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Khaydarin amulet analysis - Page 35

Forum Index > SC2 General
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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.
WindOw
Profile Blog Joined November 2008
Sweden407 Posts
Last Edited: 2011-03-04 07:33:21
March 04 2011 07:31 GMT
#681
kinnda stupid nerf imo, i don't think it's gonna get past PTR cause amulet is too important in PvT, without it i don't see late game working out vs bioball+enough vikings to deal with whatever colossi count p has, and oh, throw in couple of ghosts and then it's pretty much the end for any toss vs a competent terran.
AKA WindOw[InCa] (BW) | TheMisT (SC2) | NaNiwa FC founder
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
March 04 2011 07:35 GMT
#682
I honestly think its retarded that they're just getting rid of it completely. I would like to see the energy upgrade re-worked for all casters to be like BW (+max vs +starting). That would mediate the issue of warp-in storms while not just getting rid of an upgrade. Templar Archives will have 1 (!!!) upgrade vs the 6 it had in BW.. LOL? Oh and I don't play Protoss in SC2.
Aequos
Profile Joined October 2010
Canada606 Posts
March 04 2011 07:50 GMT
#683
If you haven't watched it yet, I'd reccomend watching the recent Day[9] daily where HT w/Khydarian is used against a mass marine build (essentially the situation it's best at).

As I don't want to spoil it, I'll say that the daily is at least a reason we should reconsider this change.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 04 2011 07:59 GMT
#684
The main problem i have with this nerf is that u must wait 44 seconds for storm, and one good EMP on the templars means that they were useless and u can't reinforce them either. I understand that being able to storm on warp-in is too strong, but completely nerfing them is not the right way to fix it. As a Protoss player, i'd be okay if it was reasonably nerfed, to make it 65 energy or something.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Creegz
Profile Blog Joined November 2010
Canada354 Posts
March 04 2011 08:01 GMT
#685
See, when everyone freaked out at this, they didn't take into account actual build times. They're acting as if Protoss is a reactive race, so you pop in HT's to counter something you saw coming towards you, when in reality, it's not. Zerg is reactive, hence the short rebuild time of units, but the downfall to Zerg is that they are weaker, significantly. Protoss and Terran are slower, but stronger in many ways, so this brings balance to the game looking at base mechanics.

The numbering of this balance actually makes a load of sense...it brings everything to a slower pace, instead of "LOLOL I HAVE HIGH TEMPLAR! IT WILL COUNTER NOW" as soon as it gets warped in. This basically levels the field so at roughly the same time, everything in that specific unit type from all 3 races will be ready to go, instead of having a 45 second lead on all units of similar type.
Who is this guy? ^
Jayrod
Profile Joined August 2010
1820 Posts
March 04 2011 08:08 GMT
#686
On March 04 2011 07:38 cLutZ wrote:
Raven vs. high Templar

Tech: Raven slightly faster than HT.
Inherent Abilities: Raven has detection/mobility advantage
Actives: Feedback/PDD are situational support abilities. Archon warp/Turret are also situational.

HSM and Psy Storm are nearly the same, with HSM being harder to use. In fact, HSM is never used. You want to compare the two abilities and say Storm should be more like HSM? Really? By making the comparison you are essentially saying Storm should not exist.

terran has much less need for aoe than toss. Theyre already equipped to deal with mass units. So is zerg.
AStrideR
Profile Joined December 2010
Australia7 Posts
March 04 2011 08:13 GMT
#687
you are forgetting one thing that EMP can hit all your templars very easily if you cant warp them in with 75 energy no one is ever going to use them.
This is why collosus phoenix builds are becoming popular as after patch HT will almost be useless, it means that toss harrassing has been compltely destroyed
DusTerr
Profile Blog Joined January 2011
2520 Posts
March 04 2011 08:13 GMT
#688
On March 04 2011 08:15 Mentalizor wrote:
Show nested quote +
On March 04 2011 04:20 TimeSpiral wrote:
On March 04 2011 04:04 tehemperorer wrote:
So then don't remove KA, change it, but don't remove it...


Why though?

• Without the mobius reactor Terran waits 88 seconds for an EMP after the Ghost is ordered from a Barracks. The Ghost spawns from the Barracks in which is was ordered from. This is usually not where the Ghost needs to be.

• With the mobius reactor Terran waits 40 seconds for an EMP after the Ghost is ordered from a Barracks. The unit proximity remains the same, of course.

• Without the KA Protoss waits 49 seconds for a Psi-Storm after the HT is ordered from a Warpgate. The HT can be spawned anywhere a psi-field is present.

• With the KA Protoss waits 5 seconds for a Psi-Storm after the HT is ordered from a Warpgate. The unit proximity remains the same, of course.


I believe it is because of the Warpgate mechanic that the KA is not needed.


Did you know... it will take an orange and an apple about the same amount of time to grow? No?
Well, the thing is... Once they are ready for concumption you need to peel the skin of an orange - where you can plainly eat the apple.
This is not fair. They are both fruits growing on trees - so naturally they should be identical.
If Blizzard somehow doesn't interfere with apples being OP compared to oranges I'd might aswell quit drinking my morning OJ... *sigh*

Yes but if you upgrade to knife an orange can be quickly cut into quarters. Applle cores prevent as quick slices and still require washing. Apples and oranges are balanced.
nvrs
Profile Joined October 2010
Greece481 Posts
March 04 2011 08:15 GMT
#689
IMHO, as a Terran player, i don't like thsi nerf. I agree that high templars with KA are a pain to deal with, but Blizzard should first have a look at that retarded Colossus unit. That unit is what makes Protoss so damn boring and really makes all v P matchups so predictable.
eoLithic
Profile Joined July 2010
Norway221 Posts
March 04 2011 08:16 GMT
#690
I think amulet was way too strong. A storm will probably end the game if landed perfectly. Don`t see it too often against zerg, but when the idiot teran mass MMM stims his 200/200 army, and 2-3 storms are landed, it`s over. Protoss wins. So a hightemplar doesn`t only harcounter the most popular tech for terrans, but HT will win a fight, that`s about it I think.

I also think that if more terrans actually bothered to tech for ghost and use EMP, amulet would just look oh so more balanced imo.

Terrans does need to get the fuck off tier one units and use their brains and go mech if the situation asks for it.
"You`re a pro or you`re a noob...that`s life"
EmilA
Profile Joined October 2010
Denmark4618 Posts
March 04 2011 08:31 GMT
#691
When the presence of a few 2 food spellcasters results in a maxout out engagement ending in 80/200 for terran and 190/2000 for protoss, there's something wrong with that unit.

1. If you just suggest going mech, you're an idiot. Nobody has made it work yet. Good players using mech will lose to horrible protoss players. People link two or three pro games where mech has worked (typically because some early harassment put them horrible far ahead.)

2. Terran will typically have the same food of viking/ghost/medvacs as you have collosi/high templar. Your army is almost just as much tier 1 as his is. If we were only tier 1, five collosi and a few zealots would take out a 200/200 army.

Storm nerf has to go through in one way or another. This is a fine way.
http://dotabuff.com/players/122305951 playing other games
Empyrean
Profile Blog Joined September 2004
17078 Posts
March 04 2011 09:03 GMT
#692
As a heads up: further whining in this thread about balance will be not be tolerated. Remember that's it's entirely possible to engage in constructive and meaningful debate without resorting to generalizations (or crying).
Moderator
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 04 2011 09:15 GMT
#693
On March 04 2011 17:31 EmilA wrote:
When the presence of a few 2 food spellcasters results in a maxout out engagement ending in 80/200 for terran and 190/2000 for protoss, there's something wrong with that unit.

1. If you just suggest going mech, you're an idiot. Nobody has made it work yet. Good players using mech will lose to horrible protoss players. People link two or three pro games where mech has worked (typically because some early harassment put them horrible far ahead.)

2. Terran will typically have the same food of viking/ghost/medvacs as you have collosi/high templar. Your army is almost just as much tier 1 as his is. If we were only tier 1, five collosi and a few zealots would take out a 200/200 army.

Storm nerf has to go through in one way or another. This is a fine way.

Yes, Protoss armies are made up of a good amount of T1, but the difference is that our armies do not get most of their dps from their T1 units. The units that are actually doing the damage are the T3 units.

There is probably no doubt that Khaydarin Amulet needed a nerf in some way. However, straight up removal of the upgrade is almost definitely not the right way to do it. Scaling the amount of starting energy down would be much better.

The biggest concern people have is the fact that Protoss essentially already only has 2 core strategies: 4gate (and its variations) and colossi (and its variations). Colossi make up the backbone of pretty much every single Protoss army that gets to mid-late game and this play is stagnant and boring. Blizzard themselves already expressed their own concerns that Protoss players are relying too much on the Colossi. By nerfing the templar tech path in such a spectacular way will only reinforce the notion that Colossi tech is the only really viable tech path to go.
Rayansaki
Profile Joined January 2011
Portugal1266 Posts
March 04 2011 09:28 GMT
#694
On March 04 2011 15:27 ZeRoMist wrote:
the fact that this hurts toss so much is when the game gets to the point where the terran can drop 4 marruaders in the back of your base and kill a shit load of stuff and then when you to deal with that they drop somewhere else.


And when you drop the terran he just warps in marines and kill everything right? People seem to forget terran isn't the only race with dropships. In fact, toss drops are even stronger than terran drops because you can also warp in. If terran has no way to defend without moving units why are protoss supposed to just spawn 2 units and destroy a drop worth 5 times more.


---------------------------------
>the fact this hurts terran so much is when the game gets to the point where the protoss can drop 2 immortals and warp in 5 zealots in the back of your base and kill a shit load of stuff and then when you to deal with that they drop somewhere else.<
The Four Horsemen of the Apocalypse: IMNestea (Death), IMLosirA (Famine), IMmvp (War), IMFenix (Conquest)
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
March 04 2011 09:37 GMT
#695
On March 04 2011 17:16 eoLithic wrote:
I think amulet was way too strong. A storm will probably end the game if landed perfectly. Don`t see it too often against zerg, but when the idiot teran mass MMM stims his 200/200 army, and 2-3 storms are landed, it`s over. Protoss wins. So a hightemplar doesn`t only harcounter the most popular tech for terrans, but HT will win a fight, that`s about it I think.

I also think that if more terrans actually bothered to tech for ghost and use EMP, amulet would just look oh so more balanced imo.

Terrans does need to get the fuck off tier one units and use their brains and go mech if the situation asks for it.


The problem with Mech is getting it up and running and the response from Protoss.

Hellions are good, no denying that but they do lack any punch against non-light units.

Tanks are terrible, they become ok-ish in large numbers but Immortals, Chargelots with Colossi or Void Rays all nullify tank play very quickly.
Furthermore, tank splash damage against Zealots will do a lot of friendly fire.

Thors have generally the same weakness as the tank, albeit a little less and Strike Cannons work decently against Immortals, but Chargelot and Thermal Lance work very well against it.

The main issue is that Protoss doesn't really need to change his army composition/response much except if he went pure Zealot / HT.
Chargelot / Colossi works well against both Bio and Mech.
Storm still kills any supporting Bio units and Protoss can always swap them to Archons.

Mech also takes a while to become good, just two/three Tanks or Thors with Bio does very little.

I'd rather go Air then Mech, which I feel needs to be used more against Protoss.
Viking/Banshee can be hard to deal with as Protoss if executed properly.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
March 04 2011 11:18 GMT
#696
On March 04 2011 17:13 DusTerr wrote:
Show nested quote +
On March 04 2011 08:15 Mentalizor wrote:
On March 04 2011 04:20 TimeSpiral wrote:
On March 04 2011 04:04 tehemperorer wrote:
So then don't remove KA, change it, but don't remove it...


Why though?

• Without the mobius reactor Terran waits 88 seconds for an EMP after the Ghost is ordered from a Barracks. The Ghost spawns from the Barracks in which is was ordered from. This is usually not where the Ghost needs to be.

• With the mobius reactor Terran waits 40 seconds for an EMP after the Ghost is ordered from a Barracks. The unit proximity remains the same, of course.

• Without the KA Protoss waits 49 seconds for a Psi-Storm after the HT is ordered from a Warpgate. The HT can be spawned anywhere a psi-field is present.

• With the KA Protoss waits 5 seconds for a Psi-Storm after the HT is ordered from a Warpgate. The unit proximity remains the same, of course.


I believe it is because of the Warpgate mechanic that the KA is not needed.


Did you know... it will take an orange and an apple about the same amount of time to grow? No?
Well, the thing is... Once they are ready for concumption you need to peel the skin of an orange - where you can plainly eat the apple.
This is not fair. They are both fruits growing on trees - so naturally they should be identical.
If Blizzard somehow doesn't interfere with apples being OP compared to oranges I'd might aswell quit drinking my morning OJ... *sigh*

Yes but if you upgrade to knife an orange can be quickly cut into quarters. Applle cores prevent as quick slices and still require washing. Apples and oranges are balanced.


So... Oranges being HT's it's fine that once you actually invest in proper upgrades they're better than apples (m&m) that you would initially have an easier time handling?
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
March 04 2011 11:26 GMT
#697
On March 04 2011 18:28 Rayansaki wrote:
Show nested quote +
On March 04 2011 15:27 ZeRoMist wrote:
the fact that this hurts toss so much is when the game gets to the point where the terran can drop 4 marruaders in the back of your base and kill a shit load of stuff and then when you to deal with that they drop somewhere else.


And when you drop the terran he just warps in marines and kill everything right? People seem to forget terran isn't the only race with dropships. In fact, toss drops are even stronger than terran drops because you can also warp in. If terran has no way to defend without moving units why are protoss supposed to just spawn 2 units and destroy a drop worth 5 times more.


---------------------------------
>the fact this hurts terran so much is when the game gets to the point where the protoss can drop 2 immortals and warp in 5 zealots in the back of your base and kill a shit load of stuff and then when you to deal with that they drop somewhere else.<


What?

Medivacs with marines or marauders (with stim obviously) will do MUCH more dmg - MUCH fast - with MUCH better synergy if actually encountered by a small force (like 4 units warping in)... As protoss I really dont want to warp in 4 stalkers (500/200/8) that I know will die. Stalkers' dps is insanely low compared to stimmed m&m. And yes, one round of T production should easilly be able to kill one round of WG units. The whole issue comes down to terran t1 being so strong against protoss t1 that most terran actually rely on this almost entirely. If T went with mech and flying it the KA wouldn't be as much of an issue (yes, I know how storm destroys banshees or vikingflowers - but I reckon you heard about micro?).

So to me... This just makes Terran t1 viable from early game --> mid game --> late game --> super late game... I mean... I rarelly play zerg units that will dump alot of supply into lings unless it's for runby's or mineral dumps
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Eyx
Profile Joined December 2010
England165 Posts
March 04 2011 11:36 GMT
#698
I think if they wish to remove the energy upgrade they should increase the movement speed of HTs as without being able to warp them in to a location to deal with attacks and harrasment they are like hydras off creep.
Victim
Profile Joined August 2010
United States188 Posts
March 04 2011 12:14 GMT
#699
I wouldn't mind amulet if Templars using it had to come from Gateways, as opposed to Warpgates.
zivac
Profile Joined October 2010
Croatia389 Posts
March 04 2011 12:19 GMT
#700
i hardly can see removing amulet without compensating a bit on some other aspect of P game, cause otherwise it would be to huge change
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