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HoTS Question - Khaydarin Amulet

Forum Index > StarCraft 2 HotS
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1 2 3 4 Next All
GeekAbaddon
Profile Joined June 2011
United Kingdom29 Posts
February 13 2013 14:19 GMT
#1
Hey guys.

I've been watching and reading alot of stuff behind the scenes, did a few searches on this and watched alot of streams, youtube video's and theres one thing that cropped up for both T & Z main 'spellcasters' Ghosts & Infestors and thats their ability to have their energy level increased before they deploy.

I have heard several times from casters and the like that when Toss warps in his High Templar it's always "he hasnt got enough for storms though researched" or you see alot of passive Templars just hovering quite aimlessley.

Obviously the Amulet was removed in patch long ago, but I just wondered would it have a place back in HoTS

Ghost ; Has it's Moebius Reactor instantly giving it +25 on it's production and able to cast EMP pulse, it's AoE attack can pretty much take out a unspread Protoss Deathball clumped.

Infestor : Yes it has had a quite a few nerfs lately but again, it has it's Pathogen Glands again, same as Ghost above gives access to instant Fungal Growth. Yes not the instant cast one now more projectile, but still.

Would the return of Protoss' main spellcasters +25 energy Upgrade break the game? I just wondered what peoples opinions would be, from both bronze to masters and above.

Knowledge Is Power, Guard It Well
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
February 13 2013 14:24 GMT
#2
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

If you ever played back when it existed you would know exactly why it was removed. You could completely rape the protoss army and lose almost nothing and then he warps in 6 templar and kills everything. Or he just warps in a templar and storms your drop and its dead. Khaydarin amulet was awful to play against because it was like "oh I fucked up, better instantly warp in storm and then make an archon after I'm done"
Descolada in everything not TL/Starcraft
Mehukannu
Profile Joined October 2010
Finland421 Posts
February 13 2013 14:27 GMT
#3
I think templars are just fine. I don't think bringing back instant storm would do any good for the game really.
It would definitely make drops much less effective and it would make it harder to punish protoss player for losing his/her army.
C=('. ' Q)
GeekAbaddon
Profile Joined June 2011
United Kingdom29 Posts
Last Edited: 2013-02-13 14:30:52
February 13 2013 14:29 GMT
#4
I have played since Beta finished and watched since Beta was first recorded and uploaded, I remember the 2 Armour 1 Supply roaches, reapers being good in WoL etc...and 1 base vs 1 base!

I know what you are saying, I knew that would be one of the first comments. But then I think the game has changed alot since patch 1.3 on March '11 but it is a valid point you make which I feel is how my thread will go.

Knowledge Is Power, Guard It Well
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2013-02-13 14:35:53
February 13 2013 14:30 GMT
#5
the difference between those casters is. HTs can be produced right at the front and storm. 5 seconds for you to react and they can come from all sides. Infestors and Ghosts have to run from the nearest production, though Zerg can Nydus, it is far from the extreme that instant storm HTs provided.

they removed it for a reason and it was really hard to play against, while it was pretty easy to pull it off. I think the balance now is more even. Though they could up the radius to 2 again.
Taronar
Profile Joined December 2011
Netherlands177 Posts
February 13 2013 14:37 GMT
#6
HT with instant storm would give protoss a very strong oppertunity to come back in games, esp. vs Bio play and Muta/Ling. Stormdrops however, are very very hard to deal with and can destroy the midgame.

I would honestly love to see Khaydari amulet back in the game, but I am afraid that it will have to much of an impact. Or it will cost us to much on other aspects of the game.
SKT1.Rain | SKT1.PartinG | Liquid TaeJa | Startale Life
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
February 13 2013 14:39 GMT
#7
The argument has always been that warp-in storms are just too strong. Infestors take time to come out of their eggs and Ghost EMP, although I feel its much stronger than most Terrans argue, can't actually kill.

However a storm can instantly wipe out a drop potentially. And warp in HTs from a Warp Prism can annihilate mineral lines with no setup time.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Hoon
Profile Joined December 2010
Brazil891 Posts
February 13 2013 14:39 GMT
#8
IMO remove warp in mechanic and bring back Khaydarin Amulet.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
rpgalon
Profile Joined April 2011
Brazil1069 Posts
February 13 2013 14:45 GMT
#9
Good management of your HTs is one of the walls that separetas the amazing protoss players from the good ones...
The number of pros that still lacks in this area is huge.

I'm not one of those "hardcore" guys that call everything too easy and would prefer the SC:BW mechanics back, but removing KA was a really good move from Blizz that added a lot of depth to the game...

also, I think feedback is underused and templars have a bigger role yet to be explored.
badog
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2013-02-13 14:47:27
February 13 2013 14:46 GMT
#10
On February 13 2013 23:39 Hoon wrote:
IMO remove warp in mechanic and bring back Khaydarin Amulet.


Not going to happen. Would require a complete redesign and rebalance of all Protoss gateway units. Just readding Khaydarin wouldn't be enough.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
GeekAbaddon
Profile Joined June 2011
United Kingdom29 Posts
Last Edited: 2013-02-13 14:51:32
February 13 2013 14:47 GMT
#11
I agree, that ability to warp in such a powerful AoE 'on demand' but it was just the thought that for a good while HT's are 'useless' and no, i know they can use Feedback and also Archon merge BUT until they get to that energy level they arent the most useful of casters for AoE, but granted their Storm is very strong. Maybe even a small energy buff via KA, +15 or +20 per say, a few seconds so no 'instant storm' but more viable instead of build them let them build up for twice any other caster can.

EMP gets rid of sheilds so Toss must withdraw generally and Fungal holds in place for chain. I personally think that despite Storms immediate damage as post above, actually sometimes using them are not harder but require much better concentration. #

Infestors again can burrow and move away, ghosts can cloak too...just to state the obviosu and I apologise.

Obviously these are just my opinions for HT as a avid SC2 watcher but poor player



Knowledge Is Power, Guard It Well
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
February 13 2013 14:52 GMT
#12
I rate warp gate should still be altered. Maybe have warped in units have shields uncharged and lower energy lower than if produced at a gateway. Then KA would work..
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
February 13 2013 14:55 GMT
#13
KA was broken as hell. If they're going to buff storm--and I don't think they need to, Toss at that stage of the game is already plenty strong and has enough AOE--then they shouldn't do it by bringing back the ability to warp in storms. It causes way, way too many problem.
He drone drone drone. Me win. - ogsMC
RoberP
Profile Joined March 2011
United Kingdom101 Posts
Last Edited: 2013-02-13 15:15:18
February 13 2013 15:14 GMT
#14
Ghost build time > time to get 25 energy? If everyone else can pre-emptively build their casters before they need them...
kmh
Profile Joined November 2010
Finland351 Posts
February 13 2013 15:18 GMT
#15
On February 14 2013 00:14 RoberP wrote:
Ghost build time > time to get 25 energy? If everyone else can pre-emptively build their casters before they need them...


The difference is the other casters have to walk to the scene. The HTs don't have to do that.
Napoleon53
Profile Joined January 2010
Denmark167 Posts
February 13 2013 15:19 GMT
#16
On February 13 2013 23:39 Hoon wrote:
IMO remove warp in mechanic and bring back Khaydarin Amulet.


agree! Warp in is broken. It makes timing attack soooo strong.

KA amulet is okay.. just not combined with "warp in".
GeekAbaddon
Profile Joined June 2011
United Kingdom29 Posts
February 13 2013 15:24 GMT
#17
OK then with regards people are stating not allowed to be warped in, albeit a MAJOR change which could well break the game IMO...allow the Templar Archives to produce the Templar instead of Warped from GW/WP, same as infestor and ghost with storm available instantly.

ucks and covers as SC2 breaks*
Knowledge Is Power, Guard It Well
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2013-02-13 15:40:05
February 13 2013 15:34 GMT
#18
On February 13 2013 23:24 Coriolis wrote:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

If you ever played back when it existed you would know exactly why it was removed. You could completely rape the protoss army and lose almost nothing and then he warps in 6 templar and kills everything. Or he just warps in a templar and storms your drop and its dead. Khaydarin amulet was awful to play against because it was like "oh I fucked up, better instantly warp in storm and then make an archon after I'm done"


That's about the worst logic ever considering the CD between making templars is still nearly the same production time between ghosts - of which you can make nearly the same amount of and start with EMP.

Your complaint is a person can warp in a unit and storm. If you walk into storms and lose ur whole army while not paying attention is that not the same as saying you should not have been EMPed? The argument sounds quite flimsy to me.

Personally, I have no idea why it was removed other than people complained a bunch and so they got rid of it with no compensation in any way to the protoss army. Edit: the point being, while I don't really agree with it being removed, it's okay if they remove it regardless of their reasons assuming there was some compensation in the form of some other upgrade that allows for faster energy regeneration, or something of the sort, later in the game.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
WeRRa
Profile Joined December 2010
378 Posts
February 13 2013 15:36 GMT
#19
2-3 good storms your bio is dead, 100 good emps and still just shields and energy down.
InnoVation Fighting!!!
FLuE
Profile Joined September 2010
United States1012 Posts
February 13 2013 15:38 GMT
#20
I think - and just my opinion here - the templar has the best "50 energy" spell in the game with feedback, where the units like the ghost and infestor are a lot less useful below 75 energy. Also it needs to be noted that when the templar is "sitting around useless" you can make archons which is great. Ghost do some damage but to be honest when they are out of energy not something you want to have a ton of, and infestors without energy are useless as well.

Because of these factors I don't see it as an imbalance and the right move to not have in the game. Now, if you wanted to give ghosts and infestors different/more useful 50 energy spells and remove the +25 energy from both of those units then I could see that as an option.

Just one of those things that on paper seems like it might be unfair but when you really examine the unit and how it can be used I just feel it balances itself in a way especially since at the least you can warp in a templar and feedback instantly the other player's caster unit that has the +25 energy making the feedback even more powerful. So it almost self balances in that way.
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