• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:24
CET 16:24
KST 00:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1710 users

Khaydarin amulet analysis - Page 59

Forum Index > SC2 General
Post a Reply
Prev 1 57 58 59 60 61 73 Next
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.
DusTerr
Profile Blog Joined January 2011
2520 Posts
March 11 2011 18:29 GMT
#1161
On March 12 2011 03:12 zivac wrote:
it would be interesting if marines and marauders would need to wait 45 seconds before they can use stim...


or, if maybe, it took something like 30s more to research stim?
jaiiiii
Profile Joined December 2010
United States72 Posts
March 11 2011 18:36 GMT
#1162
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.
jaiiiii
Profile Joined December 2010
United States72 Posts
March 11 2011 18:41 GMT
#1163
On March 12 2011 03:29 DusTerr wrote:
Show nested quote +
On March 12 2011 03:12 zivac wrote:
it would be interesting if marines and marauders would need to wait 45 seconds before they can use stim...


or, if maybe, it took something like 30s more to research stim?


Doesn't compare, that 30 second delay happens only once, and therefore only nerfs stim timing pushes. Imagine if every marine/marauder had to wait 45 seconds after being made to stim....-_-. On a side note, I don't think the biggest issue with stim was ever the timing push, but how absurdly effective it makes each unit.
Novembermike
Profile Joined April 2010
United States102 Posts
March 11 2011 18:46 GMT
#1164
On March 12 2011 03:41 jaiiiii wrote:
Show nested quote +
On March 12 2011 03:29 DusTerr wrote:
On March 12 2011 03:12 zivac wrote:
it would be interesting if marines and marauders would need to wait 45 seconds before they can use stim...


or, if maybe, it took something like 30s more to research stim?


Doesn't compare, that 30 second delay happens only once, and therefore only nerfs stim timing pushes. Imagine if every marine/marauder had to wait 45 seconds after being made to stim....-_-. On a side note, I don't think the biggest issue with stim was ever the timing push, but how absurdly effective it makes each unit.

Yeah, putting stim on a 45 second cooldown and starting with it off cooldown is the closest thing I can think of to this.
seejay2
Profile Joined December 2010
United States86 Posts
March 11 2011 18:48 GMT
#1165
On March 12 2011 03:36 jaiiiii wrote:
Show nested quote +
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.

Exactly, I play toss so you CAN say im a lil biased. Although pre-planning may seem nice on paper, but you NEED HT to take a bio ball head to head (Considering you didnt take the collosus route). Now when you see a terran move outside your expansion and you have 3 available warpgates ready you think "do i have enough time to get a storm?" Then you don't want to take that riskand make a stalker and 2 zelots. This nerf feels like you would see alot less HT's in a game due to KA being taken out. Getting most of your HT's EMP'ed could just make you lose right there.
zivac
Profile Joined October 2010
Croatia389 Posts
March 11 2011 18:49 GMT
#1166
On March 12 2011 03:29 DusTerr wrote:
Show nested quote +
On March 12 2011 03:12 zivac wrote:
it would be interesting if marines and marauders would need to wait 45 seconds before they can use stim...


or, if maybe, it took something like 30s more to research stim?


its not even close
Novembermike
Profile Joined April 2010
United States102 Posts
March 11 2011 18:54 GMT
#1167
For anyone saying "but archons", archons would be decent if they were massive so they could break FF and ignore concussive shells, but as is they're practically useless vs a bio ball. The main reason they are morphed is because of their hp.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 11 2011 19:43 GMT
#1168
On March 12 2011 03:36 jaiiiii wrote:
Show nested quote +
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.


Yep. If you go storm instead of colossi without KA, you're always 2 good EMPs from a loss. By comparison, Terran is nowhere near 2 good storms from a loss. They can just stim, retreat to a PF and heal. P cannot retreat and without KA, and even if they do get some of their army away from the faster Terran army with conc shell, EMP will still neuter the Protoss army for a full 60 seconds. That's plenty of time to end the game. Even with KA, colossus tech is better than storm. If you make templar tech this fragile, there's no choice to be made. Colossi every game, all game.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
March 11 2011 21:40 GMT
#1169
On March 12 2011 01:47 Toadvine wrote:
Ravens have the same speed as Ghosts...

And both are significantly faster than HTs, and also have a higher sight range.


Speed doesn't necessarily mean movement speed.

A ghosts EMP takes no time to hit the Templar and has good range.

A raven will have to fly its slow ass to the HT, land a turret right next to it, or HSM it, and you expect it not to get feedbacked?
thesums
Profile Joined December 2010
Taiwan257 Posts
March 11 2011 22:10 GMT
#1170
Watch the GSL and you will know ghosts arent that good against high temps. Feedback cost less energy and it is instant, where as EMP actually has a missile going at the target. So that means even if clicked at the same time both Storm and Feedback will go off first. Furthermore, it is cheaper making HTs, and 1 HT can do many feedbacks and these will usually 1 shot ghost (if the ghost has half energy they are dead). Now if you add the fact you can warp in HTs....

I feel the nerf is fair. In BW it takes time to make HTs unlike SC2, and units do not bunch up as much (although Storm damage is superior) As can be seen from GSL and how the protoss are doing, i have no idea why ppl complain. Pros playing protoss usually have one control group for the whole army and zealots are behind stalkers...lol. And they can still win. Or they have high temps in same group and they just suicide in the front of army....I dont know why pro players like 1 control group....
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-03-11 22:45:02
March 11 2011 22:37 GMT
#1171
On March 12 2011 07:10 thesums wrote:
Watch the GSL and you will know ghosts arent that good against high temps. Feedback cost less energy and it is instant, where as EMP actually has a missile going at the target. So that means even if clicked at the same time both Storm and Feedback will go off first. Furthermore, it is cheaper making HTs, and 1 HT can do many feedbacks and these will usually 1 shot ghost (if the ghost has half energy they are dead). Now if you add the fact you can warp in HTs....

I feel the nerf is fair. In BW it takes time to make HTs unlike SC2, and units do not bunch up as much (although Storm damage is superior) As can be seen from GSL and how the protoss are doing, i have no idea why ppl complain. Pros playing protoss usually have one control group for the whole army and zealots are behind stalkers...lol. And they can still win. Or they have high temps in same group and they just suicide in the front of army....I dont know why pro players like 1 control group....


you're forgetting that ghosts have cloak and last time i checked snipe is instant too.

and HT is cheaper than ghosts??? wtf...
simple calculation from what i remember:
150/150 ghost, 50/25 techlab, 150/50 academy
50/150 ht, 150/200 archive, 150/100 twilight
then add:
200/200 storm :: 150/150 cloak
150/150 KA :: 100/100 Moebius Reactor

another note.
can't we look at HT + Warpgate as one of the synergies that everyone was talking about awhile ago?
like mule+thor, MMM, etc.
i think this is one of those synergies for protoss.

lets not point fingers at high templar, warpgate is the issue.
age: 84 | location: california | sex: 잘함
Xecutor
Profile Joined March 2011
Canada12 Posts
March 11 2011 22:45 GMT
#1172
Watch the GSL and you will know ghosts arent that good against high temps. Feedback cost less energy and it is instant, where as EMP actually has a missile going at the target.


EMP is an instant cast with an instant animation, like the current fungal growth animation and cast. It has no missile.

The missile you might be thinking of is from Science Vessels in Brood-war.

Therefore, Feedback and EMP have instant casting, except that EMP has a slightly longer range.


In regards to the main topic:

The comparison between the Ghost, the Infestor and the High Templar is comparing Apples and Oranges. Ghosts and Infestors are supporting spellcaster units with limited damage capacity through their spells (except for nukes). High Templar are large DPS capacity spellcasters meant for large Area of Effect damage akin to siege units, but without siege range. High Templar are unique Tier 3 units while Ghosts and Infestors are Tier 2 support spellcasters.

This is why I find it a little strange to compare all 3 casters in one basket.

High Templar, being Tier 3 and requiring a lot more tech to acquire than Ghosts (2 tech buildings and 2 upgrades vs 1 tech building and 2 upgrades) should have an advantage over ghosts. However, this upper-hand is balanced out by an overlapping spell called EMP.

EMP counters all spellcasters equally and gives Terran a chance to buy time to counter a Templar/Sentry heavy force while acquiring some other tech, or while using the spell as a tactical device to push Protoss back.

The reason why Protoss needs the Khaydarin Amulet when using High Templar tech is that they need energy to storm. The start of 50 energy on each HT is too limited and only makes sense when first acquiring Templar tech after the first 210 seconds acquiring the tech.

There was a thread here that was locked that calculated the time to reach 75 energy without the amulet as 44.4 seconds (in-game time). That is way too long for any kind of tactical play, and because High Templar are completely useless without any energy and without any defensive capability, getting EMPed during that waiting time of 44.4 seconds or at the end of it, when an engagement does occur, means that Protoss automatically loses the battles because Protoss cybercore units cannot fight Terran infantry - they're too weak even with superior forge upgrades. Storm/Colossus AoE damage is required to fight a lategame bio-army from Terran, esp when supported by Ghosts.

A good example of why the KA upgrade makes sense is the game series between SCfOu and SanZenith on the GSL yesterday. SanZenith barely stayed at par with SC's marauders and won mostly because he out-macroed SC.

SC made a lot of mistakes in those games by not microing marauders out of storms a lot of times, by getting out-expanded, by not defending key bases when warp-in DTs were wreaking havoc in his main on Terminus RE (for example), and San Zenith kept up and fought hard. And, the only reason that series seemed to even be close was because of the presence of Khaydarin Amulet.

Being a main Protoss player, I can agree that KA can be quite powerful bordering on OP, but it is necessary for the High Templar Tech path to even exist. A more reasonable solution to removing the upgrade would be to weaken it.

- Add a cooldown of 10-15 seconds to all spells on HT upon warp-in
- Increase the starting energy by 15 (similar to Brood-war KA) which gives about 17.76 sec recharge time
- Increase the energy recharge rate for HT only by a factor of about 1.7x or 1.8x

All of the above ensure there is no instant warp-in storms, and it rewards prepared Protoss players who see a drop of multiple medivacs early, and punishes Protoss players who see it too late.

The above also ensure that Psi-storm reinforcement isn't as powerful as it is right now. But, it gives a reasonable leeway for both Protoss and Terran.

Another important aspect of the above proposed solutions is that they allow Protoss players to not die to mass mutalisk balls of 20+ mutas even when Blink-Stalkers are present.


Thank you kindly for reading, this is my first post here, so please be gentle

Feel the Power of the Protoss
proot
Profile Joined June 2004
United States126 Posts
March 11 2011 22:45 GMT
#1173
On March 12 2011 04:43 kcdc wrote:
Show nested quote +
On March 12 2011 03:36 jaiiiii wrote:
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.


Yep. If you go storm instead of colossi without KA, you're always 2 good EMPs from a loss. By comparison, Terran is nowhere near 2 good storms from a loss. They can just stim, retreat to a PF and heal. P cannot retreat and without KA, and even if they do get some of their army away from the faster Terran army with conc shell, EMP will still neuter the Protoss army for a full 60 seconds. That's plenty of time to end the game. Even with KA, colossus tech is better than storm. If you make templar tech this fragile, there's no choice to be made. Colossi every game, all game.

If you engage a terran near PFs with grouped HTs, yeah, you're two EMPs from losing your army. Since when do protoss players actually do that? Once they have HTs out, they're free to take over the map. As long as they keep an eye on terran army movement, they can just soften the terran army up from every small engagement. As long as protoss stays on equal bases with the terran with HT out, they should not lose to any direct attack. Amulet right now guarantees that. Yes, the nerf is harsh and they should have either buffed storm aoe or archons to compensate. Personally, I'd much rather fight colossi every game than HTs. At least it's possible to engage that if you keep up on macro.
.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-03-11 22:51:53
March 11 2011 22:51 GMT
#1174
On March 12 2011 07:45 Xecutor wrote:
Being a main Protoss player, I can agree that KA can be quite powerful bordering on OP

Imagine what Terran players think of it.
I personally hate Collossus more than HT because I can at least blame my losses against HT on poor EMP.

I think making HT have to wait 10-20 seconds would be alright.
Hell, its awesome to LOSE to nukes!
Xecutor
Profile Joined March 2011
Canada12 Posts
March 11 2011 22:55 GMT
#1175
On March 12 2011 07:45 Xecutor wrote:
Being a main Protoss player, I can agree that KA can be quite powerful bordering on OP

Imagine what Terran players think of it.
I personally hate Collossus more than HT because I can at least blame my losses against HT on poor EMP.

I think making HT have to wait 10-20 seconds would be alright.
Thank you, I agree to that wholeheartedly. I do understand what Terrans feel, and that is why I believe that removing the KA is a big mistake. Weakening it would be more reasonable.
Feel the Power of the Protoss
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 11 2011 22:56 GMT
#1176
On March 12 2011 07:45 proot wrote:
Show nested quote +
On March 12 2011 04:43 kcdc wrote:
On March 12 2011 03:36 jaiiiii wrote:
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.


Yep. If you go storm instead of colossi without KA, you're always 2 good EMPs from a loss. By comparison, Terran is nowhere near 2 good storms from a loss. They can just stim, retreat to a PF and heal. P cannot retreat and without KA, and even if they do get some of their army away from the faster Terran army with conc shell, EMP will still neuter the Protoss army for a full 60 seconds. That's plenty of time to end the game. Even with KA, colossus tech is better than storm. If you make templar tech this fragile, there's no choice to be made. Colossi every game, all game.

If you engage a terran near PFs with grouped HTs, yeah, you're two EMPs from losing your army. Since when do protoss players actually do that? Once they have HTs out, they're free to take over the map. As long as they keep an eye on terran army movement, they can just soften the terran army up from every small engagement. As long as protoss stays on equal bases with the terran with HT out, they should not lose to any direct attack. Amulet right now guarantees that. Yes, the nerf is harsh and they should have either buffed storm aoe or archons to compensate. Personally, I'd much rather fight colossi every game than HTs. At least it's possible to engage that if you keep up on macro.


from what i saw san vs sc, i think if sc was on equal base with san, sc would have won the first game. the fact that protoss had more base and had KA and was only able to come up top by a small margin says something.
age: 84 | location: california | sex: 잘함
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 11 2011 23:00 GMT
#1177
From reading this topic, I am curious, it seems the vast majority of the people from all three races would be quite content with a compromise, rather than a simple removal.

Poll: What do you think the best solution is?

Khadarian Amulet should remain an upgrade, but it should give less energy than now (eg. +15 energy) (20)
 
48%

Khadarian Amulet should not have been touched, it was fine as is, all things considered. (15)
 
36%

Different Solution/Other (4)
 
10%

The removal of Khadarian Amulet completely seems to be the best option. (3)
 
7%

42 total votes

Your vote: What do you think the best solution is?

(Vote): The removal of Khadarian Amulet completely seems to be the best option.
(Vote): Khadarian Amulet should not have been touched, it was fine as is, all things considered.
(Vote): Khadarian Amulet should remain an upgrade, but it should give less energy than now (eg. +15 energy)
(Vote): Different Solution/Other



I know it won't get too many hits at page 59, but I haven't seen one yet, so...
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 11 2011 23:02 GMT
#1178
On March 12 2011 07:56 jinorazi wrote:
Show nested quote +
On March 12 2011 07:45 proot wrote:
On March 12 2011 04:43 kcdc wrote:
On March 12 2011 03:36 jaiiiii wrote:
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.


Yep. If you go storm instead of colossi without KA, you're always 2 good EMPs from a loss. By comparison, Terran is nowhere near 2 good storms from a loss. They can just stim, retreat to a PF and heal. P cannot retreat and without KA, and even if they do get some of their army away from the faster Terran army with conc shell, EMP will still neuter the Protoss army for a full 60 seconds. That's plenty of time to end the game. Even with KA, colossus tech is better than storm. If you make templar tech this fragile, there's no choice to be made. Colossi every game, all game.

If you engage a terran near PFs with grouped HTs, yeah, you're two EMPs from losing your army. Since when do protoss players actually do that? Once they have HTs out, they're free to take over the map. As long as they keep an eye on terran army movement, they can just soften the terran army up from every small engagement. As long as protoss stays on equal bases with the terran with HT out, they should not lose to any direct attack. Amulet right now guarantees that. Yes, the nerf is harsh and they should have either buffed storm aoe or archons to compensate. Personally, I'd much rather fight colossi every game than HTs. At least it's possible to engage that if you keep up on macro.


from what i saw san vs sc, i think if sc was on equal base with san, sc would have won the first game. the fact that protoss had more base and had KA and was only able to come up top by a small margin says something.


Personally, the bigger issue isn't just HT, it's when you're able to get HT and Colossus simultaneously. It's when you go Robo tech and then transition to HT. You can expect the Terran player to also have say Vikings and something like Siege Tanks or Thors as well, maybe a banshee or two, but it's that scenario where HT truly shine, because they force the enemy to run out of the storm WHILE getting pummeled by Thermal Lance Colossus.
JackDragon
Profile Joined February 2011
525 Posts
March 11 2011 23:14 GMT
#1179
[QUOTE]On March 12 2011 07:45 Xecutor wrote:
[quote]
- Increase the energy recharge rate for HT only by a factor of about 1.7x or 1.8x
[/QUOTE]

That's not ONLY, thats rather huge.

I'm personaly not sure about removing KA but I can say that it does not make it impossible to play, just a bit more focus on the HT and plan ahead. However it does hurt if Terran get some good emps. Becuase if you go HT you will lose of he get all your HTs, no question. So honestly with the change on EMP to only remove 100 energy might actually make it very ballanced.

On the note that removing KA makes all casters on same footing I would dissagree. Since the infestor can burrow and moves fairly fast(2.5 of creep) and the ghost can cloak and moves at a normal speed (2.5), while the HT is dead if he moves out alone since he don't have stealth and is slow as a building.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-03-11 23:21:09
March 11 2011 23:19 GMT
#1180
On March 12 2011 08:02 FabledIntegral wrote:
Show nested quote +
On March 12 2011 07:56 jinorazi wrote:
On March 12 2011 07:45 proot wrote:
On March 12 2011 04:43 kcdc wrote:
On March 12 2011 03:36 jaiiiii wrote:
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


I still don't understand how so many people don't get that for something like the above stated, its okay, but the extent to which blizzard is attempting to nerf HT is too much. How hard is it to understand that having a HT-based army without KA is a death sentence. You basically cannot take ANY risks, because afterwards you get punished too much. Yes I understand that the current situation punishes you too little, but the proposed changes only skew it to the other side of the spectrum. Every race has to have some way of giving a fighting chance during a counter attack (if a fight goes sourly). For zerg, it's the ability to remax with relative ease. For terran, its the absurdly powerful defense of siege tanks and pf's. It's just those things that make the other player think twice about using their advantage and storming your base. Warp-in storms are that type of thing.

So yeah, in conclusion, a more subtle nerf would've been better, such as decreasing the energy gained from KA (having to wait 10 seconds for a storm isn't so horrible, and gives terran a window that they can still attack if they are willing to accept the risks). But then again, very few people outside of those that play brotoss seem to grasp that.


Yep. If you go storm instead of colossi without KA, you're always 2 good EMPs from a loss. By comparison, Terran is nowhere near 2 good storms from a loss. They can just stim, retreat to a PF and heal. P cannot retreat and without KA, and even if they do get some of their army away from the faster Terran army with conc shell, EMP will still neuter the Protoss army for a full 60 seconds. That's plenty of time to end the game. Even with KA, colossus tech is better than storm. If you make templar tech this fragile, there's no choice to be made. Colossi every game, all game.

If you engage a terran near PFs with grouped HTs, yeah, you're two EMPs from losing your army. Since when do protoss players actually do that? Once they have HTs out, they're free to take over the map. As long as they keep an eye on terran army movement, they can just soften the terran army up from every small engagement. As long as protoss stays on equal bases with the terran with HT out, they should not lose to any direct attack. Amulet right now guarantees that. Yes, the nerf is harsh and they should have either buffed storm aoe or archons to compensate. Personally, I'd much rather fight colossi every game than HTs. At least it's possible to engage that if you keep up on macro.


from what i saw san vs sc, i think if sc was on equal base with san, sc would have won the first game. the fact that protoss had more base and had KA and was only able to come up top by a small margin says something.


Personally, the bigger issue isn't just HT, it's when you're able to get HT and Colossus simultaneously. It's when you go Robo tech and then transition to HT. You can expect the Terran player to also have say Vikings and something like Siege Tanks or Thors as well, maybe a banshee or two, but it's that scenario where HT truly shine, because they force the enemy to run out of the storm WHILE getting pummeled by Thermal Lance Colossus.


oh i completely agree. i think protoss late game mix can be extremely strong. as a random player i actually dont know what to do as zerg if protoss has zealot/sentry/stalker/colossi/HT/void.
age: 84 | location: california | sex: 잘함
Prev 1 57 58 59 60 61 73 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 235
Codebar 36
MindelVK 11
StarCraft: Brood War
Sea 6574
Horang2 3004
Jaedong 768
BeSt 455
EffOrt 373
Soma 290
Rush 286
Mini 286
actioN 280
Mind 126
[ Show more ]
Hyun 81
Bonyth 78
LaStScan 52
Backho 47
JYJ44
sas.Sziky 44
ToSsGirL 42
Aegong 27
Rock 25
soO 21
HiyA 16
zelot 16
Terrorterran 12
Sacsri 10
sorry 8
Dota 2
Gorgc5015
qojqva2522
Dendi859
syndereN142
LuMiX1
Heroes of the Storm
Khaldor294
Other Games
singsing2232
B2W.Neo1285
Sick297
Hui .287
Lowko257
Fuzer 195
XcaliburYe100
mouzStarbuck84
nookyyy 51
ArmadaUGS37
Organizations
StarCraft 2
WardiTV943
Counter-Strike
PGL223
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• iHatsuTV 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2306
League of Legends
• HappyZerGling100
Other Games
• Shiphtur9
Upcoming Events
IPSL
2h 36m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
2h 36m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
4h 36m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
7h 36m
Sparkling Tuna Cup
18h 36m
WardiTV Korean Royale
20h 36m
LAN Event
23h 36m
IPSL
1d 2h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 4h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 17h
[ Show More ]
Wardi Open
1d 20h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.