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A thought for the Viper? (vs Skytoss)

Forum Index > StarCraft 2 HotS
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1 2 Next All
Alryk
Profile Blog Joined November 2011
United States2718 Posts
February 24 2013 09:48 GMT
#1
Hey guys, pretty simple change in mind. Speaking from the mind of a high masters protoss, I was thinking about how the skytoss composition synergizes overall and why it's exactly supposed to be so strong.

Tempests/Templar combine, along with VR or Carriers in general. The tempests just pick away, while VR/Carriers protect from air based units like the corruptor, and templar protect from low health, high damage units like the hydralisk. It makes PvZ lategame kind of a dance between vipers, corruptors, swarm hosts, and hydras. The templar keep the ground based army at bay, while the VR and carriers protect the tempest from units like the viper so they can do their job.

I don't think skytoss needs a nerf to fix it - it isn't very great against Terran bio, and personally trades pretty well with a properly done terran sky army. However, the units do fit together really well, especially versus zerg.

As a potential change, would it make sense to buff Vipers blinding cloud to affect either air units or spellcasters (or both)? It seems like a good, definitely not ridiculous change that could really help out. You can zone out groups of Void rays etc. and if the Void rays move forward, then the HT can't protect as easily from hydras. If they try to retreat, Vipers can abduct into those hydras. At the same time, it's the kind of ability that allows a good protoss player to micro out of the way - through splits, and simple moving around.

It would turn the lategame more into a "dance" if you will of vipers against VR/Carrier, which open the way for corruptors to move forward to take out tempests etc. As is the protoss units protect each other a little too well versus the tools that zerg has, but I think an additional ability to zerg could give them a way to counteract it, without nerfing Skytoss.

Thoughts?

As a note: I don't profess to have the best understanding of the matchup simply because I'm masters or anything. I haven't had nearly enough games to think I know exactly what's going on, and I might have analyzed some of the units into the wrong role, but I do believe that a change like this would help quite a bit in a way that adheres to the idea of abilities that allow both players to show off their skill. While my analysis might be wrong, I think the idea is right (or in the right direction), and would be a change that wouldn't make ZvT too hard for Terran or anything.
Team Liquid, IM, ViOlet!
RaZorwire
Profile Joined April 2012
Sweden718 Posts
February 24 2013 09:58 GMT
#2
On February 24 2013 18:48 Alryk wrote:
As a potential change, would it make sense to buff Vipers blinding cloud to affect either air units or spellcasters (or both)? It seems like a good, definitely not ridiculous change that could really help out. You can zone out groups of Void rays etc. and if the Void rays move forward, then the HT can't protect as easily from hydras. If they try to retreat, Vipers can abduct into those hydras. At the same time, it's the kind of ability that allows a good protoss player to micro out of the way - through splits, and simple moving around.


Yeah, I've been thinking about something similar. I think it could be a good change to have them affect air, since Zerg also seems to be struggling a bit vs Terran mech, and being able to zone out Vikings might help. It could easily become too powerful, but I think it would be worth at least testing. Almost no time left to test things in the beta though, unfortunately.
ETisME
Profile Blog Joined April 2011
12387 Posts
February 24 2013 10:03 GMT
#3
But then it would make infestor broodlord too strong all over again, at least against Terran.
Personally I think the problem lies fundermental on the game design on how powerful air units are.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
FLuE
Profile Joined September 2010
United States1012 Posts
February 24 2013 10:03 GMT
#4
HotS totally misses a need for Zerg AoE anti air. If they put that in they could nerf/adjust infestors correctly without worrying about zvz.

I don't see this change doing much, the vipers would end up dead and the sky toss army is mobile enough to just move out of the cloud.
Siggeh
Profile Joined January 2012
Norway71 Posts
Last Edited: 2013-02-24 10:10:13
February 24 2013 10:09 GMT
#5
One problem is that vipers become completely useless in the very late game ZvP. As soon as protoss get his big numbers of High Templars out there is no way for ur vipers to come close to his army because of feedbacks. The thing with feedbacks is that they're doing more dmg if their target has more energy... and it doesn't make sense to have a viper without energy lol.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-02-24 10:25:14
February 24 2013 10:11 GMT
#6
On February 24 2013 19:03 FLuE wrote:
HotS totally misses a need for Zerg AoE anti air. If they put that in they could nerf/adjust infestors correctly without worrying about zvz.

I don't see this change doing much, the vipers would end up dead and the sky toss army is mobile enough to just move out of the cloud.


We can't really buff the infestor again as it's in a good place right now (it's actually a support unit and you can dodge fungal). I honestly feel zerg just need better maps against skytoss since maps where everything are so close together makes it impossible for both terran and zerg to punish the skytoss by mass expanding. People complaining about zerg not being cost efficient are missing the point, the reason why they were so broken in WoL is they were too cost efficient and due to that it made it impossible to deal with the zerg remaxes as they always had a more powerful army than you and it built quicker.

Hydras are actually really good (void rays don't do bonus damage against them) so I think they're the answer, but you need to be able to mass expand to be able to remax over and over and wittle down the skytoss force (which is really hard to rebuild) and corrupters are pretty damn good against tempest/carrier. The big issue with skytoss is maybe void rays do far too much damage to the other air to air units in the game (maybe a small nerf is in order?) and it makes the other classes air to air anti air completely useless against them as it's really hard to kite them.

I'd personally rather them wait until we see it at the pro level, in an interview Ragnarok said yesterday that him and the other zergs have found a way of beating skytoss, we just need it to be shown to us.

EDIT: Watch GSTL from today, Violet vs Tear.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Big J
Profile Joined March 2011
Austria16289 Posts
February 24 2013 10:20 GMT
#7
On February 24 2013 19:11 Qikz wrote:
Show nested quote +
On February 24 2013 19:03 FLuE wrote:
HotS totally misses a need for Zerg AoE anti air. If they put that in they could nerf/adjust infestors correctly without worrying about zvz.

I don't see this change doing much, the vipers would end up dead and the sky toss army is mobile enough to just move out of the cloud.


No other race has air to air aoe do they? I realise BW had the corsair, valk and scourge, but only the thor has splash on anti air in SC2 and it's not exactly useful. We can't buff the infestor again as it's in a good place right now. I honestly feel zerg just need better maps against skytoss since maps where everything are so close together makes it impossible for both terran and zerg to punish the skytoss by mass expanding. People complaining about zerg not being cost efficient are missing the point, the reason why they were so broken in WoL is they were too cost efficient and due to that it made it impossible to deal with the zerg remaxes as they always had a more powerful army than you and it built quicker.

Hydras are actually really good (void rays don't do bonus damage against them) so I think they're the answer, but you need to mass expand to get them and corrupters are pretty damn good against tempest/carrier. The big issue with skytoss is maybe void rays do far too much damage to the other air to air units in the game (maybe a small nerf is in order?) and it makes the other classes air to air anti air completely useless against them as it's really hard to kite them.

I'd personally rather them wait until we see it at the pro level, in an interview Ragnarok said yesterday that him and the other zergs have found a way of beating skytoss, we just need it to be shown to us.


HSM, Thor for Terran and additionally the EMP vs Protoss.
Storm, Archon, (WoL Vortex) for Protoss.

But yeah I agree, I don't feel like there is a need for an immidiate change.
ALPINA
Profile Joined May 2010
3791 Posts
February 24 2013 10:31 GMT
#8
It would make vipers really potent, but i like it. I doubt blizz will make it with several days left until the end of beta though.
You should never underestimate the predictability of stupidity
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 24 2013 10:41 GMT
#9
It would totally break TvZ. If the cloud affects ground, air and casters, is there something left ? It already shuts down ground mech, if on top of that it works against air and prevents pdd/hsm/medivac healing/yamato, the game is over. And it would allow mass broodlords all over again.

Fixing the ZvP skytoss problem through a spell is a bad fix. If skytoss is too powerful, nerf it or buff zerg AA.
Terran & Potato Salad.
Decendos
Profile Joined August 2011
Germany1338 Posts
February 24 2013 10:50 GMT
#10
On February 24 2013 19:41 Lukeeze[zR] wrote:
It would totally break TvZ. If the cloud affects ground, air and casters, is there something left ? It already shuts down ground mech, if on top of that it works against air and prevents pdd/hsm/medivac healing/yamato, the game is over. And it would allow mass broodlords all over again.

Fixing the ZvP skytoss problem through a spell is a bad fix. If skytoss is too powerful, nerf it or buff zerg AA.


exactly this! zerg finally needs good UNITS and not another spellcaster to compensate for shitty units. just buff the units itself.

so just buff hydras straight up and change corruption or give corrupter a 2nd spell, whatever. its not only skytoss + HT thats unbeatable. its also mutas in ZvZ or mass raven + support in ZvT thats literally unbeatable at a given time in the game which is outright stupid (see BL infestor stupidness in WoL).
Big J
Profile Joined March 2011
Austria16289 Posts
February 24 2013 11:37 GMT
#11
On February 24 2013 19:50 Decendos wrote:
Show nested quote +
On February 24 2013 19:41 Lukeeze[zR] wrote:
It would totally break TvZ. If the cloud affects ground, air and casters, is there something left ? It already shuts down ground mech, if on top of that it works against air and prevents pdd/hsm/medivac healing/yamato, the game is over. And it would allow mass broodlords all over again.

Fixing the ZvP skytoss problem through a spell is a bad fix. If skytoss is too powerful, nerf it or buff zerg AA.


exactly this! zerg finally needs good UNITS and not another spellcaster to compensate for shitty units. just buff the units itself.

so just buff hydras straight up and change corruption or give corrupter a 2nd spell, whatever. its not only skytoss + HT thats unbeatable. its also mutas in ZvZ or mass raven + support in ZvT thats literally unbeatable at a given time in the game which is outright stupid (see BL infestor stupidness in WoL).


Zerg has good units. Just watch GSTL, Zerg can do very well in HotS at the highest level right now.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
February 24 2013 12:37 GMT
#12
On February 24 2013 18:48 Alryk wrote:
Hey guys, pretty simple change in mind. Speaking from the mind of a high masters protoss, I was thinking about how the skytoss composition synergizes overall and why it's exactly supposed to be so strong.

Tempests/Templar combine, along with VR or Carriers in general. The tempests just pick away, while VR/Carriers protect from air based units like the corruptor, and templar protect from low health, high damage units like the hydralisk. It makes PvZ lategame kind of a dance between vipers, corruptors, swarm hosts, and hydras. The templar keep the ground based army at bay, while the VR and carriers protect the tempest from units like the viper so they can do their job.

I don't think skytoss needs a nerf to fix it - it isn't very great against Terran bio, and personally trades pretty well with a properly done terran sky army. However, the units do fit together really well, especially versus zerg.

As a potential change, would it make sense to buff Vipers blinding cloud to affect either air units or spellcasters (or both)? It seems like a good, definitely not ridiculous change that could really help out. You can zone out groups of Void rays etc. and if the Void rays move forward, then the HT can't protect as easily from hydras. If they try to retreat, Vipers can abduct into those hydras. At the same time, it's the kind of ability that allows a good protoss player to micro out of the way - through splits, and simple moving around.

It would turn the lategame more into a "dance" if you will of vipers against VR/Carrier, which open the way for corruptors to move forward to take out tempests etc. As is the protoss units protect each other a little too well versus the tools that zerg has, but I think an additional ability to zerg could give them a way to counteract it, without nerfing Skytoss.

Thoughts?

As a note: I don't profess to have the best understanding of the matchup simply because I'm masters or anything. I haven't had nearly enough games to think I know exactly what's going on, and I might have analyzed some of the units into the wrong role, but I do believe that a change like this would help quite a bit in a way that adheres to the idea of abilities that allow both players to show off their skill. While my analysis might be wrong, I think the idea is right (or in the right direction), and would be a change that wouldn't make ZvT too hard for Terran or anything.


This change would literally make any thoughts of mech succeeding in TvZ a moot discussion. The viper is already ridiculously effective against Terran mech, this would put the nail in the coffin. You also fail to acknowledge mech based compositions in PvT, against which Skytoss is very strong right now, but not nearly as powerful as PvZ.

We just got over the era of the infestor in the last few months of WoL, don't really feel that buffing the fuck out of another spellcaster at the beginning of HotS feels like the right decision. Could just be me though.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Esper
Profile Joined May 2010
United States87 Posts
February 24 2013 13:18 GMT
#13
As a Zerg player I don't want to see the Viper get any better. At the most basic of levels I hate the fact that all of the Zerg bonuses in HotS are so late in the tech tree (swarm hosts, viper, ultralisk, 2nd upgrade for hydralisk). I would much rather a buff to a Zerg mid-tier unit so we have more stability in the early game that leads through the midgame into a core late-game unit.
My life is a chip in your pile. Ante up!
Decendos
Profile Joined August 2011
Germany1338 Posts
February 24 2013 13:29 GMT
#14
On February 24 2013 20:37 Big J wrote:
Show nested quote +
On February 24 2013 19:50 Decendos wrote:
On February 24 2013 19:41 Lukeeze[zR] wrote:
It would totally break TvZ. If the cloud affects ground, air and casters, is there something left ? It already shuts down ground mech, if on top of that it works against air and prevents pdd/hsm/medivac healing/yamato, the game is over. And it would allow mass broodlords all over again.

Fixing the ZvP skytoss problem through a spell is a bad fix. If skytoss is too powerful, nerf it or buff zerg AA.


exactly this! zerg finally needs good UNITS and not another spellcaster to compensate for shitty units. just buff the units itself.

so just buff hydras straight up and change corruption or give corrupter a 2nd spell, whatever. its not only skytoss + HT thats unbeatable. its also mutas in ZvZ or mass raven + support in ZvT thats literally unbeatable at a given time in the game which is outright stupid (see BL infestor stupidness in WoL).


Zerg has good units. Just watch GSTL, Zerg can do very well in HotS at the highest level right now.


? never said zerg is UP overall. just they are insanely UP vs lategame air armies with support. and i have yet to see numerous games where P has a carrier tempest voidray HT archon army and loses. same for a mass raven army with vikings BC thor ghost. there is just no way for zerg to deal with that now that infestors got nerfed to hell and no AA unit got buffs.
Tuczniak
Profile Joined September 2010
1561 Posts
February 24 2013 13:38 GMT
#15
A change is needed. This might work. But I don't think it's possible without voidray nerf/hydra buff.

Also people should know that blinding cloud doen't affect casters at all.

FeyFey
Profile Joined September 2010
Germany10114 Posts
February 24 2013 14:19 GMT
#16
The Viper lifes from being able to be used in low numbers and don't forget Carriers wouldn't care about the Blinding cloud and could snipe the Vipers easily and retreat. Same goes for the Templar. And I think it affecting Spellcasters would make it way to all purpose like the Infestor was.

I am not sure if Skytoss needs a change, they are really depended on Templars. And they have nothing to protect them except the air units and their own AoE. So far I had a good success with Ultras Fungal and Neural. And afterwards cleaning them up with a muta /corrupter mix, depending on what combination they have.
I don't think the Ultra will stay ingame for long though in its current form. And you can always have some Templars in Prisms.

Though I never engage Skytoss away from creep, even if I have to bring Ovis for creep (Spores ftw). And apart from that I Nydus the hell out of them. Thanks to the need for AoE they are damn slow thanks to the Templar. Mothership core makes Nydus stuff a bit more expensive though.
At the end its really odd that mosts Zergs only response is Corrupters ! to anything that roams the air.
Alryk
Profile Blog Joined November 2011
United States2718 Posts
February 24 2013 17:23 GMT
#17
I don't think a nerf to skytoss is really needed. Its strong in pvz, but not really so in pvt, especially against bio. And I did briefly mention mech pvt. Skytoss is strong there but I think enough third and the right air army can do well against it.

I didn't think the viper would really have become a unit like the investor would be with this change. And I don't mean affect spells AND air, I meant either or. If Terran is worried about Viking so much, maybe only affecting spells would work. It would probably create a contrast between both the viper/templar and even ciper/ghost.

to the guy who mentioned viper being feedbacked, that's what something like the swarm host or hydra is for, to help keep the templar at bay. I'm also not opposed to a hydra buff or something, but they're pretty decent as is. I'm not sure. But ViOlet shut down leenock pretty hard with investors last night (talking about muta zvz beng unbeatable)
Team Liquid, IM, ViOlet!
starslayer
Profile Joined August 2011
United States696 Posts
February 24 2013 17:39 GMT
#18
so you want to completely kill mech vs zerg because the cloud stops all mech besides hellions and now you want the one thing that can hold it a bay the vikings to be clouded (beside maybe mines that has to have luck at killing the viper ). i understand skytoss is hard but no i already spread my tanks and have turrets and the cloud still does so much damage so sorry no find something else vs skytoss
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2013-02-24 17:57:43
February 24 2013 17:55 GMT
#19
On February 25 2013 02:39 starslayer wrote:
so you want to completely kill mech vs zerg because the cloud stops all mech besides hellions and now you want the one thing that can hold it a bay the vikings to be clouded (beside maybe mines that has to have luck at killing the viper ). i understand skytoss is hard but no i already spread my tanks and have turrets and the cloud still does so much damage so sorry no find something else vs skytoss


No actually I don't. I said I didn't think it would mess with mech much. After people mentioned the Viking, I said maybe just versus spellcasters (ground), and I'm wondering what people think about that. But instead of simply saying it would break mech TvZ like few others did in at least a slightly less aggressive tone, feel free to keep making it sound like I'm terrible for suggesting something from a protoss players point of view. Also... Read my above post, lol. Literally right above you. That's the one where I asked to see peoples opinions on additionally affecting casters, the purpose being zone out templar or even ghosts.

The post was even long enough ago that you couldn't possibly have missed it if you'd read >.<

Edit: I think you think I'm a zerg player? (your skytoss is hard comment). I play protoss I was proposing something to help zerg without making skytoss weaker versus Terran. And apologies for spelling or grammar or formatting - I'm on my phone.
Team Liquid, IM, ViOlet!
nomyx
Profile Joined June 2012
United States2205 Posts
February 24 2013 18:03 GMT
#20
I would rather let the pro players figure stuff out and let the game evolve naturally as opposed to having another reaper incident.
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