• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:45
CET 11:45
KST 19:45
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
BW General Discussion Rollback Netcode in Brood War Top Players of October 2026 (EBPD Rankings) [Megathread] Daily Funny Videos How SKT1 S-Tiers Felt To Be Swept By Flash
Tourneys
New Worlds Star League [$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11338 users

Situation Report: Patch 1.3 - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 20 Next All
Spawkuring
Profile Joined July 2008
United States755 Posts
April 04 2011 19:52 GMT
#161
On April 05 2011 04:45 Yaotzin wrote:
Show nested quote +
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 04 2011 19:52 GMT
#162
On April 05 2011 04:46 andrewlt wrote:
Show nested quote +
On April 05 2011 04:30 Yaotzin wrote:
On April 05 2011 04:27 Noocta wrote:
On April 05 2011 04:22 Yaotzin wrote:
Do any of the people saying colossi don't require micro actually play P?


Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff...

All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there.



No, it's not. There is not a single other unit, in both BW and SC2, that can deal splash damage at that range while being a-moved. They move faster than high templar, too. As fast as non-upgraded zealots, in fact.

Siege tanks have to be in siege mode before they can deal splash damage. They have a minimum range and they have friendly fire. They don't have splash damage while moving.

Lurkers (BW-only) can't attack without being burrowed. They can't move while burrowed.

Spider mines (BW-only) have to be planted in the ground one by one.

Reavers (BW-only) are so slow they need to be babysat with a shuttle transporting them around.

Psionic storm, irradiate, plague, fungal growth are all spells which have to be casted and aimed manually.

The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around.



colossus was meant to be shuttle+reaver, just like medivac is dropship+medic.

i think its something they didn't think through, they put it in there because "its cool" just like warp gates.
age: 84 | location: california | sex: 잘함
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 19:55 GMT
#163
On April 05 2011 04:52 Spawkuring wrote:
Show nested quote +
On April 05 2011 04:45 Yaotzin wrote:
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.

They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.
eot
Profile Joined April 2011
146 Posts
April 04 2011 19:57 GMT
#164
I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now.
Spawkuring
Profile Joined July 2008
United States755 Posts
April 04 2011 19:59 GMT
#165
On April 05 2011 04:55 Yaotzin wrote:
Show nested quote +
On April 05 2011 04:52 Spawkuring wrote:
On April 05 2011 04:45 Yaotzin wrote:
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.

They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.


They probably won't do massive overhauls in a patch, but I wouldn't be the least bit surprised if it happened in an expansion. Expansions are basically meant for that kind of thing, and WoW alone has demonstrated that Blizzard is perfectly willing to turn game mechanics on its head if necessary.
andrewlt
Profile Joined August 2009
United States7702 Posts
Last Edited: 2011-04-04 20:02:53
April 04 2011 20:01 GMT
#166
On April 05 2011 04:50 Yaotzin wrote:
Show nested quote +
On April 05 2011 04:46 andrewlt wrote:
On April 05 2011 04:30 Yaotzin wrote:
On April 05 2011 04:27 Noocta wrote:
On April 05 2011 04:22 Yaotzin wrote:
Do any of the people saying colossi don't require micro actually play P?


Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff...

All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there.


The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around.


The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs.

Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.



I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to. It needs something that the audience will cheer about when you actually engage with it.

And don't get me started about how they buffed bio compared to mech. Stim is already much weaker compared to its BW counterpart and they still can't get it quite right.
Daralii
Profile Joined March 2010
United States16991 Posts
April 04 2011 20:01 GMT
#167
On April 05 2011 04:57 eot wrote:
I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now.

Didn't Browder say they would be adding units, but not if they didn't fill a role currently lacking? So that you wouldn't have useless units just for the sake of having new units?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
eot
Profile Joined April 2011
146 Posts
Last Edited: 2011-04-04 20:04:35
April 04 2011 20:03 GMT
#168
On April 05 2011 05:01 Daralii wrote:
Show nested quote +
On April 05 2011 04:57 eot wrote:
I think the odds of them doing a major redesign of the Colossus or Warp Gates are quite slim. They have said though that they're not too sure about adding new units in the expansions which hopefully opens up for more overhauling of what's in the game right now.

Didn't Browder say they would be adding units, but not if they didn't fill a role currently lacking? So that you wouldn't have useless units just for the sake of having new units?

Quite possible, it's a pain in the ass to go quote hunting though. The one I was thinking of was more saying that "new MP units in the expansion is not at all guaranteed". They'll probably add something though.


On April 05 2011 04:50 Yaotzin wrote:The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs.

Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.


What about TvT? The splash mechanic doesn't have to be simple
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-04 20:08:38
April 04 2011 20:05 GMT
#169
On April 05 2011 05:01 andrewlt wrote:
Show nested quote +
On April 05 2011 04:50 Yaotzin wrote:
On April 05 2011 04:46 andrewlt wrote:
On April 05 2011 04:30 Yaotzin wrote:
On April 05 2011 04:27 Noocta wrote:
On April 05 2011 04:22 Yaotzin wrote:
Do any of the people saying colossi don't require micro actually play P?


Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff...

All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there.


The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around.


The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs.

Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.



I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to.

A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.

And don't get me started about how they buffed bio compared to mech. Stim is already much weaker compared to its BW counterpart and they still can't get it quite right.

Dunno mech use seems to be creeping up slowly but surely. Pure bioball usage is much less common than it was a few months ago.


What about TvT? The splash mechanic doesn't have to be simple

It's a mirror, there are no balance concerns. For game variety purposes tanks do a great job of slaughtering a big fat bioball anyway.

It's not complicated: if you did something like remove colossus range Protoss would get utterly destroyed by bioballs. They need splash, and it should be simple because it's the counter to a simple strategy.
Spawkuring
Profile Joined July 2008
United States755 Posts
April 04 2011 20:11 GMT
#170
On April 05 2011 05:05 Yaotzin wrote:
A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.


In that case, the best solution would be to just nerf the bioball so easy-mode splash damage is no longer necessary. We've already seen stim get nerfed slightly to address this, although more changes will be needed.
Mommas Boy
Profile Joined December 2010
Canada144 Posts
April 04 2011 20:14 GMT
#171
Its funny because when the game launched it was basicall the first patch seige tanks got there AOE nerfed in almost half, and they have to seige to do damage. yet they are so scared of stopping the collusi from instakilling everything.
here to play.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 20:15 GMT
#172
On April 05 2011 05:11 Spawkuring wrote:
Show nested quote +
On April 05 2011 05:05 Yaotzin wrote:
A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.


In that case, the best solution would be to just nerf the bioball so easy-mode splash damage is no longer necessary. We've already seen stim get nerfed slightly to address this, although more changes will be needed.

That's incredibly difficult to do. The issue isn't the power of the individual units, rather it's the way all Terran units are ranged, and are now able to clump so closely. If you nerf their individual power then Terran dies horribly at low unit counts.

I suppose you could make bigger hit boxes and thus decrease the all around necessity for splash, but that's a huge design change and the whole game would have to be overhauled.
Jarmam
Profile Joined June 2010
Denmark140 Posts
April 04 2011 20:16 GMT
#173
Too bad he doesnt address why the Amulet was scrapped entirely instead of redesigned or tweaked, since unlike the Void Ray unit-role re-design that required a complete removal of their speed upgrade, HTs are still the exact same HTs except initially weaker. Saying that removing an upgrade instead of tweaking it for no reason *at all* - with no further changes to the unit or any other additions to the game to compensate for the void of the upgrade - is a "small step"... it gets my trololo going.
"Freedom for Colossus" - White-Ra
andrewlt
Profile Joined August 2009
United States7702 Posts
April 04 2011 20:17 GMT
#174
On April 05 2011 05:05 Yaotzin wrote:
Show nested quote +
On April 05 2011 05:01 andrewlt wrote:
On April 05 2011 04:50 Yaotzin wrote:
On April 05 2011 04:46 andrewlt wrote:
On April 05 2011 04:30 Yaotzin wrote:
On April 05 2011 04:27 Noocta wrote:
On April 05 2011 04:22 Yaotzin wrote:
Do any of the people saying colossi don't require micro actually play P?


Running away from viking / corruptor to let stalkers kill them, or move&shoot are pretty basic stuff...

All micro is basic stuff. It's speed and accuracy which make up the skill, and colossus micro is the same as any other there.


The precedent from BW is, you gotta earn your splash damage. You can't just a-move it around.


The game changed though. The power of bioballs in particular necessitates a somewhat simple splash damage mechanism. Zerg got banelings, Protoss got colossus. Both races pretty much require these units to stop nasty stim bioballs.

Splash was less important in BW due to the crap pathfinding and bigger unit boxes. For that reason splash has to be easier to get/use in SC2.



I don't see how that necessitates such splash damage to be so easy to use. It sounds like dumbing down the game. That's what all the complaints about the colossus boil down to.

A big stim bioball is really easy to get and use pretty effectively. The splash damage necessary to stop it, is therefore also easy to get and use pretty effectively. If you made splash much harder to use then Terran would demolish everyone except at the highest level and therefore kill the game.



We'll have to disagree there. I think you're focusing too much on perfect balance on the lower levels of the game. I pretty much watch pro games exclusively and to me, it doesn't matter if the game is perfectly balanced if it's boring to watch. And the colossus is as boring as boring can be.


Show nested quote +

What about TvT? The splash mechanic doesn't have to be simple

It's a mirror, there are no balance concerns. For game variety purposes tanks do a great job of slaughtering a big fat bioball anyway.


There are entertainment concerns. PvP is almost unwatchable currently. You can't have mirror match-ups that are broken from a gameplay perspective.


Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 20:20 GMT
#175
Do you have some idea for what else amulet could do? BW amulet was pretty terrible...
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 04 2011 20:21 GMT
#176
On April 05 2011 02:29 entropius wrote:
This approach of "Lategame protoss AoE is too good, so let's nerf templars and see what happens" seems dangerously naive, since it ignores the dynamics of the different matchups as well as the different roles of the two units.

By design, Colossi dominate ground armies and die to air-to-air. Fine; there are some interesting design possibilities there, but it only works that way in PvT. In PvZ and PvP, the trouble is that there is no good air-to-air for them to die to.

In PvT, T needs to get enough vikings to kill the colossi, but not so many that they will fall behind on ground units. This isn't a complete "oh, you overproduced vikings, they're useless and you lose" situation though, because they can land. Then there are interesting positional battles in which the viking user tries to get a good angle on the colossi to snipe them without taking too much stalker fire in return. The protoss can get phoenix and more colossi and contest the air, but then the terran can get thors, and an interesting maneuver game develops wherein the T tries to exploit his longer antiair range to either kill the phoenix or break up the P ball.

HT are used vs. Terran because 1) warpin storms help counter terran dropship play, and 2) colossi are vulnerable to vikings, while shutting down HT with ghosts is not as guaranteed. If a P produces too many colossi the T simply makes vikings and kills them.

The trouble in PvZ is that no such interesting dynamic; the root problem is that corruptors suck ass. They're built vs. colossi, but they're not nearly as good as vikings in that role because they do less DPS (even with corruption!) at less range and cost more, and can't land to help out after the colossi are dead. The corruptor's attributes that make it good at capital ship killing -- high hp and high armor -- are mostly irrelevant. Z must spend much more on corruptors than P spends on colossi to kill them before they decimate Z's ground army, yet even once the colossi are dead, the corruptors are useless and the Z ground army already took a great deal of damage from the colossi.

The range really is huge: vikings can engage colossi without taking much stalker fire in return, and the stalkers must blink far out of position to try to engage them (at which point they run). Corruptors can't do this, *and* kill them more slowly.

Void rays complicate this even more, since they are an air-to-everything unit that actually wins against the corruptor, a dedicated air-to-air unit. This is different than the Phoenix + Colo dynamic in PvT. Phoenix have utility against ground, but not as much as voids; Vikings again can exploit their longer range to play positional games; and Terran have Thors, which are both competent in the ground engagement and absolutely murder Phoenix from a very long way away. Zerg have no such options; the only unit they have that's reasonably competent against the void ray is the hydralisk, and it's not an option because you're not going to get at the voids without melting to colossus fire.

tl;dr the biggest problem with colossus in PvZ is not necessarily that colossi are too good but that zerg air-to-air (corruptors) suck too much. In PvT colossi are kept in check because vikings are tremendously good. But Zerg have to rely on the pretty asstastic corruptor.

PvP is a lollercaust at the moment also. Aside from herp derp 4gate, the only competent air-to-air in the matchup is voids, so of course colossi are going to run rampant.

Not exactly sure how to address the issues; my best suggestion would be:

--Templar amulet reinstated, provides +15 energy
--Colo range buff is +2 instead of +3 *or* colo splash length reduced slightly

(This would leave both units quite viable in pvt)

--Corruptor range increased from 6 to 7 and corruptors lose the attribute "armored"

(These changes are really only relevant to the pvz matchup, and would make the "engage with corruptors first and just tank the stalker fire while shooting colos" tactic more viable, while also letting them soak void fire better)

Another interesting change to the PvZ dynamic would be to buff ultras. It's not as though they see all that much use, except for ZvT when T falls behind on infantry upgrades; a giant beastly expensive tier 3 unit that has melee range, doesn't shoot up, and takes a year to build has to do the only thing it does pretty dominatingly to see much play.

Giving Zerg a *ground* unit that could take on a colossus ball head on would be an interesting dynamic, especially since it would encourage back-teching to immortals to hold the ultras.



wow. great post. you actually understand the MU very well. Corruptors do suck. fking horrible. i hate the feeling when you killed off 5 collossus and you have 6 corruptors left watching the stalkers kill of the remnants of your force.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-04-04 20:35:15
April 04 2011 20:22 GMT
#177
I still think instead of removing Khadarian it should have just been changed to "+15 energy" from "+25" and it seems a lot of others agree with me on that. I'd rather see Thermal lance give one less range bonus than anything.

On April 05 2011 05:20 Yaotzin wrote:
Do you have some idea for what else amulet could do? BW amulet was pretty terrible...


Is that a joke? Amulet was an absolutley, essential, 100% necessary upgrade that you saw in 100% of games people went high templar. Your templar that spawned would almost have enough energy to cast a storm, and in longer macro games you could even get off an additional storm if you stored up energy. Amulet finishing was also critical for delayed hydra busts that weren't 2/3 hatch hydra allins.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 04 2011 20:24 GMT
#178
I like the reasoning behind the changes. I'd also add that HT Zealot was to much WC3 like. No spell caster should be the core unit of an army, just support.

In other news, did Davin Kim ever mention "mech"? Ever? I feel mech is heavily overlooked and that makes me
Head Coach Park: "They should buff tanks!"
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
April 04 2011 20:24 GMT
#179
On April 05 2011 05:20 Yaotzin wrote:
Do you have some idea for what else amulet could do? BW amulet was pretty terrible...

I disagree.

Amulet in BW gave the HT higher starting energy (ie, less waiting on the first storm) and allowed the HT to cast 3 storms instead of 2 with full energy. That's actually pretty reasonable.
My psychiatrist says I have deep-seated Ragneuroses :(
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 04 2011 20:24 GMT
#180
On April 05 2011 04:55 Yaotzin wrote:
Show nested quote +
On April 05 2011 04:52 Spawkuring wrote:
On April 05 2011 04:45 Yaotzin wrote:
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.

They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.

Nerfing the concept seems pretty impossible, but I might imagine increasing the warp-in time from five to 10-15 seconds or so to make Protoss less flexible and require them to plan ahead more. Warping in during a battle rarely enables the opponent to target the warping units and thus the "more damage during warp-in"-disadvantage isnt a true disadvantage. Being able to not spawn at the corresponding building could be advantage enough ...

If they changed the warp-in time to something much longer the Khaydarin Amulet might be introduced back into the game IMO.
If you cant say what you're meaning, you can never mean what you're saying.
Prev 1 7 8 9 10 11 20 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 111
Codebar 109
Rex 6
StarCraft: Brood War
Calm 4016
Horang2 1508
Shuttle 1411
Mini 467
Jaedong 416
firebathero 354
hero 192
Zeus 171
Light 163
Stork 144
[ Show more ]
Rush 141
Hyuk 118
Larva 96
Dewaltoss 94
Soma 87
Pusan 84
Soulkey 64
Hyun 61
Killer 56
ZerO 53
sorry 28
ggaemo 26
Hm[arnc] 18
Movie 15
soO 14
zelot 9
Terrorterran 7
Dota 2
ODPixel323
Counter-Strike
fl0m4676
olofmeister1244
dupreeh903
allub132
Other Games
ceh9554
XaKoH 542
Pyrionflax162
ZerO(Twitch)9
Organizations
Other Games
gamesdonequick524
Counter-Strike
PGL164
StarCraft: Brood War
lovetv 7
[ Show 14 non-featured ]
StarCraft 2
• LUISG 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• iopq 7
• ChaeLyn 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2219
League of Legends
• Stunt476
Upcoming Events
Kung Fu Cup
15m
Replay Cast
12h 15m
The PondCast
23h 15m
KCM Race Survival
23h 15m
OSC
1d 3h
IntoTheTV X SOOP
3 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
3 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
3 days
IntoTheTV X SOOP
4 days
IPSL
4 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
[ Show More ]
Replay Cast
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Invitational
6 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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 © 2026 TLnet. All Rights Reserved.