• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:31
CEST 10:31
KST 17:31
  • 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
Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47Code S RO12 Preview: Cure, Zoun, Solar, Creator4
Community News
BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0
StarCraft 2
General
Jim claims he and Firefly were involved in match-fixing DreamHack Dallas 2025 - Official Replay Pack BGE Stara Zagora 2025 - Replay Pack Code S RO8 Preview: Rogue, GuMiho, Solar, Maru The SCII GOAT: A statistical Evaluation
Tourneys
[GSL 2025] Code S:Season 2 - RO8 - Group A Sea Duckling Open (Global, Bronze-Diamond) Bellum Gens Elite: Stara Zagora 2025 $3,500 WardiTV European League 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu StarCraft & BroodWar Campaign Speedrun Quest Will foreigners ever be able to challenge Koreans?
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET NA Team League 6/8/2025 [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Armies of Exigo - YesYes? Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
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 Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 29388 users

1.1.2 void ray vs 1.1.1 void ray damage

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 Next All
roliax
Profile Joined May 2010
135 Posts
October 27 2010 22:59 GMT
#1
Ok so we all know the void ray was "nerfed" in the last patch. But I've been trying so hard to explain why it isn't a true nerf to all my noobie friends but alas to no avail. Finally, the caster Crota was nice and smart enough to create a chart and video to explain this nerf/buff simultaneous phonemenom.

Incarnite
Profile Blog Joined May 2010
Macedonia117 Posts
October 27 2010 23:06 GMT
#2
Props for getting the numbers out and what not.

HOWEVER, who was indeed silly enough not to pre charge void rays off destructibles, refineries, proxy pylons etc... So yes, those things that we normally pre charged off do go down faster (hahaha) but the army/structures that void rays REALLY want to engage AFTER they have their charge will have a lot easier time.
One mans penis in another womans vagina
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2010-10-27 23:10:24
October 27 2010 23:08 GMT
#3
given the role void rays were playing, the niche they had

it's a massive nerf


void rays were most effective by putting them in battle, already charged up or charging up, and then keeping them charged doing massive damage

now.. all that time they are fully charged.. you're doing way less damage.

void rays can no longer decimate an opponent's base like they used to.

think about how void rays were used. was it ever remotely ideal to "hit and run" with void rays?


(note, im not trying to complain... im just saying that their niche has changed... and im concerned that they don't really have a functional role anymore)
Nagano
Profile Blog Joined July 2010
United States1157 Posts
October 27 2010 23:08 GMT
#4
Gotta love Crota, and just people in general who contribute in a meaningful way to SC2 discourse.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
October 27 2010 23:11 GMT
#5
don't forget that in big army vs army fights that aren't get charged go all in type attacks, they will never ever get charged now because they do so much damage and kill shit before they get that opportunity

and personally id much rather have something that tickles their army and then explodes with a million damage over something that does barely above shitty damage consistently
KevinIX
Profile Joined October 2009
United States2472 Posts
October 27 2010 23:11 GMT
#6
Ah. That was a nice analysis. I was wondering whether the change was an overall buff or a nerf. I guess 42 dps was rather ridiculous. This change definitely made void rays a little bit more useful as part of the main army, like in the oGsInCa v TankboyPrime game.
Liquid FIGHTING!!!
LegendaryZ
Profile Blog Joined May 2010
United States1583 Posts
October 27 2010 23:14 GMT
#7
On October 28 2010 08:08 Nagano wrote:
Gotta love Crota, and just people in general who contribute in a meaningful way to SC2 discourse.


I don't think this is really that meaningful at all since it doesn't really take into account how VR's were actually used in real game scenarios.
Fa1nT
Profile Joined September 2010
United States3423 Posts
October 27 2010 23:14 GMT
#8
On October 28 2010 08:08 travis wrote:
given the role void rays were playing, the niche they had

it's a massive nerf


void rays were most effective by putting them in battle, already charged up or charging up, and then keeping them charged doing massive damage

now.. all that time they are fully charged.. you're doing way less damage.

void rays can no longer decimate an opponent's base like they used to.

think about how void rays were used. was it ever remotely ideal to "hit and run" with void rays?


(note, im not trying to complain... im just saying that their niche has changed... and im concerned that they don't really have a functional role anymore)


So many people complained about void rays because of proxy void ray rushes in bronze league.... So they nerf void armor damage and give them higher light?

If someone gets 3 voids in your base, and you don't already have a hydra den/10+ marines..... your still going to lose. I mean, now void rays are BETTER at killing marines, but still do high DPS to buildings as well..

The entire void ray nerf was pointless IMO, it just means protoss will almost never use them in actual fights..
zak
Profile Joined April 2010
Korea (South)1009 Posts
October 27 2010 23:15 GMT
#9
I got so tired of seeing mass void rays in 3v3 and 4v4. So I was happy at first. But now I kinda do miss them
You know how to gain a victory, but not use it - maharbal
rycho
Profile Joined July 2010
United States360 Posts
October 27 2010 23:18 GMT
#10
yeah, the damage over 12 seconds is similar if you start with the void ray uncharged. however, the cool part of the unit in my opinion was the interesting ways in which players micro'd it to get it charged/keep it charged before a fight and made it really efficient. its fine now sitting in your army and then attack moving into another army with no micro i guess, but that wasn't what i liked about the unit.
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
October 27 2010 23:19 GMT
#11
On October 28 2010 08:14 Fa1nT wrote:
Show nested quote +
On October 28 2010 08:08 travis wrote:
given the role void rays were playing, the niche they had

it's a massive nerf


void rays were most effective by putting them in battle, already charged up or charging up, and then keeping them charged doing massive damage

now.. all that time they are fully charged.. you're doing way less damage.

void rays can no longer decimate an opponent's base like they used to.

think about how void rays were used. was it ever remotely ideal to "hit and run" with void rays?


(note, im not trying to complain... im just saying that their niche has changed... and im concerned that they don't really have a functional role anymore)


So many people complained about void rays because of proxy void ray rushes in bronze league.... So they nerf void armor damage and give them higher light?

If someone gets 3 voids in your base, and you don't already have a hydra den/10+ marines..... your still going to lose. I mean, now void rays are BETTER at killing marines, but still do high DPS to buildings as well..

The entire void ray nerf was pointless IMO, it just means protoss will almost never use them in actual fights..


For Zerg multiple queens should be enough to fight of 3 voids and if he has more you were doing something wrong to begin with.
"Suum Cuique" - Cicero
ejac
Profile Blog Joined January 2009
United States1195 Posts
October 27 2010 23:19 GMT
#12
These numbers don't mean anything because you're not considering how people typically use voidrays at high levels. I'm assuming these numbers are correct, so I'll agree if you simply attack move your voidrays into someone, the voidray deals more damage post 1.1.2 until the 20th second mark but that is not how void rays are used 90% of the time, so it is irrelevant.

You are not considering the fact that people at high levels pre-charge their voidrays or the fact that a void ray cannot beat a queen 1v1 now. Also, voidrays late game are mostly "shock" units. You hope that they're not discovered and send them to your enemies base while they're out of position and you level it before they get back to defend. They will also be worse then since their long term damage has been decreased.
esq>n
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
October 27 2010 23:21 GMT
#13
Honestly I think the biggest effect of this void ray change is that my opponents don't really have to worry so much about it anymore. There is no concern of "maybe he's going void ray, I need to find out or account for that".
Lucius2
Profile Joined June 2010
Germany548 Posts
October 27 2010 23:22 GMT
#14
the problem is that with the patch the voidray changed into another a-move unit, all this cool precharging and juggling to keep the charge up is now somewhat not worth the effort imo. that doesnt mean it shouldnt be done anymore, but u get what i mean.
roliax
Profile Joined May 2010
135 Posts
October 27 2010 23:49 GMT
#15
Crota did mention the niche of the void ray. I do believe that blizzard is making the game move in a better direction. If you notice, the last patch was a lot of anti-cheese and encourage more macro play. Not to say there cheese doesn't exist, but it just doesn't come as early or as powerful as before and definately going to take some skill to execute.

In other words, Blizzard has done a great job at preventing and slowing down cheese for low level players (2 gate proxy, 9 rax reapers, fast void rays)...things that can kill another low level player right away. These are even deadly in the hands of a good pro player who can transition out of the cheese right away as we see with proxy void rays.

This void ray nerf discourages proxy void ray and hopefully eliminate all those 5 minute games where the terran player dies to a proxy void ray (I've seen this too many times and those games are frustatingly boring).

I belive this will make the void ray viable as a harass unit due to its relatively high move speed and higher level 1 damage output and also viable in the main army.
Hoju
Profile Blog Joined April 2010
United States449 Posts
October 28 2010 00:01 GMT
#16
I think this change was to try to make players use them differently. Often times, and especially in the beta, they were used to take out buildings, especially hatcheries/nexi/command centers. So, they were very reliant on the stage 2 beam to do their damage. This of course made them very effective against units at stage 2 as well.

What this data shows is that it is more effective in the first 12 seconds of firing, which makes it more effective against units than it was before. So, it makes it much more useful against lower hp units than it used to be. This also makes them much easier to use and be more effective in groups and with a ground army. Their range 6 allows them to sit back in the army a little and makes them harder to focus down with the ground army pushing the enemy as well. I think oGsInCa showed in his GSL2 ro32 match vs. TankBoy that void rays can be used effectively in this method. I would love to see more pros use them in this manner in order to see just how effective they are when used with an army.

One thing about this change that doesn't quite make sense is that the void ray is weaker against the large air ships that I believe they were meant to counter (carrier, battlecruiser). It takes an extra 4.8 seconds to kill a battlecruiser. So, I would have liked to see the stage 2 damage not nerfed quite so much in order to keep the same effectiveness against those large air units.
www.TheInfestedArchon.com - SC2 Satire
Fizbin
Profile Joined May 2010
Canada202 Posts
Last Edited: 2010-10-28 00:12:36
October 28 2010 00:09 GMT
#17
was a cheese unit. especially for 2v2 3v3 4v4 and ffa. its too bad games needs to be balanced for 1v1 and the other types. because if it was just 1v1 it was still a little op but the nerf could have been a little less.

nothing more annoying then a fe cannon into mass void ray in team or ffa. stupid 1a click unit in that case. no skill

edit: ps i think crota is a terrible shout caster. said it once and i'll say it again. some of the things he says are so far off whats actually going on. its unberable to watch... hence i dont watch him anymore. its nice he is trying to contribute though. guess its the thought that counts.

User was warned for this post
just the tip
Tray
Profile Joined March 2010
United States122 Posts
October 28 2010 00:12 GMT
#18
As mentioned voids are completely non viable now. They were never overpowered. They were devistating if you didn't scout and let them get into your base where they could charge before you engaged them.

Again the problem with these numbers is that in 90%+ of all void ray situations, you're using them ONLY charged. For this reason this nerf was a hugely significant one and Void Rays are no longer used in competitive play.

Nice looking spreadsheet though.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
October 28 2010 00:14 GMT
#19
Personally I hated the role the VR took before and am very glad that Blizzard hated it too.

The problem I see is, almost no-matter what blizzard does, you are obviously always best off pre-charging, so while the patch made it less useful to pre-charge, when you use them you are always likely wanting to pre-charge using pylon/rocks and micro them to keep the charge, so they will always be gimmicky while they keep this charge system. I'd rather want to see the charge reset per target and balance around that, so the VR can be beastly to buildings/capital ships while not being to strong against normal units.
cerebralz
Profile Joined August 2009
United States443 Posts
October 28 2010 00:23 GMT
#20
This change is much better for the game overall because before, if you didn't scout VR's and he got 2, you just lose. Now it seems like it is more of a harassing unit in the fact that you wont outright kill your opponent so quickly, but still do damage, retreat, etc.

I wouldn't mind however, a slight decrease in the mineral cost of the VR because of the damage reduction of T2. I'm inclined to agree with Dustin Browder to the extent that the ability to hit air and ground is very powerful and should be treated with caution in balancing.
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech74
trigger 36
StarCraft: Brood War
Britney 31389
Pusan 541
TY 421
ToSsGirL 290
EffOrt 224
BeSt 205
Aegong 134
Leta 124
Shine 121
PianO 53
[ Show more ]
Movie 36
NotJumperer 23
NaDa 23
Sharp 14
Dota 2
XcaliburYe332
BananaSlamJamma271
XaKoH 191
420jenkins177
Fuzer 175
Counter-Strike
shoxiejesuss761
Stewie2K698
Heroes of the Storm
Khaldor129
Other Games
ceh9555
Happy225
Pyrionflax116
crisheroes53
Organizations
Dota 2
PGL Dota 2 - Secondary Stream5571
Other Games
gamesdonequick292
StarCraft: Brood War
UltimateBattle 61
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
GSL Code S
59m
Rogue vs GuMiho
Maru vs Solar
Online Event
15h 29m
Replay Cast
17h 29m
GSL Code S
1d
herO vs Zoun
Classic vs Bunny
The PondCast
1d 1h
Replay Cast
1d 15h
WardiTV Invitational
2 days
OSC
2 days
Korean StarCraft League
2 days
SOOP
3 days
[ Show More ]
CranKy Ducklings
3 days
WardiTV Invitational
3 days
Cheesadelphia
3 days
CSO Cup
3 days
GSL Code S
3 days
Sparkling Tuna Cup
4 days
Replay Cast
4 days
Wardi Open
5 days
Replay Cast
5 days
Replay Cast
6 days
RSL Revival
6 days
Cure vs Percival
ByuN vs Spirit
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.