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Khaydarin amulet analysis

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Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
Last Edited: 2011-03-01 20:04:09
March 01 2011 19:09 GMT
#1
Before I will start about anything, I want to state that there are 2 important questions to consider while talking about this topic:

1) Is removing of Khaydarin amulet going to balance casters/specialists?

2) Is removing of Khaydarin amulet going to balance game?



As I have stated this, I will now move on to talk about this 2 different questions separately.



1) BALANCING CASTERS:

Before I will start I want to note that there is huge misunderstanding of some specific core mechanics in this game, so I will talk about that first.

+ Show Spoiler +

There are a lot of players saying that HT takes so long to build - usually people say, that it is something like 45 seconds (Warpgate cooldown) and 5 seconds to warp-in.

What is a reson behind this? Cooldown is not active before warp-in, but after it. It is part of (reversed) production cycle of previous unit... And OFC Protoss have to wait for previous production cycle to finish...

Just like Terrans have too!
And in similar fashion (with just special mechanics) Zergs have too!



Saying that cooldown of previous unit is part of production time of current unit is about as ridiculous as saying that it:

Takes 90 seconds to build Ghost, because you first have to wait 45 seconds for first Ghost to finish...

OR

It takes 90 seconds to build Infestor because you first have to wait 40 seconds before you larva inject finishes...

Sounds ridiculous right?


The only difference here is, that while Barrack is training Ghost, its occupied for 45 seconds and then you get Ghost - while when Warpgate is used to get HT, you get him in 5 seconds and then Warpgate is occupied for 45 seconds.

Its reversed production cycle, with switched stages of production, nothing more.


Instead of getting HT at the end of production cycle, you get him at the start of production cycle. And cooldown is then finishing part of production cycle of just warped-in unit.


Cooldown of warpgates is not something unfair for Protoss race, Protoss just have it in different (and actually better) order.



So here are facts:


If - and only IF - Terran has non-occupied Barrack, he can produce Ghost - and it will take 45 seconds.

If - and only IF - Zerg has free larva, he can produce Infestor - and it will take 50 seconds.

If - and only IF - Protoss has non-occupied Warpgate, he can produce HT - and it will take 5 seconds. (After build time of 5 seconds, Warpgate will remain occupied for 45 seconds)


Note:
+ Show Spoiler +
While Terran can cancel production of previous unit, Warpgate cooldown can not be canceled.

This is probably the only disadvantage of this mechanics, balancing reduction of build times to 5 seconds and also teleporting to pylon field.

So it is possible to cancel Marauder, and start Ghost, but its not possible to cancel Zealot and start HT - unless its still warping, then you can undeploy Warp Prism (or destroy pylon) to do it.



What does this mean?

When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.


If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.

If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.

If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed.



Summarization:

It takes 45 sec to produce Ghost ready for EMP with energy upgrade.

It takes 50 sec to produce Infestor ready for FG with energy upgrade.

It takes 49,5 sec to produce HT ready for Storm without energy upgrade.



Also note that HT have opportunity to be ready on defined place, while Infestor can theoretically cast FG after 50 sec, but only near his Hatchery. This saves additional time too. Also HT can still use secondary spell (Feedback, Snipe, Infesteds) much earlier.




1) BALANCING CASTERS:

So now, lets answer the first question:


1) Is removing of Khaydarin amulet going to balance casters/specialists?

Definitelly yes. Without amulet, it will take similar amount of time to get caster/specialist with 75 energy (Ghost = 45, HT = 49,5, Infestor = 50). HT will still have huge advantage of being teleported to where is needed, and also being able to cast secondary spell much earlier, but it is going to be much fairer.





2) BALANCING GAME:

And now second question:


2) Is removing of Khaydarin amulet going to balance game?

I have no idea. And Im not going to theorycraft here.

But there is one thing Im 100% sure about - if we will have similar caster, using similar mechanics and taking similar time to produce, it will be definitely easier to balance game around that...

Rather than balancing game around one caster taking 5 sec to cast spell and other taking minute to do same.






EDITS:


#1 to answer pages 1-3

+ Show Spoiler +
First, thanks to changing topic name (>Analysis)

Second, to everyone saying that HT nerf should be followed by low-tech unit (Im not going to say "tiers") buff - I agree.

Third, to everyone who said that diversity is important - I agree, I just dont think that this kind of diversity (Protoss needs 5 sec to do something that Zerg needs 50+ seconds to do) is good thing.

And final, to everyone saying that cooldown of previous unit affect current unit - you are wrong. It affect "production rate", and in SC2 production rate =/= prodution time.

For example reactored Factory can build 4 Helions in minute, but it doesnt mean that production time of Helion is reduced to 15 seconds. It only doubles "production rate".

Another example: Zerg can get 10 Ultralisk from one Hatchery per minute (with no stockpiled larvae)- thats "production rate". Production time is always 70 seconds.

Warpgate timeline:
0:05 HT created (1)
0:45 cooldown expires
0:50 HT created (2)
1:30 cooldown expires
1:35 HT created (3)
2:15 cooldown expires

Barrack with Tech Lab timeline:
0:45 Ghost created (1)
1:30 Ghost created (2)
2:15 Ghost created (3)

So as you can see, you are getting every unit, not just first, with 40 seconds reduced build time.

All that cooldown does is keeping same "production rate".

But it does not affect production time.
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
Last Edited: 2011-03-01 19:15:44
March 01 2011 19:11 GMT
#2
Storms used on marines without medivacs is super powerful. On the other hand Not really adressing your op, i wonder how you stop mass Banshee now that you can't warp in storm.
ponyo.848
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
Last Edited: 2011-03-01 19:17:12
March 01 2011 19:13 GMT
#3
You know I never actually considered the Warpgate buildtime, nice numbers. 45, 50 and 49.5 sure look like good numbers on paper.

Edit: Although storm does still require research unlike Fungal and EMP, so the initial time to prepare the casters is still a little skewed. It may be nice to test out the time it takes to get up to a storm researched HT compared to upgrading to Lair and getting Infestation Pit.
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Clare
Profile Blog Joined February 2011
United States372 Posts
March 01 2011 19:14 GMT
#4
I'm not a high level player, but won't taking out the amulet force Protoss to use Colossi almost exclusively in PvT or PvZ?
The dashboard melted but we still had the radio.
dala
Profile Joined August 2010
Sweden477 Posts
March 01 2011 19:14 GMT
#5
This is a necessary patch. Storming of mineral lines is way too powerful.
Ahelvin
Profile Blog Joined September 2010
France1866 Posts
March 01 2011 19:15 GMT
#6
Interesting reading. At first I thought removing the amulet was a terrible idea (even if I'm not playing protoss), but thanks to your post I can see the logic behind it.

Join the Liquipedia Zerg Project ! PM me for more information :).
G_Wen
Profile Joined September 2009
Canada525 Posts
March 01 2011 19:16 GMT
#7
Good analysis. I think when people say HTs take long to build they mean HTs take very long to tech to.
ESV Mapmaking Team
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2011-03-01 19:17:06
March 01 2011 19:16 GMT
#8
HT will still have huge advantage of being teleported to where is needed, and also being able to cast secondary spell much earlier, but it is going to be much fairer.

That's how it is now, that's exactly how it's not gonna be when the amulet is removed.

No one is gonna know where they will be needing a HT in 50 seconds.

You will never warp in your HT where you need it, you will warp it in at your base safely for it to get its energy and then move it.
CarNatt
Profile Joined August 2010
France14 Posts
March 01 2011 19:17 GMT
#9
There is no sense to say "blizzard balanced casters" .

So, blizzard must balance gateways and T1 units ? so marines/maraudeurs must be as strong as Zelot stalkers ( and you know that Bioball > Gateways units )
In order to balance this, protoss caster must > terran caster.

So yes casters are balanced. What about the game balance? Imbalanced.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
March 01 2011 19:18 GMT
#10
Interesting take on things. I didn't think of taking a look at the time it takes to get 75 energy vs built time of casters with the starting energy upgrade.

I do feel that blizzard aren't done tweaking HT. The removal of the KA is merely the beginning.
FubsyGamr
Profile Joined July 2010
United States212 Posts
March 01 2011 19:19 GMT
#11
The one thing that's tough about this comparison is that the Ghost and Infestor are...in a sense...."protected" until they come out. While the HT takes 49 seconds until it can storm, 44 of those seconds it is vulnerable, to be sniped.

The only comparison I can think of is if I could somehow fly a flock of mutas into a Terran's base, see the Barracks that is 1/2-way done producing a Ghost, and be able to snipe that ghost while it is being built. This is the biggest disadvantage to trying to compare these two things, and this is exactly why it's so f-in hard to destroy Zerg larva and eggs. Otherwise, it would be broken. But, if my HT's are sitting there, up at around 68 energy, and they get sniped, well.....then they literally did nothing, and it was literally a 100% waste of minerals, gas, and WG cooldown.
Darneck
Profile Joined September 2010
Sweden1394 Posts
March 01 2011 19:20 GMT
#12
And also since you said it is the same for protoss but the other way around it means that a terran will be able to get 2 ghosts ready to emp from 1 barracks a lot quicker than a protoss can get 2 high templars ready to storm from 1 gateway.
fadestep
Profile Blog Joined October 2008
United States605 Posts
March 01 2011 19:21 GMT
#13
Casters are balanced now? Great. Let's buff the shit out of Gateway units so they don't get roflstomped by Rax units.
not a hero
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 19:22 GMT
#14
On March 02 2011 04:14 Redneck! wrote:
I'm not a high level player, but won't taking out the amulet force Protoss to use Colossi almost exclusively in PvT or PvZ?

Yes. There will be only one viable tech path now, and Terrans will know that and blindly build vikings before you even have a robo fac up. Removal of the amulet is a bad idea and it puts the HT into an auxiliary role as a tier 3 unit. People complain about the colossus and they remove amulet = more colossus in more games
Knowing is half the battle... the other half is lasers.
CarNatt
Profile Joined August 2010
France14 Posts
March 01 2011 19:22 GMT
#15
On March 02 2011 04:21 fadestep wrote:
Casters are balanced now? Great. Let's buff the shit out of Gateway units so they don't get roflstomped by Rax units.


Everything is said
Kazang
Profile Joined August 2010
578 Posts
March 01 2011 19:23 GMT
#16
Very well written post and eloquently explains the thinking and reasoning behind removing the Amulet upgrade.

Essentially the change is the put more emphasis on being proactive about having units out and where they need to be, the same as Zerg and Terran, not simply relying on reacting and warping in exactly what is needed in 5 seconds. Thinking ahead of time is something that inherently protoss has to do less of, due to warp gates and chronoboost, the change lessens that advantage somewhat.


Such a change will not magically "fix" the game, or indeed "break" it, similar to how increasing bunker build time wont, but it evens out a single mechanic in a small set of circumstances to provide a more balanced overall game.
oxxo
Profile Joined February 2010
988 Posts
March 01 2011 19:23 GMT
#17
On March 02 2011 04:21 fadestep wrote:
Casters are balanced now? Great. Let's buff the shit out of Gateway units so they don't get roflstomped by Rax units.


They don't at smaller numbers unless you dont' use sentries or suck with FF.
FubsyGamr
Profile Joined July 2010
United States212 Posts
March 01 2011 19:24 GMT
#18
On March 02 2011 04:14 dala wrote:
This is a necessary patch. Storming of mineral lines is way too powerful.

I'm not sure if you are trolling or not, but you should try to watch the difference between a 4-Hellion blue-flame drop, 8-10 Mutas in your mineral line, and 1 or 2 HT's storming a mineral line. By far, the weakest of the three are the HT's. When was the last time you saw/heard a game where the commentators said something to the effect of "Wow, him warping in those HT's at the mineral line just won him the game"? But, that definitely has happened with blue-flame or marine drops, and it happens all the time with mutas.

Also, if you warp in 2 HT's at a mineral line and storm it, and the Terran dodges the storm....now what? Those HT's are now useless (whatever, Archons blah blah blah), however the Terran and Zerg could easily just pull back, add those units in with their big army, or come back for more harass.
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2011-03-01 19:27:10
March 01 2011 19:24 GMT
#19
Balance isn't the same as homogenize. Part of the charm of SC is that the different sides don't have the exact same gameplay mechanics. I don't think a move towards homogenization for the sake of balance is a good idea, as it takes away from the idea of three distinct sides with different play-styles and makes SC 2 a poorer game for it.

At the end of the day, balance isn't the most important aspect of a game. Fun is. Without fun, eSports cannot exist as the games wouldn't sell. There are many RTS games on the market. What makes SC special? For me, at least, it isn't the "balance," but the variety. Mirror matches are by definition balanced. Yet how many people enjoy playing a game with all mirrors?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 19:25 GMT
#20
Logic is flawed, OP. HT are instantly countered by ghosts. 1 EMP makes every HT lose shields and not be able to cast storm for 2 minutes and 13 seconds. If you were protoss and chose the HT tech path, you are shit out of luck. If Terran attacks in that 2 min 13 seconds, you will lose without the amulet. What's the solution? Go colossus. What does Terran do? Blindly build reactored vikings before you even have a robo facility. They can mass the cheap vikings before you even have 1 colossus, before range, and without scouting or scanning. It makes the PvT metagame so predictable for both sides, except the Terran have it better in viking/MMM because of mineral advantage and the ease of massing their units.
Knowing is half the battle... the other half is lasers.
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