• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:05
CEST 01:05
KST 08:05
  • 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
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Rollback Netcode in Brood War665.0.17 Patch Notes - October 7, 202621Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)78
StarCraft 2
General
ESL Pro Tour for SC2 discontinued [Old] StarCraft 3 Reportedly in Development 5.0.17 Patch Notes - October 7, 2026 StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
RSL 2026 Offline Finals LCQ Sign-Ups $3,500 WardiTV Not-Summer Championship ScienceCraft (October 24-25) - Live Event Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Rollback Netcode in Brood War BW General Discussion Ziemie's Starcraft 1 Prequel Campaign Mineral Boosting (2 workers/patch)
Tourneys
[Megathread] Daily Proleagues [ASL22] Semifinal A [ASL22] Semifinal B [ASL22] Ro8 Day 4
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13224 users

Protoss Identity in SC2: Power and Cost - Page 6

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 4 5 6 7 8 10 Next All
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 11 2012 08:47 GMT
#101
On October 11 2012 17:26 Evangelist wrote:
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?


Bigger numbers and smart deployment of mines.
i.e. How Arnold Schwarzenegger's character managed to win a single Predator. By the skin of their teeth. And Arnold's character used mines (a booby trap) in that movie.
Cauterize the area
Tankz123
Profile Joined December 2011
Denmark228 Posts
October 11 2012 08:53 GMT
#102
I've just one question, though.

As it appears now, protoss seem to have the current strongest lategame, wouldnt this just buff thier lategame? ie - instead of warping on 15-20 chargelots, they now warp in 15-20 "super chargelots"?

some of the ideas seem nice, but the core issue is the fact that warpgate actually exist, and that will forever make the lategame really annoying to play against.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 11 2012 09:07 GMT
#103
On October 11 2012 17:53 Tankz123 wrote:
I've just one question, though.

As it appears now, protoss seem to have the current strongest lategame, wouldnt this just buff thier lategame? ie - instead of warping on 15-20 chargelots, they now warp in 15-20 "super chargelots"?

some of the ideas seem nice, but the core issue is the fact that warpgate actually exist, and that will forever make the lategame really annoying to play against.



That's the thing, without the current widow mine, there would be NO way for a Terran to recover from a zero sum battle.
With the "return" of the firebat and spidermine, the return of the "super" zealot becomes feasible again.

Dustin could consider adding +1 armor and +1 attack upgrade (Zeal?) for Zealot in addition to chargelot.
Cauterize the area
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
October 11 2012 09:10 GMT
#104
On October 11 2012 17:53 Tankz123 wrote:
I've just one question, though.

As it appears now, protoss seem to have the current strongest lategame, wouldnt this just buff thier lategame? ie - instead of warping on 15-20 chargelots, they now warp in 15-20 "super chargelots"?

some of the ideas seem nice, but the core issue is the fact that warpgate actually exist, and that will forever make the lategame really annoying to play against.


Protoss only has a strong late game because of Storm and Colossus, bioballs melt through gateway armies will very little loss at the late game.
I am Godzilla You are Japan
Tankz123
Profile Joined December 2011
Denmark228 Posts
Last Edited: 2012-10-11 09:14:06
October 11 2012 09:13 GMT
#105
Well, the widowmine doesnt seem that good to deal with it if the protoss player is just careful, he can easily pick off the widow mines (obs + range 9 colo) - or hell, he can zealot bomb the tank lines, and the widow mines will completly destroy it because you dont really have some decent GtA as mech (+ tanks being really awful versus zealots and archons doesnt really help)

Also, i dont know why they made helions bioloigcal, they're completly awful versus archons now and gets melted into pieces.

edit to ^ - Yes, but now, remove the factor of the weak gateway army (i dont see any changes to colo/storm here) and well, the lategame will be ugly.
stard1n
Profile Joined September 2012
50 Posts
October 11 2012 09:13 GMT
#106
I just hope blizzard realizes this before it's too late..
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-10-11 11:35:58
October 11 2012 09:31 GMT
#107
That analysis of the OP is wrong in nearly every detail...
Zealots in BW did do 2*8 damage, not 1*16.

Roaches don't do the same amount or even more damage than the Zealot, they do considerably less, because they attack very slowly.
those are the dps numbers:

zealot BW: 18.8dps
dragoon BW: 8.3 (12.5 vs med, 16.6 vs large) dps
zergling BW (without adrenalin glands): 15.625 dps
hydralisk BW: 8.3 (12.5 vs med, 16.6 vs large) dps
marine BW(pre stim): 10dps
firebat BW(pre stim): 4.54 (9.09 vs medium, 18.18 vs small) dps
(real seconds, fastest speed)

zealot SC2: 13.3 dps
stalker SC2: 6.9 (9.7 vs armored) dps
zergling SC2 (without adrenalin glands): 7.2 dps
roach SC2: 8 dps
marine SC2(pre stim): 7dps
marauder SC2(pre stim): 6.7 (13.4) dps
(blizzard seconds, fastest speed)

zealot SC2: 18.354 dps
stalker SC2: 9.52 (13.39 vs armored) dps
zergling SC2 (without adrenalin glands): 9.94 dps
roach SC2: 11.04 dps
marine SC2(pre stim): 9.66dps
marauder SC2(pre stim): 9.24 (18.49) dps
(real seconds, fastest speed)

also this:
On October 11 2012 20:28 Kipsate wrote:
I don't think you have taken into account that in BW, shields would take full damage from every source, this means that for example a vulture who dealt concussive damage would deal 20 damage to Dragoon shields until the shields depleted, after that he would only deal 5 damage to the life of the Dragoon itself. Hydralisks deal explosive damage, they would deal 50% damage against zealots, yet they did 100% of damage against Zealots Shields.




Analyze this however you want, but don't post bullshit like the OP about roaches doing the same damage as zealots, zergling damage being the same in BW and SC2 etc etc etc

Edit: btw, I do like some of the OPs ideas, though I think some lack detail - though this could just be a problem of putting ideas out in a way that people will read them.
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2012-10-11 10:55:31
October 11 2012 10:54 GMT
#108
On October 11 2012 17:53 Tankz123 wrote:
I've just one question, though.

As it appears now, protoss seem to have the current strongest lategame, wouldnt this just buff thier lategame? ie - instead of warping on 15-20 chargelots, they now warp in 15-20 "super chargelots"?

some of the ideas seem nice, but the core issue is the fact that warpgate actually exist, and that will forever make the lategame really annoying to play against.


First of all, Zerg has the strongest lategame.
Secondly, Protoss vs Terran, Terran also wins lategame. I will not go into detail too much but getting a lot of Vikings and a lot of Ghosts kills Protoss ground (you can kill the Observers really fast, giving you no way to deal with the Ghosts).

This is shown by the current Protoss almost all of them try to avoid big one-fight games where it all comes down to 200/200 vs 200/200. If they let it come to this they make sure they are in with a big advantage (like 200/200 vs 180/200 and better upgrades)
Like NaNiwa did against Flash.
It is true that if only a-moved the Protoss "Deathball" will win against Terran Bio, but kiting makes it impossible to deal damage with Colossi while they get killed by Vikings and also makes it hard to land Storms, plus, you know... the Zealots ALSO deal very little damage.

And that is what good players now do, they are not afraid to kite through the entire map because it means they will not lose a lot more hp than the cost of Stim.

So no, they do not have the strongest lategame, why else would Protoss players feel the need to add 30 Gateways to reinforce in a fight and then just barely win?

I sooo love OPs ideas, it would make the PvP problems disappear.
It would give me the option to not go Colossi every single game.
I wish Blizzard would hire this guy tomorrow...
Tankz123
Profile Joined December 2011
Denmark228 Posts
Last Edited: 2012-10-11 11:01:23
October 11 2012 11:00 GMT
#109
Fine, they might not have the strongest (this can be argued to no end) - but they defo have the most difficult to deal with if you're not a high skilled player (but then again, that's just my opinion and several others) - and these changes wont exactly help with that (also, most games Rain have won recently have been macro, where he completly destroyed his enemy - most protoss seem to aim for the lategame, so it would be weird if they didnt consider this thier strongest point of the game.

edit - to get back on track, as stated before, some of the ideas are good, but stuff like the immortal change doesnt really make sense, and these changes just seem to screw over mech a lot more than it currently is (from a terran pov)
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 11 2012 11:09 GMT
#110
Sadly I do not have a NA account so I cannot answer in the Forum but please people express your opinions!!
With enough feedback Blizzard might change more than they want to right now.
Also Dustin Rock had this to say: "For example I don't believe that "Gateway units are weak because of warp-in." I do agree that Sentry is core to Gateway and that Gateway units are balanced around the use of Sentry. "
I don't WANT Protoss early and mid game to be designed around the Sentry. It makes map design very one dimensional since the Sentry relies on the terrain. It also makes the game frustrating for Protoss and the other races.

Whenever I win with a Sentry based all in my opponents say how incredibly hard it is to hold this off and I feel a little more dirty.
Whenever I lose a game because I missed those one or two critical forcefields by a second I just want to punch someone for this ridiculously bad designed gameplay.
Honestly, why would you Balance Protoss off all races around such a gimmicky mechanic?!

Call for change and change we will get. Blizzard listens to the community, so PLEASE post in the BNet thread, post here, go on reddit and post there. Make it happen, this is our chance to make Starcraft 2 a game we want to love for the next 15 years!
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 11 2012 11:13 GMT
#111
On October 11 2012 20:00 Tankz123 wrote:
Fine, they might not have the strongest (this can be argued to no end) - but they defo have the most difficult to deal with if you're not a high skilled player (but then again, that's just my opinion and several others) - and these changes wont exactly help with that (also, most games Rain have won recently have been macro, where he completly destroyed his enemy - most protoss seem to aim for the lategame, so it would be weird if they didnt consider this thier strongest point of the game.

edit - to get back on track, as stated before, some of the ideas are good, but stuff like the immortal change doesnt really make sense, and these changes just seem to screw over mech a lot more than it currently is (from a terran pov)



The Immortal deals less damage and has half the HP, in addition to that hardened shield has to be researched.
For just one supply less, the Immortals damage against mechanical units has gone down from 50 to 30, and I still would love to see these changes. I know you now can build them earlier, but why would I go for blind mass Immortals against Terran and die to Marines?


Obviously the numbers have to be tested to be sure, but I think those changes would make Starcraft 2 so much better.


Also, I wouldn't mind getting a buffed Carrier and losing the Colossus, I think it is a terrible unit design and no-one disagrees, why the hell would they keep it?!
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
October 11 2012 11:28 GMT
#112
I don't think you have taken into account that in BW, shields would take full damage from every source, this means that for example a vulture who dealt concussive damage would deal 20 damage to Dragoon shields until the shields depleted, after that he would only deal 5 damage to the life of the Dragoon itself. Hydralisks deal explosive damage, they would deal 50% damage against zealots, yet they did 100% of damage against Zealots Shields.
WriterXiao8~~
LastWish
Profile Blog Joined September 2004
2015 Posts
October 11 2012 11:34 GMT
#113
From the changes you suggested I liked the most:
  • Tempest idea - nice idea though the range upgrade would get tricky combined with the increased movement speed.
    Maybe more like 7 basic range +3 with upgrade or 9 range and upgrade for speed instead.
  • Mothership idea - definitely agree with removing the vortex, permanent powerfield and slow are great ideas
  • Sentry robotics - would change the game completely though since zealot/stalkers would need buff to hold early game.
    Maybe the logics behind warpgates is that only small units may be warped through, that way it makes sense and is elegant the way it is now.


I'd suggest changing voidrays by giving them an upgrade(probably fleet beacon 150/150) that would allow them to charge themselves before battle.
For example it would take 10 seconds to charge with 60 second cooldown or something. Would make them much useful past early game.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Big J
Profile Joined March 2011
Austria16289 Posts
October 11 2012 11:35 GMT
#114
On October 11 2012 20:09 rEalGuapo wrote:
Sadly I do not have a NA account so I cannot answer in the Forum but please people express your opinions!!
With enough feedback Blizzard might change more than they want to right now.
Also Dustin Rock had this to say: "For example I don't believe that "Gateway units are weak because of warp-in." I do agree that Sentry is core to Gateway and that Gateway units are balanced around the use of Sentry. "
I don't WANT Protoss early and mid game to be designed around the Sentry. It makes map design very one dimensional since the Sentry relies on the terrain. It also makes the game frustrating for Protoss and the other races.

Whenever I win with a Sentry based all in my opponents say how incredibly hard it is to hold this off and I feel a little more dirty.
Whenever I lose a game because I missed those one or two critical forcefields by a second I just want to punch someone for this ridiculously bad designed gameplay.
Honestly, why would you Balance Protoss off all races around such a gimmicky mechanic?!

Call for change and change we will get. Blizzard listens to the community, so PLEASE post in the BNet thread, post here, go on reddit and post there. Make it happen, this is our chance to make Starcraft 2 a game we want to love for the next 15 years!


In PvP and TvP, Protoss relies only very little on sentries in a lot of strategies. Most protoss get a few early on when they tech or chrono probes, while they actually rely mostly on stalkers. I think the relation in those matchups are quite fine,

In ZvP... it's the stupidity that is superpowerful mass 4range roaches early/midgame into superweak 2supply roach(/hydra) lategame that needs to be changed for gateway units to get the right basic unit relation.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
October 11 2012 11:44 GMT
#115
Really quite a brilliant OP, well thought out and interesting ideas, none of that "BRING BACK REAVER" nonsense.
Browder really needs to see that protoss could be so much better designed, warp tech makes gateways just a stepping stone to warp gates which isn't well thought out imo
11/5/14 CATACLYSM | The South West's worst Falco main
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 11 2012 12:00 GMT
#116
Very nice ideas that in theory would work well.

i dislike nerfing the immortal in that way but with stalkers doing (even) worse against roaches it would be necessary. It just doesnt feel right.

The changes to voidray and tempest would make them overlap heavily.

CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 11 2012 12:01 GMT
#117
also, with warpgates being set to different cooldowns depending on what unit has been built makes protoss unit production macro hell compared to the other races. unfair.
targ
Profile Blog Joined December 2010
Malaysia445 Posts
October 11 2012 12:15 GMT
#118
To be honest, in SC1 Toss didn't really have tier 1 units that overpowered Terran and Zerg.

In PvZ, toss would always fast expand then hide behind cannons till tier 2 tech was out, in the form of reavers or templar. Zealots would only be useful once leg speed came out; once that happened they would do quite well vs both speedlings and hydras, but once the hydra balls got really big Toss had to rely on storm or reaver to fight it. Dragoons were never really good against Zerg tier 1, they were used more for breaking lurker fields or fending off mutas.

In PvT, zealots did decently against marines at the start, while dragoons with the range upgrade could kite infantry to death easily, so Terran had to turtle. However once Terran had stim, range, medics and a decent amount of infantry out, they would actually trade against Toss tier 1 pretty cost effectively, perhaps even have the upper hand once numbers on both sides grew larger. The reason Terran had to use tier 2 to fight Toss was that storms/reavers countered Terran tier 1 far too hard for them to be of any use.
http://billyfoong.blogspot.com/ my other opinions are here
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2012-10-11 12:17:34
October 11 2012 12:17 GMT
#119
also, with warpgates being set to different cooldowns depending on what unit has been built makes protoss unit production macro hell compared to the other races. unfair.

You realise that is already the case? Considering you apparently never noticed I dont think it is that big of a deal. You select all your warpgates with your hotkey, and SC2 automatically allows you to produce units from whichever warpgate isnt on CD.

But you can of course always switch back to normal gateways if you rather got the 'easier macro' that other races have.
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
October 11 2012 12:32 GMT
#120
Well, Blizzard definitely moving towards making Protoss a completely new race in HotS. Looks awesome!

They still got Colossus to work on, though.
Prev 1 4 5 6 7 8 10 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
The QMC Showmatch 1
OSC
08:00
Masters Cup #151: Group A
Liquipedia
BSL Open Qualifier
04:00
Jungsu & Hasu #3
ZZZero.O124
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 10435
Artosis 626
ZZZero.O 124
Dota 2
NeuroSwarm175
League of Legends
Doublelift5059
JimRising 181
Heroes of the Storm
Grubby4250
Other Games
summit1g8779
FrodaN2348
Liquid`RaSZi2060
C9.Mang0298
Livibee194
ToD179
Pyrionflax109
Maynarde95
ArmadaUGS48
Mew2King39
Organizations
Other Games
gamesdonequick1143
StarCraft 2
CranKy Ducklings17
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 115
• musti20045 47
• Sammyuel 30
• CranKy Ducklings SOOP10
• davetesta1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1502
• Scarra661
• Shiphtur615
Upcoming Events
OSC
12h 55m
WardiTV Weekly
1d 11h
PiGosaur Cup
2 days
Kung Fu Cup
2 days
The PondCast
3 days
Online Event
4 days
Korean StarCraft League
5 days
Afreeca Starleague
5 days
Rush vs Soulkey
CranKy Ducklings
5 days
BSL Open Qualifier
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Acropolis #5 - GSB
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
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.