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Patch 1.3 PTR Notes (12/3/2011 update) - Page 17

Forum Index > SC2 General
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Satiinifi
Profile Joined September 2010
Finland192 Posts
March 13 2011 09:56 GMT
#321
Split your sentries and you will have plenty of mana after emp if the terran emp rushes, very simple yet only few protosses do it...
Homeless666
Profile Joined March 2011
Czech Republic50 Posts
March 13 2011 09:59 GMT
#322
On March 13 2011 18:53 By.Fantasy wrote:
+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.

And this is why I never ever ever ever will play SC2 again. Why nerf storms? Storms are suppose to be Imba... Now they nerf it -_-" SC:BW ftw


No one cares about you ... SC2 is still developing and there will be two expansions with new units so it will take some time to balance SC2
Buddhist
Profile Joined April 2010
United States658 Posts
March 13 2011 10:05 GMT
#323
Why they are nerfing infestors so hard is beyond me.

Oh yeah, and they should really add the BW khaydarin research at least. I think recent GSL games have shown that khaydarin isn't too strong.

Going pure bio vs. khaydarin HTs all game and losing by a hair doesn't sound balanced to me.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
Last Edited: 2011-03-13 10:13:50
March 13 2011 10:07 GMT
#324
On March 13 2011 18:19 arb wrote:
Show nested quote +
On March 13 2011 12:49 NicolBolas wrote:
Fungal growth probably needs a buff, but as Idra mentioned the change is kind of bad because it makes it more similar to storm. The characteristik thing about fungal has always been the root effect and how it synergizes with 4 range roaches, slow hydras, melee units and ofc. the baneling. Now they are turning it in to more of a damage spell similar to storm. So while the buff will probably good for balance its pretty damn bad for the game, making the races more similar. The same happens so HTs which are basicly having a buildtime added to them. Both changes are good for balance, but its a step in the wrong direction and balancing the game like that will have us playing nothing but mirrormatches with different skins after the last expansion is out.


Even if I were to accept that the change makes FG more like Psi Storm, I don't buy your logical wedge argument. Just because one thing becomes slightly more like some other thing doesn't mean that the game is evolving towards mirror matchups.

And I don't see how removing KA makes HTs more like other units. Yes, it gives them a "build time," but that doesn't change the fact that they can still be built anywhere at any time. Nor does it change the fact that they can still be converted into Archons. Or any of the other differences between HTs and other units. All it does is remove Psi Storm on demand.

The only other alternative to that is just junking Psi Storm entirely and replacing it with a new spell. Which quite frankly, I'd be in favor of. But Blizzard isn't willing to make major changes like that without an expansion. Also, for some reason, Blizzard considers some things to be unchangable, like Terrans having Siege Tanks or Protoss having Psi Storm.

It doesnt even give them a build time, it makes protoss players cry because they are unable to contemplate building something ahead of time(like in bw for example) its almost as funny as "lol you got a useless 150 gas for 2 minutes" isnt energy 1 per second? so 25 seconds you can storm. build them ahead of time?

its not a hard concept, protoss mostly just complaining they cant just instantly warp in HT to save their asses


It takes longer than 25 seconds for a storm but whatever, i'm not gonna argue tht.

Any protoss tht isn't an idiot isn't complaining tht we can't just instantly warp in HT to save our asses. In fact, a good amount of us, me included don't believe u should be able to warp in HT and instantly storm.

However, I believe they way over-nerfing tht HT. The difference between the HT and the Ghost is tht the ghost is an extremely good unit tht with good EMPs can completely change the battle. The ghost is good and a decent investment, however it's not absolutely crucial for success. The HT is one of the two damage dealers we have. With a colossi-less army, say all most of your templars get EMP'd, u get one or two storms off tht do piss-poor damage to marauders tht have constant healing and they completely destroy your gateway army.

Whether it's bad game design or whatever, the fact is tht Protoss is about defending your colossi or getting a TON of good storms off becuz the DPS of gateway is so bad compared to MMM and the AoE damage dealers are ridiculously good. It's just impossible to not go Colossi anymore becuz it's too risky to have to rely completely on HT with the risk tht if they get EMP'd, u lose the game. The marauders can just A-move and click T to your base and win. HT will just be tht thing u get extremely late gate where u have so much money tht u may as well get it, but the mid-late game will be basically only Colossi, even more than it is now.

There needs to be a balance really. U can't just be able to continuously warp-in unlimited storms to save yourself but have to wait over 35 seconds for one storm on a ridiculously slow and weak HT is not reasonable, since it holds so much importance in the battle for Protoss in the battle. And if u get EMP'd, u get to wait another 40 seconds for new storms while all your army is dead and they're killing your base.

Sure, ghosts are a build time but they have an already researched EMP with an energy upgrade. But the main difference is MMM and gateway units. If MMM were as weak as gateway units, then it would be a reasonable argument. But the ghost is just a very good support unit, while HT is the most crucial part of stopping their marauders from absolutely tearing you. For those saying u often have max energy on your ghosts from just waiting around your base, it's completely different for Protoss. If a terran knows a protoss is going HT in the mid game (in patch 1.3), Terran can expand or do wateva it wants becuz they know the Protoss can't attack soon in fear of getting EMP'd. If u wait for over 175+ on all your templars, u're being extremely defensive and tht would be the only way to play HT in the mid--early-late game. Of course, then they would just EMP u twice and it dosen't matter.

+15 Energy upgrade is wat i think it pretty decent. You can't just warp-in and storm instantly, but it makes it somewat usable to go HT and be slightly aggressive, or it allows u to aggressively expand as well. I think the Protoss would be fine with it and Terran's wouldn't have to worry about the admittedly scary defence tht is HT. HT was never really tht bad offensively, it was the fact tht it had so much defensive use tht was the problem.

I'd also like to point out tht altho storm is extremely good against marines, against marauder compositions, they suck unless u have the billions of storms, and even then it can be close (san vs sc is 1 example). Storm is just so easily avoidable for marauders, and do virtually nothing. But the storm tht they stood in for 1 second, u had to wait 40 seconds for it.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
GP
Profile Blog Joined September 2010
United States1056 Posts
March 13 2011 10:08 GMT
#325
On March 13 2011 19:05 Buddhist wrote:
Why they are nerfing infestors so hard is beyond me.

Are you serious? They buffed FG. :/
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 13 2011 10:11 GMT
#326
Protoss is a race very focused on tactics and army control. This even extends to their macro mechanics: select the units you want to add to your army and they will immediately appear there; no need to bother with build times, moving reinforcements. With the amulet this is true for spell casters as well. A caster isn't something you need to "nurture", to protect and let build up energy. Rather, it's a disposable unit that is fundamentally nothing more than the one-time use psionic storm. Place the high templar, cast storm, forget about it.

Maybe some more focus on preparation and strategy wouldn't be a bad thing for Blizzard to encourage for protoss? Assumption being removal of amulet encourages such type of play, without hopefully changing the high templar's popularity too much. I personally don't see how this change can not impact it heavily, but I don't think you can tell at this moment, so it'll just be wait and see.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 13 2011 10:17 GMT
#327
On March 13 2011 19:07 blooblooblahblah wrote:
Show nested quote +
On March 13 2011 18:19 arb wrote:
On March 13 2011 12:49 NicolBolas wrote:
Fungal growth probably needs a buff, but as Idra mentioned the change is kind of bad because it makes it more similar to storm. The characteristik thing about fungal has always been the root effect and how it synergizes with 4 range roaches, slow hydras, melee units and ofc. the baneling. Now they are turning it in to more of a damage spell similar to storm. So while the buff will probably good for balance its pretty damn bad for the game, making the races more similar. The same happens so HTs which are basicly having a buildtime added to them. Both changes are good for balance, but its a step in the wrong direction and balancing the game like that will have us playing nothing but mirrormatches with different skins after the last expansion is out.


Even if I were to accept that the change makes FG more like Psi Storm, I don't buy your logical wedge argument. Just because one thing becomes slightly more like some other thing doesn't mean that the game is evolving towards mirror matchups.

And I don't see how removing KA makes HTs more like other units. Yes, it gives them a "build time," but that doesn't change the fact that they can still be built anywhere at any time. Nor does it change the fact that they can still be converted into Archons. Or any of the other differences between HTs and other units. All it does is remove Psi Storm on demand.

The only other alternative to that is just junking Psi Storm entirely and replacing it with a new spell. Which quite frankly, I'd be in favor of. But Blizzard isn't willing to make major changes like that without an expansion. Also, for some reason, Blizzard considers some things to be unchangable, like Terrans having Siege Tanks or Protoss having Psi Storm.

It doesnt even give them a build time, it makes protoss players cry because they are unable to contemplate building something ahead of time(like in bw for example) its almost as funny as "lol you got a useless 150 gas for 2 minutes" isnt energy 1 per second? so 25 seconds you can storm. build them ahead of time?

its not a hard concept, protoss mostly just complaining they cant just instantly warp in HT to save their asses


It takes longer than 25 seconds for a storm but whatever, i'm not gonna argue tht.

Any protoss tht isn't an idiot isn't complaining tht we can't just instantly warp in HT to save our asses. In fact, a good amount of us, me included don't believe u should be able to warp in HT and instantly storm.

However, I believe they way over-nerfing tht HT. The difference between the HT and the Ghost is tht the ghost is an extremely good unit tht with good EMPs can completely change the battle. The ghost is good and a decent investment, however it's not absolutely crucial for success. The HT is one of the two damage dealers we have. With a colossi-less army, say all most of your templars get EMP'd, u get one or two storms off tht do piss-poor damage to marauders tht have constant healing and they completely destroy your gateway army.

Whether it's bad game design or whatever, the fact is tht Protoss is about defending your colossi or getting a TON of good storms off becuz the DPS of gateway is so bad compared to MMM and the AoE damage dealers are ridiculously good. It's just impossible to not go Colossi anymore becuz it's too risky to have to rely completely on HT with the risk tht if they get EMP'd, u lose the game. The marauders can just A-move and click T to your base and win. HT will just be tht thing u get extremely late gate where u have so much money tht u may as well get it, but the mid-late game will be basically only Colossi, even more than it is now.

There needs to be a balance really. U can't just be able to continuously warp-in unlimited storms to save yourself but have to wait over 35 seconds for one storm on a ridiculously slow and weak HT is not reasonable, since it holds so much importance in the battle for Protoss in the battle. And if u get EMP'd, u get to wait another 40 seconds for new storms while all your army is dead and they're killing your base.

Sure, ghosts are a build time but they have an already researched EMP with an energy upgrade. But the main difference is MMM and gateway units. If MMM were as weak as gateway units, then it would be a reasonable argument. But the ghost is just a very good support unit, while HT is the most crucial part of stopping their marauders from absolutely tearing you. For those saying u often have max energy on your ghosts from just waiting around your base, it's completely different for Protoss. If a terran knows a protoss is going HT in the mid game (in patch 1.3), Terran can expand or do wateva it wants becuz they know the Protoss can't attack soon in fear of getting EMP'd. If u wait for over 175+ on all your templars, u're being extremely defensive and tht would be the only way to play HT in the mid--early-late game. Of course, then they would just EMP u twice and it dosen't matter.

+15 Energy upgrade is wat i think it pretty decent. You can't just warp-in and storm instantly, but it makes it somewat usable to go HT and be slightly aggressive, or it allows u to aggressively expand as well. I think the Protoss would be fine with it and Terran's wouldn't have to worry about the admittedly scary defence tht is HT. HT was never really tht bad offensively, it was the fact tht it had so much defensive use tht was the problem.

I'd also like to point out tht altho storm is extremely good against marines, against marauder compositions, they suck unless u have the billions of storms, and even then it can be close (san vs sc is 1 example). Storm is just so easily avoidable for marauders, and do virtually nothing. But the storm tht they stood in for 1 second, u had to wait 40 seconds for it.

if youre not crying about being able to warp in storms(which i think is just dumb in the first place, then ill hope this post was to others, +13/15(what was it in bw?) to starting energy would be fine for me.
granted i play zerg but still
Artillery spawned from the forges of Hell
By.Fantasy
Profile Joined February 2011
Thailand123 Posts
Last Edited: 2011-03-13 10:22:13
March 13 2011 10:20 GMT
#328
On March 13 2011 18:59 Homeless666 wrote:
Show nested quote +
On March 13 2011 18:53 By.Fantasy wrote:
+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.

And this is why I never ever ever ever will play SC2 again. Why nerf storms? Storms are suppose to be Imba... Now they nerf it -_-" SC:BW ftw


No one cares about you ... SC2 is still developing and there will be two expansions with new units so it will take some time to balance SC2


I was just saying whats on my mind when I first typed that.. I don't really know why I typed that at all >.<

IMO they should keep the Khaydarin Amulet upgrade but rather than +25 starting energy how bout +25 to more energy. Just saying.... I've been playing SC2 and its soo hard to kill terran army without storm...

If blizzard throughly removed Khaydarin Amulet I'll just =_=""

My english is not very good.
nam nam
Profile Joined June 2010
Sweden4672 Posts
March 13 2011 10:23 GMT
#329
On March 13 2011 18:49 beef42 wrote:
Show nested quote +
On March 13 2011 18:40 Durn wrote:
On March 13 2011 18:36 xenaris wrote:
On March 12 2011 22:10 Pulz wrote:
So Terran is even more vulnerable to HTs and Infestors still die with 2 Tank shots? I like the other changes though..

dude really.. no amulet? just drop everywhere and protoss will almost not be able to counter it. MMM every game :p if he goes HT you can just emp all of em like always.

Oh no, Protoss has to defend drops like every other race...


Except every other race has T1 units they either shoot up or run very quickly.


Yeah because the stalkers are slow and don't shoot up.

Raymund
Profile Joined March 2010
Swaziland14 Posts
Last Edited: 2011-03-13 10:26:58
March 13 2011 10:26 GMT
#330
Toss strongers race allready but still all they get is buffes. Like who the fuck cares about HT nerf? u use em 1 of 100 games in TvP. Its the collases that rip though everything. But i guess the blizzards is to retarded to get what u have to do to get this game balanced. Already its almost impossibal to win a 200/200 army from toss as a terran. Why dont they just buff colasses so they start to one shotting everything. And yes im going to switch race after this patch. Protoss get 3 upgrades now instead of 2. But why not buff the shit out of one race and nerf the other races.
i rofl when i saw your roches with my banshee
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
March 13 2011 10:28 GMT
#331
--- Nuked ---
xAPOCALYPSEx
Profile Blog Joined October 2010
1418 Posts
March 13 2011 10:31 GMT
#332
I hate to see the amulet go like this. I think it would be much more fair just to come half-way and have the templar start are 62 energy or something like that. Starting at 50 energy and being forced to wait a long while to get a single storm is a pretty big investment. I see where Blizzard was trying to go with this I think (slightly nerf the templar tech path to encourage other play), but I think this went much too far.

At least if this goes through, hopefully we'll be seeing some protosses make use of super-late game Colossus/Carrier tech? :D (gogo squirtle)

Also, hating the archon toilet nerf, the most expensive unit in the game just became even worse than it already was. Looks like the only thing it'll be useful for now is the KiWiKaKi-esqe blink stalker/recall attacks and as a slow ball of stealth.

I don't really think the EMP nerf will change much except help early game protoss have a little better survivability against early ghost pushes, which could have already been thwarted by spreading out the sentries.

I like the fungal change, having it as a projectile was a bad idea in my opinion (at least as slow as it was). Hopefully this can be a decent answer to the 1-control-group protoss death ball.

Stim/Bunker nerf: I like the idea of the bunker build time nerf, as bunker rushes and the such are still extremely deadly while costing nearly nothing if you can salvage and get your units out safely. The stim nerf doesn't make a whole lot of sense to me as a protoss. I don't really find stim timing attacks a pain to deal with at the level I play at currently. However I don't completely know the zerg side of things and I also know that I used to despise stim timing pushes that would murder me every time in plat PvT.

Battlecruiser speed buff: I can only hope that one day, some pro will find it in himself to incorporate battlecruisers into a non-gimmicky build so we can start seeing even more diversties in the match-ups.

One change that I really want to see (and relatively soon), is some way of further diversifying PvP as a matchup. Right now, it really does come down to who can 4 gate faster or who has more colossus in most of the PvP's I play. I'd really like blizzard to even just attempt to try to nerf the 4 gate in at least the PvP matchup if not also the PvZ, while also adding something that will encourage protoss to go for stargate or twilight council tech earlier (or at all) in lieu of robotech.

But like I said, I can only hope.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
March 13 2011 10:32 GMT
#333
When i read the patch notes it seems to me that FG has been buffed.

Why are so many people complaining about a nerf?

Ghost nerf is okay if KA is removed i guess.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
March 13 2011 10:33 GMT
#334
o Ghost

+ EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.

this doesn't really make sense to me. Why would they change the effect on energy? I understand that it's for sentries (sense HTs will not almost never get over 100 energy since no one will make em) but should they make it so it can cap out on shield damage instead? I would rather have 0 energy since you almost never get over 100 energy expect the first couple sentries you make. lets say 500 shield damage? it would prioritize over the center of the emp and spread as it does damage and stops at 500?
I am Godzilla You are Japan
By.Fantasy
Profile Joined February 2011
Thailand123 Posts
March 13 2011 10:36 GMT
#335
On March 13 2011 19:33 SigmaoctanusIV wrote:
o Ghost

+ EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.

this doesn't really make sense to me. Why would they change the effect on energy? I understand that it's for sentries (sense HTs will not almost never get over 100 energy since no one will make em) but should they make it so it can cap out on shield damage instead? I would rather have 0 energy since you almost never get over 100 energy expect the first couple sentries you make. lets say 500 shield damage? it would prioritize over the center of the emp and spread as it does damage and stops at 500?


.... Sigh... Maybe Blizzard have something better that we can't understand and I dearly hope that the two expansion will make the game better but judging from this patches my faith on them begins to disappear.
My english is not very good.
Shooks
Profile Joined January 2011
Australia256 Posts
Last Edited: 2011-03-13 10:44:38
March 13 2011 10:44 GMT
#336
On March 13 2011 13:37 Jimmeh wrote:
Show nested quote +
On March 13 2011 13:28 Shooks wrote:
Lol, if they're really going to go through with the HT nerf, their gonna have to nerf ghosts somehow. Simple as that, unless Blizzard really do only want Colossus openings.


Did you miss the EMP nerf or are you trolling?

I really don't get the amount of players saying "The only valid Protoss opening is colossus now". What happened to stargate opening? Chargelots? Blink stalkers? DTs? Mass gateway units?

I feel like anyone saying that colossus are the only viable opening with the templar nerf are people who only go colossus now anyway.


They EMP nerf doesn't change anything, and judging by your posts, I'm guessing you're at a very low level. SG openings are either all in or you open either VR (And keep going VR on 2 base and do a timing, or go a few phoenix then transition into HTs/Colossi judging by what you see). All the rest of the things you mentioned is just a buff to the gateway units, which you can't solely rely on in the mid to lategame, that's where you need an AOE unit because MMM > Gateway units.

And no I've been going HTs openings for 4 months. They need to give HTs a mana regen buff at least to make it fair, if their really going to follow up with this patch
Satiinifi
Profile Joined September 2010
Finland192 Posts
Last Edited: 2011-03-13 10:46:10
March 13 2011 10:44 GMT
#337
[image loading]

Here we go, now you will survive the emp push easily, nomatter if emp takes up 500 mana or 100
Lurk
Profile Joined December 2010
Germany359 Posts
March 13 2011 10:47 GMT
#338
On March 13 2011 19:33 SigmaoctanusIV wrote:
o Ghost

+ EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.

this doesn't really make sense to me. Why would they change the effect on energy? I understand that it's for sentries (sense HTs will not almost never get over 100 energy since no one will make em) but should they make it so it can cap out on shield damage instead? I would rather have 0 energy since you almost never get over 100 energy expect the first couple sentries you make. lets say 500 shield damage? it would prioritize over the center of the emp and spread as it does damage and stops at 500?


It is already capped out at shield damage. EMP will never do more than 100 damage to shields per unit.

And if you mean that EMP should be capped at the total amount of shield drained - wouldn't that kind of defeat the purpose of an AoE spell in the first place ? Just learn to spread your units so one EMP doesn't hit all of your army.
Shooks
Profile Joined January 2011
Australia256 Posts
March 13 2011 10:50 GMT
#339
On March 13 2011 17:30 pirsq wrote:
To all the Protoss squealing about "high templar never have more than 100 energy":

The reason they never build up energy is because currently, you never have to worry about getting them ahead of time. You wouldn't ever see ghosts/infestors with energy either if you could warp them in, cast a spell and then morph them into a thor/ultralisk. Now that you actually have to think about getting them ahead of time, you'll naturally have them sitting around with higher energy.


You're comparing a Archon to a Ultra/thor? ROFL. EVERY good player warps them in before hand, what else would Protoss be doing with their gas if they open HTs? Why do people keep bringing this up, when every high level Protoss player already does?
sekritzzz
Profile Joined December 2010
1515 Posts
March 13 2011 10:52 GMT
#340
On March 13 2011 19:44 Satiini wrote:
[image loading]

Here we go, now you will survive the emp push easily, nomatter if emp takes up 500 mana or 100

If i wasn't too lazy i would of copy pasted your picture with terran units and said

"Here we go, now you will survive the storm push easily"


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