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Absolutely agree. Honestly I don't think Colossus is so much "OP" as jokingly easy to use, which means it has absolutely no skill-cap. This results in silver players using it practically at the same level as GSL players. Reavers are the PERFECT example of the type of tech unit that every race needs, the kind that can end the game in the hands of a pro (like in those videos), and has a large disadvantage.
Yes, the Colossus can be attacked by air, but that doesn't change anything in how you use it. At least give it a real downside, like being incredibly slow like the Reaver, or having to "charge" shots, or work like a siege tank, and then you'd have a great unit.
It's really too bad that Blizzard won't do anything about it though :/, they cater to the masses (no matter how many times they say that they balance for the highest level etc) and the masses like an easy to use, powerful unit.
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Well i hope blizzard will do a good job in the next expansions ... it's hard when you create a entire world to change it all of the sudden. SC:BW is a world ...you can't make stuff weaker
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I'm protoss and im sick of collossi. They are so boring to use, and I hate it. I can only wish that it get removed and we somehow get the reaver back but yeah... :/
And not only is it boring, but it hides the battle underneath it too, making it even worse for spectators.
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Not to mention the counters to Colossi are just as boring. Just 2 pretty much basic ranged shooters. Perhaps if we had other alternatives to countering Colossi, having Colossi on the field wouldn't make for boring games. Changing Neural Parasite comes to mind. NP has potential for major Hype moments, but not in it's current state.
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I agree with pretty much every argument saying Collosus are a horrible unit, I would really love it if Blizzard do something about them in HotS, i.e take them out of the game completely.
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It's really obnoxious to see those "use Neural Parasite to deal with Tanks, Colossus, and other powerful units" when those units make it basically impossible to get off NP.
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Expect more Collosus builds after the next patch. =)
On March 16 2011 12:41 Barca wrote: Well okay, if Collosus are dull, what units aren't?
Roaches and hydras are both pretty dull too. Same with Vikings. If unit control makes a unit not dull then keep in mind this is Starcraft 2
Exactly. Why Collosus are hated so much when Joe Terran spams MMM all game with extensive T button micro is.. interesting, to say the least.
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On March 18 2011 05:16 Smurfz wrote: Not to mention the counters to Colossi are just as boring. Just 2 pretty much basic ranged shooters. Perhaps if we had other alternatives to countering Colossi, having Colossi on the field wouldn't make for boring games. Changing Neural Parasite comes to mind. NP has potential for major Hype moments, but not in it's current state.
During the early alpha, Blizzard showed us somes Battle report. I don't know if ppl remember, but back then, Infestor could use NP while burrow, and it was more like Mind Control, no tentacle but a low duration.
During a match on Scrap station, the zerg sneak behind with his infestors and neural parasite two Colossi of a stalker colossi army.
And it was pretty awsome. :<
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On March 18 2011 05:26 Striding Strider wrote:
Exactly. Why Collosus are hated so much when Joe Terran spams MMM all game with extensive T button micro is.. interesting, to say the least.
Because at pro level, to play with MMM all game long and be successful (vs P, anyway) you have to have absurd multi-tasking abilities, dropping into Protoss base continually and keeping him on his toes long enough that he won't have enough Colossi/HTs to beat you. Sure, early-mid game and in lower leagues, MM is just a-click and can be pretty dull, to be successful past the 10 minute mark you have to do use the Medivacs' advantages extensively, so although MM are dull, Medivacs aren't.
Another way to be successful with MMM is by incorporating Ghosts into the mix, but Ghosts are just bad-ass and can get Nukes, Cloak and stuff which is all pretty 'hype' (to use the terrible expression in the first post).
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On March 15 2011 10:07 GinDo wrote:Show nested quote +On March 15 2011 09:56 Blyadischa wrote: I'm sorry for sounding like this, but the protoss race is pretty "anti-hype" and makes any matchup with it incredibly boring to watch.
Colossi mass up into a ball, then attack. Storms used to require skill to clone and blanket storm, now it's just spam t and win the game, or if you get emp'd just warp more templar in and spam t. I especially hate it when casters say "nice storms", because they weren't nice. It took the player 2 index fingers to destroy an army.
Forcefields, same thing. A guy with larger army approaching you? forcefield it away or cut it in half to decimate it with a much smaller army.
Spells are so abusive in SC2, they do way too much and are way too easily used. Protoss just happens to have the most of them. Oh man, don't even get me started on ForceField. Hey lets add a spell that removes micro ability and leads to mass rape. Same goes with Fungal growth. Lets make a freeze spell thats cool. The only spell that really gets me going on the excite factor is HSM. And thats gone because of its crap range and Slow Raven Speed that makes every spell suicidal. I under stand the 125 requirement, but at least make an upgrade that allows spell casters save up to 250 energy instead of the OP start with 25 more energy you seem to not be able to balance. FF are much more exciting and require far more micro than stim + a move.
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On March 18 2011 06:20 IVN wrote:Show nested quote +On March 15 2011 10:07 GinDo wrote:On March 15 2011 09:56 Blyadischa wrote: I'm sorry for sounding like this, but the protoss race is pretty "anti-hype" and makes any matchup with it incredibly boring to watch.
Colossi mass up into a ball, then attack. Storms used to require skill to clone and blanket storm, now it's just spam t and win the game, or if you get emp'd just warp more templar in and spam t. I especially hate it when casters say "nice storms", because they weren't nice. It took the player 2 index fingers to destroy an army.
Forcefields, same thing. A guy with larger army approaching you? forcefield it away or cut it in half to decimate it with a much smaller army.
Spells are so abusive in SC2, they do way too much and are way too easily used. Protoss just happens to have the most of them. Oh man, don't even get me started on ForceField. Hey lets add a spell that removes micro ability and leads to mass rape. Same goes with Fungal growth. Lets make a freeze spell thats cool. The only spell that really gets me going on the excite factor is HSM. And thats gone because of its crap range and Slow Raven Speed that makes every spell suicidal. I under stand the 125 requirement, but at least make an upgrade that allows spell casters save up to 250 energy instead of the OP start with 25 more energy you seem to not be able to balance. FF are much more exciting and require far more micro than stim + a move. He meant that FF disables micro from the other player. Good FF's require good placement and that is a good skill to have but its one sided on the micro part. But hes right about the anti-micro abilities in sc2 :\ FF isnt as bad as FG which takes no skill to use and freezes units in place and dmgs them. It would be better if it just slowed the units instead of snaring them in place. I dont like abilities that inhibit micro period.
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On March 18 2011 06:17 SeaSwift wrote:Show nested quote +On March 18 2011 05:26 Striding Strider wrote:
Exactly. Why Collosus are hated so much when Joe Terran spams MMM all game with extensive T button micro is.. interesting, to say the least. Because at pro level, to play with MMM all game long and be successful (vs P, anyway) you have to have absurd multi-tasking abilities, dropping into Protoss base continually and keeping him on his toes long enough that he won't have enough Colossi/HTs to beat you. Sure, early-mid game and in lower leagues, MM is just a-click and can be pretty dull, to be successful past the 10 minute mark you have to do use the Medivacs' advantages extensively, so although MM are dull, Medivacs aren't. Another way to be successful with MMM is by incorporating Ghosts into the mix, but Ghosts are just bad-ass and can get Nukes, Cloak and stuff which is all pretty 'hype' (to use the terrible expression in the first post).
Not it doesn't require absurd multi-tasking. It's simple and easy. You can even shift-queue drops. You start them from your base while you're doing other stuff and when you see the point arriving there, you go watch after it. The same is in the fight, you hit stim, a-click, target the colossus with your vikings, and hope you have more strength than your opponent.
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On March 15 2011 10:27 GhostKorean wrote: Completely agree. Storm has a similar problem where it doesn't actually kill things omgwtf like in brood war. Yes it does change battles but it does it subtly as compared to brood war where storm would literally tear through entire clumps. Brood war storm in sc2, however, would probably be imbalanced so nothing we can do about it Actually, there is one thing, that can be done. What if the radius of storm was reduced, but the damage up'd by a lot? The user would have to place the storm just right (=harder to do), and the other guy would have to react very quickly or lose his units.
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On March 18 2011 06:20 IVN wrote:Show nested quote +On March 15 2011 10:07 GinDo wrote:On March 15 2011 09:56 Blyadischa wrote: I'm sorry for sounding like this, but the protoss race is pretty "anti-hype" and makes any matchup with it incredibly boring to watch.
Colossi mass up into a ball, then attack. Storms used to require skill to clone and blanket storm, now it's just spam t and win the game, or if you get emp'd just warp more templar in and spam t. I especially hate it when casters say "nice storms", because they weren't nice. It took the player 2 index fingers to destroy an army.
Forcefields, same thing. A guy with larger army approaching you? forcefield it away or cut it in half to decimate it with a much smaller army.
Spells are so abusive in SC2, they do way too much and are way too easily used. Protoss just happens to have the most of them. Oh man, don't even get me started on ForceField. Hey lets add a spell that removes micro ability and leads to mass rape. Same goes with Fungal growth. Lets make a freeze spell thats cool. The only spell that really gets me going on the excite factor is HSM. And thats gone because of its crap range and Slow Raven Speed that makes every spell suicidal. I under stand the 125 requirement, but at least make an upgrade that allows spell casters save up to 250 energy instead of the OP start with 25 more energy you seem to not be able to balance. FF are much more exciting and require far more micro than stim + a move.
Lol. If your still losing to Stim A move then you need help. Any how Stim actually can be exciting especially combined with micro. The issue is that Concussive shell gives Stim a bad name. If Conc didn't exist then the micro Terran does against Blings would also be needed to stim dodge Zeals.
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On March 18 2011 06:34 IVN wrote:Show nested quote +On March 15 2011 10:27 GhostKorean wrote: Completely agree. Storm has a similar problem where it doesn't actually kill things omgwtf like in brood war. Yes it does change battles but it does it subtly as compared to brood war where storm would literally tear through entire clumps. Brood war storm in sc2, however, would probably be imbalanced so nothing we can do about it Actually, there is one thing, that can be done. What if the radius of storm was reduced, but the damage up'd by a lot? The user would have to place the storm just right (=harder to do), and the other guy would have to react very quickly or lose his units.
Still will be pretty OP considering the Amulet of Storm Spam, InstaStorm, and AutoCast. Unless Blizzard ups difficulty of casting spells don't expect to many Buffs
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On March 18 2011 06:33 Elefanto wrote: Not it doesn't require absurd multi-tasking. It's simple and easy. You can even shift-queue drops. You start them from your base while you're doing other stuff and when you see the point arriving there, you go watch after it. The same is in the fight, you hit stim, a-click, target the colossus with your vikings, and hope you have more strength than your opponent.
If it was that easy then White-rA's ultra-safe PvT would get beaten a hell of a lot more often than it does, since the key to beating that is constant pressure with drops (if going bio). Trust me, it was on Day[9] ;-)
But anyway, it is pretty undeniable that drops and several pronged attacks are more exciting than just massing Colossi and supporting units and attacking.
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On March 18 2011 06:26 R0YAL wrote:Show nested quote +On March 18 2011 06:20 IVN wrote:On March 15 2011 10:07 GinDo wrote:On March 15 2011 09:56 Blyadischa wrote: I'm sorry for sounding like this, but the protoss race is pretty "anti-hype" and makes any matchup with it incredibly boring to watch.
Colossi mass up into a ball, then attack. Storms used to require skill to clone and blanket storm, now it's just spam t and win the game, or if you get emp'd just warp more templar in and spam t. I especially hate it when casters say "nice storms", because they weren't nice. It took the player 2 index fingers to destroy an army.
Forcefields, same thing. A guy with larger army approaching you? forcefield it away or cut it in half to decimate it with a much smaller army.
Spells are so abusive in SC2, they do way too much and are way too easily used. Protoss just happens to have the most of them. Oh man, don't even get me started on ForceField. Hey lets add a spell that removes micro ability and leads to mass rape. Same goes with Fungal growth. Lets make a freeze spell thats cool. The only spell that really gets me going on the excite factor is HSM. And thats gone because of its crap range and Slow Raven Speed that makes every spell suicidal. I under stand the 125 requirement, but at least make an upgrade that allows spell casters save up to 250 energy instead of the OP start with 25 more energy you seem to not be able to balance. FF are much more exciting and require far more micro than stim + a move. He meant that FF disables micro from the other player. Good FF's require good placement and that is a good skill to have but its one sided on the micro part. But hes right about the anti-micro abilities in sc2 :\ FF isnt as bad as FG which takes no skill to use and freezes units in place and dmgs them. It would be better if it just slowed the units instead of snaring them in place. I dont like abilities that inhibit micro period. LoL? Are you truly making a comparaison between a T1 50 mana spell cast by a unit that can fight and deal damage and cost 50/100 and another spell that cost 75 mana to cast, is T2 and casted by another units that cost 100/150, have the same HP and can't deal any damage ? Ho you....
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I know I'm posting a little late in this thread but I want to say that I agree with this OP entirely.
Back in the beta they reduced the damage and buffed the attack speed of the colossus... any idea WHY this did this? I think it was to make hydras 3 shots instead of 2... not like it matters.
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On March 18 2011 07:03 WhiteDog wrote: LoL? Are you truly making a comparaison between a T1 50 mana spell cast by a unit that can fight and deal damage and cost 50/100 and another spell that cost 75 mana to cast, is T2 and casted by another units that cost 100/150, have the same HP and can't deal any damage ? Ho you....
What does cost and time taken to reach it etc have to do with how exciting something is to play with or play against? This thread isn't a carbon copy of the thousands of other balance threads out there.
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On March 18 2011 07:03 WhiteDog wrote:Show nested quote +On March 18 2011 06:26 R0YAL wrote:On March 18 2011 06:20 IVN wrote:On March 15 2011 10:07 GinDo wrote:On March 15 2011 09:56 Blyadischa wrote: I'm sorry for sounding like this, but the protoss race is pretty "anti-hype" and makes any matchup with it incredibly boring to watch.
Colossi mass up into a ball, then attack. Storms used to require skill to clone and blanket storm, now it's just spam t and win the game, or if you get emp'd just warp more templar in and spam t. I especially hate it when casters say "nice storms", because they weren't nice. It took the player 2 index fingers to destroy an army.
Forcefields, same thing. A guy with larger army approaching you? forcefield it away or cut it in half to decimate it with a much smaller army.
Spells are so abusive in SC2, they do way too much and are way too easily used. Protoss just happens to have the most of them. Oh man, don't even get me started on ForceField. Hey lets add a spell that removes micro ability and leads to mass rape. Same goes with Fungal growth. Lets make a freeze spell thats cool. The only spell that really gets me going on the excite factor is HSM. And thats gone because of its crap range and Slow Raven Speed that makes every spell suicidal. I under stand the 125 requirement, but at least make an upgrade that allows spell casters save up to 250 energy instead of the OP start with 25 more energy you seem to not be able to balance. FF are much more exciting and require far more micro than stim + a move. He meant that FF disables micro from the other player. Good FF's require good placement and that is a good skill to have but its one sided on the micro part. But hes right about the anti-micro abilities in sc2 :\ FF isnt as bad as FG which takes no skill to use and freezes units in place and dmgs them. It would be better if it just slowed the units instead of snaring them in place. I dont like abilities that inhibit micro period. LoL? Are you truly making a comparaison between a T1 50 mana spell cast by a unit that can fight and deal damage and cost 50/100 and another spell that cost 75 mana to cast, is T2 and casted by another units that cost 100/150, have the same HP and can't deal any damage ? Ho you.... You just said words and made no point whatsoever..
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