• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:38
CEST 21:38
KST 04:38
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues24LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 LiuLi Cup - September 2025 Tournaments
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ alas... i aint gon' lie to u bruh... [ASL20] Ro16 Preview Pt1: Ascent
Tourneys
SC4ALL $1,500 Open Bracket LAN CPL12 SIGN UP are open!!! [ASL20] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3 The PlayStation 5
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1539 users

Why Protoss Is Frustrating to Play Or Play Against - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 8 9 10 Next All
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
October 12 2012 04:44 GMT
#61
There are so many little issues with protoss game play in all the matchups. You did a great job in the op, but the issues are actually even deeper, IMO. The points you make about map design cannot be overstated. If we look at how terran changed from BW to WOL, some of the changes were things like supply depot lowering, bunker salvage, building armor upgrades, PF's, turret range upgrades. These things all promote terrans defense. Protoss could really use some mechanics for walling and securing expansions, similar to what terran has. This would make map design much more flexible.

Another thing they need to change is Gateways, they should produce a little faster than warp gates, so warp gate = better offense, gateway = better production. Warp gates should be a choice not a mandate. It is not viable to play with gateways instead of warp gates, it should be, and there should be some tradeoff and decision between the mobility vs production. Also, pvp would be less horrible. I think sentries would be much cooler if they just pushed stuff back with force fields, instead of the FF sitting there. Get rid of charge and put it back to just a movement buff (and lower the price), so it's not a "no micro" ability.

But look at the issues with protoss and look at the fixes

weak gateway units ------------------------> FF,colossus
no map presence early/mid game ----> Recall
poor harass -----------------------------------> oracle
trouble with anti air--------------------------> phoenix range
Difficulties on defense after 2 bases--> mother ship core

What do all these things have in common?
+ Show Spoiler +

Everyone hates them!

Here is how I would fix them
+ Show Spoiler +

weak gateway units -----------> make gateways produce faster than warp gates, remove FF, buff gateway units
low mobility/map presence -> Give oracle a mass blink, so it can blink an army(like recall/blink mixed)
poor harass----------------------> get rid of colossus add reavers
trouble with anti air ----------> give stalkers +2 per attack upgrade instead of +1
defending 3 bases------------> Nexus provide psi, energy can heal unit's shields, cannon range research

Protoss would be much more fun to play like this ^^

:)
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2012-10-12 05:01:49
October 12 2012 05:01 GMT
#62
Why?

Because the protoss design suck hard as shit. That's why you don't see back and forth games like in ZvZ, TvT or ZvT.

Once protoss lose their key units in the army, is a fking death sentence due to the high costs and slow production times (not saying is up, just pretty all-inish).
So due this, as a P player, you have to make a very specific timming all-in, or some sort of gimmick play to make your path for some kind of all-in. Once you attack, is almost always all-in, because if you lose your army (or even trade armies), is game, there is no back and forth for P. And warp tech make that even worse.

Chicken gank op
Kharnage
Profile Joined September 2011
Australia920 Posts
Last Edited: 2012-10-12 05:36:39
October 12 2012 05:29 GMT
#63
On October 12 2012 12:57 Beef Noodles wrote:
Show nested quote +
On October 12 2012 07:14 FeeLdAfuRy wrote:
This is such a great post and I agree with everything you said.

The only thing that I would add is that buffing Protoss tier 1 would also require Warp Gate to be made a higher level tech (possibly tier 3) so as to limit 4/6gate type strategies from becoming unbeatably strong.

I proposed a fix many months ago, and now Starbow uses it, so I'm really pumped and loving it.

Here is the fix:
Make Warpgates have a LONG cooldown. Make gateways produce units MUCH faster. So that means you use Gateways to macro, and only a few warpgates for quick defense, late game warm prism harass, or whatever else. Doing this makes having tons of warpgates macro suicide, because you can't produce fast enough. Warpgates would still be situationally useful, but not the CLEARLY better option.

So... this is clearly a nerf to the warpgate mechanic. So, you buff gateway units a ton. And get rid of forcefields....

This is a great fix, and if you don't believe me, go watch a Starbow match.


I like this idea. Swap the build time of units around so that warp gate is longer. Suddenly defender advantage returns, you get 1 big warp in when attacking and then you're slowly getting weaker. Need to make considerations to things like proxy gate cheese in PvZ etc.

Once this is done I don't think you need to buff gateway units themselves, just reduce their cost. 125/50 for a stalker is too expensive. it's on par with most tier 2 units for the other races.

Other changes I'd like to see tested are:

Cannon from cyber instead of forge. That way it's still too slow for cannon rushing, but fast enough for decent base defence. With faster gateway unit build times opening gateway expand is even more viable than it already is. I don't know if this makes detection too easily available regardless of protoss tech path. Possible issue may require cannon cost to be tweaked.

Switch the stalker + damage from armoured to light. Stalkers would become good harass units capable of killing off workers, lings, zealots, sentries and marines. This may even make a role for the void-ray open up again since stalkers would be capable with dealing with marines and mutas while being nerfed vs the VR themselves...

If both changes are made cannons would become more important for holding things like maruader or roach play so possibly give them +damage to armoured. That way the stalkers will be micro'd to try and pick off the light unit 'shield' while the cannons deal with the armoured units. zealots and FF to protect the cannons and pylons from surround.

4 gates are very nerfed since you need tougher units like immortals to deal with armoured units properly, but stalker harass has real possibilities, especially with blink.

4 stalkers should be able to do serious damage to a mineral line (like every other drop payload) via warp prism harassment. right now 4 stalkers are appallingly bad for that role and zealots are too slow, even with charge, to do considerable damage, leaving only DT, HT or immortals for economy harassment.
MasterCynical
Profile Joined September 2012
505 Posts
October 12 2012 06:18 GMT
#64
On October 12 2012 14:29 Kharnage wrote:
4 stalkers should be able to do serious damage to a mineral line (like every other drop payload) via warp prism harassment. right now 4 stalkers are appallingly bad for that role and zealots are too slow, even with charge, to do considerable damage, leaving only DT, HT or immortals for economy harassment.


4 zealots dropped into a mineral line with charge kills workers about as fast as 2 DTs if the workers dont run. Its also about the same if the workers do run as well.
terranghost
Profile Joined May 2010
United States980 Posts
October 12 2012 06:27 GMT
#65
I would like to see the stalkers range increased by 1 and in exchange have a longer blink cooldown or research time or something.
I believe in BW if goons had their range upgrade and marines did not they had a longer range by two grids and it ended up looking something like this.

Zealot charge is good upgrade and everything but seeing as how it is a melee unit I would love to see just a speed increase in the zealot nothing huge like somewhere in between worker speed and the 2.25 normal movespeed they have now.

This would also mean that zealot stalker armies would have better synergy. Due to movement speeds that are closer together and toss would have more of reason to have their units further from their base as hit and fall back tactics (that would be more common with an increased range) work better when there is more distance to fall back with.


After the t1 gets its buff then the collosus could be redefined to have a better role. Right now it is like this.
Terran/zerg builds unit
a.) its a ground unit ----> toss builds collosus
b.) its an air unit -----> toss builds something to kill air units.

I would like to see collosus say have reduced damage to armor but extra to light so there is a difference between the immortal and the collosus

"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
October 12 2012 06:40 GMT
#66
On October 12 2012 15:27 terranghost wrote:
Zealot charge is good upgrade and everything but seeing as how it is a melee unit I would love to see just a speed increase in the zealot nothing huge like somewhere in between worker speed and the 2.25 normal movespeed they have now.

This would also mean that zealot stalker armies would have better synergy. Due to movement speeds that are closer together and toss would have more of reason to have their units further from their base as hit and fall back tactics (that would be more common with an increased range) work better when there is more distance to fall back with.

The charge upgrade already increases zealot speed to 2.75, almost as much as a worker (2.81). It's still not enough though, in my opinion - I'd like to see charge replaced with a significant speed upgrade to maybe 3.375 (the speed of stimmed bio). This would allow for much more micro from protoss players. First of all, charge actually limits micro since the charge is canceled if you issue a move command. Secondly, the speed upgrade would let protoss players more easily flank with zealots, manually surround enemy armies (much like zerglings), and send small groups to harass expansions (and they could actually chase down workers).
vibeo gane,
terranghost
Profile Joined May 2010
United States980 Posts
October 12 2012 06:51 GMT
#67
Agreed I liked the speedlots of BW alot more than the Chargelots of SC2 (and by liked I mean it was really annoying to play against)

I also did not know about the charge upgrading their normal movement speed.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
JackReacher
Profile Joined September 2012
United States197 Posts
October 12 2012 07:56 GMT
#68
I think a something like giving Stalkers a range buff at Cybernetics Core would do wonders - you could have stronger Stalkers early game, but at the expense ofna much later Warpgate tech, meaning you would choose between stronger tier 1 gateway army without warpgates, or a weaker gateway army with warpgates and a tier 2 (timing-wise) upgrade that would help stalkers against stimmed marines and roaches alike.

With this, we could even consider making sentries start with half the energy so they cant immediately forcefield, and give them a khaydarian amulet style upgrade at twilight council (or cybercore) to help balance out sentry-based timing pushes.
Pabs
Profile Joined April 2010
93 Posts
October 12 2012 08:11 GMT
#69
kcdc I'm surprised you did not go into why protoss t1 units have been balanced over time to be so weak. A lot of people have pointed out that the warp in mechanic is the primary reason for this. The ability to warp in units anywhere on the map is a ball and chain on the relative strength of these units. I like the ideas in your thread but there was no discussion on this issue. I assume it's yet another issue blizzard will be unwilling to tackle.
Opinions Are like assholes; Everyone has one and they all stink
playnice
Profile Joined October 2011
Malaysia299 Posts
Last Edited: 2012-10-12 10:09:17
October 12 2012 08:25 GMT
#70
On October 12 2012 12:57 Beef Noodles wrote:
Show nested quote +
On October 12 2012 07:14 FeeLdAfuRy wrote:
This is such a great post and I agree with everything you said.

The only thing that I would add is that buffing Protoss tier 1 would also require Warp Gate to be made a higher level tech (possibly tier 3) so as to limit 4/6gate type strategies from becoming unbeatably strong.

I proposed a fix many months ago, and now Starbow uses it, so I'm really pumped and loving it.

Here is the fix:
Make Warpgates have a LONG cooldown. Make gateways produce units MUCH faster. So that means you use Gateways to macro, and only a few warpgates for quick defense, late game warm prism harass, or whatever else. Doing this makes having tons of warpgates macro suicide, because you can't produce fast enough. Warpgates would still be situationally useful, but not the CLEARLY better option.

So... this is clearly a nerf to the warpgate mechanic. So, you buff gateway units a ton. And get rid of forcefields....

This is a great fix, and if you don't believe me, go watch a Starbow match.

I think it is a cool idea and the Gateway Warpgate relationship and mechanics should be expanded. I have this idea that the Gateway once upgraded into a Warpgate, should be transformable back into a Gateway without cost but with a transformation time(4-5s). The same applies to subsequent transformation back into a Warpgate. Warp-ins will now have a longer cool down period, while the Gateway produces units faster, essentially flipping the current unit build time between Gateway and Warpgate.

What this does is that it introduces a layer of strategic decision making and base management(more clicks overall) to the Protoss player. There will now be expand builds that doesn't involve getting Warpgate tech immediately. Warp-in will become a great tool in the mid game when Protoss needs to harass and pressure the opponent, and also later for drop defence. Yet even in the late game it is not always a good idea to have all your gates as Warpgates, as army trades doesn't favour the Protoss with a Pylon in the front lines as much now.

Should a player chooses, Warp gate all-ins would still be viable, yet the windows of success closes more rapidly as your next round of warp-ins are now slower. This also helps PvP by giving the player the option to switching back to Gateway production to gain a defender's advantage, and not die so easily because your opponents Warpgate count and timing directly counter yours in the early game(This is why WoL PvP hinges so much on the build order).

It will also be interesting to see how players balance the Warpgate, Gateway counts in their builds, and how they would change the counts, either to carry out their strategy or to react to the game conditions.

With this new gameplay mechanics in place, gateway units can be tweaked accordingly. The goal would be to make Forcefields more forgiving, as in better in defence, but less powerful offensively, the later which has been slightly addressed by making warp-ins slower. I do feel that it is not necessary to overhaul FF to achieve this goal. Rather it is the synergy of other units/structure/abilities in defence that should do better. But this reply is getting too long so I won't get into that now.

What do you guys think?
TLDR: The Warp-in changes are essentially the same as a lot of the posts about P recently in the HoTs discussion: warp-in cool down > Gateway. What I proposed is to add the ability to switch between Warpgate and Gateway.
Edit: Was just pointed out that this ability was always there. New TLDR: switch the builtime/cooldown between Warpgate & Gateway, with a lower switch time from Warpgate to Gateway.
JackReacher
Profile Joined September 2012
United States197 Posts
October 12 2012 08:29 GMT
#71
The warpin mechanic is necessary to keep up with zerg larva inject and terran reactors. Chronoboost alone wouldn't be enough, as it would have to be split between boosting gateways and nexuses. Even if gateways were given a build time buff, it wouldnt be enough. Warpgates are necessary because the protoss army is the least mobile in the game, and functions the worst when split.
JackReacher
Profile Joined September 2012
United States197 Posts
October 12 2012 08:34 GMT
#72
On October 12 2012 17:25 playnice wrote:
Show nested quote +
On October 12 2012 12:57 Beef Noodles wrote:
On October 12 2012 07:14 FeeLdAfuRy wrote:
This is such a great post and I agree with everything you said.

The only thing that I would add is that buffing Protoss tier 1 would also require Warp Gate to be made a higher level tech (possibly tier 3) so as to limit 4/6gate type strategies from becoming unbeatably strong.

I proposed a fix many months ago, and now Starbow uses it, so I'm really pumped and loving it.

Here is the fix:
Make Warpgates have a LONG cooldown. Make gateways produce units MUCH faster. So that means you use Gateways to macro, and only a few warpgates for quick defense, late game warm prism harass, or whatever else. Doing this makes having tons of warpgates macro suicide, because you can't produce fast enough. Warpgates would still be situationally useful, but not the CLEARLY better option.

So... this is clearly a nerf to the warpgate mechanic. So, you buff gateway units a ton. And get rid of forcefields....

This is a great fix, and if you don't believe me, go watch a Starbow match.

I think it is a cool idea and the Gateway Warpgate relationship and mechanics should be expanded. I have this idea that the Gateway once upgraded into a Warpgate, should be transformable back into a Gateway without cost but with a transformation time(4-5s). The same applies to subsequent transformation back into a Warpgate. Warp-ins will now have a longer cool down period, while the Gateway produces units faster, essentially flipping the current unit build time between Gateway and Warpgate.

What this does is that it introduces a layer of strategic decision making and base management(more clicks overall) to the Protoss player. There will now be expand builds that doesn't involve getting Warpgate tech immediately. Warp-in will become a great tool in the mid game when Protoss needs to harass and pressure the opponent, and also later for drop defence. Yet even in the late game it is not always a good idea to have all your gates as Warpgates, as army trades doesn't favour the Protoss with a Pylon in the front lines as much now.

Should a player chooses, Warp gate all-ins would still be viable, yet the windows of success closes more rapidly as your next round of warp-ins are now slower. This also helps PvP by giving the player the option to switching back to Gateway production to gain a defender's advantage, and not die so easily because your opponents Warpgate count and timing directly counter yours in the early game(This is why WoL PvP hinges so much on the build order).

It will also be interesting to see how players balance the Warpgate, Gateway counts in their builds, and how they would change the counts, either to carry out their strategy or to react to the game conditions.

With this new gameplay mechanics in place, gateway units can be tweaked accordingly. The goal would be to make Forcefields more forgiving, as in better in defence, but less powerful offensively, the later which has been slightly addressed by making warp-ins slower. I do feel that it is not necessary to overhaul FF to achieve this goal. Rather it is the synergy of other units/structure/abilities in defence that should do better. But this reply is getting too long so I won't get into that now.

What do you guys think?
TLDR: The Warp-in changes are essentially the same as a lot of the posts about P recently in the HoTs discussion: warp-in cool down > Gateway. What I proposed is to add the ability to switch between Warpgate and Gateway.


Personally, I think adding a Stalker range buff to cybercore (like in broodwar) would solve all of Protoss early game problems, and give an option of whether to go warpgate or stalker range first. It wouldnt break bio like in BW, either, because of the marauder and the medivac.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
October 12 2012 08:49 GMT
#73
You could combine this idea with the idea of making gateways produce faster than warpgates, so you actually have a reason to switch them while attacken and switch back when on the defense and so on.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2012-10-12 09:03:42
October 12 2012 09:03 GMT
#74
On October 12 2012 17:25 playnice wrote:
I think it is a cool idea and the Gateway Warpgate relationship and mechanics should be expanded. I have this idea that the Gateway once upgraded into a Warpgate, should be transformable back into a Gateway without cost but with a transformation time(4-5s). The same applies to subsequent transformation back into a Warpgate. Warp-ins will now have a longer cool down period, while the Gateway produces units faster, essentially flipping the current unit build time between Gateway and Warpgate.

What this does is that it introduces a layer of strategic decision making and base management(more clicks overall) to the Protoss player. There will now be expand builds that doesn't involve getting Warpgate tech immediately. Warp-in will become a great tool in the mid game when Protoss needs to harass and pressure the opponent, and also later for drop defence. Yet even in the late game it is not always a good idea to have all your gates as Warpgates, as army trades doesn't favour the Protoss with a Pylon in the front lines as much now.

...

What I proposed is to add the ability to switch between Warpgate and Gateway.


You can already do that! Just noone ever uses it, because it is utterly and completely useless atm

Edit: Argh, sorry I meant to edit my other post
playnice
Profile Joined October 2011
Malaysia299 Posts
October 12 2012 09:19 GMT
#75
On October 12 2012 18:03 TzTz wrote:
Show nested quote +
On October 12 2012 17:25 playnice wrote:
I think it is a cool idea and the Gateway Warpgate relationship and mechanics should be expanded. I have this idea that the Gateway once upgraded into a Warpgate, should be transformable back into a Gateway without cost but with a transformation time(4-5s). The same applies to subsequent transformation back into a Warpgate. Warp-ins will now have a longer cool down period, while the Gateway produces units faster, essentially flipping the current unit build time between Gateway and Warpgate.

What this does is that it introduces a layer of strategic decision making and base management(more clicks overall) to the Protoss player. There will now be expand builds that doesn't involve getting Warpgate tech immediately. Warp-in will become a great tool in the mid game when Protoss needs to harass and pressure the opponent, and also later for drop defence. Yet even in the late game it is not always a good idea to have all your gates as Warpgates, as army trades doesn't favour the Protoss with a Pylon in the front lines as much now.

...

What I proposed is to add the ability to switch between Warpgate and Gateway.


You can already do that! Just noone ever uses it, because it is utterly and completely useless atm

Edit: Argh, sorry I meant to edit my other post

LoL, I actually didn't know that. But the idea stands. I just wanted to elaborate more on how it actually would impact gameplay in a positive way with the swap of build times.
Rolezn
Profile Joined May 2010
63 Posts
October 12 2012 09:31 GMT
#76
Amazing read, another great thread by kcdc
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2012 09:36 GMT
#77
MMM has to be better than basic gateway units, else bio is not viable.
Roaches being that strong is just dumb, yet more a problem of the roach and how zerg has to play against warpgate allins, than with protoss.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
October 12 2012 09:37 GMT
#78
The problem here is that you can't buff Gateway units unless you kill the Warpgate mechanic. The strength of Warpgate allins doesn't come from the units' own strength, it comes from the broken mechanics that power the allin. From the automatic proxying of all production and the subsequent loss of defender's advantage to the Gateway transformation unit swell where you get two cycles back to back to being able to build production much later than other races because of frontloaded production. Consider a game of Marinecraft (SC2 with CC, depot, rax, starport, refinery, scv, marine, medivac). It's a simple, yet robust game with many emergent rules concerning tactics and strategy from econ/army/tech struggle to ambushing reinforcements to defender's advantage to proxying to positioning to area control to the effects of winning an engagement, flanks, high ground mechanics and the like. Rules about how the game can be expected to pan out. Rules that are there despite not being stated anywhere.

Protoss break a ridiculous number of these rules by virtue of warpgates and forcefields. The issues can be masked by things like weak gateway units, forcefields and keeping the warpgate mechanic away from the most vulnerable super early game portion of the game, but the issues are there. And the masking actions cause their own problems which result in bad, gimmicky-feeling gameplay. The game may be balanced, but it just doesn't feel good. For toss to be truly good - as in both balanced and satisfying to play - they need to kill warp gates and lamefields.
Squee
Don.681
Profile Joined September 2010
Philippines189 Posts
Last Edited: 2012-10-12 10:01:05
October 12 2012 09:58 GMT
#79
While I wholeheartedly agree with the OP. I think blizzard will never go for big sweeping changes. Especially taking out FF and Warping. So I think we as a community need to think of small changes that will achieve the same effect.

I was playing with the idea that, instead of having 3 levels of attack/armor/shield upgrades for the game, why not we have 4 levels. With the final levels skewed more to stronger armor so in general all units last longer and the first level being cheaper than the current level 1 and upgrade faster.

This will make the early Level 1 make units last longer, allowing for more back and fourth in fights. As well as more micro-intensive endgames.
50bani
Profile Blog Joined June 2009
Romania480 Posts
October 12 2012 11:00 GMT
#80
I probably came up with the "remove Warpgate and Sentries" thing before anyone else, but since nothing has happened to address these issues for all this time, we can be sure that they will not be dealt with this way. The game has been balanced with these units and concepts in mind, so Protoss will always look somewhat funny from a design perspective.
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
Prev 1 2 3 4 5 6 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
BSL Team Wars
19:00
Playoff - 4th vs 3rd
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 168
SteadfastSC 150
UpATreeSC 117
JuggernautJason77
BRAT_OK 62
Nathanias 29
EmSc Tv 17
StarCraft: Brood War
Britney 21202
EffOrt 1054
Shuttle 460
Larva 335
firebathero 254
Dewaltoss 123
sSak 74
Mong 68
TY 68
IntoTheRainbow 5
Dota 2
The International115406
Gorgc14914
PGG 37
Counter-Strike
Foxcn414
Stewie2K296
Heroes of the Storm
Liquid`Hasu271
Other Games
tarik_tv7432
Grubby2781
FrodaN2030
summit1g1000
WinterStarcraft246
RotterdaM233
Hui .161
C9.Mang0128
ArmadaUGS86
QueenE61
Mew2King48
ZombieGrub40
mouzStarbuck35
MindelVK17
OptimusSC210
fpsfer 4
Organizations
Other Games
gamesdonequick1615
BasetradeTV34
StarCraft 2
EmSc Tv 17
EmSc2Tv 17
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler71
• Noizen44
Other Games
• Scarra779
• Shiphtur250
Upcoming Events
RSL Revival
14h 22m
Maestros of the Game
18h 22m
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
20h 22m
Bonyth vs Dewalt
[BSL 2025] Weekly
22h 22m
RSL Revival
1d 14h
Maestros of the Game
1d 21h
BSL Team Wars
1d 23h
Afreeca Starleague
2 days
Snow vs Sharp
Jaedong vs Mini
Wardi Open
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
Afreeca Starleague
3 days
Light vs Speed
Larva vs Soma
LiuLi Cup
4 days
The PondCast
5 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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.