• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:36
CET 11:36
KST 19:36
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2?
Tourneys
$5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA) BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread How Does UI/UX Design Influence User Trust? Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2010 users

Khaydarin amulet analysis - Page 71

Forum Index > SC2 General
Post a Reply
Prev 1 69 70 71 72 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.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
March 27 2011 22:47 GMT
#1401
On March 24 2011 08:58 Mali__Slon wrote:
Show nested quote +
On March 24 2011 08:15 Dalavita wrote:
On March 24 2011 07:29 Mali__Slon wrote:
All this remind me of the siege tank nerf from 50 to 35 vs light. Most of the terrans were saying - shit now a crap ton of chargelots will storm through my tank lines, or even mass zerglins because with one hit i can kill only one zergling or baneling. And then terrans adapted, started spreading siege tnaks, putting them in multiple lines, giving them proper support.

Now toss players are whining, my ht is worthless, i am losing every single game because of the nerf. Chances are you would be still losing even if KA wasnt removed. HT is still poweful unit, just requiers more planing, more strategical thinking.


Err. The tank nerf did change the matchup.

People don't use tanks nearly as much in PvT anymore, where they were used frequently before the nerf.


I never said that it didnt. Terrans just adapted to use tanks a little differently.

Eg they were must in any terran arsenal. All terran games were basically built around tanks. With nerf bio started evolving, and now tanks to some players like Jinro we see that tanks are still viable option.


Why are you spouting off about something you clearly have no clue about? TvP has been primarily bio since the very beginning of beta. Terrans were experimenting with tanks in TvP as well but it was never standard. Before tank/marine became standard for TvZ, terrams were basically doing MMM or pure mech.

I think the 2nd tank nerf (50 dmg to light -> 35 dmg to light) is the single worst change blizzard has made since beta. It made tanks utter crap against protoss, hardly changed TvZ at all, while making TvT a bio fest.
avilo
Profile Blog Joined November 2007
United States4100 Posts
March 27 2011 22:54 GMT
#1402
On March 28 2011 07:47 AcrossFiveJulys wrote:
Show nested quote +
On March 24 2011 08:58 Mali__Slon wrote:
On March 24 2011 08:15 Dalavita wrote:
On March 24 2011 07:29 Mali__Slon wrote:
All this remind me of the siege tank nerf from 50 to 35 vs light. Most of the terrans were saying - shit now a crap ton of chargelots will storm through my tank lines, or even mass zerglins because with one hit i can kill only one zergling or baneling. And then terrans adapted, started spreading siege tnaks, putting them in multiple lines, giving them proper support.

Now toss players are whining, my ht is worthless, i am losing every single game because of the nerf. Chances are you would be still losing even if KA wasnt removed. HT is still poweful unit, just requiers more planing, more strategical thinking.


Err. The tank nerf did change the matchup.

People don't use tanks nearly as much in PvT anymore, where they were used frequently before the nerf.


I never said that it didnt. Terrans just adapted to use tanks a little differently.

Eg they were must in any terran arsenal. All terran games were basically built around tanks. With nerf bio started evolving, and now tanks to some players like Jinro we see that tanks are still viable option.


Why are you spouting off about something you clearly have no clue about? TvP has been primarily bio since the very beginning of beta. Terrans were experimenting with tanks in TvP as well but it was never standard. Before tank/marine became standard for TvZ, terrams were basically doing MMM or pure mech.

I think the 2nd tank nerf (50 dmg to light -> 35 dmg to light) is the single worst change blizzard has made since beta. It made tanks utter crap against protoss, hardly changed TvZ at all, while making TvT a bio fest.


The tank nerf was indeed the single worst change, for mainly TvP. Well, TvZ it made it harder to play defensive macro mech because lots of stuff can roll over a mech army that you'd normally think would win.

Same goes for TvP, a army in brood war that you would never 1a into, with the tank nerf, P can 1a into your already sieged mech army and somehow win.

TvT, you can still go full mech, it didn't change much there, it's just most people prefer bio or tank/marine.

Mainly it made tanks not worth it in TvP. If you make tanks in TvP you have to fully commit to mech because if you half ass it with bio+mech you get steamrolled from not having good upgrades and being immobile with half your army. So most people either go full bio + viking + ghost, or go ghostmech.

Tanks were awesome TvP in beta...until the simultaneous tank nerf + zealot armor change.
Sup
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-04-29 11:21:06
April 29 2011 11:18 GMT
#1403
So it's been about a month. Have people figured out how to use templars without khaydarin?

I got demoted to plat. Can't survive late game anymore.

How's everyone else doing?
turdburgler
Profile Blog Joined January 2011
England6749 Posts
April 29 2011 11:22 GMT
#1404
On April 29 2011 20:18 dump wrote:
So it's been about a month. Have people figured out how to use templars without khaydarin?

I got demoted to plat. Can't survive late game anymore.

How's everyone else doing?


making them 50 seconds before they are needed like the other 2 races?
dump
Profile Joined August 2010
Japan514 Posts
April 29 2011 11:30 GMT
#1405
On April 29 2011 20:22 turdburgler wrote:
Show nested quote +
On April 29 2011 20:18 dump wrote:
So it's been about a month. Have people figured out how to use templars without khaydarin?

I got demoted to plat. Can't survive late game anymore.

How's everyone else doing?


making them 50 seconds before they are needed like the other 2 races?


Making plenty and plenty early, but it cuts into my sentry budget.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 29 2011 12:23 GMT
#1406
I never make them anymore. Dont see any point to making them unless its super late game and i can shit on resources. Always go collossi, sometimes voidray.
Kill the Deathball
nihlon
Profile Joined April 2010
Sweden5581 Posts
April 29 2011 12:34 GMT
#1407
I've seen protoss pro's use them still. Still seems to have potential.
Banelings are too cute to blow up
dump
Profile Joined August 2010
Japan514 Posts
April 29 2011 12:39 GMT
#1408
On April 29 2011 21:34 nihlon wrote:
I've seen protoss pro's use them still. Still seems to have potential.


I don't doubt it, but what I'm curious about is whether it's still practical for us mere mortals in diamond (and apparently now even plat) to use templar.

I've been avoiding colossus as much as I can just because it's so boring, but I think it's the only way I'll get back into diamond. Which is just sad, because I wasn't exactly low diamond either -- I've been in diamond since back in the betas.
Kwaa
Profile Joined June 2010
Sweden91 Posts
April 29 2011 12:42 GMT
#1409
People perfered colossi over templar pre-patch, and people still do. I'm a protoss player and I'm not botherd by the nerf. When Archons become massive, people might tech to HTs to get early archons vs mass mutas, or use them as tanks vs kiting marauders.

Storm will still be used, but I doubt pros will use it as their direct tech path. Maybe if storm would stun for .5 seconds or something.
MACRO HARD!
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-04-29 13:03:23
April 29 2011 12:49 GMT
#1410
On April 29 2011 21:42 Kwaa wrote:
People perfered colossi over templar pre-patch, and people still do. I'm a protoss player and I'm not botherd by the nerf. When Archons become massive, people might tech to HTs to get early archons vs mass mutas, or use them as tanks vs kiting marauders.

Storm will still be used, but I doubt pros will use it as their direct tech path. Maybe if storm would stun for .5 seconds or something.

I'm not sure what good being massive does against zerg? It only makes a difference to phoenix, void rays and corruptors.

Edit: And yeah, marauders, but I'm even more hesitant now to morph archons since the patch, especially against units with a significant range and focus-fire dps advantage.

People have always preferred colossi because it's easy. Maybe it's just because I'm playing against really weak players now that I feel like colossi give me an a-move victory, but I found it really boring even when I was at the top of my diamond division...

They just don't have that oomph that reavers had, nor the "YEAH BURN BABY BURN" that templars have. It just feels like stepping on ants.
brachester
Profile Blog Joined March 2011
Australia1786 Posts
April 29 2011 12:57 GMT
#1411
HT are still viable at high level, but not without the collosi. The nerf just makes protoss rely on collosi even more. Who would use a unit that slow, cannot use right away, can only use once most of the time, when you have a strong unit that is extremely cost efficience, and can do consistence AOE damamge? think about it, people say that protoss player need to warp in ahead of time like other two races, that's a completely wrong way to think about it, they are 3 different races, you cannot compare units by units. If you want it to be balanced like that, then we should just have only terran and remove protoss and zerg already. If david kim still insists to keep the nerf, then i think that he should at least makes storm ready for the templar as without the collosi tech, there will be a HUGE timing window terran player or zerg player can attack the protoss player who went for high templar tech.
I hate all this singing
zanmat0
Profile Joined December 2010
188 Posts
April 29 2011 13:12 GMT
#1412
They're absolutely worthless now, as expected. And with the ghost buff next patch, they might as well flat out remove them along with sentries. Protoss has effectively been dumbed down to 1a Colossi.

Thanks Blizz. Keep on ruining your game.
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-04-29 13:19:57
April 29 2011 13:12 GMT
#1413
On April 29 2011 21:57 brachester wrote:
HT are still viable at high level, but not without the collosi. The nerf just makes protoss rely on collosi even more. Who would use a unit that slow, cannot use right away, can only use once most of the time, when you have a strong unit that is extremely cost efficience, and can do consistence AOE damamge? think about it, people say that protoss player need to warp in ahead of time like other two races, that's a completely wrong way to think about it, they are 3 different races, you cannot compare units by units. If you want it to be balanced like that, then we should just have only terran and remove protoss and zerg already. If david kim still insists to keep the nerf, then i think that he should at least makes storm ready for the templar as without the collosi tech, there will be a HUGE timing window terran player or zerg player can attack the protoss player who went for high templar tech.


Yeah, it's that timing window that always gets me killed. Against terran I normally do 2-3 colossi just to survive the two-base bioball wave, but terran invariably responds with vikings, so you have to switch to templar. Problem is the several gas gaps:

-one when you're buying your archives, storm and first templar -- which until completion is a complete and utter 500 gas vacuum. That's 2 and a half colossi.
-right after you use your first batch -- before, you'd have your khaydarin done by then, but now your second batch of templar just don't make it to work on time.

Ultimately it turns out that it's better to just spend all that money on getting tons and tons of colossi and stalker, and hoping your colossi survive long enough.

Against zerg, it's really hard not to get overwhelmed late game by 14 hatch builds. Yeah, you can obstruct the hatchery with your probe, but on any 4 player map there's a 1/3 chance that you won't make it on time, and on huge maps like shakuras plateau there's a 1/2 chance that you won't make it on time.

At least, that's the experience I've been having at my level of play.
Thorxes
Profile Joined January 2011
United States119 Posts
April 29 2011 13:44 GMT
#1414
I see a lot of value in the analysis, but I would like to point out a few key things.

The analysis, in the way that it states things, does make the casters seems balanced with the KA removal.

However, when you look at the casters across more aspects;

1 - Ghosts can not only cloak, but can also attack and snipe. (Defensive and offensive abilities in addition to their "casting" aoe damage abilities.)
2 - Infestors can burrow, and if their ability hits units can't just move out of it. The fungal growth will always do full damage to the units it hits. Infestors can't auto attack like HT's, but they at least have a 3rd ability that doesn't permanently transform them into another unit.
3 - Both Ghosts and Infestors can move at a decent speed comparable to the rest of the army.

When you take these extra things into consideration, I don't feel that the casters are balanced. Does putting KA back address these issues specifically? No. But its existence gave an overall feeling of balance.

A reason FOR KA was that if there's drop harrass. A ghost or infestor can get to the drop area (especially if it's scouted) and respond in a decent amount of time. Getting an HT from even just your natural to your main is laughable. So waiting the 5 second warp in time (assuming you had a warpgate with a cooldown available) to storm the drop (which could move out of the storm btw) was a reasonable way for the caster to handle the harrassment. Now that's gone, and you have to leave an HT in your mineral lines INCASE there's a drop.

Terran and zerg have much better scouting abilities (sensory towers and overlords/creep). Granted this is only because of Protoss's huge reliance on colossus. If Protoss didn't have to have so many colossus and the gateway units had more beef to them, you could sacrifice 1-2 colossus for a couple extra observers for scouting.


TL/DR: There's more to casters than what the OP stated that makes casters unbalanced after the KA removal.
I feel like I used to be smarter....but that's when I knew less.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2011-04-29 13:58:38
April 29 2011 13:58 GMT
#1415
On April 29 2011 22:12 zanmat0 wrote:
They're absolutely worthless now, as expected. And with the ghost buff next patch, they might as well flat out remove them along with sentries. Protoss has effectively been dumbed down to 1a Colossi.

Thanks Blizz. Keep on ruining your game.


And yet these "worthless" units win games at the pro level. There was no way MC would have won that game vs. Thorzain if he hadn't gone Templar tech, the feedbacks allowed him to deal with the EMPs the ghosts were dishing out with added utility to storm the bio. Not only that, Archons are about to become a great deal better versus Terran.
zanmat0
Profile Joined December 2010
188 Posts
Last Edited: 2011-04-29 14:08:00
April 29 2011 14:07 GMT
#1416
On April 29 2011 22:58 TheTenthDoc wrote:
Show nested quote +
On April 29 2011 22:12 zanmat0 wrote:
They're absolutely worthless now, as expected. And with the ghost buff next patch, they might as well flat out remove them along with sentries. Protoss has effectively been dumbed down to 1a Colossi.

Thanks Blizz. Keep on ruining your game.


And yet these "worthless" units win games at the pro level. There was no way MC would have won that game vs. Thorzain if he hadn't gone Templar tech, the feedbacks allowed him to deal with the EMPs the ghosts were dishing out with added utility to storm the bio. Not only that, Archons are about to become a great deal better versus Terran.


So just because the best player in the world, with 300 apm, can still squeeze some usefulness out of the crippled unit makes it all okay?

Those same pro players did perfectly fine against pre 1.3 HTs by the way, and so did the majority of the community. If you recall, the main complaint pre-patch was that Colossi were too powerful and still nothing has been done to address that.
parn
Profile Joined December 2010
France296 Posts
April 29 2011 14:16 GMT
#1417
This fails to recognize that by removing the amulet, HT have a 50s vulnerable time in which they can be killed before they can ever cast storm that other casters with their energy upgrade do not have. Additionally, ghosts come off rax tech, infesters come off lair tech, while HT don't come until all the way down at templar tech. It takes a lot more tech to get storm + amulet Templar than it does to get an EMP or Fungal.
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
Creep
Profile Joined September 2010
United States229 Posts
April 29 2011 14:22 GMT
#1418
On April 29 2011 23:07 zanmat0 wrote:
the main complaint pre-patch was that Colossi were too powerful and still nothing has been done to address that.


I can't find the source (maybe someone can find it, it was Blizzard explaining why they did the things they did last patch), but Blizzard basically said Colossus and warp in Storms were OP, but nerfing both would make Protoss UP. So they decided to nerf HT first to see how everything goes before they do any more changes.

Expect to keep making Colossus for another patch or two.
REM.ca
Profile Joined July 2010
Canada354 Posts
April 29 2011 14:25 GMT
#1419
What I find interesting is that KA was removed because instant storm was apparently OP. However, Fungal Growth is now much more powerful than Storm and you can still cast that instantly with pathogen glands. There is a logical flaw in there.

"But REM, insta storm wasn't the problem, insta WARP IN storm was the problem."

Well then KA wasn't broken, warp-in is. Bring back KA and take out warp-in, herp derp.
I have a palm permanently stuck to my face yo.
Thorxes
Profile Joined January 2011
United States119 Posts
April 29 2011 14:26 GMT
#1420
On April 29 2011 23:22 Creep wrote:
Show nested quote +
On April 29 2011 23:07 zanmat0 wrote:
the main complaint pre-patch was that Colossi were too powerful and still nothing has been done to address that.


I can't find the source (maybe someone can find it, it was Blizzard explaining why they did the things they did last patch), but Blizzard basically said Colossus and warp in Storms were OP, but nerfing both would make Protoss UP. So they decided to nerf HT first to see how everything goes before they do any more changes.

Expect to keep making Colossus for another patch or two.



They said this, but more specifically they stated that they felt the warp in HT's with storm was too good of a defense for harrassment drops.

This I disagree with. I used to play toss, and now play zerg and see a lot of value in being able to have a chance at defending vs muta harass and bio drops with storm.

But if the harrasser micro's well, he can just avoid the storm all together.

I guess I just didn't buy that as a good reason, when I felt that warp in storms was more of a necessity to have a shot at defending drops.
I feel like I used to be smarter....but that's when I knew less.
Prev 1 69 70 71 72 73 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 210
StarCraft: Brood War
Britney 34147
Rain 2465
Sea 2090
Horang2 1569
PianO 1458
GuemChi 759
firebathero 353
BeSt 315
Mini 272
Mong 218
[ Show more ]
Soma 200
Leta 159
EffOrt 148
Snow 139
ggaemo 110
Light 107
ZerO 101
Rush 98
Barracks 91
Sharp 62
JYJ 53
Mind 48
Shinee 29
NotJumperer 27
Shine 25
yabsab 22
HiyA 11
Noble 10
scan(afreeca) 10
SilentControl 9
ajuk12(nOOB) 9
Bale 8
Dota 2
XcaliburYe198
League of Legends
JimRising 498
C9.Mang0420
Counter-Strike
olofmeister2199
Heroes of the Storm
Khaldor93
Other Games
singsing1095
XaKoH 223
crisheroes141
mouzStarbuck120
ZerO(Twitch)10
Organizations
StarCraft: Brood War
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• LUISG 43
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Big Brain Bouts
6h 25m
Elazer vs Nicoract
Reynor vs Scarlett
Replay Cast
13h 25m
Sparkling Tuna Cup
1d 23h
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
2 days
Wardi Open
3 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 4
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.