 2012 05:05 Adonminus wrote:
Show nested quote +
On September 25 2012 23:23 Treehead wrote:
On September 25 2012 18:37 Adonminus wrote:
I was playing PvZ the other day, rallied mothership core to enemy base, killed 3 queens 5 drones at 5 minutes. Pretty overpowered in offense.

In my opinion I think Purify should do splash damage or very fast attack speed with bonus vs light. This way, the mothership core will be the best defense in the early game against the basic units like zealot/marine/zergling. Right now in PvZ if he runs with tons of zerglings, the mothership core shooting its kinda slow attack and overkilling lings with 45 damage just isn't effective and the zerglings still do damage. With the changes I proposed, purify will no longer be effective against queens, buildings or higher tech units making it more an early game defense spell and nullifying the offensive part of it.


If your mothership core arrived at 5 minutes, that means that either you managed to build it ridiculously early, you're playing on a ridiculous map, or that your opponent didn't scout you and went blind three-bases while you rushed him.

It takes at least 20 seconds to get 100 minerals for your initial pylon, and a further 30 to get 150 minerals (i.e. realistically, you probably won't start a gate before 1 minute). From there, it's a further 1:50 until your core is up (no earlier than 2:50). If you're playing on Steppes of War, it takes about 40 seconds for a probe to reach the Nat from your main Nexus. A probe is nearly exactly 6 times slower than a probe - meaning it'll take you 4 minutes (that's right - FOUR MINUTES) to get from your Nexus to your opponent's nat.

All things told, it is impossible to get a Mothership Core to your opponent's natural - even on Steppes of War - earlier than 7 minutes unless you do something really crazy. You claim you got it there in five. Either there's something I'm missing, you proxied a Nexus (lol), or your story seems unlikely. Either way, there's definitely a ton of missing information in this story you've posted of getting a MC to your opponent's base at 5 minutes.

Edit: If you watch the Day9 daily about Mothership Core tricks, he mentions that his Mothership Core arrives at zerg's base at around 8 or 9 minutes to support a 4-gate. What's he doing differently that makes him 3 or 4 minutes behind you?

I was playing on close air on that 4 player ice map. Fractured Glacier. Spawned in 11 oclock and he was 2 oclock, it's a very short distance.


Leave it to Blizzard to make a map where your Nexus is closer to your opponent's natural than it is to yours. I can't think of any way that that could possibly be used abusively (MC aside). I really think your example is a mapmaking issue - not a MC design issue. Good to see we'll be back to having abysmal maps to play on again.
meadbert
Profile Blog Joined October 2010
United States681 Posts
September 25 2012 20:49 GMT
#140
I would rather see Purify use energy over time like a Ghost or Banshee used to cloak.
Then you could simultaneously make it weaker.

The result would be a unit that is very strong for defense, but much weaker for offense.
Prev 1 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 635
Lowko571
BRAT_OK 84
RushiSC 30
DivinesiaTV 30
MindelVK 12
StarCraft: Brood War
Britney 39612
Sea 4156
Rain 2101
Jaedong 1957
Horang2 1382
Mini 870
Soma 800
firebathero 663
Shuttle 523
GuemChi 443
[ Show more ]
ZerO 402
Light 324
BeSt 308
actioN 301
Rush 171
Zeus 136
ggaemo 134
Barracks 81
Hyun 71
JYJ 69
Mong 58
Aegong 49
Mind 35
soO 34
zelot 33
Rock 32
HiyA 25
ToSsGirL 22
Terrorterran 21
ajuk12(nOOB) 20
Sexy 19
scan(afreeca) 15
JulyZerg 12
Noble 6
Dota 2
qojqva2466
syndereN519
LuMiX0
League of Legends
C9.Mang0587
Other Games
Grubby3994
Liquid`RaSZi3065
Gorgc2416
singsing1984
JimRising 599
B2W.Neo517
crisheroes366
Hui .349
mouzStarbuck334
FrodaN242
ArmadaUGS108
Mew2King50
ZerO(Twitch)23
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• HeavenSC 39
• poizon28 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• FirePhoenix0
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos4453
Upcoming Events
IPSL
41m
Dewalt vs Bonyth
OSC
1h 41m
OSC
19h 41m
uThermal 2v2 Circuit
21h 41m
Replay Cast
1d 16h
Wardi Open
1d 19h
RotterdaM Event
2 days
Patches Events
2 days
PiGosaur Cup
2 days
OSC
2 days
[ Show More ]
OSC
3 days
OSC
4 days
The PondCast
6 days
Liquipedia Results

Completed

Escore Tournament S1: W2
WardiTV 2025
META Madness #9

Ongoing

IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
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
BLAST Open Spring 2026
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.