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Protoss Identity in SC2: Power and Cost - Page 5

Forum Index > StarCraft 2 HotS
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Laids
Profile Joined January 2011
United Kingdom596 Posts
October 11 2012 01:31 GMT
#81
I do agree that Sentry is core to Gateway and that Gateway units are balanced around the use of Sentry. What makes this worse is that Sentries are hard to use. Guardian Shield isn't too difficult to manage, but Force Fields can be very difficult to use correctly. We are talking about ways to make the Sentry easier to use so more Protoss players can get value out of him.


Balancing the entire gateway tech path around 1 unit is incredibly bad design. I'm going to be severely disappointed if they choose not to radically change how force field interacts with the Protoss gateway composition. Forcefield's are too powerful for a T1.5 unit and it cripples Blizzards ability to change the Protoss early game in any meaningful way.
Treehead
Profile Blog Joined November 2010
999 Posts
October 11 2012 01:59 GMT
#82
On October 11 2012 10:31 Laids wrote:
Show nested quote +
I do agree that Sentry is core to Gateway and that Gateway units are balanced around the use of Sentry. What makes this worse is that Sentries are hard to use. Guardian Shield isn't too difficult to manage, but Force Fields can be very difficult to use correctly. We are talking about ways to make the Sentry easier to use so more Protoss players can get value out of him.


Balancing the entire gateway tech path around 1 unit is incredibly bad design. I'm going to be severely disappointed if they choose not to radically change how force field interacts with the Protoss gateway composition. Forcefield's are too powerful for a T1.5 unit and it cripples Blizzards ability to change the Protoss early game in any meaningful way.


Yet at the same time, without forcefields, there are many rushes P dies to - and buffing the units to the point that they withstand these rushes might prove too much.

I just hope they don't make FFs too much easier to use, it's already one of the few skills that sets protoss players apart.
BurninLegion
Profile Joined December 2011
United States14 Posts
October 11 2012 02:05 GMT
#83
The reason this is brilliant in my opinion is because of how it connects the correct play style pairings around unified buildings. Going down Twilight gives you mobility and harassment (blink, warp gate, DT's, Zealot-Archon, by this logic Warp Prism should go here too), going down Robo gives you power in straight up fights (force fields, guardian shield, colossi). It just feels like this is for the most part a much better place for these units in the tech tree. However, I'm not convinced the Immortal needs to be moved to the gateway, if the warpgate is removed from the Core and the Zealot and Stalker are buffed it might be able to stay in the Robo.
Kaiyotic
Profile Joined October 2011
United States90 Posts
October 11 2012 02:54 GMT
#84
So intelligent... the idea of strategically switching to warpgate, forcing people to scout for double reinforcement is so smart. Also, having the mothership provide power is so intuitive and fucking awesome. Haveing zealot stalker immo at gateway makes so much sense as well, though immos still feel like a robo unit.

Protoss how it should be played. I do worry about TC being too critical to ignore and/or setting up impossible choices between robo twilight and stargate (need to upgrade at TC to stay in the game, but need robo for detection, stargate never used until lategame) but overall it's sounds much more interesting than the current design.
Rain: Idra's face is scary
Yoshi Kirishima
Profile Blog Joined July 2009
United States10346 Posts
Last Edited: 2012-10-11 03:49:51
October 11 2012 03:42 GMT
#85
Very good post. Perhaps making the lower tech protoss units stronger and the higher tech protoss units weaker will also make fights last longer and also reduce the strong scaling of the protoss deathball via AOE in the lategame. It can also fix the problem vs mech, since even though the gateway units might die quickly, strong units like the immortal or colossus aren't killed fast by the AOE, leaving the strong protoss units to dish out damage for a long duration.

this could take a lot of reworking but may be worth it

just read more of the post, a LOT OF drastic changes, but good backing up and such! it is an expansion now after all, and it's better to get things messy and fixed instead of leaving it messed up slightly for many years later

i'm not sure what i think of some of the changes, but i'm sure some blizz people will read it and consider the ideas
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
TheLunatic
Profile Joined February 2011
309 Posts
October 11 2012 03:52 GMT
#86
Good ideas, will blizzard listen, doubt it
Yoshi Kirishima
Profile Blog Joined July 2009
United States10346 Posts
October 11 2012 04:00 GMT
#87
On October 11 2012 12:52 TheLunatic wrote:
Good ideas, will blizzard listen, doubt it


they've already posted in the thread

i don't get why so many people doubt blizzard, particularly that they "never listen". It might take them a while, but they do listen and eventually get things right
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
October 11 2012 04:10 GMT
#88
This is a very very good post and I am sure almost all our us who played Protoss in both bw and SC2 has part of that feeling in their heart: why my gateway units are so weak!!

FF and warp-in are nice mechanism, but they take away too much of the strength that Protoss unit are suppose to have. The change of stalker into anti-light also make a lot of sense, as this is one of the key reason the P has a hard time harassing and anti-harassing.

I truely hope Blizzard will be brave enough to test this in the beta... It takes a lot of courage, but it has the chance to hugely increase the popularity of SC2 and its future in esports.
Dont be too humble, you are not that great.
Honeybadger
Profile Joined August 2010
United States821 Posts
October 11 2012 04:25 GMT
#89
"zerg with a bad credit rating" struck me as a very well put idea. Protoss feels really dull, and not as potent as they were in BW. I think the problem is the colossus, to be honest. It's shaped the entire game around itself, and that's a bad, bad thing.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
October 11 2012 04:34 GMT
#90
On October 11 2012 13:25 Honeybadger wrote:
"zerg with a bad credit rating" struck me as a very well put idea. Protoss feels really dull, and not as potent as they were in BW. I think the problem is the colossus, to be honest. It's shaped the entire game around itself, and that's a bad, bad thing.


The collosus is there because the gateway units are so weak by themselves; it is also the core of the "death ball" dependency of Protoss.

With stronger gateway units, Protoss actually does not need a unit as powerful as collosus, it can be changed and nerfed accordingly.
Dont be too humble, you are not that great.
SharkBait
Profile Blog Joined November 2011
United States36 Posts
October 11 2012 04:49 GMT
#91
This is a really good and well thought out op! I especially like how you brought in comparisons to BW without making this another "derp give us back brood war units" whine thread.
Shark Bait Ooohhaha!
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 11 2012 04:54 GMT
#92
I fully support every single one of the proposed changes. Thank you for writing this OP, I sincerely hope Blizzard swallow their pride and take notice.

Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 11 2012 05:05 GMT
#93
Completely awesome and fantastic OP! I support this design 100%!
This is not Warcraft in space!
lol_Robot
Profile Joined November 2011
United States66 Posts
October 11 2012 05:13 GMT
#94
For what it's worth, if these changes were implemented, I'd actually want to learn to play 'toss. Not necessarily all of them, but I'm all for making early Tier 1 something to be feared outside of gimmicky bullshit like force fields.
bzzzzzt. CTL: Team Guns 'n' Roaches
800800
Profile Joined October 2011
Afghanistan64 Posts
October 11 2012 05:23 GMT
#95
I 100% agree with the immortal and sentry change. Great write up.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
October 11 2012 06:04 GMT
#96
Thanks for all of the interest! It means the world to me that we care so much about this game. It is very important that we keep sight on what is possible and what is constructive in the coming weeks. If we are persistent, civil, and loud enough, we can improve the game play of SC2 Heart of the Swarm. HotS is looking much better than it first appeared, lets make sure that they know that we want a more fun and involved take on the Warp Gate and the Sentry!
Reflection and Respect.
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
October 11 2012 07:30 GMT
#97
Very very mad props.
Saw this on Bnet getting dev responses(the only reason to ever visit bnet imho). Too bad they didn´t sound as excited as us common mortals.

You had me at "Anti light stalker".
Though VR sounds a bit expensive for the few good it does. I´d say it would be better to make the VR itself smaller and cheaper in general, but that´s just me.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
bgx
Profile Joined August 2010
Poland6595 Posts
October 11 2012 07:31 GMT
#98
Tbh thats how i imagined 2 years ago, that blizzard will finally move warp tech to 2nd or even 3rd tier. Because many people suggested that(so that this upgrade will be matter of choice not neccesity), but blizzard was happy enough with standard warp tech nerf and growth of maps.
Stork[gm]
aqbabaq
Profile Joined August 2012
Sweden65 Posts
October 11 2012 07:36 GMT
#99
very very well written and i love your concept. This would be great upgrade and absolute game changer. I think it would be better to play and more funny to watch sc2 games in general. Get rid of vortex and with buffs to gate units ... man epic encounters like in bw .Love it absolutely love IT!!!!!
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-10-11 08:30:28
October 11 2012 08:26 GMT
#100
I'm just curious how durable you want gateway units to be. They're already pretty horrifying in all but the very earliest scenarios.

I'd also note that this whole "other races have to go to T2 to beat us" idea is a little silly considering terrans don't actually have the ability to tech through tiers like that. You haven't done anything about the mech/immortal relationship (besides moving it to the Twilight Council, thus delaying the ultimate protoss deathball by.. 3 minutes so with stronger gateway armies exactly how is terran supposed to win?
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