Dark Templar/Dark Shrine - Bland? - Page 2
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Tozar
United States245 Posts
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Atreides-
United States103 Posts
But in the mid / late game, DTs are as strong as ever. Detection is much harder to come by for Terran and Zerg, so using them for map control and harass is very effective. And the warp-in feature makes DTs so much more deadly, you can use a proxy Pylon or a Warp Prism to make harassment even stronger. I don't think that DTs are weak at all. I think it's OK for Templar tech to be split into two buildings, simply because DTs are stronger than they used to be. Though it would be nice to have the Dark Shrine have some sort of upgrade. | ||
drlame
Sweden574 Posts
On May 12 2010 05:27 Newguy wrote: DTs really take 0 seconds to build though, because you will have warp gates by then, so the 55 seconds is insignificant. But the CD on the warpgate becomes longer, so its not insignificant. Anyway, I recently watched Artosis' interview of Tester and I really liked his idea of "fixing" DTs: Make them an upgrade at the templar archives. I can however see why blizzard chose to make the DT building separate, or at least imo, because if not scouted correctly it can easily end the game. So by making it an upgrade at the templar archives it would be really difficult to scout whether the protoss is going for storm or DTs. If this really is such a huge problem though I guess they could make some aesthetic change to the archives post upgrade. | ||
Vei
United States2845 Posts
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Zeke50100
United States2220 Posts
On May 12 2010 06:36 drlame wrote: But the CD on the warpgate becomes longer, so its not insignificant. Anyway, I recently watched Artosis' interview of Tester and I really liked his idea of "fixing" DTs: Make them an upgrade at the templar archives. I can however see why blizzard chose to make the DT building separate, or at least imo, because if not scouted correctly it can easily end the game. So by making it an upgrade at the templar archives it would be really difficult to scout whether the protoss is going for storm or DTs. If this really is such a huge problem though I guess they could make some aesthetic change to the archives post upgrade. ReGating means it really is insignificant (i.e. Warping a DT, switching to Gateway during the warp, producing something the "normal" way, then just switching back to Warp Gate with only a couple seconds of "lost" time, but also with an additional unit in that same amount of time) | ||
Talic_Zealot
688 Posts
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Kantutan
Canada1319 Posts
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faction123
Australia949 Posts
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Saracen
United States5139 Posts
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Eukarya
United States29 Posts
On May 12 2010 06:14 MasterFwiffo wrote: Frankly, we could fix this by bringing back Dark and TWilight Archons and putting DA abilities at the Shrine. No, seriously. I kind of agree with this; I really liked the twilight archon idea. Does anyone know what happened to the different kinds of archons? Unless I'm misremembering, there used to be light, twilight and dark archons, each with different abilities. | ||
Vei
United States2845 Posts
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Half
United States2554 Posts
On May 12 2010 06:14 MasterFwiffo wrote: Frankly, we could fix this by bringing back Dark and TWilight Archons and putting DA abilities at the Shrine. No, seriously. Then protoss would have FIVE more units then the zerg lol. I kind of agree with this; I really liked the twilight archon idea. Does anyone know what happened to the different kinds of archons? Unless I'm misremembering, there used to be light, twilight and dark archons, each with different abilities. It was the same exact system except the Archons were called different things, Dark Archons have never existed in the history of public SC2 beta releases. At one point though, it had feedback. I suspect they changed the name so they could add REAL twilight archons with differing abilities in the campaign later down the road. . | ||
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Aesop
Hungary11270 Posts
- Scan DOES cost 270 minerals - Turrets cannot be everywhere and they do not walk - so you get to expand for free - Wall-ins can be negated by Warp Prisms. So as a means of temporary map control, they are useful. However I agree with your point that the building is rather underwhelming in its functions. | ||
Zaphid
Czech Republic1860 Posts
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520
United States2822 Posts
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Malingo
United States45 Posts
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SiegeFlank
United States410 Posts
I do think it's silly that they split dark templars away from the templar archives, at least when you consider that the dark shrine serves no other purpose than to make DTs. I think that a good upgrade for them would be increased movement speed (as it was rumored in patch 11). It would make them much more powerful as harassment units. That said, I think that they could still use SOME other buff or upgrade aside from movement speed before they really start to see more play. | ||
Vexx
United States462 Posts
I think the templar line should be buffed with a single building for both templars and a cheaper storm research with a longer +25 energy research. More powerful cloaked units would make detection worthwhile in SC2. Currently, detection is near useless. Also, add lurker. | ||
t3tsubo
Canada682 Posts
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Twinweapon
United States90 Posts
This timing when perfect will either end the game asap or allow toss to make a come back. It is fine were it is, but imo should cost more gas as it is the most critical and game changing unit for toss (imo again). Hell I would enjoy the ability of them being the one unit toss can't warp in and to create them they need to close the warp gate as that only takes 3 seconds and then make the unit in 55 seconds, but hell that's me hating on the unit so it could be a little rash. Even if scouted DT drops are game changing because if an opposing player has map control and army is not at main it easily allows DT's enough time to destroy supply depots and any other key buildings they want to destroy or stop production. Just how effective they are against Terran is unbelievable. | ||
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