• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:47
CET 22:47
KST 06:47
  • 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
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Anyone remember me from 2000s Bnet EAST server? Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Mechabellum PC Games Sales Thread
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
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1841 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
BSL 21
20:00
RO8 - Day 3
Sziky vs Dewalt
eOnzErG vs Cross
ZZZero.O332
LiquipediaDiscussion
Ladder Legends
19:00
WWG Amateur Showdown
davetesta56
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 424
ProTech159
StarCraft: Brood War
EffOrt 511
ZZZero.O 332
ggaemo 155
Shuttle 62
Mong 24
Dewaltoss 0
Dota 2
febbydoto20
LuMiX1
Counter-Strike
fl0m1732
Heroes of the Storm
Khaldor355
Other Games
Grubby6119
FrodaN1569
hungrybox771
B2W.Neo337
ToD114
Fuzer 83
Trikslyr44
Chillindude21
ViBE14
Organizations
Other Games
gamesdonequick952
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• printf 86
• StrangeGG 68
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• XenOsky 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1647
• Shiphtur205
Upcoming Events
Sparkling Tuna Cup
12h 13m
Ladder Legends
19h 13m
BSL 21
22h 13m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 11h
Wardi Open
1d 14h
Monday Night Weeklies
1d 19h
WardiTV Invitational
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
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
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
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 © 2025 TLnet. All Rights Reserved.