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Khaydarin amulet analysis - Page 51

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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.
proot
Profile Joined June 2004
United States126 Posts
March 10 2011 19:07 GMT
#1001
No, it still seems smart because it proves everything that's wrong with amulet.
.
rycho
Profile Joined July 2010
United States360 Posts
March 10 2011 19:10 GMT
#1002
On March 11 2011 04:07 proot wrote:
No, it still seems smart because it proves everything that's wrong with amulet.


you mean when sc won a 40m game with pure bio vs templar?
Artisian
Profile Joined October 2010
United States115 Posts
March 10 2011 19:22 GMT
#1003
I think the op is ignoring a few details for the other casting units.

Infestors have burrow available, even without energy upgrades you can simply burrow and hide an infestor almost anywhere and it can freely save up energy, on top of that it can move while burrowed, pop up and cast a spell, then re-burrow and attempt to flee. Detection and a fairly decent army is required to catch and kill a set of infestors, and fungal makes it even easier for them to evade that. Infestors survive.

Ghosts get cloak. They get to move at regular speed anywhere and hide. As an exchange, they loose energy while being able to essentially get anywhere they want whenever they want. In addition to this, ghosts aren't useless when they run out of energy during a fight or when being dropped, they have an attack with decent dps. Ghosts Fight.

High templar had an immediate attack anywhere the protoss player had control. It's true an ht could become an attacking unit (archon) but that takes 20 seconds after you storm and that's only if 2 templar could actually reach one another in time.

Point is that all other casters can do something that will generally be useful/let them live for another fight after they are out of energy, they are faster, have more health, and can escape or continue fighting after their spells. If we want all the spellcasters to be the same for balancing purposes, take ghosts regular attack away and give high templar permanent invisibility. We all know how imbalanced that would be, but ht's need something. The other casting units aren't just casters, they have 3 spells in addition to other traits. High templar are stuck as either caster(with only 2 spells) or fighting unit(with one of the lowest cost efficiencies in the game), there is no morphing back and no viable way to use them in an army if you can't rapidly replace them with warp in.

The other point I have issue with is your mention that Ht's get access to their earlier spell faster, while this is technically true the other low cost spells have many times over the versatility. Snipe hits any biological unit, aka zeal, ling, and rine along with many other units that may not be quite as common. Infested terran turns the infestor into a production center on the move for a short time, and they can attack anything they can see. Feedback hits other casters. and that's it. These are the uncommon, but expensive, few units in the late game army. The spell has decent use against terran on medivacs, but its very rare you'll get a kill from it, and almost no use on zerg, unless they un-burrow all their infestors within a convenient range or use queens to fight.

Protoss casters need something to make them viable if semi-semetrical balance is the goal, or all the other casters need to be nerfed to only casting, once, with no escaping the enemy army after a fight.
Supply is a conspiracy against me...
camilocraft
Profile Joined September 2010
Colombia33 Posts
Last Edited: 2011-03-10 19:24:10
March 10 2011 19:22 GMT
#1004
I still thinking that increasing the warp in time (teleport time) by 5 seconds and buffing a little the gateway units is the way to go (as a short time fix)

Also i think that blizz should punish the terran for using only barracks units all the game the same way they punish protoss for doing the same.

And i really think the the cost of 1 HT is to high, yea it could wound half of and army but it can be countered by micro, and thats the real problem for me. terran bio can counter almost anything with micro. And what happend when i miss, i drop 150 gas, what happend if i feedback , i spend 150g i really thing that the problem with the HT is that his spells cost 150 gas because its pretty rare that a HT survives their cast because its so weak. So think about it every time u dodge a storm are 150 less gas for the enemy, everytime you make a ghost and he is feedback chances are that are 150 less gas for the enemy.

I really think that the OP intentions are OK, u need to plan when and where do u want to use your casters, but the problem is that the tactically the HT will not survive, if you make viable HT survival, i will glad accept your timing theorycraft because it will be posible to use HT in an strategy plan

Nothing for now. Thanks Anyway
Hierarch
Profile Joined February 2011
United States2197 Posts
March 10 2011 19:40 GMT
#1005
On March 11 2011 01:08 Anon06 wrote:
Show nested quote +
On March 11 2011 00:49 BeMannerDuPenner wrote:
people need to stop acting like templars are suddenly useless if they cant storm on instant warpin. it wasnt the case in bw and wont be like that in sc2 once people realize that they just are spoiled by the warpin mechanic.

if anything templar play gets more impressive since it will incorporate warp prisms more and increase the skill needed to use it well.

P still has so much room for evolving, it will just get more and more exciting.


Suddenly? templars are have been nearly useless as is due to being overshadowed by collosi. This is not broodwar (no collosi in bw). Will templar play will get more exciting? Or will people continue to and increase not using them in favor of collosi? As of now they are at least and option but with the removal of kydarin this option will be gone. This change wont affect any single match up and just further pigeon holes protoss into one tech tree.


There is no marauder in BW either and storm in BW was a lot better. I don't believe they should remove the upgrade entirely for all the obvious reasons that have been stated multiple times, however comparing things from SC2 to BW don't really make a lot of sense since a lot of the things are different.
MC|NonY|HerO|NaDa|MVP|DRG|Ret|Sen|Dimaga|Leenock
Rob28
Profile Joined November 2010
Canada705 Posts
Last Edited: 2011-03-10 19:48:10
March 10 2011 19:47 GMT
#1006
On March 11 2011 00:49 BeMannerDuPenner wrote:
[
Show nested quote +
On March 11 2011 00:32 Rob28 wrote:
I vote that to make up for KA removel, Bliz makes feedback into a projectile AoE attack, like EMP.



gz on reaching a low of balance comments on TL. having to wait a few seconds for storm surely deserves giving templars a cheaper emp that deals dmg . -___-


Last I checked, emps weren't exactly "undamaging" to any protoss... at least feedback only affects units with energy..
"power overwhelming"... work, dammit, work!
takunx9
Profile Joined February 2011
United States8 Posts
March 10 2011 19:50 GMT
#1007
Hmm, people say that Ghosts have the advantage of being able to Cloak while the HT cannot, and Infestors can Burrow, which is pretty much the same thing as cloak, and the HT cannont. Then people complain that HT have to Buy storm. Zerg has to Buy Burrow, and Terran has to Buy Cloak for their Ghosts, neither unit comes with those said abilities. Each of the mentioned casters has to buy an extra ability. I also see alot of people complaining that one emp can destroy HT, while thats true, with an observer Feedback can near 1 shot a Ghost, as well as removing that Ghosts ability to emp. As well as for Medivac drops, with a cannon or two, a stalker or two, and a HT to Feedback the Medivac (assuming its about half full or more on energy) and a single drop ship from Terran wont be that big a deal if you're scouting properly. I think people should at least look at the other spell the HT has instead of relying so heavily on their instant cast storm on summon. If Ghosts are giving you trouble, you can use Observers to Feedback and cripple their 2-3 Ghosts. If Infestor's fungal is an issue, same as above. Already gave an option for Medivac drops. Feedback is also fun on Overseers doing Contaminate runs, or just running up to a Queen, Feedback, and you cripple a larvae spawn for a hatch or two if ya do multiple Queens (giving a reason to HT drop on Zerg). Losing instant storm on summon isn't the end of the world, just provides an actual reason (if you haven't already) to look into other uses for High Templar. Just my opinion ^_^
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
March 10 2011 19:54 GMT
#1008
On March 11 2011 03:52 traca wrote:
watch san vs sC, even considering removing it seems not very smart


he didn't make any colossus. had he made colossi + templar and just expanded slowly across the map instead of taking random bases and relying completely on warpin, I guarantee sC would have lost the terminus game at the 20 minute mark.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-03-10 20:53:16
March 10 2011 20:50 GMT
#1009
The San vs sC showed exactly the amulet problem imo.
San just mass expanded everywhere (sometime near the terran for no reason, as he had near bases still free), put 2 or 3 canon/base, then just relied on a round of warp for defense.
The fact that 6 zealots and 4 ht just warped (20 food) where able to handle 60 (sometime a lot more than that) food armies was just shocking. Being able to do it once because you saved a lot of energy on your templar is normal, being able to just count on that for defense of a 160 food terran seems a little too much powerful. Yes, the terran wins the engagement. He has zero energy left on his medivacs, zero energy left on ghost, and all his army in red because of storm and stim. Then the next 3-4 templars will rack 30 kills, no amount of micro will save you from that. Obviously blue helions would have been a lot better than bio here.

Templars are not the problem, being able to warp them storm ready is. And San exploited that just perfectly, mass expanding everywhere after amulet research, making zero army, just warping where he is attacked and building his army like that with the remains.

But we'll see, perhaps terrans will find a way to play against that, it's very possible, until that, amulet seems really brutal.
rycho
Profile Joined July 2010
United States360 Posts
March 10 2011 21:04 GMT
#1010
why do people think those games show a "problem"? they seemed like very very close back and forth fun to watch games when i saw them. i certainly don't think that it somehow proved that storm or amulet needs a nerf, sc was playing 100% pure bio (storm is weaker vs mech obviously) and he still managed to take wins and more importantly stay even in every game even on huge maps vs storm and amulet.

if anything, i think it showed that storm only won't be a viable option, i think it was pretty clear that san would have lost those games trying to go zealot/templar alone if amulet didn't exist.

i just don't get how people are pointing to these awesome back and forth games we got to watch and trying to use them as evidence of some game imbalance that needs fixing. personally, i'd love if all the sc2 games i played and got to watch were more like those.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
March 10 2011 21:14 GMT
#1011
Maybe it has to do with SC having a large advantage going into the mid/late game, and then watching it completely vanish once templar/amulet comes out, drop play becomes a commitment isntead of harass because anything you drop with is going to get shut down by instant warp temps if you don't have enough units to split and survive a storm or two. terran HAD to stay super aggressive the whole game, and the only reason SC won any of those was due to excellent ghost micro, which was often times countered by feedback also. Terran never had a chance to go mech, the transition cost to go from a heavy bio production to factory takes a long ramp up, and requires super heavy gas, something SC didn't have because toss is able to shut down bases with templar/zealot comp easily. also on large maps that are being featured in GSL, mech doesn't play well because of it's immobility, it's easily exposable by warp ins and faster more mobile units like zealots/stalkers. Jinro even stated prior when he beat MC last season, that mech vs toss is viable only based on map compositions, namely close bases where you can simultaenously push while defending (choke points play a key role) and he also had to sneak a 3rd base to get enough gas something SC was not able to do against the more mobile army of san.

What I don't get is that everyone keeps saying "without instant warp in templars, we don't stand a chance against terran bio" but terran bio exists in early game too, and what did every toss abuse with punity, especially guys like MC who punishes bio play hugely? oh that's right, Force Field. sentries, if you can't instant warp in templars on a whim because you'll need to protect them and let them gain energy will likely become less of a gas hog, giving you more opportunities to split your casters between sentries and templars, which allows you to do fancy micro like the recently dubbed "MC Donut holes"
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
TheAura
Profile Joined November 2010
96 Posts
March 10 2011 21:16 GMT
#1012
new PTR notes are up

amulet still gone, but ghost EMP can only drain up to 100 energy.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 10 2011 21:16 GMT
#1013
On March 11 2011 05:50 MrCon wrote:
The San vs sC showed exactly the amulet problem imo.
San just mass expanded everywhere (sometime near the terran for no reason, as he had near bases still free), put 2 or 3 canon/base, then just relied on a round of warp for defense.
The fact that 6 zealots and 4 ht just warped (20 food) where able to handle 60 (sometime a lot more than that) food armies was just shocking. Being able to do it once because you saved a lot of energy on your templar is normal, being able to just count on that for defense of a 160 food terran seems a little too much powerful. Yes, the terran wins the engagement. He has zero energy left on his medivacs, zero energy left on ghost, and all his army in red because of storm and stim. Then the next 3-4 templars will rack 30 kills, no amount of micro will save you from that. Obviously blue helions would have been a lot better than bio here.

Templars are not the problem, being able to warp them storm ready is. And San exploited that just perfectly, mass expanding everywhere after amulet research, making zero army, just warping where he is attacked and building his army like that with the remains.

But we'll see, perhaps terrans will find a way to play against that, it's very possible, until that, amulet seems really brutal.

problem is, if he didnt have amulet, he would have gotten raped everytime... even when he was ahead, cuz templar tech suck shit vs terran unless u have amulet
rycho
Profile Joined July 2010
United States360 Posts
March 10 2011 21:22 GMT
#1014
he had a large advantage because san was teching to templar which leaves you vulnerable for a long period of time as protoss. it isn't like the game is even for a while while protoss spends 1000 gas on tech and then they suddenly get ahead, the long minutes it takes to tech to storm and amulet put the protoss player behind. the terran player having to be aggressive later in the game is a good thing, not a bad thing, thats just part of playing bio. you don't build 10 barracks and then just sit around in your base making units, if you do that you might as well play mech. the entire point of bio is to be aggressive and mobile (in more matchups than just tvp) and i don't really think sc was being aggressive just because san had teched to amulet.

as far as more sentries go, it might be possible to get more but keep in mind that if you don't use templar, you need to get colossus which is very gas heavy as well, and you need stalkers to protect them (unlike HT with which you can go more zealot-heavy). even with sentries, a well-microed marauder viking army tends to roll a gateway/colossus army from my experience, and the terran having the added advantage of spending less on tech and being more mobile.

personally i just am not convinced that pvt is unfair, and if it is fair now than this is a big enough change that it could possibly make it unfair.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-03-10 21:28:19
March 10 2011 21:25 GMT
#1015
On March 11 2011 06:16 Fayth wrote:
Show nested quote +
On March 11 2011 05:50 MrCon wrote:
The San vs sC showed exactly the amulet problem imo.
San just mass expanded everywhere (sometime near the terran for no reason, as he had near bases still free), put 2 or 3 canon/base, then just relied on a round of warp for defense.
The fact that 6 zealots and 4 ht just warped (20 food) where able to handle 60 (sometime a lot more than that) food armies was just shocking. Being able to do it once because you saved a lot of energy on your templar is normal, being able to just count on that for defense of a 160 food terran seems a little too much powerful. Yes, the terran wins the engagement. He has zero energy left on his medivacs, zero energy left on ghost, and all his army in red because of storm and stim. Then the next 3-4 templars will rack 30 kills, no amount of micro will save you from that. Obviously blue helions would have been a lot better than bio here.

Templars are not the problem, being able to warp them storm ready is. And San exploited that just perfectly, mass expanding everywhere after amulet research, making zero army, just warping where he is attacked and building his army like that with the remains.

But we'll see, perhaps terrans will find a way to play against that, it's very possible, until that, amulet seems really brutal.

problem is, if he didnt have amulet, he would have gotten raped everytime... even when he was ahead, cuz templar tech suck shit vs terran unless u have amulet

I don't think this is true.
Without amulet, he crush the first push the same (because he warped HT as soon as archive was done, before amulet or even storm were researched).
Then he has to actually build an army (witch he didn't have to do). The sc vs san matches made it look like without amulet san would've been crushed, that's true, but that's just because he never build any army, he just warped on demand, that was a perfect demonstration of why amulet needs to be removed.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-10 21:33:57
March 10 2011 21:31 GMT
#1016
On March 11 2011 06:16 TheAura wrote:
amulet still gone, but ghost EMP can only drain up to 100 energy.


now that fixes the problem only alittle.
Cause as it is now, Terran has no problem throwing down all of his emp in 1-2 seconds
if emp gets a short cooldown (like Storm already has!) than that would be a good change.

could balance Ghost vs. HT encounters, so the need for Warp-ins is alot more eased up.
W2
Profile Blog Joined January 2011
United States1177 Posts
March 10 2011 21:33 GMT
#1017
On March 11 2011 05:50 MrCon wrote:
The San vs sC showed exactly the amulet problem imo.
San just mass expanded everywhere (sometime near the terran for no reason, as he had near bases still free), put 2 or 3 canon/base, then just relied on a round of warp for defense.
The fact that 6 zealots and 4 ht just warped (20 food) where able to handle 60 (sometime a lot more than that) food armies was just shocking. Being able to do it once because you saved a lot of energy on your templar is normal, being able to just count on that for defense of a 160 food terran seems a little too much powerful. Yes, the terran wins the engagement. He has zero energy left on his medivacs, zero energy left on ghost, and all his army in red because of storm and stim. Then the next 3-4 templars will rack 30 kills, no amount of micro will save you from that. Obviously blue helions would have been a lot better than bio here.

Templars are not the problem, being able to warp them storm ready is. And San exploited that just perfectly, mass expanding everywhere after amulet research, making zero army, just warping where he is attacked and building his army like that with the remains.

But we'll see, perhaps terrans will find a way to play against that, it's very possible, until that, amulet seems really brutal.


It's also shocking that a planetary fortress can hold off 60 food protoss armies.

It's defender's advantage. 20 food + mass cannons should be able to hold it. Out in the open, however, the 60 food terran army would KILL those units.

Also btw 4 HT is like 600 gas. Which costs about the same as a 60 food marauder army. So the gas cost is similar.
Hi
Psychopomp
Profile Joined April 2010
United States237 Posts
March 10 2011 21:35 GMT
#1018
On March 11 2011 06:16 TheAura wrote:
new PTR notes are up

amulet still gone, but ghost EMP can only drain up to 100 energy.



Ok, so now Ghosts can negate an entire minutes worth of built up energy, instead of everything. I still have no reason not to stick with Colossi. Unless your Templar are able to sit back for two and a half minutes, EMP will still reduce Templar to paperweights.
IreScath
Profile Joined May 2009
Canada521 Posts
March 10 2011 21:39 GMT
#1019
On March 11 2011 05:50 MrCon wrote:
The San vs sC showed exactly the amulet problem imo.
San just mass expanded everywhere (sometime near the terran for no reason, as he had near bases still free), put 2 or 3 canon/base, then just relied on a round of warp for defense.
The fact that 6 zealots and 4 ht just warped (20 food) where able to handle 60 (sometime a lot more than that) food armies was just shocking. Being able to do it once because you saved a lot of energy on your templar is normal, being able to just count on that for defense of a 160 food terran seems a little too much powerful. Yes, the terran wins the engagement. He has zero energy left on his medivacs, zero energy left on ghost, and all his army in red because of storm and stim. Then the next 3-4 templars will rack 30 kills, no amount of micro will save you from that. Obviously blue helions would have been a lot better than bio here.

Templars are not the problem, being able to warp them storm ready is. And San exploited that just perfectly, mass expanding everywhere after amulet research, making zero army, just warping where he is attacked and building his army like that with the remains.

But we'll see, perhaps terrans will find a way to play against that, it's very possible, until that, amulet seems really brutal.


If anything this game illustrated that this mechanic is in fact not broken. These were some of the closest and best games on GOM yet. Two of them came down to the last few units / bases.

If this mechanic was as imba as people make it out to be then these games would have been ridiculously one sided. But they weren't. And not only were they not one sided, they were soooooooooo good, and soooooo close.

Not only that, sc for the majority of the time did not micro out of the storms and took full damage. Imagine if had actually micro'd out of the storms every single time? San played great and was all over the map, sc played well, but micro mistake after micro mistake cost him.

I can't believe people would use those amazing games as "proof amulet is imba". If anything, it proves the opposite. That play style is awesome, is epic, is fail, and Blizz wants to kill it???? What?????
IreScath
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
March 10 2011 21:42 GMT
#1020
I hate to say this, but I think scfou played like crap (not that san played perfectly). He almost took every single storm without moving his units, if he would have taken more time to micro his larger army vs the protoss (btw Sc was just kinda a moving around the map in a big ball most games once drops were shut down) smaller army of the protoss I think it would have made all the difference. All the marines lost in vain could have easily tipped the game in his favor. Maybe I'm wrong, but I feel like they both could have played better, and no mistakes were bigger than leaving his units in those storms (thats like running into siege tanks with a zealot meat grinder in front of it). People still comparing BW storm to Sc2 storm need to do some research, different games, and different power scales.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
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