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Patch 1.3 on PTR - Page 171

Forum Index > SC2 General
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Scarmath
Profile Joined August 2010
United States60 Posts
March 07 2011 20:59 GMT
#3401
On March 08 2011 04:30 WhiteDog wrote:
...and they nerf Templar, which is one of the few T3 skilled units that need some protection and some micro to be usefull ?


I hate to disagree with you, but I could use KA Templar just fine, and if I can use them, they probably don't require micro to be useful.
"I wish I had a quote to put here." -me, while filling out this information
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 07 2011 21:05 GMT
#3402
On March 08 2011 05:57 Kindred wrote:
Show nested quote +
On March 08 2011 05:54 blooblooblahblah wrote:
On March 08 2011 05:51 Kindred wrote:
why do ppl have a problem with FF?
Somebody fill me in...is it because they can separate an army in half or is it that they can cut reinforcements?

I mean their attack sucks and they are fragile. They are just a support unit filling its intended role IMO

Why do people say they need to be nerfed?


I think it is becuz in ZvP, it's almost impossible to engage a Protoss deathball when they have good forcefields. However, FF is a very fragile part of Protoss early game, so i think a lot of thought and testing would need to be done to make an appropriate change to FF.


wouldnt Broodlords be a great addition then?
The Corruptors fly in to kill colossi, broodlords from a distance shoot at the ground.
and the main ground zerg army attacks and if FF stop them, Broodlords are still rendering the P ball down


Broodlords are good, but blink stalkers are great against them. Also, if u over-make broodlords and have no corruptors, The deathball just destroys the zerg ground units. Btw, i play protoss so i'm not quite sure wat it feels like on the zerg side.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Kindred
Profile Blog Joined May 2010
Canada396 Posts
March 07 2011 21:08 GMT
#3403
On March 08 2011 06:05 blooblooblahblah wrote:
Show nested quote +
On March 08 2011 05:57 Kindred wrote:
On March 08 2011 05:54 blooblooblahblah wrote:
On March 08 2011 05:51 Kindred wrote:
why do ppl have a problem with FF?
Somebody fill me in...is it because they can separate an army in half or is it that they can cut reinforcements?

I mean their attack sucks and they are fragile. They are just a support unit filling its intended role IMO

Why do people say they need to be nerfed?


I think it is becuz in ZvP, it's almost impossible to engage a Protoss deathball when they have good forcefields. However, FF is a very fragile part of Protoss early game, so i think a lot of thought and testing would need to be done to make an appropriate change to FF.


wouldnt Broodlords be a great addition then?
The Corruptors fly in to kill colossi, broodlords from a distance shoot at the ground.
and the main ground zerg army attacks and if FF stop them, Broodlords are still rendering the P ball down


Broodlords are good, but blink stalkers are great against them. Also, if u over-make broodlords and have no corruptors, The deathball just destroys the zerg ground units. Btw, i play protoss so i'm not quite sure wat it feels like on the zerg side.


Wouldnt blink stalkers blinking under your broodlords a good thing since the Deathball is broken and u can run ur main army in the now lonely stalkers? and FFs cant do much to stop ur Zerg ground force of killing the stalkers?
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
Hane
Profile Joined November 2010
France210 Posts
Last Edited: 2011-03-07 21:12:24
March 07 2011 21:09 GMT
#3404
On March 08 2011 05:46 Pacman234 wrote:
a) colossi health nerf
b)forcefield duration nerf
c)stalker attack speed buff

will be able to, at the very least, produce interesting results in terms of balancing the game.


1) => Ht 1st vs terran / zerg (like mana w/ immo+ht)
2) => dunno if you can hold the 5 first minutes of the game
3) => 4gates imba / blink stalkers total imba

heh... ppl should think a bit more before posting 'how the game can be balanced'
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-03-07 21:49:10
March 07 2011 21:33 GMT
#3405
On March 08 2011 05:43 dump wrote:
Show nested quote +
On March 07 2011 21:49 WhiteDog wrote:
In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.

Reducing the maximum number of force fields makes it useless other than for holding the ramp.

That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).


Why does seemingly every other person here have anger management issues?

I can hardly parse that run-on sentence though, so I don't know what else to say really.

Show nested quote +
On March 08 2011 05:04 WhiteDog wrote:
I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.


Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster.

Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221

Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense.
Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit).
And you can actually do wonder with a little number of FF.
And thx for the blog, i bow down to you, you were right

I hate to disagree with you, but I could use KA Templar just fine, and if I can use them, they probably don't require micro to be useful.

Well you need to split them against ghost, you need to actually use the spell to make them useful, and with a +15-20 mana amulet and not a +25, they will actually have to survive some second on the battlefield to use storm. That's 200% more micro than a click colossi already.

No, the reason behind protoss going for fast T3 units is simply that their T1 units arn't nearly close as good as terran bio or a roach/hydra comp. Protoss is relying on fast colossus simply to only stay alive.

Some protoss goes for a 2forge heavy gateway units build against terran bio, so T1 protoss units can compete against other T1, but protoss never commit too much into T1 (while terran and zerg almost only do that) because T3 is so easy to play and so good with proper FF use.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2011-03-07 21:39:59
March 07 2011 21:39 GMT
#3406
I agree that Sentries are probably the main problem with Protoss at the moment. Not that it's not a great unit. But the idea that if you just have more Sentries, you can essentially brute force through anything until your opponent gets Massive units out. It's a strong and weak unit at the same time, and I think Blizzard's trying to balance the game around them to avoid changing the 'cool' idea.

But I can't think of a way for Protoss to deal with anything without the Sentry, which may be the problem itself.
There is no one like you in the universe.
Kindred
Profile Blog Joined May 2010
Canada396 Posts
March 07 2011 21:42 GMT
#3407
It seems to me that people are complaining about the sentry being OP because they can't A-move into a P's army....
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
March 07 2011 21:46 GMT
#3408
On March 07 2011 21:46 PlaGuE_R wrote:
Show nested quote +
On March 07 2011 21:09 Dalavita wrote:
On March 07 2011 21:03 IVN wrote:The reason P are winning so much in the last GSL, are the new maps, which dont allow for all in spoiled T players with no standard game skill to own players of much higher caliber.


Again, get a clue...

On March 07 2011 21:07 mads wrote:
On March 07 2011 20:46 Dalavita wrote:

3 Chargelots and 2 stalkers will clean 8 marines and a medivac up easily enough, especially if you catch them after stim is used up.


No it won't.

4 Chargelots and one sentry with guardian shield will clean a medivac drop easily enough.


No it won't.

4-5 Chargelots will kill 8 marines and a medivac easily enough.


No it won't.

Please dont make up BS just to try and make yourself right. NONE of these scenarios are true.


Yes, they are, sorry. Feel free to try it. This'll especially be true post patch when chargelots always get one attack off per charge.


you've no idea do you? stim plus medivac will rape everything you just mentioned, plus i fail how 5 chargelots can kill a medivac but ok. that's why when terran drops protoss you pray for 1 of 2 things. A) u spot it and snipe the medivac with stalkers before it unloads,
B) your templar and chargelots warp in fast enough that your nexus doesnt die.



I think you've uncovered the real problem here - it's the Nexus dying.
Blizzard already put Zerg and Protoss mains to 1000 up from 750 for this very reason, a stimmed terran drop, specifically with marauders absoloutely destroys buildings very very quickly. It makes for good action and tension but it's also a little damned shitty.
I don't want Warcraft 3 level buildings here but there needs to be a compromise. I've seen many a game where a stimmed drop destroys a building even though it has been spotted! - stimmed focus fire on a tech structure and bam - it's gone, most importantly, it's gone all too fast.
dump
Profile Joined August 2010
Japan514 Posts
March 07 2011 21:51 GMT
#3409
On March 08 2011 06:33 WhiteDog wrote:
Show nested quote +
On March 08 2011 05:43 dump wrote:
On March 07 2011 21:49 WhiteDog wrote:
In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.

Reducing the maximum number of force fields makes it useless other than for holding the ramp.

That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).


Why does seemingly every other person here have anger management issues?

I can hardly parse that run-on sentence though, so I don't know what else to say really.

On March 08 2011 05:04 WhiteDog wrote:
I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.


Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster.

Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221

Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense.
Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit).


I've been reading and participating in the discussion since about page 80. I never suggested that you said nerf protoss "into the ground", I said I don't agree with limiting the number of force fields you can use or moving warp gate into twilight council.

Also, although warping to a proxy pylon does add an edge, simply delaying warp gate doesn't change the fundamental problem. Instead of having 4 gateways people will just use 5. That's only a 150 mineral investment anyway.

I'm up for a sentry nerf if something else is buffed in its place. The reason is that the races are currently more or less balanced, especially in the early game, so just nerfing sentry or warp gate will result in protoss losing more games than the other races. The problem is that protoss has to use clutch force fields to survive the 7 minute push, unless they 4 gate. After that it's the drudgery of the colossus death ball -- and if you've been reading my comments throughout the thread, I've said more than 3 times that I'm absolutely sick of it.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-03-07 22:03:29
March 07 2011 21:59 GMT
#3410
On March 08 2011 06:51 dump wrote:
Show nested quote +
On March 08 2011 06:33 WhiteDog wrote:
On March 08 2011 05:43 dump wrote:
On March 07 2011 21:49 WhiteDog wrote:
In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.

Reducing the maximum number of force fields makes it useless other than for holding the ramp.

That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).


Why does seemingly every other person here have anger management issues?

I can hardly parse that run-on sentence though, so I don't know what else to say really.

On March 08 2011 05:04 WhiteDog wrote:
I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.


Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster.

Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221

Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense.
Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit).


I've been reading and participating in the discussion since about page 80. I never suggested that you said nerf protoss "into the ground", I said I don't agree with limiting the number of force fields you can use or moving warp gate into twilight council.

Also, although warping to a proxy pylon does add an edge, simply delaying warp gate doesn't change the fundamental problem. Instead of having 4 gateways people will just use 5. That's only a 150 mineral investment anyway.

I'm up for a sentry nerf if something else is buffed in its place. The reason is that the races are currently more or less balanced, especially in the early game, so just nerfing sentry or warp gate will result in protoss losing more games than the other races. The problem is that protoss has to use clutch force fields to survive the 7 minute push, unless they 4 gate. After that it's the drudgery of the colossus death ball -- and if you've been reading my comments throughout the thread, I've said more than 3 times that I'm absolutely sick of it.

I understand your point, my problem is that Colossi are only killable by corruptors. You just have to overproduce corruptor to kill colossi, you can't kill them with good flank or micro and that is only because of Force Field. That's what tickle me. I hate this idea that you have to produce 10-15 corruptors to kill 2-3 colossi and that huge investment (1500-1000 gas to kill 900-600 colossi) will be useless if the protoss is good enough to lure you into thinking he is going colossi and actually switch to templar.
Force Field gives too much to protoss endgame while being an absolute necessity early game, and other race are still winning many time because protoss players forget to reinvest into 5-6 sentries when they lost their initial sentries.

Delaying warp gate = open more possibilities in terms of tech choice to counter the warp gate rush. So it will actually make a lot of differences.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
March 07 2011 22:00 GMT
#3411
On March 08 2011 06:39 Blisse wrote:
I agree that Sentries are probably the main problem with Protoss at the moment. Not that it's not a great unit. But the idea that if you just have more Sentries, you can essentially brute force through anything until your opponent gets Massive units out. It's a strong and weak unit at the same time, and I think Blizzard's trying to balance the game around them to avoid changing the 'cool' idea.

But I can't think of a way for Protoss to deal with anything without the Sentry, which may be the problem itself.


Unfortunately, the necessity of the Sentry slows Protoss way down and prevents diverse unit mixtures until two or three bases. They just guzzle gas, and Stalkers don't help. This is a large part of why Protoss have to commit hard to a tech tree and almost always have to take two gas quickly unless they're fast expanding or going 4gate. Switching to Terran from Protoss, it's amazing how gas-light the units are in comparison which makes teching way easier (the cost of this is relative weakness of later game tech-Thors and BCs and Ravens aren't quite as useful as Colossus and HT). As a result, Protoss is at a disadvantage early and an advantage late.
freetgy
Profile Joined November 2010
1720 Posts
March 07 2011 22:03 GMT
#3412
On March 08 2011 06:59 WhiteDog wrote:
Force Field gives too much to protoss endgame, and other race are still winning because most of the time protoss players forget to reinvest into 5-6 sentries when they lost their initial sentries.


5-6 sentrys isn't something you can easily afford...on like 1-2 bases, it is an initial investment that hopefully lives as long as possible.

Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
March 07 2011 22:06 GMT
#3413
On March 08 2011 05:57 BoeG wrote:
Show nested quote +
On March 08 2011 05:46 Pacman234 wrote:
On March 08 2011 05:22 BoeG wrote:
On March 08 2011 05:04 WhiteDog wrote:
On March 08 2011 04:54 -Jacob- wrote:
On March 08 2011 04:30 WhiteDog wrote:
On March 07 2011 22:14 ELESSAR wrote:
On March 07 2011 22:05 WhiteDog wrote:
On March 07 2011 21:57 Whitewing wrote:
On March 07 2011 21:25 WhiteDog wrote:
[quote]
No, you need to put warpgate in twilight council or making it available with twilight council. That's the only thing that will balance protoss' tech tree and that will diversify protoss' strategies.
You also need to nerf force field making it impossible to had more than 5 force field on the ground. Sentry don't need more durability but a slightly better dps to make them more efficient (upgrading their range by 1 or their base dmg against light units ?).


You can't nerf forcefields, they are completely necessary for protoss to survive early game. I also don't like warp gates being on the twilight council, it forces less tech diversity. You should have a legitimate choice between twilight council, robo, and stargate. Also, you'd have to delay warp gates even more just to get an observer to defend against cloaked banshees or something like that, or you'd have to skip detection.

That's exactly the opposite, it will force diversity since you will have gateway/robo or warp gate gate way twilight into templar.

On March 07 2011 22:04 ELESSAR wrote:
On March 07 2011 21:49 WhiteDog wrote:
[quote]
No, nerfing forcefield the way i said will NOT make protoss susceptible to early pushes: 5 forcefields are ENOUGH to defend early/mid game if you are in a defensive position since you will engage in a restricted area that can be shut down by 5 force field. Plus, all these nerf to warpgate/forcefield/colossi should and need to be balanced with an up to the zealot HP and sentries dmg. It will make protoss less potent in attack/cutting army in half.
Having 6-7 sentries and putting down 10 forcefield to get complete control over the battle field is not balanced and should not even exist.

[quote]
That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).




So you are suggesting that Protoss should not be able to attack early game and only defend? because yes you can defend with 5 FF MOST of the time but you can not attack. On metalopolis 5 FF will not be enough to take expansion.

Seriously, if you up zealot's HP and sentries dmg, of course you can defend with only 5 force field. Are you implying that putting down 10 or so force field and having complete control over the battle field is balanced ?
And every map are different with slightly different natural expand. It's normal that you have some maps where expands will be harder to defend than on other maps. Take zerg on blackwater for exemple.




They WILL NEVER change every Protoss unit at the same time, NEVER! So stop saying that if they do things will be balanced. Not to mention that before charge zealots are only good for tanking damage unless you mange to trap units with FF. Early game FF are not only fine they are needed and late game you can crush them with massive unit. Oh wait I forgot Terran builds only M&M

Of course they will never do what I say, because blizzard's balance team is clueless. I mean seriously, everybody agrees that the problem in ZvP is FF and Colossi combo, and they nerf Templar, which is one of the few T3 skilled units that need some protection and some micro to be usefull ?
Maybe you actually think the protoss design at the moment is good ? well you're are wrong. Basically you have gateway units that are overeasy to use with 4 gate, absolutly pointless in end game except for meat shield, and T3 units that are a click roflstomper. Compare colossi to reaver ? Both deal awesome splash damage, but one is just a aclick monster with massive HP, while the other is a hardcore micro units that only the greatest can use. There is a flaw in the whole protoss design, I'm not suggesting a nerf, I think you misunderstood me, I'm for a refound of the entire race.

Warp gate in the twilight council (so that to get it you actually have to invest in a tech tree).
Buff zealot / sentry
Nerf FF
Change colossi (I would say, way less HP, more damage and less attack speed, more mobility and less range like 7 range with no upgrade. I think this will make a good unit).
Kadarin amulet back with +15 or +20 mana.
Maybe the immortal need some kind of buff.

But yeah, I'm dreaming for a game with more diversity and more skill needed.



Okay, I don't know what division you are in but having the Warp Gate in the twilight council is dumb. You understand that Protoss is probably the only race that goes tier 3 (colossus) every game right. You don't see Terran going thors or bcs or Zerg going ultras or broodlords. Every one needs to stop crying about the Colossus. If you are fighting them with just MM or Roach/Hydra please try getting some tier 3 units to counter them.

Also,buff zealot and sentry? Zealot already has the most hp for a starting unit. Sentry's aren't made for fighting but for their spells.

Having the Kadarin Amulet back will just make all the terran players complain again that temps just eat up their bio ball when they could be going tanks/banshees.

I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.
There is a reason why Terran don't always go Thor, why zerg are having trouble going ultra & broodlord, and why protoss always go T3, and that is because protoss' T3 is way more effective and solid than other race's T3 (especially zerg).
Protoss goes T3, yes, but not in PvP, and they almost always go for colossi before templar. Templar and a heavy gateway force on one side and a heavy robotic force on the other should be the basic two tech paths imo.



No, the reason behind protoss going for fast T3 units is simply that their T1 units arn't nearly close as good as terran bio or a roach/hydra comp. Protoss is relying on fast colossus simply to only stay alive.

I'll start with what I think everyone is agreeing with.

1. Colossus is a very strong, and perhaps too strong, unit in non PvP.
2. Protoss early game is very defend based because of the weakness of gateway units and the power of FF.

Now, because of 1, the amulet nerf already seems retarded, noone goes templar anyway. Add back amulet, reduce colossi health to 300 (shield plus health), boom.

The second is where it gets tricky, IMO. I think that Forcefield is a little too powerful compared to a bigger, non forcefield army, because both types of defense should really be equal.

I think forcefield may need some sort of nerf, and I'm suggesting duration of forcefield. In return, buff stalker attack speed, which will not only balance the FF nerf, but make stalkers more useful later in the game, leading to a less crutch based system, the crutch being colossi. Zealot charge would also need to be a little bit better for a non colossi army, but that is going to happen, so I think that

a) colossi health nerf
b)forcefield duration nerf
c)stalker attack speed buff

will be able to, at the very least, produce interesting results in terms of balancing the game.


I have to agree on everything but the force field duration nerf, PvP is already too 4-gate focused. I would rather like to see the energy cost for force fields instead being increased to ~65 (3 FF's instead of 4 per sentry), but also buff the starting energy to match the cost of a force field.


I think that's a fairly reasonable argument as a toss player. I have to admit I feel sorry for Zerg, their options are so limited in this game.
bluesoup
Profile Joined March 2009
Macedonia107 Posts
March 07 2011 22:07 GMT
#3414
As terran player, i think they did the right 1st step by nerfing wrap-in storms which was a big late game TvP breaker. Anybody who has gotten to point of bio vs HTs knows it was impossible to play it even with mech/ghost support simply because even if you kill/emp all oponent HTs, they will wrap-in some more when you approach their pylon and storm the s*it out of everything...

Blizzard is being very cautious and are taking the issues one-by-one... Several Protoss issues still remain which i would personally like blizzard to *test* (not straight ahead implement) on PTR servers...

1. Fix wrap-in storms - Done - High level feedback suggests that maybe it went too far as opposed to lets say +15 energy, etc...

2. Switch Colossus to +light damage, i.e. same amount of damage as it does now, but only to light units (marines, lings, hyrdas, zealots, etc). Damage to armored (stalkers, other collosus, roaches, marauders, tanks, etc...) reduced
- Why: It is freaking range 9 siege tank on wheels + cliff walking. It should provide AoE cover vs high-dps t1 units, but not vs everything... I.e. vs hydra/roach Z, it would have to take few steps forward to hit the hydras for optimum damage as roaches would be more resistant to it... It should force the protoss to mix more immortals, not just the almighty colossus late game...
- Buff the immortal a bit somehow (range+1?) to provide another non-AoE unit to deal with armored units...

3. Wrapgate/proxy nerf - the further you wrap-in from your closest nexus, the longer wrap-in lasts, both for gate units and buildings.
- Why: This will nerf some notorious P cheeses that are very hard to hold even if you see them coming (in-base gate, 4gate push, etc...) without compromising general ability to produce units and defend...
- Should not effect area about the size of average main... i.e. it should slow things down only when building/wrapping in far away land...
- If protoss has the best late game units, early game protoss aggression should be toned down... Think how BW style TvP worked... T had stronger late game army, but had to turtle to survive P aggression early on... Roles are reversed now it seams, except P can be as aggressive at T early game....

And before you consider what this will do to other match-ups, just think for a moment about PvP first...
red_b
Profile Joined April 2010
United States1267 Posts
March 07 2011 22:23 GMT
#3415
On March 08 2011 07:07 bluesoup wrote:
Blizzard is being very cautious and are taking the issues one-by-one... S


They are not careful when it comes to protecting terran bio play.

They killed off anything good that Zerg players came up with.

They destroy anything not Colossus for Protoss.

But God forbid anything actually stop T bio.

The truth is that Terran has been using mostly the same strategy since late in the beta and they still crush with it. At the pro level. No creativity required.

Browder said "Terran shouldnt HAVE to build tanks in any matchup". Ok, then how come Protoss HAVE to build colossus? How is that being careful? I love how blizzard looks at GSL and thinks to themselves "Terran needs a buff".
Those small maps were like a boxing match in a phone booth.
bluesoup
Profile Joined March 2009
Macedonia107 Posts
March 07 2011 22:28 GMT
#3416
On March 08 2011 07:23 red_b wrote:
Show nested quote +
On March 08 2011 07:07 bluesoup wrote:
Blizzard is being very cautious and are taking the issues one-by-one... S


They are not careful when it comes to protecting terran bio play.


They just nerfed the stim timing... Again, taking the issues one-by-one and see how it goes...

kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 07 2011 22:43 GMT
#3417
It's been almost 2 weeks and the amulet nerf has yet to be reverted. I'm starting to worry

Can't say I'm excited to see the pros forced into colossus play which quite frankly has become tedious and rivals the T bioball in terms of repetition.
Toadvine
Profile Joined November 2010
Poland2234 Posts
March 07 2011 22:47 GMT
#3418
On March 08 2011 07:07 bluesoup wrote:
+ Show Spoiler +
As terran player, i think they did the right 1st step by nerfing wrap-in storms which was a big late game TvP breaker. Anybody who has gotten to point of bio vs HTs knows it was impossible to play it even with mech/ghost support simply because even if you kill/emp all oponent HTs, they will wrap-in some more when you approach their pylon and storm the s*it out of everything...

Blizzard is being very cautious and are taking the issues one-by-one... Several Protoss issues still remain which i would personally like blizzard to *test* (not straight ahead implement) on PTR servers...

1. Fix wrap-in storms - Done - High level feedback suggests that maybe it went too far as opposed to lets say +15 energy, etc...

2. Switch Colossus to +light damage, i.e. same amount of damage as it does now, but only to light units (marines, lings, hyrdas, zealots, etc). Damage to armored (stalkers, other collosus, roaches, marauders, tanks, etc...) reduced
- Why: It is freaking range 9 siege tank on wheels + cliff walking. It should provide AoE cover vs high-dps t1 units, but not vs everything... I.e. vs hydra/roach Z, it would have to take few steps forward to hit the hydras for optimum damage as roaches would be more resistant to it... It should force the protoss to mix more immortals, not just the almighty colossus late game...
- Buff the immortal a bit somehow (range+1?) to provide another non-AoE unit to deal with armored units...

3. Wrapgate/proxy nerf - the further you wrap-in from your closest nexus, the longer wrap-in lasts, both for gate units and buildings.
- Why: This will nerf some notorious P cheeses that are very hard to hold even if you see them coming (in-base gate, 4gate push, etc...) without compromising general ability to produce units and defend...
- Should not effect area about the size of average main... i.e. it should slow things down only when building/wrapping in far away land...
- If protoss has the best late game units, early game protoss aggression should be toned down... Think how BW style TvP worked... T had stronger late game army, but had to turtle to survive P aggression early on... Roles are reversed now it seams, except P can be as aggressive at T early game....

And before you consider what this will do to other match-ups, just think for a moment about PvP first...


Sorry, but that really comes off as a "Nerf all these things that I don't like, and no compensation needed." post. These would be good changes, if accompanied by gateway unit buffs, maybe merging the dark shrine back with the templar archive and increasing build time, ans so forth. In particular, nerfing Colossi vs Marauders and Roaches would turn PvT and PvZ into a T1 spamfest, Immortal buff or no Immortal buff.

Also, while SC2 PvT has some similarity to the same BW matchup, but with roles reversed, there is no easy analogy here. For one, Terrans had a strong defensive timing with siege mode, which deterred any straight-up Protoss aggression for a good amount of time. Protoss in SC2 don't really have anything like that - in part because the Colossus has well-defined "counters", as opposed to the BW Siege Tank, which was "countered" with good unit positioning, flanking, and a variety of micro techinques. In SC2 the aggressive Terran just builds Vikings instead of Medivacs, and attacks anyway.

Besides, there were quite a few Terran aggressive builds in TvP vs a greedy Protoss, like bunker rushes vs Nexus first, and 2 Fact or FD against other decently fast expansions. In SC2, 4gate pretty much fails against a safe build that gets enough units out, too.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-03-07 22:59:42
March 07 2011 22:56 GMT
#3419
On March 08 2011 06:59 WhiteDog wrote:
Show nested quote +
On March 08 2011 06:51 dump wrote:
On March 08 2011 06:33 WhiteDog wrote:
On March 08 2011 05:43 dump wrote:
On March 07 2011 21:49 WhiteDog wrote:
In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.

Reducing the maximum number of force fields makes it useless other than for holding the ramp.

That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).


Why does seemingly every other person here have anger management issues?

I can hardly parse that run-on sentence though, so I don't know what else to say really.

On March 08 2011 05:04 WhiteDog wrote:
I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.


Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster.

Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221

Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense.
Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit).


I've been reading and participating in the discussion since about page 80. I never suggested that you said nerf protoss "into the ground", I said I don't agree with limiting the number of force fields you can use or moving warp gate into twilight council.

Also, although warping to a proxy pylon does add an edge, simply delaying warp gate doesn't change the fundamental problem. Instead of having 4 gateways people will just use 5. That's only a 150 mineral investment anyway.

I'm up for a sentry nerf if something else is buffed in its place. The reason is that the races are currently more or less balanced, especially in the early game, so just nerfing sentry or warp gate will result in protoss losing more games than the other races. The problem is that protoss has to use clutch force fields to survive the 7 minute push, unless they 4 gate. After that it's the drudgery of the colossus death ball -- and if you've been reading my comments throughout the thread, I've said more than 3 times that I'm absolutely sick of it.

I understand your point, my problem is that Colossi are only killable by corruptors. You just have to overproduce corruptor to kill colossi, you can't kill them with good flank or micro and that is only because of Force Field. That's what tickle me. I hate this idea that you have to produce 10-15 corruptors to kill 2-3 colossi and that huge investment (1500-1000 gas to kill 900-600 colossi) will be useless if the protoss is good enough to lure you into thinking he is going colossi and actually switch to templar.
Force Field gives too much to protoss endgame while being an absolute necessity early game, and other race are still winning many time because protoss players forget to reinvest into 5-6 sentries when they lost their initial sentries.

Delaying warp gate = open more possibilities in terms of tech choice to counter the warp gate rush. So it will actually make a lot of differences.


We've gone from storm to sentry to colossus and now to corruptors. You're parroting Artosis/IdrA's video, aren't you? I remember IdrA using nearly the exact same words.

People win to force field because they find open areas to engage in, or they keep the pressure on so that by the time they get shoved back to their base the sentries are out of energy.

You can seldom kill a 200/200 colossus death ball with a 200/200 roach/hydra ball even if protoss doesn't use sentries. You need either the 300 food army or you need to exploit protoss' lack of mobility.

If anything should be nerfed, it's colossus. Again, sentries should only be nerfed if some other options are presented.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-03-07 23:24:27
March 07 2011 23:21 GMT
#3420
On March 08 2011 07:56 dump wrote:
Show nested quote +
On March 08 2011 06:59 WhiteDog wrote:
On March 08 2011 06:51 dump wrote:
On March 08 2011 06:33 WhiteDog wrote:
On March 08 2011 05:43 dump wrote:
On March 07 2011 21:49 WhiteDog wrote:
In fact the 3 stalker defense against 4 gate wouldn't work, nor would 3 gate robo -- which will just force 4 gate even more.

Reducing the maximum number of force fields makes it useless other than for holding the ramp.

That's the most dumb and clueless comment I've seen since I was talking about a force field nerf that goes with a delay of warp gate in the tech tree (making it possible with twilight council only and thus giving the time to go Immortal or even DT BEFORE warpgate finish and come to your door).


Why does seemingly every other person here have anger management issues?

I can hardly parse that run-on sentence though, so I don't know what else to say really.

On March 08 2011 05:04 WhiteDog wrote:
I'm 3k master on EU, Zealots were nerf at the beginning of SC2 mainly because of warpgate. They were to good with a 4gate.


Not sure why you like to speak with so much authority when you don't even get your facts straight... the reason they nerfed zealots is because proxy gates were too good, not because 4 gate was too good. Mineral count is already a bottleneck for a proper 4 gate, so it doesn't matter that zealots build faster.

Think that's dumb and clueless? Read Blizzard's blog: http://us.battle.net/sc2/en/blog/692221

Hey hey, it has nothing to do with anger management issues: you are basically answering to me without even reading the discussion... I was not saying : nerf protoss to the ground. I know that at the moment protoss is too force field dependant, maybe you think this is actually a good way to design a race, but I don't think such a strong spell should be spammed like hell and give protoss total control over the battle field mid late game while being an absolute necessity to protoss early game defense.
Everybody agree that Gateway units should be better in mid late game, but you can't buff them without delaying warp gate or 4gate will be even stronger (and I don't think that's what most of you want as PvP is already a big shit).


I've been reading and participating in the discussion since about page 80. I never suggested that you said nerf protoss "into the ground", I said I don't agree with limiting the number of force fields you can use or moving warp gate into twilight council.

Also, although warping to a proxy pylon does add an edge, simply delaying warp gate doesn't change the fundamental problem. Instead of having 4 gateways people will just use 5. That's only a 150 mineral investment anyway.

I'm up for a sentry nerf if something else is buffed in its place. The reason is that the races are currently more or less balanced, especially in the early game, so just nerfing sentry or warp gate will result in protoss losing more games than the other races. The problem is that protoss has to use clutch force fields to survive the 7 minute push, unless they 4 gate. After that it's the drudgery of the colossus death ball -- and if you've been reading my comments throughout the thread, I've said more than 3 times that I'm absolutely sick of it.

I understand your point, my problem is that Colossi are only killable by corruptors. You just have to overproduce corruptor to kill colossi, you can't kill them with good flank or micro and that is only because of Force Field. That's what tickle me. I hate this idea that you have to produce 10-15 corruptors to kill 2-3 colossi and that huge investment (1500-1000 gas to kill 900-600 colossi) will be useless if the protoss is good enough to lure you into thinking he is going colossi and actually switch to templar.
Force Field gives too much to protoss endgame while being an absolute necessity early game, and other race are still winning many time because protoss players forget to reinvest into 5-6 sentries when they lost their initial sentries.

Delaying warp gate = open more possibilities in terms of tech choice to counter the warp gate rush. So it will actually make a lot of differences.


We've gone from storm to sentry to colossus and now to corruptors. You're parroting Artosis/IdrA's video, aren't you? I remember IdrA using nearly the exact same words.

People win to force field because they find open areas to engage in, or they keep the pressure on so that by the time they get shoved back to their base the sentries are out of energy.

You can seldom kill a 200/200 colossus death ball with a 200/200 roach/hydra ball even if protoss doesn't use sentries. You need either the 300 food army or you need to exploit protoss' lack of mobility.

If anything should be nerfed, it's colossus. Again, sentries should only be nerfed if some other options are presented.

I was talking about FF, i NEVER whined or said anything about storm. I'm actually sad they removed kadarin amulette. IdrA is indeed qqing about colossi, I am not, I'm talking about FF being too good to protect colossi.
"People win to force field because they find open areas to engage in" but when you have 6 sentries with enough mana, even an open areas IS NOT ENOUGH, because the protoss can spam FF so much.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
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