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Situation Report: Patch 1.3 - Page 19

Forum Index > SC2 General
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hitman133
Profile Joined October 2010
United States1425 Posts
April 06 2011 06:37 GMT
#361
On April 06 2011 14:48 manicshock wrote:
Show nested quote +
On April 05 2011 03:32 GinDo wrote:
On April 05 2011 01:47 never_toss wrote:
On April 05 2011 01:45 Heraklitus wrote:
Yea, the hint at a possible future collossus nerf is the big news there.

if this means no more mass collo battles in pvp
shoul buff gate units if thats the case though


Gateway units aren't that weak people are finding out. Notice how many Zergs are losing to mass Gateway units and Terren Bio suffering too with well placed Force fields. Not to mention warp in abilitiy gives toss strong allins.

The only way i will agree to a buff is if Warp ability is removed, which it won't be.


Agree with this. I've always felt gateway units are strong.

Play protoss and be defensive wait to see how you gonna FF again stim MMM or mass Roaches lol.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
April 06 2011 07:02 GMT
#362
On April 06 2011 14:09 Dommk wrote:
Show nested quote +
On April 06 2011 12:44 Mataza wrote:
On April 06 2011 03:31 kcdc wrote:
On April 06 2011 01:47 TimeSpiral wrote:
On April 06 2011 01:29 bovineblitz wrote:
On April 05 2011 22:52 TimeSpiral wrote:
On April 05 2011 22:30 beute wrote:
On April 05 2011 01:35 Mommas Boy wrote:


Terran

Battlecruiser movement speed increased from 1.406 to 1.875.
Although we don’t want to see battlecruisers used in every terran late game, we noticed they’re hardly ever used at all. To encourage their use in more games, we decided to buff their biggest weakness, movement speed.


curiously they didnt have the same feelings for carriers...



I find it important, or at least relevant, to note that the BC movement speed buff just put it on par with the Carrier's current movement speed.

Do you know why it's a joke that no one builds Carriers? It's because carriers are actually good, but right now Protoss does not need them so they don't build them (with the exception of a tank farm). Right now it seems that the GW Colossus ball wins the majority of games that warpgate rushes/pressures fail to win.

The BC buff was basically for TvT in my opinion. You still need air superiority, and four bases, before you can even think about BCs, but at least they are similar in speed to Vikings now.


Try using carriers in actual competitive games and then come back and tell me they are good.


Your implication may very well be true, but I think the lack of carriers is more a symptom of the metagame than it is the actual efficacy of the Carrier.


No. Carriers are truly bad. Vikings and corruptors are good against them and by the time P can have carriers, the opponent will already have the production facilities to quickly mass a response.

Dude, not to be rude, but carriers are not weak to vikings per se. Carriers are pretty cost effective against anything with base armor smaller than 2(thats only corruptors/BC/ultras/carriers). Of course they take forever to build and no one I know of did a good transition into carriers as of yet.

That´s their main weakness imho: You can´t get them without dying in the timing window.
Though the unit itself is pretty good. They kill comparable amounts of vikings in a way you wouldn´t think possible. Range 8 for launch of fighters, then range 14 before fighters retreat and thanks to the upgrade they do burst damage of ~80(16 attacks of 5) with a cooldown of 3 seconds. Outrange any ground besides maybe Thors.

On the other hand, Voidrays are better ZvP, if you hit max(and you will). Supply for supply, VR dominate any zerg unit except for infestor. So that´s one less Matchup you will ever see them in.

Trading Carrier for Viking is never a good trade, you need a critical mass for Carriers to do well, combine that with their cost and build time as well as their cost to operate...being "cost effective" isn't enough

People tend to leave out cost of interceptors too. When you have a fleet of 6+ Carriers, your money drains FAST, you can easily spend 1k+ Minerals every fight, and even if your winning you really aren't because you just spent 1k+ minerals that fight on interceptors.

A single BattleCruiser can change how a game is played yet even when you have four Carriers you still don't get the effect.

The unit needs less cost effective counters. Marines, Viking and Battle Cruisers do so darn well against Carrier where as Protoss very inefficient counters to Battle Cruisers, the only real good cost effective counter to Battle Cruisers Protoss has does terrible against everything else. That same dynamic needs to exist for Carriers, just as Protoss counters aren't very cost effective against Battle Cruisers, Terran counters have to be less effective against Carriers, so that even a few Carriers can have the same gameplay shift you get when a few Battle Cruisers are in the field. Marines in broodwar were never as good against Carriers how Marines in SC2 are, they should return a little of that balance back.


You sir, have a very biased view. One BC out in a TvP doesn't do shit. If it's up against 10 zealots (with 1 gas = 2mins), those 2 lots will do enough damage to your base to make up for a loss before your BC can kill them. 5 stalkers will take your BC down. On the other hand, I have been hit by 2 carriers before in a game ending fashion. DT opening into HT prompts medivacs to be produced out of the starport while STILL discouraging marines. With Terran scouting of a toss being rather crappy (no - scans are NOT an answer) I was hit by 2 carriers quite suddenly and lost instantly. If you elicit a viking response and THEN switch into carriers, I don't see how it's the game's fault that your carriers got shut down hard. That would be like going mass marauders, seeing that you switch into more zealot immortal heavy play and go "hmm.. I guess mass tank/thor would be a great idea".

The problem with carriers is the same as the problem with BCs: They are heavily dependend on the proper upgrades which are not the upgrades you need before the transition. Just stop the 'BC yay - Carrier nay' crap. With 3 armor, I'm also sure that interceptors do much better vs marines.
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 06 2011 14:22 GMT
#363
I always like to read these things, too. I do feel for the arguments, but I still have a big problem with Amulet going away. Terran have almost all the harass and scary dps options. Late game amulet kept Protoss on even footing. I think game 4 of this match (below) is pretty good proof of how Terran has so much forgiveness in their play and Protoss does not... and without Amulet you sometimes can't find holes in the enemy to exploit. EMP is a big deal without amulet. Teching backwards to Colossus late game is dangerous because vikings can pop really fast. See game 4, where P was ahead the whole game, ahead on upgrades, defended everything, harassed some (dark templar had 7 kills after the hellions got probe kills), made almost no mistakes, and then... well just watch if you haven't already:

http://www.gomtv.net/2011championship/vod/64329
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2011-04-06 14:37:21
April 06 2011 14:28 GMT
#364
On April 06 2011 06:24 tdt wrote:
Show nested quote +
On April 06 2011 05:56 FabledIntegral wrote:
On April 06 2011 05:48 tdt wrote:
On April 06 2011 01:59 Sanguinarius wrote:
Yeah thats a big hint for possible colossus nerf. I fear for future protoss late game.


Same here. As of now Toss is boring as fuck with only a couple paths to take a victory, Early game gate pushes with FF or col ball with FF. Lets strip another one out, good idea.

If they are going to nerf col:
HT needs to be back on field with mana upgrade like other casters have available to them and Carrier needs a significant boost to make other strategies viable late.


I think most of the communit is in agreement they would like to see some mana upgrade (over nothing, at least), such as +15. Everyone hates colossus balls, I find gateway units much more fun to play against and with. Blink stalkers are fun, and chargelots might be a little more fun if their base speed was increased by like .8 instead of .5 after the upgrade.

The only way gateway is viable is having a couple bases over a terran or even with Zerg and just throw units away like Adelscott did with MVP. Lost like 35000 to 20000 but still won the game. Slight mid game buffs to WG and col nerf could be very interesting but without it they just die in droves.


It's great different styles work, but I'd hate to see Protoss get relegated to the completely inefficient swarm play like in PvT SC/BW again. Keep the special abilities and AOE powerful! That's what P is supposed to be about!

But I would rather see a colossus nerf than no amulet. Or amulet giving partial energy at least. Or warp prisms come with speed. Something so harassment and scrappy action packed games is an option for P.

EDIT: If, and I'm not at all convinced myself (I consider David Kim's and Jinro's comments to be important and Protoss was performing better on these big maps... but I think other races are figuring them out, see the GSL World results), but if Protoss lategame is a little too strong with AOE, wouldn't a colossus nerf in the form of more food make more sense? That way early and midgame isn't as affected, since gas is the limiting factor. And late game food count will be the limiting factor. Colossus fix - 6 food to 8. There you have it.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 06 2011 15:11 GMT
#365
On April 06 2011 23:28 Blacklizard wrote:
Show nested quote +
On April 06 2011 06:24 tdt wrote:
On April 06 2011 05:56 FabledIntegral wrote:
On April 06 2011 05:48 tdt wrote:
On April 06 2011 01:59 Sanguinarius wrote:
Yeah thats a big hint for possible colossus nerf. I fear for future protoss late game.


Same here. As of now Toss is boring as fuck with only a couple paths to take a victory, Early game gate pushes with FF or col ball with FF. Lets strip another one out, good idea.

If they are going to nerf col:
HT needs to be back on field with mana upgrade like other casters have available to them and Carrier needs a significant boost to make other strategies viable late.


I think most of the communit is in agreement they would like to see some mana upgrade (over nothing, at least), such as +15. Everyone hates colossus balls, I find gateway units much more fun to play against and with. Blink stalkers are fun, and chargelots might be a little more fun if their base speed was increased by like .8 instead of .5 after the upgrade.

The only way gateway is viable is having a couple bases over a terran or even with Zerg and just throw units away like Adelscott did with MVP. Lost like 35000 to 20000 but still won the game. Slight mid game buffs to WG and col nerf could be very interesting but without it they just die in droves.


It's great different styles work, but I'd hate to see Protoss get relegated to the completely inefficient swarm play like in PvT SC/BW again. Keep the special abilities and AOE powerful! That's what P is supposed to be about!

But I would rather see a colossus nerf than no amulet. Or amulet giving partial energy at least. Or warp prisms come with speed. Something so harassment and scrappy action packed games is an option for P.

EDIT: If, and I'm not at all convinced myself (I consider David Kim's and Jinro's comments to be important and Protoss was performing better on these big maps... but I think other races are figuring them out, see the GSL World results), but if Protoss lategame is a little too strong with AOE, wouldn't a colossus nerf in the form of more food make more sense? That way early and midgame isn't as affected, since gas is the limiting factor. And late game food count will be the limiting factor. Colossus fix - 6 food to 8. There you have it.


Colossus Fix = Add Unit collision. Their insanely flexible mobility makes it such a straight forward a+click unit. I think even Protoss players would like it if there was some thought behind the use of Colossus.

Right now it is, "WHEN Colossus number = X, THEN [IF X <= 2, THEN Expand ELSE 1+a+click mini-map]"

Disclaimer
+ Show Spoiler +
I'm obviously kidding, a little ;P

It is difficult to play any race well. I'm currently amongst the many who are frustrated with the Colossus, or just Protoss in general.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Acrofales
Profile Joined August 2010
Spain18114 Posts
April 06 2011 15:22 GMT
#366
On April 05 2011 03:00 Daralii wrote:
Show nested quote +
On April 05 2011 02:55 LoLAdriankat wrote:
Good and reasonable statements by David Kim. I still think Protoss late game is ridiculous though, no matter what race you are, even for PvP (where whoever has one more colossus wins). Watching Kiwi chronoboost colossi out of three robos vs Select made me cry. Maybe Select could've dropped on the robo facilities but from there it's kind of a guessing game where you hope your opponent's warp-in is still cooling down so they can't respond to your drop as quickly.

A single round of warp-ins is rarely enough to handle a couple medivacs full of M&M, especially if given room to kite.

Nor should it be, which is why KA was removed. A couple of medivacs full is at a minimum 20 supply (4 for 2 medivacs and 8 for whatever's in them), assuming with "couple" you mean 2. Assuming 7 warp gates you can warp in 14 supply. 7 DTs should easily whipe out 2 medivacs' content, but assuming zealots, this should not be able to deal with 16 marines and 2 medivacs, no.

Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-06 15:40:50
April 06 2011 15:39 GMT
#367
On April 07 2011 00:22 Acrofales wrote:
Show nested quote +
On April 05 2011 03:00 Daralii wrote:
On April 05 2011 02:55 LoLAdriankat wrote:
Good and reasonable statements by David Kim. I still think Protoss late game is ridiculous though, no matter what race you are, even for PvP (where whoever has one more colossus wins). Watching Kiwi chronoboost colossi out of three robos vs Select made me cry. Maybe Select could've dropped on the robo facilities but from there it's kind of a guessing game where you hope your opponent's warp-in is still cooling down so they can't respond to your drop as quickly.

A single round of warp-ins is rarely enough to handle a couple medivacs full of M&M, especially if given room to kite.

Nor should it be, which is why KA was removed. A couple of medivacs full is at a minimum 20 supply (4 for 2 medivacs and 8 for whatever's in them), assuming with "couple" you mean 2. Assuming 7 warp gates you can warp in 14 supply. 7 DTs should easily whipe out 2 medivacs' content, but assuming zealots, this should not be able to deal with 16 marines and 2 medivacs, no.



7dt's... who in his right mind would waste 875 gas on the hopes the T doesnt scan? Seriously, 875 gas as a good way to stop a drop? is that the kind of suggestions going around here? Thats probably the least cost efficient way to kill a drop ever. Not only that, they will be useless in a battle as terrans always just need stim and scan in a battle and all dt's are past.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 06 2011 17:08 GMT
#368
On April 07 2011 00:39 Apolo wrote:
Show nested quote +
On April 07 2011 00:22 Acrofales wrote:
On April 05 2011 03:00 Daralii wrote:
On April 05 2011 02:55 LoLAdriankat wrote:
Good and reasonable statements by David Kim. I still think Protoss late game is ridiculous though, no matter what race you are, even for PvP (where whoever has one more colossus wins). Watching Kiwi chronoboost colossi out of three robos vs Select made me cry. Maybe Select could've dropped on the robo facilities but from there it's kind of a guessing game where you hope your opponent's warp-in is still cooling down so they can't respond to your drop as quickly.

A single round of warp-ins is rarely enough to handle a couple medivacs full of M&M, especially if given room to kite.

Nor should it be, which is why KA was removed. A couple of medivacs full is at a minimum 20 supply (4 for 2 medivacs and 8 for whatever's in them), assuming with "couple" you mean 2. Assuming 7 warp gates you can warp in 14 supply. 7 DTs should easily whipe out 2 medivacs' content, but assuming zealots, this should not be able to deal with 16 marines and 2 medivacs, no.



7dt's... who in his right mind would waste 875 gas on the hopes the T doesnt scan? Seriously, 875 gas as a good way to stop a drop? is that the kind of suggestions going around here? Thats probably the least cost efficient way to kill a drop ever. Not only that, they will be useless in a battle as terrans always just need stim and scan in a battle and all dt's are past.


While I agree 100%, 7 Zealots would easily stop 16 marines and 2 medivacs assuming the Toss reacted in time and got relatively near the medivac as the first few marines were dropping.
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 06 2011 18:58 GMT
#369
Medivac drops. Umm, zealots are good at killing marines one at a time being dropped... but the Terran wouldn't drop them on top of waiting zealots.

As Protoss
-Just warp in 1 or 2 dark templar along with zealots/stalkers to help stop drops. Very critical. Not totally buying the amulet nerf on high templar b/c they were too good at stopping drops except for pure marine. Was that a problem?
- Do not warp in visible gateway units anywhere near the medivac, or you will lose expensive gateway units for nothing.


As Terran trying to get a good drop off
- Take the time to build that one raven. Heavy bio terrans have excess gas anyway. Spot observers on the way, pdd when you get there to avoid stalker damage. Blink or not, it wont matter. Dark templar won't matter. So much win. Obviously not convenient for 3 drops at once, but you can't win 'em all.
- Drop outside of P vision. Stim and run in when most of your guys are out seems to be the better option when possible. Right?
- Stim kite.
- Pick up units if ever there is a doubt. Picking up units is instantaneous and works in an area in SC2, so retreating is super easy. With enough APM, bio drops are very safe for the Terran unless there is no escape route. Maps make the big differences here obviously.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 06 2011 22:14 GMT
#370
On April 07 2011 03:58 Blacklizard wrote:
Medivac drops. Umm, zealots are good at killing marines one at a time being dropped... but the Terran wouldn't drop them on top of waiting zealots.

As Protoss
-Just warp in 1 or 2 dark templar along with zealots/stalkers to help stop drops. Very critical. Not totally buying the amulet nerf on high templar b/c they were too good at stopping drops except for pure marine. Was that a problem?
- Do not warp in visible gateway units anywhere near the medivac, or you will lose expensive gateway units for nothing.


As Terran trying to get a good drop off
- Take the time to build that one raven. Heavy bio terrans have excess gas anyway. Spot observers on the way, pdd when you get there to avoid stalker damage. Blink or not, it wont matter. Dark templar won't matter. So much win. Obviously not convenient for 3 drops at once, but you can't win 'em all.
- Drop outside of P vision. Stim and run in when most of your guys are out seems to be the better option when possible. Right?
- Stim kite.
- Pick up units if ever there is a doubt. Picking up units is instantaneous and works in an area in SC2, so retreating is super easy. With enough APM, bio drops are very safe for the Terran unless there is no escape route. Maps make the big differences here obviously.


Terran's don't have excess gas what are you talking about. It goes completely into viking/marauders/medivacs/ghosts/upgrades. Definitely don't have extra gas almost ever.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
April 06 2011 22:26 GMT
#371
Interesting, they did explain their reasons though so I'm fine with the changes
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
AdelSC123
Profile Joined March 2010
France362 Posts
April 06 2011 23:20 GMT
#372
as a toss, all i can say is plz nerf coloshit & bring back KA but with a small nerf to it (60 or 65 energy sounds good to me)...i somehow like P until i have to tech to colossi...
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2011-04-06 23:33:14
April 06 2011 23:31 GMT
#373
i think whoever designed the original khaydarin amulet (and all the caster energy upgrades) must have left blizzard or something

the whole point of the khaydarin amulet in bw is that a templar with full energy gets 3 psi storms off instead of 2

im not sure why they didn't revert the upgrade back to its original logic instead of remove it outright
aaaaa
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 06 2011 23:45 GMT
#374
On April 07 2011 08:31 Zanno wrote:
i think whoever designed the original khaydarin amulet (and all the caster energy upgrades) must have left blizzard or something

the whole point of the khaydarin amulet in bw is that a templar with full energy gets 3 psi storms off instead of 2

im not sure why they didn't revert the upgrade back to its original logic instead of remove it outright


No it wasn't. Khaydarin Amulet was much more beneficial for the reason it made your templar spawn with about ~68 energy instead of 50 energy in BW, not because of adding an additional +50 energy to the maximum energy pool amount.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-04-07 00:07:04
April 07 2011 00:03 GMT
#375
The last thing protoss needs is a reason for all the non-protoss players to pretend like we can get by with no micro. If you buff the carrier its only a matter of time before all the low master and below players talk about how they take no micro to use and how easy it is for protoss etc. Bad players for any race dont micro.

The only thing I dont like about protoss at the moment besides PvP being monotonous is the fact that there really isn't a viable way to leave your base in the mid-game, so you're sort of forced to turtle and do little harass tactics (if even that) because you army is so weak in medium sizes. You cant do like terrans and send a medium sized 25 food force to go pick off an expansion and spread your opponents army out so you have to just defend defend defend until a big attack. Its not that the protoss player likes sitting in their base... its just with the way the game is right now, theres not a whole lot you can do outside of your base without basically throwing the game away... ESPECIALLY against zerg. PvZ feels like an elaborate tower defense game and its not by choice but because of the fact that moving out in the midgame = death.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
April 07 2011 00:14 GMT
#376
On April 07 2011 08:45 FabledIntegral wrote:
Show nested quote +
On April 07 2011 08:31 Zanno wrote:
i think whoever designed the original khaydarin amulet (and all the caster energy upgrades) must have left blizzard or something

the whole point of the khaydarin amulet in bw is that a templar with full energy gets 3 psi storms off instead of 2

im not sure why they didn't revert the upgrade back to its original logic instead of remove it outright


No it wasn't. Khaydarin Amulet was much more beneficial for the reason it made your templar spawn with about ~68 energy instead of 50 energy in BW, not because of adding an additional +50 energy to the maximum energy pool amount.
tell that to my lategame cannon wall

energy ups in bw caused you to spawn in with 63 energy. it's a huge help, absolutely, but spawning with 63 energy is way, way different than spawning with 75 energy and being able to storm on the drop
aaaaa
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 07 2011 00:15 GMT
#377
On April 07 2011 09:14 Zanno wrote:
Show nested quote +
On April 07 2011 08:45 FabledIntegral wrote:
On April 07 2011 08:31 Zanno wrote:
i think whoever designed the original khaydarin amulet (and all the caster energy upgrades) must have left blizzard or something

the whole point of the khaydarin amulet in bw is that a templar with full energy gets 3 psi storms off instead of 2

im not sure why they didn't revert the upgrade back to its original logic instead of remove it outright


No it wasn't. Khaydarin Amulet was much more beneficial for the reason it made your templar spawn with about ~68 energy instead of 50 energy in BW, not because of adding an additional +50 energy to the maximum energy pool amount.
tell that to my lategame cannon wall

energy ups in bw caused you to spawn in with 63 energy. it's a huge help, absolutely, but spawning with 63 energy is way, way different than spawning with 75 energy and being able to storm on the drop


Oh, I'm 100% aware (and thanks for the exact number of bonus energy, I thought it was more than +13). It's COMPLETELY different. I just meant to say that it was still used not for the +50 energy pool but the bonus energy you started with, which is the reason why most protosses started teching it as soon as storm finished (or soon thereafter) even when they wouldn't be pooling any energy really.
Sweetness.751
Profile Joined April 2011
United States225 Posts
April 07 2011 00:30 GMT
#378
On April 05 2011 01:50 the9thdude wrote:
Show nested quote +
On April 05 2011 01:42 Noocta wrote:
I like that they wanted to hit protoss aoe damage.
Don't understand why they would focus on templars while colossi are almost breaking the game.


Collossi are big and can be targeted by air, High Templars can be warped in anywhere there is a Pylon and can basically kill anything when they spawn.



Um can't every unit kill anything when it spawns? Your statement makes no sense. Except for Infestors, the Templar now have to sit on their ass when a battle ensues. 150 gas to a unit that cant participate in a battle is retarded. Plus the AoE if Templar are only good if you can blanket the ground with them. Storm rarely does more than 40 damage to any given unit because the opponent can move out of the storm. No other spell does this, and no other spell can be dodged so easily. Unless you have 900 gas worth of Templar, they really are not effective during battle situations, only harassment. And warping in 900 gas worth of units that can't attack after a major battle (for 40ish seconds) is the dumbest in game decision a Protoss can make. That is why Templar are rarely good, and now worse.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
AndAgain
Profile Joined November 2010
United States2621 Posts
April 07 2011 00:39 GMT
#379
On April 07 2011 09:03 Jayrod wrote:
The last thing protoss needs is a reason for all the non-protoss players to pretend like we can get by with no micro. If you buff the carrier its only a matter of time before all the low master and below players talk about how they take no micro to use and how easy it is for protoss etc. Bad players for any race dont micro.

The only thing I dont like about protoss at the moment besides PvP being monotonous is the fact that there really isn't a viable way to leave your base in the mid-game, so you're sort of forced to turtle and do little harass tactics (if even that) because you army is so weak in medium sizes. You cant do like terrans and send a medium sized 25 food force to go pick off an expansion and spread your opponents army out so you have to just defend defend defend until a big attack. Its not that the protoss player likes sitting in their base... its just with the way the game is right now, theres not a whole lot you can do outside of your base without basically throwing the game away... ESPECIALLY against zerg. PvZ feels like an elaborate tower defense game and its not by choice but because of the fact that moving out in the midgame = death.


^ This is a good point.

You don't even often see protoss players try to attack opponent's expansions because they would have to use their whole army to do so. Being caught out of position is very risky because you could get surrounded or counterattacked. The only safe way to play is get a deathball and go kill your opponent's army.
All your teeth should fall out and hair should grow in their place!
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
April 07 2011 00:49 GMT
#380
On April 07 2011 09:30 Sweetness.751 wrote:
Show nested quote +
On April 05 2011 01:50 the9thdude wrote:
On April 05 2011 01:42 Noocta wrote:
I like that they wanted to hit protoss aoe damage.
Don't understand why they would focus on templars while colossi are almost breaking the game.


Collossi are big and can be targeted by air, High Templars can be warped in anywhere there is a Pylon and can basically kill anything when they spawn.



Um can't every unit kill anything when it spawns? Your statement makes no sense. Except for Infestors, the Templar now have to sit on their ass when a battle ensues. 150 gas to a unit that cant participate in a battle is retarded. Plus the AoE if Templar are only good if you can blanket the ground with them. Storm rarely does more than 40 damage to any given unit because the opponent can move out of the storm. No other spell does this, and no other spell can be dodged so easily. Unless you have 900 gas worth of Templar, they really are not effective during battle situations, only harassment. And warping in 900 gas worth of units that can't attack after a major battle (for 40ish seconds) is the dumbest in game decision a Protoss can make. That is why Templar are rarely good, and now worse.


Since Ghosts no longer render Sentries paperweights, you can FF the army in half and storm the front half. It's hard to do, but powerful. And isn't that what people were saying storms should be?
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