• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:42
CEST 07:42
KST 14:42
  • 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
Classic wins Code S Season 2 (2025)10Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy5Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
The SCII GOAT: A statistical Evaluation TL Team Map Contest #5: Presented by Monster Energy Weekly Cups (June 9-15): herO doubles on GSL week The Memories We Share - Facing the Final(?) GSL Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 SOOP Starcraft Global #22 $3,500 WardiTV European League 2025
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
HOW TO FIND A LEGITIMATE CRYPTO RECOVERY EXPERT. Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
FlaSh Witnesses SCV Pull Off the Impossible vs Shu ASL20 Preliminary Maps BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games
Tourneys
Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
u4gm:THE New Överflöd Suzume Supercar Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 21792 users

Khaydarin amulet analysis - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 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.
Barca
Profile Blog Joined October 2010
United States418 Posts
March 01 2011 20:22 GMT
#101
On March 02 2011 05:13 Sek-Kuar wrote:
Show nested quote +
On March 02 2011 05:06 andyrau wrote:
Even with OP's numbers and statistics, the removal of +25 energy from HTs is a bit uncalled for. I agree that with warpin storms, Protoss seems invincible, and the notion that you can warp in storms at any desired location is a bit overwhelming.
However, it's not the production time or the travel distance that's the crux of the problem (as op suggests). Instead, the problem with high Templar is storm itself. Blizzard is trying to balance the game by removing khaydarin amulet, but essentially castrating a entire tech tree be unnecessary? Instead, wouldn't the problem be solved by tweaking the way storm does damage or how much damage it does?


I dont agree with you, thats why I posted this.

IMO if Zerg has to plan and prepare at least 50 seconds before to cast "powerful" Fungal Growth, its good think for strategy.

But if Protoss can cast "powerful" Storm with no preparation at all, then its better IMHO to implement this "preparation factor" and make Storm as good as FG is.


Im not saying that FG is better than Storm or whatever, but IMO most important thing is to keep strategy aspects (i.e. required plans and preparation) and then balance Storm the way that its worth that 50 seconds delay. Just like FG has 50 seconds delay.


But there's more than a 50 second delay, your Warpgate is unusuable for 45 seconds. It's the same as saying a Ghost builds instantaenously because you can ignore the production time.

You cannot ignore the production time. You have to plan when to warp in your units too, you said before that Protoss don't have to. If you use up all your Warpgates to defend a drop and he drops in ANOTHER location, you are screwed. Or if you warp in all your units into your main army, so when a drop comes you have no idle Warpgates, and you're screwed.

There is preparation involved, I don't see how you can ignore that. Protoss gets their Warpgate units upfront, it's how the game mechanics works, and that is suchhh a bonus, but you cannot ignore the weaknesses of the Warpgate; which you do.
- I hate threads that end with "Thoughts?" -
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
Last Edited: 2011-03-01 20:25:41
March 01 2011 20:22 GMT
#102
On March 02 2011 05:15 Barca wrote:
Show nested quote +
On March 02 2011 04:48 DoubleReed wrote:
Erm... under the OP's logic, wouldn't it be totally reasonable to lower the cooldown time of HTs if the Amulet is removed?


Actually, under the OP's logic, there shouldn't be a Warpgate cooldown for any unit since it "doesn't matter" when considering the production time.



I really miss some kind of "report for spam" button when I read such a sarcasm, its really pointless.

Production rate and production time is not same thing.


On March 02 2011 04:55 Sek-Kuar wrote:
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/]
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 20:22 GMT
#103
On March 02 2011 05:17 EmerTehFreek wrote:
I don't see how the argument that warp in storm is the only way to deal with drops. Pretty sure that a couple well placed cannons can kill a dropship before it even lands?

People aren't saying it's the only way to deal with them... Please don't suggest cannons.

Please read this: With the High Templar tech path being as expensive and time consuming as it is, removing the Khaydarin Amulet ruins any ability for the HT teching Protoss to respond to drops. Since most games are decided on 2-3 bases, drops are extremely effective. Protoss need enough dimension in their units to a) prevent drops or deal with them after they've happened, and b) be able to be an actual threat to mineral lines against Terrans with otherwise superior defenses.
Knowing is half the battle... the other half is lasers.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
Last Edited: 2011-03-01 20:23:29
March 01 2011 20:22 GMT
#104
On March 02 2011 05:16 Eraz0rZ wrote:
Show nested quote +
On March 02 2011 05:11 Kralic wrote:
Very interesting way to look at it. Sparks an interesting theory of how they reasoned out this change.

Really Protoss are upset they can't warp in HT's with storm to stop drops? Here is an easy solution.

Warp in x HT's. x = # of drop ships. Use the HT's to zap the drop ships with feedback then warp them into archons and use your remaining warp gate warps to warp in actual units to kill the forces that can no longer be healed by zapped dropships.


THen we still have the problem of stimmed units running about in our main where we need to prepare templar (super high gas cost for protoss and tier 3 units wich you dont want in your base but on the offensive) and .. gateway units wich always get pwned by MM stimmed units even without healing...

still the medi wont die when feedbacked so it can just kill some probes and get out of there...
1 marauder can endlessly kite a archon so thats a big nono aswell



Okay... so you lost the game due to one marauder kiting an archon? Probably not.

1 drop ship isn't going to rape your base beyond you losing unless you are slow to react. A drop kills probes, yes it does but what stops you from moving the probes and minimizing the losses? You have issues with them running around your base stimmed? Still once again slow reaction or the wrong action was taken to deal with said units in your base.

Want another idea to help protoss out? Put observers along the edges of the maps to spot drop ships ahead of time.
Brood War forever!
Azarkon
Profile Joined January 2010
United States21060 Posts
March 01 2011 20:24 GMT
#105
Protoss should really experiment with more phoenixes against MMM mobility play. True, phoenixes get demolished by stimmed marines, but the key to stopping drops is to catch them before they unload, and phoenixes are the ideal air superiority fighters, which give you control of the air space at a level that Terran cannot contest until Battle Cruisers, and I doubt a MMM player is going to go BCs.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 20:24 GMT
#106
On March 02 2011 05:22 Kralic wrote:
Show nested quote +
On March 02 2011 05:16 Eraz0rZ wrote:
On March 02 2011 05:11 Kralic wrote:
Very interesting way to look at it. Sparks an interesting theory of how they reasoned out this change.

Really Protoss are upset they can't warp in HT's with storm to stop drops? Here is an easy solution.

Warp in x HT's. x = # of drop ships. Use the HT's to zap the drop ships with feedback then warp them into archons and use your remaining warp gate warps to warp in actual units to kill the forces that can no longer be healed by zapped dropships.


THen we still have the problem of stimmed units running about in our main where we need to prepare templar (super high gas cost for protoss and tier 3 units wich you dont want in your base but on the offensive) and .. gateway units wich always get pwned by MM stimmed units even without healing...

still the medi wont die when feedbacked so it can just kill some probes and get out of there...
1 marauder can endlessly kite a archon so thats a big nono aswell



Okay... so you lost the game due to one marauder kiting an archon? Probably not.

1 drop ship isn't going to rape your base beyond you losing unless you are slow to react. A drop kills probes, yes it does but what stops you from moving the probes and minimizing the losses? You have issues with them running around your base stimmed? Still once again slow reaction or the wrong action was taken to deal with said units in your base.

It's about how many units you have to pull to deal with 1 mmm drop, and how the Terran can exploit that with an attack at the front with the rest of his army. It's about how much supply you need as a P player to devote to handling the drop compared to how much the Terran needs in executing it. It's about P being a lategame threat in more than one dimension, and about handling multiple drops where if each drop requires 16-20 supply to handle, you soon run out of a standing army when you deal with just 2-3 drops compared to how efficient it is done by the Terran player.
Knowing is half the battle... the other half is lasers.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-03-01 20:28:04
March 01 2011 20:25 GMT
#107
On March 02 2011 05:11 tehemperorer wrote:
Show nested quote +
On March 02 2011 04:57 avilo wrote:
On March 02 2011 04:48 tehemperorer wrote:
On March 02 2011 04:42 avilo wrote:
Lots of protoss players themselves were saying that the amulet is too powerful...so yeah...this chang should have come a while ago. It's bad game design to have a match-up where, "i researched khadyarin now the game is over." Which PvT was sorta devolving into.

I remember playing some off-race as protoss, whenever I got a PvT and managed to get the amulet I won lol.

Now protoss will have to actually prepare a defense...just like SC1. You can still do warp in templar to any point on the map with pylon power, but it can't be ah, "oh shit i didn't defend here, let me warp in 5 templar and make an entire army go bye bye ^_^"

I respect your level Avilo, but can't as a Protoss I say now Terran should prepare a defense against warp in storms? The balls in their court; if Terran can't put a single viking on patrol near their natural mineral line to stop the WP, whose fault is that? Protoss players have experienced hellion drops so many times we're used to it and preempt it, why can't Terrans do the same?


Terrans do prepare a defense against it...but even in those scenarios if it's an offensive warp-in it's still going to do damage for littel to no effort. Also, we're not even talking warp prisms here, which are absolutely amazing. On maps like xel naga, a lot of P will scatter pylons everywhere on your side of the map, and there are instances where you cannot spare a few units to kill the pylons because T as well must have their army together, and if you send a "few" units to kill a pylon or prism, the Protoss matches those few units with newly warped in ones

They're nerfing it because it's been too powerful. It always has been. As for drops, drops are different from warp-ins because drops are not instantly at any single point in the map with zero travel time. And no, a lot of times in PvT drops are not pre-emptively defended by Protoss. Good players do stop drops by being ready, but a large majority of the time newly warped in templar/gateway units stop drops.

It's too powerful. Imagine being able to call-down a nuke anywhere on the map...that's essentially what warp-in templar storm is. Maybe Blizz will give that to Terran in an expansion pack ^_^ just kidding lol.

Avilo, it takes 1 ghost to stop this. You should have ghosts if you have done scouting right? All you have to do in every case as a Terran is see the templar coming, whether thats from having vision on the high ground, a single forward marine, a single supply depot, whatever. If you see the HT coming, you can move your workers and deal with the HT. The HT is not fast like a hellion, so it can't destroy your scvs as they run. It isn't a seige tank that, together with a few marines, can sit seiged and nail your expansion for minutes on end. It isn't an infestor or a ghost that can become undetectable and avoid death. It IS a unit that is typically killed soon after it has been used once.

I don't agree with comparing it to a nuke either, the HT requires a stationary target, surprise, slow reactions, and is clumped with other units in the small template to be effective.


No...are you kidding me? Terrans do not have a ghost instantenously at any point on the map. You are living in a fantasy land where ghosts are somehow the Terran equivalent of high templar. I'm not theorycrafting, I'm telling you how the game is. Moving workers to stop an HT? Look, I am not going to argue with you here, I'm not theorycrafting, I'm telling you how the game is, as will other good Protoss/Terrans. And I already addressed what typically happens with spotter units or a few units sent to kill a pylon ends up with a round of warp-ins to parry that.

Either way, it does not matter. Templar warp-in has always been very powerful, if not too powerful, which is why Blizzard is removing it.

Lots of protoss do fine even without templars, but there are others that literally abuse it to the point where you cannot attack cost effectively. It's basically like 5rax reaper. Could it be stopped? Yes, it could be. Was it too powerful? Yes, it was. They went a bit overboard on something like that basically removing the reaper from competitive play in your army, whereas this will not happen with such a strong unit as the high templar.
Sup
Apolo
Profile Joined May 2010
Portugal1259 Posts
March 01 2011 20:25 GMT
#108
On March 02 2011 04:17 CarNatt wrote:
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.


This. I'm not sure what the point of the OP is.
ChoboFreek
Profile Blog Joined December 2010
Canada83 Posts
March 01 2011 20:26 GMT
#109
On March 02 2011 05:21 Eraz0rZ wrote:
Show nested quote +
On March 02 2011 05:17 EmerTehFreek wrote:
I don't see how the argument that warp in storm is the only way to deal with drops. Pretty sure that a couple well placed cannons can kill a dropship before it even lands?


I dont know if i should take this serious.

but first off if a terran sees a cannon it wont just barge in there it will drop away from the cannons. then stim and kill the cannons no problem (already tried this before)

second static defense cost money, and they dont move. wich means, you lose in army strenght...

third he can also just avoid the static kill probes and heal with medi... and run... wanna bet hes being more cost efficient then you..


Obviously you missed the "well placed" part of that.
And you're saying Terran doesn't need static Turrets ever?
Rob28
Profile Joined November 2010
Canada705 Posts
March 01 2011 20:26 GMT
#110
On March 02 2011 05:22 Kralic wrote:

Okay... so you lost the game due to one marauder kiting an archon? Probably not.

1 drop ship isn't going to rape your base beyond you losing unless you are slow to react. A drop kills probes, yes it does but what stops you from moving the probes and minimizing the losses? You have issues with them running around your base stimmed? Still once again slow reaction or the wrong action was taken to deal with said units in your base.

Want another idea to help protoss out? Put observers along the edges of the maps to spot drop ships ahead of time.


I think the point is that one terran drop will do more damage than any storm warp-in. Especially since storms cant stack. Would you rather have 4 mauraders in your mineral line, or a brief cloud of psionic energy with no follow-through?
"power overwhelming"... work, dammit, work!
Eraz0rZ
Profile Joined December 2010
Netherlands47 Posts
March 01 2011 20:27 GMT
#111
On March 02 2011 05:19 fraktoasters wrote:
Show nested quote +
On March 02 2011 05:09 Eraz0rZ wrote:
On March 02 2011 05:03 fraktoasters wrote:
I think it's hilarious people are saying ht with storm and amulet upgrades are the only way Protoss have to deal with drops or banshees (they come way before the Protoss will have the tech).

Though this begs the question, what do Zerg or Terran do to defend against drops? If a Zerg doesn't spot it, he's going to lose drones/Queens. If a Terran doesn't spot it (and it's MKP) he'll probably just lose the game, if not just scvs and addons.

But if a Protoss doesn't spot a drop, he should be able to build a couple units where the drop is happening and stop it 5 seconds later?

Removing the amulet doesn't stop the Protoss from just warping in and stopping the drops with other units of course, it's just that templars were so effective against it.

All this does is require more scouting from Protoss players.


Do you even know how toss 'deals' with banshees? they need tech, blink stalkers + obs is a way to defend. where you cant leave your base ever...and wait for tech like templar to finish the job.

i ussually see most drops come, but multipronged attacks is what kills toss. they cant split there army aswell as terran can because low groups of toss army (see early game) suck without forcefields or something. and you cant forcefield a medivac wich also heals... Also toss is the most dependant on his workers. with almost no macro abilities (unlike zerg wich can easily get 3 base up and running so it wont matter asmuch if they lose there friggin base) or terran (wich have mules to compensate for workers) us protoss need 2 base fully mining to tech up to a certain level to deal with it.


Oh yeah I forgot that Protoss can't speed up their probe production >_>

And losing a base as a Zerg is a really big deal. You're not just losing workers but also a production facility. Not to mention Zergs want to be ahead in bases. Denying zerg expansions is the best way to kill him. The Haypro games this season come to mind.

You know how Zerg 'deals' with banshees? We make flying units (which is also our defense against drops), because _surprise_ banshees don't hit air. There have been so many games won by Terran drops against Protoss where all the Protoss really should have done is build a couple pheonixes to shut it down.

And excuse me for not knowing how Protoss 'deals' with it because I've never actually seen it being done in a casted game. Usually you just see stalkers and obs dealing with it and occasionally see templars used to feedback them, without any need for amulet.

Everyone seriously needs to stop pretending that Protoss are the only race that are killed by drops or have a hard time with multi-pronged attacks.


protoss probe production =/= comparable with mules at any level.
we toss need to go robo, twilight council, templar archives AND stargate to deal wtih drops? thats our entire tech tree. we need atleast 3/4 bases for that... we as toss cant use our entire tech tree cuz that costs too much.

i dont know how zerg deals with drops except maybe fungal or air...

i already am feedbacking banshee but if they come in numbers greater then 6 (later game) all cloaked you need an observer first to spot them, then feedback them hope they die AND stalkers to defend against more of them.

Drops are a different story feedback doesnt hurt drops at all. and small protoss armies simply put are retardedly weak without propper forcefields (you try to forcefield a drop i dare you...)
Just another PROtoss u knowwaddamean
Mystix
Profile Joined September 2010
Canada78 Posts
March 01 2011 20:27 GMT
#112
On March 02 2011 05:14 Falling wrote:
Honestly, if they end up amping up the power or radius of storm, I'd be perfectly happy with losing the energy upgrade. It does seem a little ridiculous to immediately be able to call down storms at a moments notice. If it still takes times to build up energy, but the power is greater, I'd say it's a fair trade.

Going into Beta and then switching back to BW, I always found storm rather disappointing compared to the damage BW storms would do to bio and even mech.


I'd like to see that. Then maybe my HT drops can actually kill workers rather then wound them and have them all run. Blue Flame Hellion drops cost so much less and do so much more damage.
Housemd
Profile Joined March 2010
United States1407 Posts
March 01 2011 20:27 GMT
#113
On March 02 2011 05:17 tehemperorer wrote:
Show nested quote +
On March 02 2011 05:05 Housemd wrote:
On March 02 2011 04:48 tehemperorer wrote:
On March 02 2011 04:42 avilo wrote:
Lots of protoss players themselves were saying that the amulet is too powerful...so yeah...this chang should have come a while ago. It's bad game design to have a match-up where, "i researched khadyarin now the game is over." Which PvT was sorta devolving into.

I remember playing some off-race as protoss, whenever I got a PvT and managed to get the amulet I won lol.

Now protoss will have to actually prepare a defense...just like SC1. You can still do warp in templar to any point on the map with pylon power, but it can't be ah, "oh shit i didn't defend here, let me warp in 5 templar and make an entire army go bye bye ^_^"

I respect your level Avilo, but can't as a Protoss I say now Terran should prepare a defense against warp in storms? The balls in their court; if Terran can't put a single viking on patrol near their natural mineral line to stop the WP, whose fault is that? Protoss players have experienced hellion drops so many times we're used to it and preempt it, why can't Terrans do the same?


Wait, I find a mishap in your logic. You state that Terran can stop storms by making some vikings to stop incoming Warp Prisms but what about Protoss? Can't they have some High Templar at their expansions to feedback when a medivac comes in? Why don't they just make some phoenixes and patrol their expansions?

Also, protoss have one of the most mobile unit in the game, the STALKER. Blink stalker is one of the most mobile units in the game and could be used to defend drops and other forms of harassment.


Every suggestion of yours is flawed. You assume the medivac has at least 150 energy, that I have a stargate and phoenix IN ADDITION to my tech path, and that I have stalkers nearby with blink already researched. It's great the stalker is mobile... Does it have to fight MMM too? That's the problem. If I have these mobile stalkers, I need a shitload to defend a drop, and I'm not talking 4 or 5.

Terran already have a starport and a reactor if they went bio, which they do most of the time. The argument is that Protoss doesn't have the unit they need, that it exists on a whole different tech path. Terran, however, have instant access to their unit since their techpath has already been reached.


Okay, the phoenixes were a bit outrageous.

Hmm...true but I just wanted to let you know that i'm talking about late-game drops where the toss has around 3 expansions. In my opinion, toss has the second most easiest way to scout drops by having observers around the map on the lookout which makes it ultra-easy for them. Terran can not say the same about templar drops. And I don't understand what you mean that the stalker has to fight Marine/Medivac/Marauder drop too. Think about it: If a protoss warps in ~5 zealots with CHARGE just when the medivac is dropping, and has three-four blink stalkers supporting them it can take out a 8 marine drop.
Fantasy is a beast
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 20:27 GMT
#114
On March 02 2011 05:24 Azarkon wrote:
Protoss should really experiment with more phoenixes against MMM mobility play. True, phoenixes get demolished by stimmed marines, but the key to stopping drops is to catch them before they unload, and phoenixes are the ideal air superiority fighters, which give you control of the air space at a level that Terran cannot contest until Battle Cruisers, and I doubt a MMM player is going to go BCs.

You do know that vikings can be reactored and are good against phoenixes even without marines, which are found in almost every Terran army, right? This isn't a solution, and it requires a separate tech path that does not handle the real threat which is bio. Sure I can mass phoenix, that way at least I am allowed to lose my base to bio starting from the front rather than the back.
Knowing is half the battle... the other half is lasers.
danielsan
Profile Joined December 2010
Romania399 Posts
Last Edited: 2011-03-01 20:34:49
March 01 2011 20:28 GMT
#115
Reversed production cycle. Op put it well into perspective.

Objectively, the way ENERGY DISTRIBUTION (this being the primarily tear generator) as it is now, pre-patched, works against common sense.

After a fixed amount of time following production, any major caster (ht ghost infestor) should have roughly the same amount of energy. Because of the unique feat of Protoss warp-in, their caster stores energy DURING production cycle.

So if at minute X, protoss spawns a HT, T spawns a ghost and Z spawns an infestor, the HT will benefit from a bonus pool of 40 sec mana regen that the others wont.

Standard production+ energy upgrade = warp-in production +no energy upgrade. Perfect balance.


You P players got used to having everything served on a silver platter. Learn to prepare like all the others do.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
March 01 2011 20:28 GMT
#116
Someone needs to ask Blizzard in a seriously manner WHY they are removing the khaydarin amulet upgrade? So Blizzard can respond in a seriously manner their train of thought on that.

Maybe but just maybe then we can have some enlightment and have a proper and fact-based discussion.

To the OP: I like your reasoning. It might not be what Blizzard was thinking though...^^
aka Wardo
Rob28
Profile Joined November 2010
Canada705 Posts
March 01 2011 20:28 GMT
#117
On March 02 2011 05:25 avilo wrote:
No...are you kidding me? Terrans do not have a ghost instantenously at any point on the map. You are living in a fantasy land where ghosts are somehow the Terran equivalent of high templar. I'm not theorycrafting, I'm telling you how the game is. Moving workers to stop an HT? Look, I am not going to argue with you here, I'm not theorycrafting, I'm telling you how the game is, as will other good Protoss/Terrans. And I already addressed what typically happens with spotter units or a few units sent to kill a pylon ends up with a round of warp-ins to parry that.

Either way, it does not matter. Templar warp-in has always been very powerful, if not too powerful, which is why Blizzard is removing it




What kind of terran doesnt have ghosts in a TvP? That's some bronze-level shit right there.
"power overwhelming"... work, dammit, work!
Eraz0rZ
Profile Joined December 2010
Netherlands47 Posts
March 01 2011 20:30 GMT
#118
On March 02 2011 05:26 EmerTehFreek wrote:
Show nested quote +
On March 02 2011 05:21 Eraz0rZ wrote:
On March 02 2011 05:17 EmerTehFreek wrote:
I don't see how the argument that warp in storm is the only way to deal with drops. Pretty sure that a couple well placed cannons can kill a dropship before it even lands?


I dont know if i should take this serious.

but first off if a terran sees a cannon it wont just barge in there it will drop away from the cannons. then stim and kill the cannons no problem (already tried this before)

second static defense cost money, and they dont move. wich means, you lose in army strenght...

third he can also just avoid the static kill probes and heal with medi... and run... wanna bet hes being more cost efficient then you..


Obviously you missed the "well placed" part of that.
And you're saying Terran doesn't need static Turrets ever?


first off turrets are MADE for anti air. cannons are for both air and ground so weaker in that regard because they fire slower and cant kill a medi alone

Second it doesnt matter how well placed they are they still get pwned by marauders and cost 150 minerals + pylon placement near back if your counting it was the first drop dropped.
Just another PROtoss u knowwaddamean
Torumfroll
Profile Blog Joined January 2011
290 Posts
March 01 2011 20:31 GMT
#119
The biggest issue I have with the removal of Khaydarin Amulets is the investment to make a unit that is practically useless for 40 seconds. The change is going to make the HT an incredibly gimmicky unit, a glorified Baneling.
Yes they can still cast feedback when they spawn. But wasting that energy is going to set the templar even further back until it can finally cast that storm.

The role of the casters of the races are so different as well. The Ghost is the unit that controls other casters by draining their energy and Protoss shields, which can be absolutely devastating and turn the tide completely, which we saw in GSL last week, in a TvZ nontheless.
The Infestor is not the main damage dealer, its role is to crowd control the enemy armies and make sure they cant micro away from banelings/AA units.
The HT is a unit that kills stuff. Protoss absolutely need units with aoe capabilities in order to deal with clumped up armies because the single target dps units P has are not good enough against a ball of death and P has the Colossus and the HT for this purpose.

The benefit of being able to warp in units anywhere there is a power field is there to compensate for the lack of mobility P has. Warping in a HT without the amulet upgrade anywhere except inside your main/natural is going to be very risky since you cant use it immediately. And since HT is one of the slowest, if not the slowest unit in the game, its going to take an incredible amount of thought and skill to time them perfectly to be where they need to be exactly when they have to be there.
I am not saying that is necessarily a bad thing, however its going to make it another thing the P player has to keep in mind at all times.

To paraphrase, an army can never move faster than its slowest unit(Day9 I think?).

If you want to "fix" the "imbalance" between casters and the game in general you need to define what the actual imbalance is. Should EMP be able to kill units to compensate for Khaydarin Amulets? Should Neural Parasite last longer/permanently? What is the actual imbalance between the casters when their roles are so different? And what is it that makes Warp in Storms imbalanced in the game in general?
Whitewing
Profile Joined October 2010
United States7483 Posts
March 01 2011 20:31 GMT
#120
Three problems:

First, you assume that balance between casters means approximately equal build time and time to cast. Each caster has a different function and different abilities, and it is the asymmetry that you need to balance within the whole of the race, not just look at the caster individually.

Second: The casters spells are radically different in power and effectiveness.

An EMP vs. Toss is incredibly powerful, absurdly so. Placed well, it can instantly make high templar or sentries virtually worthless, and it can easily do 1000+ damage instantly and unavoidably. It's on the terran to have good placement with it, but if he can click on your units well, you can't do anything about it. It however, cannot be stacked really. Once all the shields and energy is gone, further EMP usage is worthless, you can hit other units, but hitting the same units again is pretty pointless. Then there's snipe, which is extremely strong vs. terran bio, worker lines, and against zerg for taking out important units (like queens). Then the ghost has the ability to cloak to protect itself (it's not light either, or armored, making it the sturdiest of all 3 casters by a large margin, and the least likely to be taken out) and it has a strong attack damage. Not to mention nukes.

The Infestor's fungal growth was designed to slow pushes to give the zerg time to pump units needed, and to immobilize harassing air units and drops so that the zerg could clean it up. Now it's switching into more of a damage role, whereas it'll still root to give the zerg a little time, but will do a lot of damage in a short burst, especially to armored units like stalkers. You can possibly avoid the initial cast (if there are no speedlings present or anything), but once it's down, it can be chain cast with guaranteed success, unless they snipe your infestors. Infested Terrans have extremely good DPS, and can be spammed on worker lines, on tank lines, in marine balls when they have tank support, or just as an extra unit to deal damage in a fight. Neural parasite is a bit iffy and probably needs a buff in some way, but is still very strong if you get good positioning: allowing you to take control of the most important units in a players army. They are also the 2nd sturdiest of the units, being armored. They can burrow AND move making them sneaky and giving them a strong defensive possibility, and they are getting a hp buff so they can eat 3 tank shots to the face.

High templar have storm, feedback, and archon. Storm is good, there's no question. There are two problems: against terran, bio can easily stim and run out of it, taking less than half the damage from the storm with good reaction speed. Medivacs healing and good control can negate 3-4 storms or more almost entirely. Against zerg, it's really only particularly useful against hydras, lings and mutas, and only in large numbers for the mutas. Roaches are too durable and can actually almost outheal it while burrowed, and it's laughable against corrupters/broodlords and ultralisks. Storm is nearly useless in PvP. So already, this spell is somewhat limited in scope, whereas the primary damage spell of the other two casters is always very useful: EMP against toss is absurdly good, and snipe/nuke should be used way more. Fungal Growth as is now is a fantastic spell, I personally think the patch is nerfing it, but it'll still be good in almost every situation. Storm is useful against low hp units only. Feedback is the second spell, but with feedback, you're essentially trading casters. You make a high templar, and use his energy to take away the energy (and possibly kill) another caster. Unless your high templar is going to survive and get another feedback or a storm off later, it's usually a caster trade. Feedback is decent, but very situational. Archons are questionable: they're excellent at absorbing damage, but generally they come out too late to make a huge difference: damage soakers are most beneficial at the starts of fights where they keep your army dps as high as possible. They have decent damage, but they are slow, and not massive, so concussive shells against terran prevents them from being useful, and vs. toss forcefields shut them down. Zerg usually kills them before they can do any real damage, and the mothership/archon combo is being shut down.

Third: research requirements between units are also significantly different. Fungal is free, EMP is free. Storm? Not free. Zerg has to research neural parasite, which is very situational, which is great. You don't need it? Don't research it. You think it'll be useful? Go ahead and nab it, that's fine. Infested Terran and Merge archon are both free, as is feedback. Snipe and launch nuke are both free as well. The terran has to research cloak, and the toss has to get storm. So each race has one research to give their caster more options. The difference here is in what they do: The terran makes their caster more durable and allows him to get better positioning to use other spells. The Zerg research is incredibly situational and allows for breaking heavy mech plays or pushes, or battlecruisers or something strong like that. The protoss research is their attack spell. In other words: ghosts and infestors can do damage without researching, HT's can't. Each race has an energy upgrade for their casters, but it is being taken away from protoss.

I would argue that rate of production of the unit matters much more than build time, except when the unit is being rushed and can make or break a cheesy tactic. But, some units aren't suited to mass production. Toss needs tons of storms because the other two races both outmass with their respective builds (zerg with almost everything, terran with bio) and the toss need AoE. Storms are also not effective by themselves, they need to blanket storm the shit out of everything or it's pointless. You really only need a few ghosts to do the job as terran, and a few infestors as zerg. In other words: ghosts and infestors are usually support casters: they support your army. The High templar is a battle caster: it generally BECOMES your main damage source.

So, this type of analysis the OP put up isn't useful for these three reasons.

TLDR: Casters are asymmetrical, and balance is dependent on their inclusion within their entire race. Spells aren't equal in effect or power, and research requirements and functions are different for each caster. Build times, therefore, should not be even, because each caster has different functions.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Prev 1 4 5 6 7 8 73 Next
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #15
Jumy vs MilkiCowLIVE!
Liquipedia
Replay Cast
00:00
2025 KFC #11: SC Evolution | Enki Epic Series #3
CranKy Ducklings125
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
hero 1276
Leta 570
PianO 329
JulyZerg 137
Sharp 51
Mong 25
Dota 2
monkeys_forever623
NeuroSwarm91
febbydoto40
League of Legends
JimRising 603
Counter-Strike
Stewie2K740
Coldzera 370
Other Games
summit1g8448
C9.Mang0998
WinterStarcraft544
Trikslyr37
Organizations
Other Games
gamesdonequick429
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH311
• practicex 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1102
• Rush1038
• Stunt342
Upcoming Events
RSL Revival
4h 18m
Reynor vs Scarlett
ShoWTimE vs Classic
uThermal 2v2 Circuit
9h 18m
Replay Cast
20h 18m
SOOP
1d 3h
Cure vs Zoun
SC Evo League
1d 6h
Road to EWC
1d 8h
SOOP Global
1d 9h
Future vs MaNa
Harstem vs Cham
BSL: ProLeague
1d 12h
Sziky vs JDConan
Cross vs MadiNho
Hawk vs Bonyth
Circuito Brasileiro de…
1d 14h
Sparkling Tuna Cup
2 days
[ Show More ]
Road to EWC
2 days
BSL: ProLeague
2 days
UltrA vs TBD
Dewalt vs TBD
Replay Cast
4 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #3 - GSC
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

NPSL Lushan
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.