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Interneting
Profile Joined July 2011
United States23 Posts
September 26 2011 04:24 GMT
#2401
Maybe these have been mentioned, but I don't have time to read 120 pages. So, in regards to the Ghost vs. Protoss...

How about High Templars have greater movement speed and acceleration so that they can be microed out of clumps easier?

and

Sentries get force fields on a cooldown timer like Strike Cannon used to be? A shorter cool down of course. This way you can't be left without any force fields, but you also need a greater number of sentries to manipulate the whole battlefield.
love4every1
Profile Joined September 2011
United States37 Posts
September 26 2011 04:56 GMT
#2402
On September 26 2011 12:59 Shiori wrote:
Show nested quote +
On September 26 2011 12:21 love4every1 wrote:
On September 26 2011 09:18 Shiori wrote:
On September 26 2011 06:47 love4every1 wrote:
Observation: HT's buffed in latest patch.

With the increase in warp prism health, having multiple warp prisms with high templar makes the risk/reward for getting off a storm vs. getting emp'd more even. Terrans can still scan ahead and locate the ht's before engaging, but with multiple prisms and some basic dropship micro Protoss should have the advantage as far as getting off at least one storm, if not all they want.

Thoughts?

there's still the glaring issue of ghosts being way too good against protoss in general. in the ghost, you have an ability akin to storm and a hard counter to the high templar. simply mitigating them damage from ghosts doesn't change the fact that emps on one's army are still going to be great, and that warp prism play gives terran a huge positional advantage and is extremely risky. it's like this: if you succeed, you get storms off an fight an even battle with the terran army (don't forget, you invested in those HTs.) if you fail, then you lose ~1000gas of units that did nothing, and you therefore lose the game.

the problem is that one storm on marines never wins the game in real scenarios, but one decisive emp often does, and since they're so spammable, it's really easy to get that critical EMP on sentries before they ff/gshield or on exposed HTs. The ghost has no counter and is good in every single situation. the presence of warp prisms does not making having ghosts any worse.


I disagree. If emp when it works is too effective, then storm when it works is too effective.

As far as one decisive emp winning a game, that is true... Only when the main damage dealing units are clumped, i.e. the high templar. Using the warp prism to get in range of the ghosts allows the templar to spread out and either feedback and kill a ghost or storm before they die. Feedback is instant, emp is not and snipe requires two shots. Further putting the edge in the protoss' favor is the fact with multiple warp prisms, the terran does not know which prism you are dropping HT out of, so protoss should always be able to get either a feedback or storm off, potentially without HT losses.

I don't see how using warp prisms provide the terran with unreasonable positional advantage, but I would like to hear your response because I probably just haven't thought of it.

Also the investing argument doesn't work unless you apply it to both sides. Ghosts are definitely an investment for terran as well. I'm not sure of the exact figures, but it seems that ghosts should cost less in the long run because HT have the ability to one shot them or at the very least remove all their energy.

The ghost does have a counter; it just so happens that it is the counter to it's counter. And so is the reverse true. It's a very unique and interesting problem, and I think blizzard has actually managed to fix it, and we'll see greater HT use in the future.

Or, you know, more QQing.

Storm is not "too effective" because it is never possible to land a full storm except by doughnuting the enemy with forcefields. emp is effective because it has a larger aoe, is instant, and, on average, does more damage. it's actually pretty rare for storm to outright "kill" something, so that argument is moot anyway.

feedback isn't terribly effective against ghosts either, because emp is such a long range spell. furthermore, feedbacking ghosts doesn't usually kill them (they're not infestors, after all) and means you have fewer storms. the problem here is that the ghost has the ability to counter casters and counter protoss compositions in general with just 1 spell. feedback is actually pretty terrible against ghosts in general. if you're using a warp prism to get near them to feedback, then chances are those high templars are dead meat anyway and some emps will go off anyway.

as for getting multiple prisms, i think it's just a bad strat. it's a mineral dump which basically just consists of you pumping more and more resources into a few storms being effective. what if they aren't? you lose. what if you over-invest? storm is great but it's not actually as strong as it seems. a critical emp is 100x better than a well-placed storm, simply because the damage cannot be mitigated after it hits. the other fact is that when protoss gets high templar, they do that as a composition choice. in signing those templar off to use feedback or sit in a warp prism, you're diminishing the actual core army. since templar are basically the highest tier units in any protoss comp (except ultra-late game) then the terran can very easily just kill your ground forces. even WITH STORM, terrans are quite able to break even with protoss. if we do the warp prism trick, we will at best break even with a competent terran (and usually will not make even that) which is a huge issue.

it's simply not possible to get a lot of ghosts, see the opponents composition, act a millisecond too late, and lose. emp outranges everything and is actually far more devastating to protoss than storm is to terran. why? because it nullifies protoss's two racial advantages: energy and shields. the sentry is literally the life of protoss armies. if you emp them, we have several hundred gas tied up in useless units. but it gets better. that same spell doubles as a larger-aoe storm that works better against protoss than storm ever could. you see, protoss units lose cost-for-cost to terran units and have a lower dps in general. we rely on the sentry/gateway composition coupled with high health/shield units in order to stand our ground (and i'd argue that this is a flawed concept in itself, but so it is). EMP nullifies both of these things. that's the problem. high templar just do more damage. they're expensive and, while they work well against terran t1 as a t3 unit should, they are not game-changing in a conventional sense. storm is great, but it's essentially an aoe attack that can be dodged for 50%+ of its damage. EMP is something which gives a definitive advantage in battle no matter what it hits.

as for the high templar being the counter to the ghost, that's just silly. it's a counter to the ghost in the same way that zealots counter marine/marauder. they're supposed to, and theoretically there are situations in which they could, but it's far easier for the ghost to kill the HT than vice versa. furthermore, ghosts aren't a risky investment and can't really be made useless except by other ghosts. feedback, in general, is a pretty average spell which pales in comparison to the anti-caster spells terran gets.

i actually don't have a problem with the fact that EMP is good against HTs. I think that's great. the ghost should be an anti-caster unit. EMP should not affect shields. At all. the ghost should be situational just like hts are, and just like infestors are starting to be. when you see your opponent teching to templar, you should smartly decide to get ghosts. you should not be rewarded for blindly teching to a unit that's good against everything. if the protoss doesn't get HTs, and you have ghosts, their effectiveness should be reduced. and before anyone complains about chargelot archon, terrans were beating that composition long before they discovered how good the ghost is.

so in summary: make emp only drain energy. then it's equally good against protoss and zerg (it's sad that a unit counters specifically an entire race). it would also probably be beneficial to reduce the range to 9 to bring it in line with the other aoe spells, but that's not as important.

basically, terran should not be able to do a 2-for-1 with EMP. it's either energy or shields. not both. and i think it would be better for it to drain energy rather than shields, simply because it makes more sense for the ghost as an anti-caster. since terran units are already so dps-heavy, they don't need a burst-damage spell the way protoss does (and to a lesser extent zerg). the balance in this regard is asymmetric. honestly, there's nothing balanced about the ghost right now; pretending otherwise is just silly and i think everyone pretty much knows that. it's way too versatile and can totally change the game in 1 second.


But that's completely ignoring what I said. The prisms are meant to negate snipe and emp range.

First of all, I'm certain we're going to see more warp prism play in the pro scene, regardless of whether or not they use them for high templar, so that argument of dumping 600 minerals into a those prisms seems invalid.

Second of all, emp is the same as storm in that it's main use (besides damage) is positional control. You emp their force as a terran, protoss shouldn't engage. You run away and leave a storm in your wake, they won't get through without evening the odds, and it works vice versa.

Thirdly, you forgot what we would be using the warp prism for: getting into the range of feedback and storm without giving the terran the edge in range. Since snipe and emp aren't going to kill the prism, and you can drop a feedback or a storm and have a larger than average chance of escaping with good dropship micro and multiple prisms, either choice would wreak havoc with a fairly high success rates.

Fourth, HT have the greatest anti-caster spell, not ghosts. HT have the ability to one shot any spellcaster, which is the most likely scenario considering the ghosts would be useless in battle otherwise, which would be the worst case scenario for a feedback. Just because ghosts have area of effect doesn't mean that they have the best anti-caster; protoss shouldn't have them all in one control group, just because they don't separate them doesn't make it AOE's fault. Plus, prism HT drops would negate AEO attacks vs. spellcasters.

Fifth, HT are only a bad investment now because you aren't used to getting storms off. Storm counters units in general, so it is consistently good especially in the late game vs. terran IF you can get them off, which prism micro would allow. Storm decimates bio armies, and emp decimates shields. You did say that storms do not decimate bio armies however, so I am willing to agree if you provide replay examples.

Sixth, Ghosts and HT both have 2 for 1. Most likely if you get a feedback off on a ghost it actually is dead, so without saying it would be without energy. So instead of energy and shields, you're trading energy and health.

Seventh, Ghosts should be able to destroy sentries, which actually need to be clumped up and so I agree are decimated by storms unilaterally. Ghosts cost significantly more, and are higher up on the tech tree.

If there are any more points I will surely get to them, if not now in the morning. I look forward to these questions though, it's these discussions that help flush out the pros/cons more.


Help!
Sabu113
Profile Blog Joined August 2009
United States11087 Posts
September 26 2011 05:23 GMT
#2403
On September 26 2011 13:56 love4every1 wrote:
Second of all, emp is the same as storm in that it's main use (besides damage) is positional control. You emp their force as a terran, protoss shouldn't engage. You run away and leave a storm in your wake, they won't get through without evening the odds, and it works vice versa.

Thirdly, you forgot what we would be using the warp prism for: getting into the range of feedback and storm without giving the terran the edge in range. Since snipe and emp aren't going to kill the prism, and you can drop a feedback or a storm and have a larger than average chance of escaping with good dropship micro and multiple prisms, either choice would wreak havoc with a fairly high success rates.

Fourth, HT have the greatest anti-caster spell, not ghosts. HT have the ability to one shot any spellcaster, which is the most likely scenario considering the ghosts would be useless in battle otherwise, which would be the worst case scenario for a feedback. Just because ghosts have area of effect doesn't mean that they have the best anti-caster; protoss shouldn't have them all in one control group, just because they don't separate them doesn't make it AOE's fault. Plus, prism HT drops would negate AEO attacks vs. spellcasters.

Fifth, HT are only a bad investment now because you aren't used to getting storms off. Storm counters units in general, so it is consistently good especially in the late game vs. terran IF you can get them off, which prism micro would allow. Storm decimates bio armies, and emp decimates shields. You did say that storms do not decimate bio armies however, so I am willing to agree if you provide replay examples.

Sixth, Ghosts and HT both have 2 for 1. Most likely if you get a feedback off on a ghost it actually is dead, so without saying it would be without energy. So instead of energy and shields, you're trading energy and health.

Seventh, Ghosts should be able to destroy sentries, which actually need to be clumped up and so I agree are decimated by storms unilaterally. Ghosts cost significantly more, and are higher up on the tech tree.


I think a big problem with this sort of analysis is that it (seemingly?) ignores the perspective of how the races and the whole battle looks. This has been repeated mutliple times so maybe I missed it if you addressed this point earlier. The Toss army MUST have AoE to go Toe to Toe with a Terran army. If the Toss army lacks AoE at a certain size it will /definitely/ die. That's both why Toss armies group up and why Toss battle compositions look like they do. A bunch of other units protecting AoE.

Your warp prism magic carpet (with a neutered storm) combined with your claims about feedback being the ultimate anti-caster skill is alrightish if we acknowledge an asymmetric difficulty in doing. That might be an element that should be adjusted to even out the rewards to ghost play? You can have something very powerful if it's mechanical difficult to do. (i.e. mma drop play vs most terran drop play) I would note that the viking problem should be noted when discussing warp prism movement with the main army. It's not bw again.

Your fourth point is completely off. Killing casters is a nice lovely cherry on the sundae. When you emp a HT you make the unit worthless. It's there to storm. If it feedbacks your army you are still ahead because it wasn't able to Storm and provide that AoE.

5th Point is false. Actually seems like a rather bad faith point to make. Storm on a dancing marauder ball with an emp on a toss army maneuvering back and forth to get position. Which army suffers more/ generally dies within the next minute? (Also which army is faster and can retreat with a defender's advantage?) The reason why collosi are a lot nicer than temps in a good number of situations is that it has guaranteed dps (and must easier to use ofc).

Also enjoyed how you worded it. The whole fallacious argument that emp "only destroys shields" is rather disingenuous.

I don't understand your 6th point. I haven't seen/experienced many kills with feedback on ghosts so I feel iffy about calling feedback better. It returns to my argument about article 4 that denying the spell is what is important. (Though ghosts do have some nominal light damage and are resilient so maybe that compensates?)

7th I am sympathetic to. Terran armies will die if mass ff can go down. Still I think from an interesting obs point of view it's nice for sentries to retain some usage in the lategame. Fair point.

Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
love4every1
Profile Joined September 2011
United States37 Posts
Last Edited: 2011-09-26 06:15:17
September 26 2011 05:44 GMT
#2404
Warp prisms now have 200 health. It would take a boatload to one shot just one warp prism, and if you have multiple you are going to get a storm off. If terran uses emp to drop the warp prism shields before the vikings hit, you just wasted an emp which is in itself a victory.

I agree whole heartedly that High Templar are harder to control in this scenario, and only the best of the best will be able to make devastating use of them. This micro is the cost of having the better unit, since emp is not instant, snipe takes two shots, and terran doesn't know which prism you are dropping out of. With proper (the best) micro, you should always be able to do what you want to, regardless of how good the terran is.

You are viewing the 5th point with eyes towards pre-patch. The reason you always get killed by the marauders force is because you never got the good damage you wanted off of storms. If you get a good two storms off, the terran will not be attacking, because chances are if the storms were any good, his marines have all come down with a serious case of death, or at least need some time to heal up, allowing you to regain shields. And that it only destroys shields is not disingenuous if they have time to regain them, which storm allows the positional maneuvering to do so.

In regards to HT being the best caster killer being just a cherry on the sundae, you're right. But I'm only responding to the questions posed by the earlier poster, or else I wouldn't have brought it up at all.

Sixth post was exactly the same as the former caster-killer one, only answering questions other posters brought up earlier.

Also, I never argued that they didn't need AOE... on the contrary, saying that they now have the ability to get off storms seems like an argument on your side.

Thank you on the 7th point!

Also, the assumption they'll have a boatload of vikings only applies to a collosi teching player
Help!
CellTech
Profile Joined June 2010
Canada396 Posts
September 26 2011 05:49 GMT
#2405
Can all you terrans stop pretending that its not hard as heck to feedback this miniature skinny ghost(s) mixed into a MMM army. You get gets BOTH the templars spells (basically) in an auto shot that has massive AoE.
^ Probably a Troll Post
0neder
Profile Joined July 2009
United States3733 Posts
September 26 2011 05:51 GMT
#2406
On September 26 2011 13:24 Interneting wrote:
Maybe these have been mentioned, but I don't have time to read 120 pages. So, in regards to the Ghost vs. Protoss...

How about High Templars have greater movement speed and acceleration so that they can be microed out of clumps easier?

How about players actually micro spread them. Movement speed and acceleration would actually make it harder to spread micro them. The whole point is you do this BEFORE you engage to prevent being totally gimped by 1 EMP. But the skill ceiling is still far off and even most top players aren't there yet like they were in BW.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
September 26 2011 07:01 GMT
#2407
On September 26 2011 14:49 CellTech wrote:
Can all you terrans stop pretending that its not hard as heck to feedback this miniature skinny ghost(s) mixed into a MMM army. You get gets BOTH the templars spells (basically) in an auto shot that has massive AoE.


You realize, that there are only two targets for feedback in a terran army (ghosts + medivacs) and it's good to hit both? You further realize, that if you spam F click on the minimap where the battle is about to take place, it will select the best fit energy unit?

So your observer detects 4 ghosts and 6 medivacs, you select 10 Feedbacks worth of HT and one backup, spread them abit, hit F, then hold shift and spam on their army on the minimap. BAM!

Now can you protoss stop pretending, that ALL terran has to do during battle is micro ghosts and wait for HT to drop from a prism?

Also dear protoss, riddle me this!
How many storms does it take to kill a marine that dodges at the best of his abilities? Two!
Now how many EMPs does it take to kill a zealot?
Skyro
Profile Joined May 2010
United States1823 Posts
September 26 2011 07:20 GMT
#2408
On September 26 2011 16:01 Thrombozyt wrote:
Show nested quote +
On September 26 2011 14:49 CellTech wrote:
Can all you terrans stop pretending that its not hard as heck to feedback this miniature skinny ghost(s) mixed into a MMM army. You get gets BOTH the templars spells (basically) in an auto shot that has massive AoE.


You realize, that there are only two targets for feedback in a terran army (ghosts + medivacs) and it's good to hit both? You further realize, that if you spam F click on the minimap where the battle is about to take place, it will select the best fit energy unit?

So your observer detects 4 ghosts and 6 medivacs, you select 10 Feedbacks worth of HT and one backup, spread them abit, hit F, then hold shift and spam on their army on the minimap. BAM!

Now can you protoss stop pretending, that ALL terran has to do during battle is micro ghosts and wait for HT to drop from a prism?

Also dear protoss, riddle me this!
How many storms does it take to kill a marine that dodges at the best of his abilities? Two!
Now how many EMPs does it take to kill a zealot?


If by "best fit" energy unit you mean the one with highest energy or any other kind of prioritizing autotargeting you are incorrect. You still need to click close to where the ghost(s) actually are on the minimap, which is obviously harder on larger maps (e.g. it seems effective in the unit tester, which is a small map, but then try it in a real game it's not so great). Since there is no prioritizing you could potentially waste multiple feedbacks on a zero energy unit, etc. Most people just recommend using the normal targeting method.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
September 26 2011 07:24 GMT
#2409
If terran EMPs and hits only one templar (or sometimes even 2), toss comes out ahead, use a warp prism to hide them at the start of the fight, at the beginning of the engagement, terran will carpet everything with EMPs as they will lose straight up if toss units have sheilds. From there, you drop from your warp prism as it's moving along (with speed upgrade), and you will have some sickly spread HTs ready to storm. If a terran army eats a single storm, they usually will lose the engagement, so it forces terran to have an extra 3+ emps and extremely good micro to be able to EMP the HTs as they fall and before they cast storm, a very hard feat to pull off... (d+click on the warp prism, then spam the hotkey the templar on on and hit T a ton...)
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2011-09-26 07:30:45
September 26 2011 07:27 GMT
#2410
I'm not sure how all of you came to the conclusion that Warp Prism HT micro is going to save the day for Protoss players when Terrans have this nifty unit called the viking which also happens to have a nice 9 range. Last I checked it takes only 7 Vikings to 1 shot a WP even with the buff they received, and Terrans always have either some Vikings lying around to prepare for Colossus, or have a starport ready to churn out said vikings if need be.

So to put it bluntly, if you put all your HT in a Warp Prisms and hope that you can get a storm or feedback, you're actually putting all your eggs in one basket, the terran can just retreat a bit while vikings 1 shot all your precious WP and HT. If you do a 2 or 3 pronged attack coming with WP and HT from different directions then your WP will be shot down, then the HT coming on foot will be EMPed or sniped before they can feedback or storm.

You are also assuming the terran is going to be dumb and not spread out his own specialists, if protoss attempts to split HT for favorable positioning then the terran can do the same with ghosts and still negate that advantage thanks to better range on snipe and EMP.

Edit: Also forgot to add that, usually a terran will scan ahead of of his army before engaging, if he even smells the scent of a warp prism then you're HT are in for a world of pain.

Again you people seem to be treating the WP HT trick as if its going to be some Deus Ex Machina for Protoss, while at the highest level of play its just a simple trick that will win one or two games before people learn how to fully adapt to that as well.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
cheesemaster
Profile Joined February 2011
Canada1975 Posts
September 26 2011 07:43 GMT
#2411
On September 26 2011 12:59 Shiori wrote:
Show nested quote +
On September 26 2011 12:21 love4every1 wrote:
On September 26 2011 09:18 Shiori wrote:
On September 26 2011 06:47 love4every1 wrote:
Observation: HT's buffed in latest patch.

With the increase in warp prism health, having multiple warp prisms with high templar makes the risk/reward for getting off a storm vs. getting emp'd more even. Terrans can still scan ahead and locate the ht's before engaging, but with multiple prisms and some basic dropship micro Protoss should have the advantage as far as getting off at least one storm, if not all they want.

Thoughts?

there's still the glaring issue of ghosts being way too good against protoss in general. in the ghost, you have an ability akin to storm and a hard counter to the high templar. simply mitigating them damage from ghosts doesn't change the fact that emps on one's army are still going to be great, and that warp prism play gives terran a huge positional advantage and is extremely risky. it's like this: if you succeed, you get storms off an fight an even battle with the terran army (don't forget, you invested in those HTs.) if you fail, then you lose ~1000gas of units that did nothing, and you therefore lose the game.

the problem is that one storm on marines never wins the game in real scenarios, but one decisive emp often does, and since they're so spammable, it's really easy to get that critical EMP on sentries before they ff/gshield or on exposed HTs. The ghost has no counter and is good in every single situation. the presence of warp prisms does not making having ghosts any worse.


I disagree. If emp when it works is too effective, then storm when it works is too effective.

As far as one decisive emp winning a game, that is true... Only when the main damage dealing units are clumped, i.e. the high templar. Using the warp prism to get in range of the ghosts allows the templar to spread out and either feedback and kill a ghost or storm before they die. Feedback is instant, emp is not and snipe requires two shots. Further putting the edge in the protoss' favor is the fact with multiple warp prisms, the terran does not know which prism you are dropping HT out of, so protoss should always be able to get either a feedback or storm off, potentially without HT losses.

I don't see how using warp prisms provide the terran with unreasonable positional advantage, but I would like to hear your response because I probably just haven't thought of it.

Also the investing argument doesn't work unless you apply it to both sides. Ghosts are definitely an investment for terran as well. I'm not sure of the exact figures, but it seems that ghosts should cost less in the long run because HT have the ability to one shot them or at the very least remove all their energy.

The ghost does have a counter; it just so happens that it is the counter to it's counter. And so is the reverse true. It's a very unique and interesting problem, and I think blizzard has actually managed to fix it, and we'll see greater HT use in the future.

Or, you know, more QQing.

Storm is not "too effective" because it is never possible to land a full storm except by doughnuting the enemy with forcefields. emp is effective because it has a larger aoe, is instant, and, on average, does more damage. it's actually pretty rare for storm to outright "kill" something, so that argument is moot anyway.

feedback isn't terribly effective against ghosts either, because emp is such a long range spell. furthermore, feedbacking ghosts doesn't usually kill them (they're not infestors, after all) and means you have fewer storms. the problem here is that the ghost has the ability to counter casters and counter protoss compositions in general with just 1 spell. feedback is actually pretty terrible against ghosts in general. if you're using a warp prism to get near them to feedback, then chances are those high templars are dead meat anyway and some emps will go off anyway.

as for getting multiple prisms, i think it's just a bad strat. it's a mineral dump which basically just consists of you pumping more and more resources into a few storms being effective. what if they aren't? you lose. what if you over-invest? storm is great but it's not actually as strong as it seems. a critical emp is 100x better than a well-placed storm, simply because the damage cannot be mitigated after it hits. the other fact is that when protoss gets high templar, they do that as a composition choice. in signing those templar off to use feedback or sit in a warp prism, you're diminishing the actual core army. since templar are basically the highest tier units in any protoss comp (except ultra-late game) then the terran can very easily just kill your ground forces. even WITH STORM, terrans are quite able to break even with protoss. if we do the warp prism trick, we will at best break even with a competent terran (and usually will not make even that) which is a huge issue.

it's simply not possible to get a lot of ghosts, see the opponents composition, act a millisecond too late, and lose. emp outranges everything and is actually far more devastating to protoss than storm is to terran. why? because it nullifies protoss's two racial advantages: energy and shields. the sentry is literally the life of protoss armies. if you emp them, we have several hundred gas tied up in useless units. but it gets better. that same spell doubles as a larger-aoe storm that works better against protoss than storm ever could. you see, protoss units lose cost-for-cost to terran units and have a lower dps in general. we rely on the sentry/gateway composition coupled with high health/shield units in order to stand our ground (and i'd argue that this is a flawed concept in itself, but so it is). EMP nullifies both of these things. that's the problem. high templar just do more damage. they're expensive and, while they work well against terran t1 as a t3 unit should, they are not game-changing in a conventional sense. storm is great, but it's essentially an aoe attack that can be dodged for 50%+ of its damage. EMP is something which gives a definitive advantage in battle no matter what it hits.

as for the high templar being the counter to the ghost, that's just silly. it's a counter to the ghost in the same way that zealots counter marine/marauder. they're supposed to, and theoretically there are situations in which they could, but it's far easier for the ghost to kill the HT than vice versa. furthermore, ghosts aren't a risky investment and can't really be made useless except by other ghosts. feedback, in general, is a pretty average spell which pales in comparison to the anti-caster spells terran gets.

i actually don't have a problem with the fact that EMP is good against HTs. I think that's great. the ghost should be an anti-caster unit. EMP should not affect shields. At all. the ghost should be situational just like hts are, and just like infestors are starting to be. when you see your opponent teching to templar, you should smartly decide to get ghosts. you should not be rewarded for blindly teching to a unit that's good against everything. if the protoss doesn't get HTs, and you have ghosts, their effectiveness should be reduced. and before anyone complains about chargelot archon, terrans were beating that composition long before they discovered how good the ghost is.

so in summary: make emp only drain energy. then it's equally good against protoss and zerg (it's sad that a unit counters specifically an entire race). it would also probably be beneficial to reduce the range to 9 to bring it in line with the other aoe spells, but that's not as important.

basically, terran should not be able to do a 2-for-1 with EMP. it's either energy or shields. not both. and i think it would be better for it to drain energy rather than shields, simply because it makes more sense for the ghost as an anti-caster. since terran units are already so dps-heavy, they don't need a burst-damage spell the way protoss does (and to a lesser extent zerg). the balance in this regard is asymmetric. honestly, there's nothing balanced about the ghost right now; pretending otherwise is just silly and i think everyone pretty much knows that. it's way too versatile and can totally change the game in 1 second.

I completely agree that ghosts emp shouldnt effect shields, EMP is a good enough ability without that already, you could even change emp back to the way it was before where it drained all the energy guaranteed , not just 100. Its kind of ridiculous though that 1 unit that terran has can counter almost all the t3 units of both races (except collos) snipe counters all t3 zerg units not to mention EMP on zergs only combat caster (see MVP vs july on metal) and there isnt a single unit in the protoss arsenal that ghosts arent benificial against, since they all have shields. If ghosts are to keep their shield draining abilities then protoss should have a way to at least slightly nullify its effects , like a combat shield battery.
Slayers_MMA The terran who beats terrans
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
September 26 2011 07:48 GMT
#2412
....if only Storm did guaranteed effects like Fungal and EMP, it might be worth comparing the two.

You can't micro out of EMP, or Fungal, but you can micro out of Storm. I think that's the biggest discrepancy between the spells.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Crysack
Profile Joined April 2011
Australia94 Posts
September 26 2011 08:02 GMT
#2413
On September 26 2011 14:51 0neder wrote:
Show nested quote +
On September 26 2011 13:24 Interneting wrote:
Maybe these have been mentioned, but I don't have time to read 120 pages. So, in regards to the Ghost vs. Protoss...

How about High Templars have greater movement speed and acceleration so that they can be microed out of clumps easier?

How about players actually micro spread them. Movement speed and acceleration would actually make it harder to spread micro them. The whole point is you do this BEFORE you engage to prevent being totally gimped by 1 EMP. But the skill ceiling is still far off and even most top players aren't there yet like they were in BW.


Who the hell enters into a confrontation with a Protoss army with only a single EMP? I was under the impression that the main issue Protoss players have been complaining about is the fact that Terrans just blanket their entire army with several EMPs at once - nullifying all of the spellcasters.
love4every1
Profile Joined September 2011
United States37 Posts
September 26 2011 08:03 GMT
#2414
On September 26 2011 16:27 Destructicon wrote:
I'm not sure how all of you came to the conclusion that Warp Prism HT micro is going to save the day for Protoss players when Terrans have this nifty unit called the viking which also happens to have a nice 9 range. Last I checked it takes only 7 Vikings to 1 shot a WP even with the buff they received, and Terrans always have either some Vikings lying around to prepare for Colossus, or have a starport ready to churn out said vikings if need be.

So to put it bluntly, if you put all your HT in a Warp Prisms and hope that you can get a storm or feedback, you're actually putting all your eggs in one basket, the terran can just retreat a bit while vikings 1 shot all your precious WP and HT. If you do a 2 or 3 pronged attack coming with WP and HT from different directions then your WP will be shot down, then the HT coming on foot will be EMPed or sniped before they can feedback or storm.

You are also assuming the terran is going to be dumb and not spread out his own specialists, if protoss attempts to split HT for favorable positioning then the terran can do the same with ghosts and still negate that advantage thanks to better range on snipe and EMP.

Edit: Also forgot to add that, usually a terran will scan ahead of of his army before engaging, if he even smells the scent of a warp prism then you're HT are in for a world of pain.

Again you people seem to be treating the WP HT trick as if its going to be some Deus Ex Machina for Protoss, while at the highest level of play its just a simple trick that will win one or two games before people learn how to fully adapt to that as well.



Last time I checked, one shot-ing one prism doesn't mean the others died, and that only occurs when protoss are teching to colossus. If they aren't, making 8 vikings to kill prisms when they will do their job and get one or two storms off anyways is a highly uneconomical investment. Plus, add the dump for a ton of vikings and a multiple ghosts, and you have problems.

Nobody said one warp prism with all HT

You are making a ton of assumptions that don't translate. It doesn't matter that he can't get the ghost, because getting two storms off destroys a terran army. And no protoss is going to just leave warp prisms out there to get sniped. Trying to snipe them will be like trying to snipe colossus, except less effective.

Why are they in a world of pain if they see the warp prisms? He won't be able to emp if he doesn't know which shuttle you're unloading from.

Actually, I kind of do think it will become a Dues Ex Machina, as far as QQing about ghost being OP. It's not simple, the micro is intensive, but it allows for the better microing player to get a bigger lead and positional advantage.
Help!
love4every1
Profile Joined September 2011
United States37 Posts
September 26 2011 08:05 GMT
#2415
On September 26 2011 16:48 VirgilSC2 wrote:
....if only Storm did guaranteed effects like Fungal and EMP, it might be worth comparing the two.

You can't micro out of EMP, or Fungal, but you can micro out of Storm. I think that's the biggest discrepancy between the spells.


You also don't die from emp. You die from the follow up. Which is the same with storm.

Any good storm will either punish the terran from entering close enough to attack, or delay the engagement.
Help!
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
September 26 2011 08:09 GMT
#2416
On September 26 2011 17:05 love4every1 wrote:
Show nested quote +
On September 26 2011 16:48 VirgilSC2 wrote:
....if only Storm did guaranteed effects like Fungal and EMP, it might be worth comparing the two.

You can't micro out of EMP, or Fungal, but you can micro out of Storm. I think that's the biggest discrepancy between the spells.


You also don't die from emp. You die from the follow up. Which is the same with storm.

Any good storm will either punish the terran from entering close enough to attack, or delay the engagement.

The difference is EMP isn't designed to kill. Storm is.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
love4every1
Profile Joined September 2011
United States37 Posts
September 26 2011 08:11 GMT
#2417
On September 26 2011 17:09 VirgilSC2 wrote:
Show nested quote +
On September 26 2011 17:05 love4every1 wrote:
On September 26 2011 16:48 VirgilSC2 wrote:
....if only Storm did guaranteed effects like Fungal and EMP, it might be worth comparing the two.

You can't micro out of EMP, or Fungal, but you can micro out of Storm. I think that's the biggest discrepancy between the spells.


You also don't die from emp. You die from the follow up. Which is the same with storm.

Any good storm will either punish the terran from entering close enough to attack, or delay the engagement.

The difference is EMP isn't designed to kill. Storm is.


Seeing as it does shield damage, which is basically health, I'd say it is very much is designed to kill. Also, I'm trying to gauge why you posted that? O_o
Help!
Keifru
Profile Joined November 2010
United States179 Posts
September 26 2011 08:13 GMT
#2418
On September 26 2011 17:05 love4every1 wrote:
Show nested quote +
On September 26 2011 16:48 VirgilSC2 wrote:
....if only Storm did guaranteed effects like Fungal and EMP, it might be worth comparing the two.

You can't micro out of EMP, or Fungal, but you can micro out of Storm. I think that's the biggest discrepancy between the spells.


You also don't die from emp. You die from the follow up. Which is the same with storm.

Any good storm will either punish the terran from entering close enough to attack, or delay the engagement.

I find your first statement flawed. He didn't say "die", however the damage is 100% guarantee'd. If you're hit by EMP, there goes something like 30~50% of your life (depending on the unit) instantly.
Storm chips away at life, rather than taking it in a swath (EMP vs Protoss) and it doens't root them while it does its work (Fungal Growth)
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
Vamp
Profile Joined June 2008
United Kingdom184 Posts
September 26 2011 08:13 GMT
#2419
I think the balance now is pretty fair. Tho I do think Roach and Marauders are still big game deciders. Bit more so than they probably should be.
`';..;'` http://www.facebook.com/Vamp.Sc2
usethis2
Profile Joined December 2010
2164 Posts
September 26 2011 08:15 GMT
#2420
On September 24 2011 04:43 MeLo wrote:
My balance suggestions for Protoss:

Make an Observer buildable from the Nexus available after Warpgate is finished.
- Increase Observer build time from 40 to 70 seconds.
- Nerf it's pre upgrade speed.
- Remove permanent cloaking.
- Add an upgrade to the Robotics Bay to permanently cloak Observers (cost 50/50).

Case for:
- Allows Protoss to avoid Robo tech altogether without the risk of losing to Cloak.
- Gives Protoss the 5gate, Charge/Blink build, fast High Templars, Stargate builds to fight against 111s without being fucked over by Cloak Banshees.
- Protoss can now do early game Pylon at edge on bottom of cliff warp up Dark Templars to main which would effectively be their Worker harass/raid unit which is what they need and what Terran (Hellions) and Zergs (Mutalisks) have fairly early.
- Makes Blink Stalkers much better in PvP, especially vs "I will have more Collosus than you" builds.

Case against:
- 6-7gate allin vs Zerg becomes 10x stronger.
- Effectively ends Dark Templar rushes in PvP.
- 4gate in all 3 matchups will become stronger (though I think is incredibly weak right now).

Case again

That sounds like a nerf. No cloak, slower than it is now, 70 seconds? I don't know if it'll see anything before it dies. And Toss has what you suggested already: Hallucination. Hallucinated Pheonix does much better job scouting than your 'buffed' observer.
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