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Patch 1.3 on PTR - Page 150

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CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 01 2011 21:20 GMT
#2981
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)
Micro your Macro
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 01 2011 21:26 GMT
#2982
On March 02 2011 06:10 Kindred wrote:
Show nested quote +
On March 02 2011 05:44 TimeSpiral wrote:
On March 02 2011 05:40 Kindred wrote:
On March 02 2011 05:29 TimeSpiral wrote:
On March 02 2011 04:32 freetgy wrote:


Okay, just to be as precise as possible, I guess I will have to describe it:

Warpgate Mechanic

- Front-loaded system, on Cooldown.
- You can order any unit you currently have unlocked via tech.
- You can order any combination of available units maxed at the number of Gateways built.
- Warping in units requires a psi-field.
- You wait a maximum of 5 seconds after you order the unit to warp in.
- Every single unit, times the number of Warpgates for each unit, then builds in the background after you order the units of your choice. THIS is the essence of a front loaded system.
- An on-screen alert icon notifies you when your Warpgate CD is ready (lol)
- A built-in hot key automatically selects all Warpgates (lol)


So, every single time you order a warp-in you get to select whatever combination you want and you have it in 5 seconds. This happens every single time, not just when you're maxed.

I don't think I need to describe the difference in a back-loaded system to you. But I will if I must.


yeah but you disregard the fact, that there is a Cooldown Period after the First warp in and it adds up to the warpgate transformation time itself.
though i agree that, there is an advantage for the First Warp-In (thats why 4 Gate is so strong), every Warpin that comes afterwards, is absolutely the same like the other races.

a serious 4 Gate has to win in that 1-2 mins or the advantage turns into a disadvantage
thats also the reason why you can pump more Units with Gateways at the same time to beat a Warpgate timing attack.

Gateway ready
Transformation
Warp-In
Cooldown
Warp-In
Cooldown
Warp-In
Cooldown
and so on.


Wow ... I cannot believe this argument is still waging and even Protoss players are not getting it. Ha.

Warpgates do not only provide a benefit on the first warp-in. That is 100% inaccurate. You get a major benefit each and every time the on-screen "macro now" alert prompts you to hit W.

Warpgates are a front-loaded credit system, every round after Warpgate research finishes. It is not just the first time, or when you're maxed. The benefit occurs every single round.

Example:
• You have 16 Warpgates
• You have the entire tech tree available.
• Warpgate Macro-alert appears on your screen.

___________________________________________________
Story-time ... (because we all love cool stories)
==============================================

"What'll it be today, General?" thinks the Protoss Shop-keep.

"I'd like 16 Stalkers, please," orders the General.

"You're in luck!" intuits the shop-keep, "Not only do I have 16 Stalkers ready to go right now, but every time you order units I order 16 of every unit for you!"

The General is shocked as he fumbles over his words, "Whoa, uhm, shop-keep?"

"Yeah? What is it, Lad?"

The General nervously fumbles through his satchel of minerals. The tubes of v-gas clicking up against the stones. "We're doin' alright down there, sure, but I cannot afford to order 80 units right now ..."

The shop-keep burst out into raucous telepathic laughter. The General looks around the shop nervously. He sees another general standing in line and hears him chuckling a little bit.

"What is so funny?!" demands the General.

"Silly, Lad," thinks the shop-keep. "Haven't you ever done this before? I buy everything up front for you, at no cost to you. It's a great deal! Any time you press (W) I will make sure I have every single combination of every unit you could want ready to go and delivered in 5-seconds flat. 100% guaranteed everytime. You only pay for what you use, when you use it."

"I see," says the embarrassed General. "Where do I pick up my Stalkers?"

"Oh, sonny ... Not only will they be ready in 5 seconds, but you can warp them in anywhere you like. You just tell me where, and I'll take care of the rest."

Satisfied, the General completes his order for 16 Stalkers and gets on his way. As he walks out the front door, off to his left he hears some frustrated arguing coming from a Terran shop. The General concentrates on what is happens and intuits the scenario ...


"I'm sorry, Buster. I just cannot make that happen," says the Terran shop-keep in thick southern draw.

"I know I ordered 16 Marines a little while ago, but I really need that to be 8 Marines, 2 Ghosts, and 6 Marauders, and I still need it right now."

"Well, like I said, Tiger," says the Terran shop-keep as he expectorates into a spittoon located on the ground next to the Terran Commander's feet. He almost misses. He continues, "I'll cancel that there order for 'em Marines, but I'm gonna need Payment for them new soldiers you want right now and you're just gonna have to wait until they're ready. We're busy in here, ya know? And when they're done they walk out to wherever you want."

"That's some #$%^& serious %^& #$% you &*%$# you hear me!!"

The Terran shop-keep spits again. This time landing squarely on the Commander's boot.


The Protoss Commander smiles a lipless smile and continues on his way. In his mind, out of nowhere he hears the Shop-keep, "Hey, Lad. Those Stalkers are doing just fine! And you know what? The next batch of 80 units is ready for you to choose from again."

The Protoss General feels tingly inside as he thinks to himself, "Wow. That was fast, and what a selection!"


so what your solution? Take out warpgates?


No solution needs to be offered. I'm simply explaining some of the core benefits of Warp tech, that seems to be lost on so many people, in a non-conventional and arguably humorous way


I ask because your posts seem to imply that warping in units is OP



It's not OP by itself, no, but it is a vastly superior system to the back-loaded way you order Barracks units.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
dark fury
Profile Joined September 2010
Sweden426 Posts
March 01 2011 21:31 GMT
#2983
People shouldnt complain about warpgate units being slightly weaker than the terran/zerg counterparts. If stalker/zealots could do the same insane dps as marine/marauder, 4gate would be insanely OP and impossible to stop in every matchup. The problem is when blizzard nerfs our flashy high-tech units that we rely on and need to survive and compete against the cost effective and powerful low-tier units from zerg and terran
Kokujin
Profile Joined July 2010
United States456 Posts
March 01 2011 21:33 GMT
#2984
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-01 21:42:42
March 01 2011 21:34 GMT
#2985
On March 02 2011 06:26 TimeSpiral wrote:

It's not OP by itself, no, but it is a vastly superior system to the back-loaded way you order Barracks units.


it is an advantage but it isn't that big of an advantage you try to make it to be.
The biggest advantage of Warpgates is that you can warp everywhere there is energy and not that in the first warpin the cooldown comes after the warp and not before hand like the other races. (cooldown=buildtime expires next set of units come in)

this if we watch it on a global view, means that we get 1 wave of units with less production time, every other warp in though is the same. disagree how much you want, it is how it is.

Every non Gatewayunit has higher buildtime to any basic units the other both races have.
the cut in time at the first warp in is what evens that out

why do you think such things as 7RR and so on work? because it hits before Warpgates kicks in,
And since Protoss units can't get enough supply in time to defend that. (since the buildtime is so high (38s Zealot, 42stalker) in gateway mode) we are of course outnumbered, you have to survive to get the First Warp-in boost to go on equal food.
Only after we get that first set of units without prior cooldown period P is on equal food,
but all Warpgates are on Cooldown
every next cycle comes is effectly the same your so called backloaded system.

Of course there is a difference in that P can choose what unit to get at the warpin moment, but that is a race specific advantage.

But the Production capability is effectivly the same.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 01 2011 21:37 GMT
#2986
On March 02 2011 06:34 freetgy wrote:
Show nested quote +
On March 02 2011 06:26 TimeSpiral wrote:

It's not OP by itself, no, but it is a vastly superior system to the back-loaded way you order Barracks units.


it is an advantage but it isn't that big of an advantage you try to make it to be.
The biggest advantage of Warpgates is that you can warp everywhere there is energy and not that in the first warpin the cooldown comes after the warp and not before hand like the other races.

this if we watch it on a global view, means that we get 1 wave of units with less production time, every other warp in though is the same. disagree how much you want, it is how it is.


I'm not trying to be rude, but you actually don't understand the point being made here.

No biggie.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Aerakin
Profile Joined January 2011
185 Posts
March 01 2011 21:38 GMT
#2987
On March 02 2011 06:33 Kokujin wrote:
Show nested quote +
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players



But then they're still gonna complain about colossus being OP. And I understand why they would.

Instead of adressing what a large number of people have said is a problem, they decided to sidestep everything and nerf something that wasn't talked much about.

(note: I hate colossus, I wish I didn't have to use them. But it seems that it is the only protoss unit blizzard doesn't intend to nerf, ever. So why use anything else >_>)
Aerakin
Profile Joined January 2011
185 Posts
March 01 2011 21:42 GMT
#2988
On March 02 2011 06:11 Tula wrote:
It's true that for every second you don't build you loose production time, but the same is true for every other friggin race mate.



Not to be a bitch, but this isn't 100% true. On that point, zerg's mechanism is a bit more forgiving. At least, until you reach maximum larva production for an hatch.

Not that it changes much.
Morale
Profile Joined August 2010
Sweden1010 Posts
March 01 2011 21:46 GMT
#2989
what we usually see in pvz and pvt is the u somehow tech too colli then to HT as the colli has quite specific counters. i dont see what the next step would be, i guess colli->VR then late late game some HTs at each expo for defensive purposes. The nerf is intressting and will ofc have a huge impact to the mid -> late game. Hope they dont go throught with it at the time of some important matches and it ends up that its obv a to big of a nerf.
Tula
Profile Joined December 2010
Austria1544 Posts
Last Edited: 2011-03-01 21:48:52
March 01 2011 21:47 GMT
#2990
you are still missing his point. The biggest advantadge of warpgates is the flexibility offered by it. Your opponent building only zerglings? Let's make zealot/sentry. He is going for roaches instead? Instantly stalkers.

With a backorder system from the time you notice that you need a different unit mix the earliest you can get them is one full build cycle (if you immediatly cancel all running production and switch). With the warpgate mechanic the slowest you can be is one full build cycle (if you had just finished a full round of warpins when you scout his composition).

The rate at which Gateways produce units seems fine to me (honestly, i truly believe that if that was a major problem it would have been balanced back in beta...) so it's kind of a non-issue. The flexibility of the warpgates (both in production as detailed above, and where they actually produce the units) are one of the major points around which the entire protoss race is built. It's also one of the reasons why your gateway units are relatively weak and reliant on synergy between each other and the spells from the sentry.

Thats simply the state of the game, but what makes the synergy between the KA Templars and the warpgate mechanic gives the protoss a boost in the highest Tier 3 play that the other races are very hard pressed to match (Frankly i have my doubts how zerg can match it at all, and i know that i have massive problems as a Terran unless i have achieved a VERY solid position with mech which cannot be outflanked (meaning i have fully contained my opponent and the game is basically over anyway....).
Obviously Blizzard didn't want to change the warpgate mechanic (smart choice since it is one of the defining features of the Protoss in SC2) so they had to nerf the amulet.

(edit) @Aerkin: you are of course correct. For a Zerg we'd have to switch the words to "missed larva inject" instead of missed build time, but the result remains the same If you are so busy microing that you ain't producing stuff you fall behind in macro. The mechanic might be different but the result is the same.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-01 21:57:43
March 01 2011 21:48 GMT
#2991
On March 02 2011 06:37 TimeSpiral wrote:
I'm not trying to be rude, but you actually don't understand the point being made here.

No biggie.


i think you don't get my point,
can you see Protoss competing with the other races in the earlygame if Gateway Unit Buildtime was the same as Warpgate Buildtime? if both go all in unit production?

no,
you wouldn't cause P would always lack on food (while still having less effectiv units)
P Production rate is obviously balanced for Warpgates and not for Gateways.

compare the early timing pushes of Terran, where he pushes 2 marines 2 marauders (with more units already on the way)
what has P in that time? exactly 3 units of his choice (most likely 1zealot,1 sentry, 1 stalker)

Obviously that means as long as P is on Gateways he gets behind in unitproduction (as long as he isn't cronoboosting unit production, which exactly makes up the difference of Warpgate Cooldown reduction to keep you alive on army, but sacrifices economy)

So if you realize that P has to Chronoboost Gateways to keep up with the production of the other races earlygame.
you can understand that the first warpin cycle is what evens things out foodwise if he instead boosted Warpgate.

if you realize this you then can understand that this Front-loaded system advantage reduces to,
- deciding which unit to get on the fly
- deciding where to spawn it

nothing else.
PXShaman
Profile Joined September 2010
14 Posts
Last Edited: 2011-03-01 21:55:58
March 01 2011 21:49 GMT
#2992
On March 02 2011 06:33 Kokujin wrote:
Show nested quote +
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


It is universally agreed upon by top players that zerg is the strongest race (See wat I did their buddy)
If you take away amulet you take away templar from PvT matchups, and they aren't really used in PvP either, so you got 2 matchups this unit isn't good for. Shit i would go as far to say that you won't see them in PvZ anymore if the nerf goes through. Why have HT's for archon's DT's are way more usefull and they are 50 less gas. But that is going a little far now
So by this description HT are one of the most useless in the game than. If this patch happens I think they get the trophy for worst unit evar.

Blizzard really likes to emphasize that they do not have any useless units in their game and that each one has a task. So maybe they should get rid of amulet, I don't see though why they can't make HT's gain energy faster I mean aren't they magical beings, they are like ghost on crack, if crack gave you magical powers. Which it does kids

Edit: Oh yeah this nerf would ruin PvT, cause it would force a lot of Protoss players to go colossi against bio balls, and terran have best counter in the world to them in vikings, and they can build 2 out of 1 building. That would make this matchup brainless as clearly a terran player would only have to do 1 thing to win. (MMM ball with vikings)
SmoKim
Profile Joined March 2010
Denmark10305 Posts
March 01 2011 21:51 GMT
#2993
lol Fungal projectile speed T_T omg....
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Reborn58
Profile Joined August 2010
United States238 Posts
March 01 2011 21:51 GMT
#2994
On March 02 2011 06:33 Kokujin wrote:
Show nested quote +
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


False...there have been numerous pros to comment in this thread saying that it should not be put through in the way that it currently is on test.
That's what she said
Jiddra
Profile Joined October 2010
Sweden2685 Posts
March 01 2011 21:54 GMT
#2995
On March 02 2011 06:51 Reborn58 wrote:
Show nested quote +
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


False...there have been numerous pros to comment in this thread saying that it should not be put through in the way that it currently is on test.


As said in State of the game "all top european tosses live for the amulett, but there are other ways to play toss"

I am not young enough to know everything.
terran151
Profile Joined November 2010
Canada103 Posts
March 01 2011 21:54 GMT
#2996
The biggest suprise for me was that losses no longer show in your profile. Im not sure how I feel about that but im sure many people will think it is pretty lame.
RevSynC.177 Server: NA
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 01 2011 21:58 GMT
#2997
On March 02 2011 06:51 Reborn58 wrote:
Show nested quote +
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


False...there have been numerous pros to comment in this thread saying that it should not be put through in the way that it currently is on test.



Yeah I'd really like to know where you're getting your "universally agreed" information from. My observation is based on the 90% of players on the forums who are in disagreement. This isn't high-level response by any means, though I would love to see a poll of pros only.
Micro your Macro
Jiddra
Profile Joined October 2010
Sweden2685 Posts
Last Edited: 2011-03-01 21:59:35
March 01 2011 21:59 GMT
#2998
On March 02 2011 06:54 terran151 wrote:
The biggest suprise for me was that losses no longer show in your profile. Im not sure how I feel about that but im sure many people will think it is pretty lame.


Feels like I feel nothing, who cares Kind of lame to feel strongly about the whole thing imo.
I am not young enough to know everything.
mousepad
Profile Joined April 2010
United States136 Posts
March 01 2011 21:59 GMT
#2999
On March 02 2011 06:38 Aerakin wrote:
Show nested quote +
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players



But then they're still gonna complain about colossus being OP. And I understand why they would.

Instead of adressing what a large number of people have said is a problem, they decided to sidestep everything and nerf something that wasn't talked much about.

(note: I hate colossus, I wish I didn't have to use them. But it seems that it is the only protoss unit blizzard doesn't intend to nerf, ever. So why use anything else >_>)


Pretty much. The forums on battlenet are a insane right now over a unit that isn't being used a lot. I can't imagine what happens when the Colossus gets a nerf.

My biggest concern right now is the infestor right now. The changes are shifting its role from a support class to a crappy siege tank -- the fungal changes are going to make Infested Terran's worthless once people get used to the projectile kinematics.

PXShaman
Profile Joined September 2010
14 Posts
March 01 2011 21:59 GMT
#3000
On March 02 2011 06:58 TheCookieMonster wrote:
Show nested quote +
On March 02 2011 06:51 Reborn58 wrote:
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


False...there have been numerous pros to comment in this thread saying that it should not be put through in the way that it currently is on test.



Yeah I'd really like to know where you're getting your "universally agreed" information from. My observation is based on the 90% of players on the forums who are in disagreement. This isn't high-level response by any means, though I would love to see a poll of pros only.


Day9 posted on his twitter:
omg plz let me keep my khaydarin amulet. PLZPLZPLZPLZPLZ???? >.<
I mean if day9 puts that many Plz's in a post I think their might be something wrong
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