• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:05
CEST 07:05
KST 14:05
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview0[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid
Tourneys
KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9>
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
BW General Discussion ASL21 General Discussion vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1600 users

Designated Balance Discussion Thread - Page 210

Forum Index > SC2 General
Post a Reply
Prev 1 208 209 210 211 212 1266 Next
awu25
Profile Joined April 2010
United States2003 Posts
April 22 2012 18:07 GMT
#4181
On April 23 2012 02:50 biology]major wrote:
my thoughts on sc2 atm.

marauders, roaches, and colossus should be removed from the game.
income rate should be decreased, maybe 60-70% of what it is now. Meaning you would need 4 expansions at least to be close to 200 supply. The way it is right now people can max anywhere from 11- 15 minutes, off 3 bases which will always produce boring death ball situations.

Making it a game where no one attacks before 3 expansions would not be a good solution
teamhozac
Profile Joined April 2012
404 Posts
April 22 2012 18:09 GMT
#4182
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


Well said, I agree 100% be prepared to get flamed by about 10 angry protoss players though, I already got them wound up about sentries.
jeeeeohn
Profile Blog Joined May 2011
United States1343 Posts
April 22 2012 18:12 GMT
#4183
On April 23 2012 02:50 biology]major wrote:
my thoughts on sc2 atm.

marauders, roaches, and colossus should be removed from the game.
income rate should be decreased, maybe 60-70% of what it is now. Meaning you would need 4 expansions at least to be close to 200 supply. The way it is right now people can max anywhere from 11- 15 minutes, off 3 bases which will always produce boring death ball situations.


I agree with this. Boring beefy units (like those mentioned) should be removed, or tweaked to fill different roles. Same thing with Reapers, Void Rays, and Corruptors. Every unit doesn't need to fill 1 role and just 1 role only. Units with multiples uses will always be better than those that are locked in.

And the income tweak is pretty spot on. The game needs to be slowed down. There should be units that can lock down an area (similar to spider mines and whatnot), and control space, to make these matches actually feel like a strategic war instead of throwing balls at each other.
If you can't jam with the best, then you have to slam with the rest.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-04-22 18:20:12
April 22 2012 18:18 GMT
#4184
On April 23 2012 03:09 teamhozac wrote:
Show nested quote +
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


Well said, I agree 100% be prepared to get flamed by about 10 angry protoss players though, I already got them wound up about sentries.

I like how you totally abandoned your argument to latch onto the first mildly reputable person to whine about Protoss.

If you can't hold a 6gate, you're just not playing well. Nothing to do with warpgate imbalance.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
April 22 2012 18:24 GMT
#4185
It's not a stretch to say that maybe it's a bad design choice, balance aside.
Toastie
Profile Joined April 2012
Netherlands104 Posts
April 22 2012 18:28 GMT
#4186
On April 23 2012 02:56 teamhozac wrote:
Apparently every protoss player on the site had their cornflakes pissed in this morning... You jokers need to calm down, I am offering suggestions to make sentry less abusable/annoying, not try and take it completely out of the game. I understand it has its purposes in the game, but it is a stupid, micro killing, and a hugely forgiving aspect of the game that needs to be looked at.

So when you get put on the spot and need to defend your (retarded) statements, you start telling us that protoss players are saying bullshit and arent being fair.
How about the option to autowin after 7 Scvs, bevause that one scv requires so much skill to makee...?!
Never give up, never surrender!
Toastie
Profile Joined April 2012
Netherlands104 Posts
Last Edited: 2012-04-22 18:34:34
April 22 2012 18:33 GMT
#4187
On April 23 2012 03:09 teamhozac wrote:
Show nested quote +
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


Well said, I agree 100% be prepared to get flamed by about 10 angry protoss players though, I already got them wound up about sentries.
How would you respond if my idea for total fix of all imbalance in this game would be to, just to say something awesome, prolonge supply depot build time to 500 seconds because a wall makes it to hard to scout.
Awesome idea but i am prepared to take flaming from 10 wound up terran players.

We respond angry because you make retarded claims and dont defend them. Moron

Avilos idea is well explained and thought true instead of a silly claim. You think we like dependence kn all ins or sentry and dumb pvp!?
Never give up, never surrender!
ThirdDegree
Profile Joined February 2011
United States329 Posts
April 22 2012 18:42 GMT
#4188
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


As a toss, I kind of like this solution. Proximity to nexus warpgate and an upgrade to individual pylons in the late stage (maybe allow probes to build this upgraded pylon from the get go, I don't know). My only gripe with this is that is generally kills any 2 base all ins that we can do. As a whole, the protoss army is pretty slow (I know blink stalkers can zip around but I'm talking about a cohesive force), and we would really only be able to push with huge armies if we can't rely on quick reenforcements. Has anyone ever made a custom map that plays with these mechanics? I'd be curious to play with some of the changes suggested.
I am terrible
teamhozac
Profile Joined April 2012
404 Posts
April 22 2012 18:44 GMT
#4189
[QUOTE]On April 23 2012 03:33 Toastie wrote:
[QUOTE]On April 23 2012 03:09 teamhozac wrote:
[QUOTE]On April 23 2012 03:01 avilo wrote:

We respond angry because you make retarded claims and dont defend them. Moron

Avilos idea is well explained and thought true instead of a silly claim. You think we like dependence kn all ins or sentry and dumb pvp!?[/QUOTE]

Im coming up with reasonable ideas to limit sentries power and youre making ridiculous statements and name calling, whos the mature one here?
Shiori
Profile Blog Joined July 2011
3815 Posts
April 22 2012 18:46 GMT
#4190
[QUOTE]On April 23 2012 03:44 teamhozac wrote:
[QUOTE]On April 23 2012 03:33 Toastie wrote:
[QUOTE]On April 23 2012 03:09 teamhozac wrote:
[QUOTE]On April 23 2012 03:01 avilo wrote:

We respond angry because you make retarded claims and dont defend them. Moron

Avilos idea is well explained and thought true instead of a silly claim. You think we like dependence kn all ins or sentry and dumb pvp!?[/QUOTE]

Im coming up with reasonable ideas to limit sentries power and youre making ridiculous statements and name calling, whos the mature one here?[/QUOTE]
You're being ridiculous, though, because every time a Protoss points out that certain things would be essentially impossible to hold, you say that we need to play less greedily or scout more, which betrays your lack of knowledge about the race/game in general.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
April 22 2012 18:57 GMT
#4191
Protoss play style variety is already extremely.. not robust. Outside of cheese, the landscape is almost all made up by 2 base all ins and 200/200 turtling that tends to be very shaky in the midgame. Large, holistic changes that toned down the 2BAi I'm all for, but we need better harass-based early and midgame styles, and maybe a little safer economic styles.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
April 22 2012 19:02 GMT
#4192
Pre-maxed timing attacks and pre-maxed mass expanding are sorely missing, too, which is a little part of why the 200/200 style dominates so much of protoss play.
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
April 22 2012 19:09 GMT
#4193
On April 23 2012 03:18 Shiori wrote:
Show nested quote +
On April 23 2012 03:09 teamhozac wrote:
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


Well said, I agree 100% be prepared to get flamed by about 10 angry protoss players though, I already got them wound up about sentries.

I like how you totally abandoned your argument to latch onto the first mildly reputable person to whine about Protoss.

If you can't hold a 6gate, you're just not playing well. Nothing to do with warpgate imbalance.


Good thing him being able to hold a 6 gate or not has no bearing on Warp Gates strength. It's imbalanced, end of story.
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
Last Edited: 2012-04-22 19:14:33
April 22 2012 19:11 GMT
#4194
On April 23 2012 03:57 Resistentialism wrote:
Protoss play style variety is already extremely.. not robust. Outside of cheese, the landscape is almost all made up by 2 base all ins and 200/200 turtling that tends to be very shaky in the midgame. Large, holistic changes that toned down the 2BAi I'm all for, but we need better harass-based early and midgame styles, and maybe a little safer economic styles.


Most of the time it's a 2- base all in that transitions into turtling...

Protoss goes all in off 1 or 2 base. Does good damage, wins the game. Doesn't do significant damage? Turtle and slowly take expansions through the "relatively weak" period after all inning. Hit 3-4 base, instant win. That's standard Protoss strategy now. Go like 7 gate, robo, stargate, double forge, templar on 2 base. Then Expo. WTF?
Toastie
Profile Joined April 2012
Netherlands104 Posts
April 22 2012 19:15 GMT
#4195
[QUOTE]On April 23 2012 03:44 teamhozac wrote:
[QUOTE]On April 23 2012 03:33 Toastie wrote:
[QUOTE]On April 23 2012 03:09 teamhozac wrote:
[QUOTE]On April 23 2012 03:01 avilo wrote:

We respond angry because you make retarded claims and dont defend them. Moron

Avilos idea is well explained and thought true instead of a silly claim. You think we like dependence kn all ins or sentry and dumb pvp!?[/QUOTE]

Im coming up with reasonable ideas to limit sentries power and youre making ridiculous statements and name calling, whos the mature one here?[/QUOTE]
Im telling you your idea are not reasonable but stupid, you ignore any question asked and call us angry protosses afraid of learning to play. Who's the mature one here?
Never give up, never surrender!
Shiori
Profile Blog Joined July 2011
3815 Posts
April 22 2012 19:34 GMT
#4196
On April 23 2012 04:09 SupLilSon wrote:
Show nested quote +
On April 23 2012 03:18 Shiori wrote:
On April 23 2012 03:09 teamhozac wrote:
On April 23 2012 03:01 avilo wrote:
If people want warpgate to ever become balanced and add back in the dynamic of defender's advantage to Protoss in all three match-ups there is a very simple solution that blizzard can implement to Heart of the Swarm that will make it impossible to do random warp-gate all-ins across the entire map.

And no, it's not really arguable that warp-in is balanced - it defies one of the principle concepts of wargames which is travel distance.

To keep warp-in in the game to allow Protoss their unique race advantage but not make it overwhelming in lategame or too good with all-ins like it currently is Blizzard can do the following things.

Blizzard can make it so Protoss is only allowed to warp-in units in proximity to their nexus's or the gateways themselves. They can add in a late-game research/upgrade that allows protoss players to build a pylon and pay a cost of minerals/small gas cost to turn that pylon into a "warp-in pylon." What this does, is it still allows protoss players to abuse warp-in defensively, but now in mid-game Protoss players cannot randomly 2 base warp-in all-in without walking reinforcements across the map like a GOOD RTS game.

Of course, warpgate all-ins are still possible with use of the warp prism, which was the entire point of the warp prism in the first place, which is perfectly fine because then there is the investment of the robo + a warp prism, which inherently also makes protoss mass gate all-ins easier to scout.

This also fixes PvP making it possible to play games that aren't mostly 1 base vs 1 base because now reinforcements have to cross the entire map to reach the opponent, giving that defender's advantage...back to the defender.

Blizzard can fix warp-gate in a way like this and they know it is broken, but whether they "fix" it and add defender's advantage back into the game is up to them. Building a 100 mineral building allowing instant reinforcements is the key reason why PvP is such a trash match-up, PvT has problems lategame as well simply because of warping in chargelots, along with mid-game problems in terms of dice rolling gateway all-ins that have instant reinforcements and are very forgiving for the protoss player. PvZ warp-gate all-ins are also very easy to execute. So making it necessary to build a warp prism to do these all-ins, along with forcing protoss to walk reinforcements to battles...it just fixes the entire issue with warp-in.

And then Blizzard can decide if they want to allow protoss to build a 100 mineral building to upgrade lategame to allow warp-ins across the map that defy every RTS principle.


Well said, I agree 100% be prepared to get flamed by about 10 angry protoss players though, I already got them wound up about sentries.

I like how you totally abandoned your argument to latch onto the first mildly reputable person to whine about Protoss.

If you can't hold a 6gate, you're just not playing well. Nothing to do with warpgate imbalance.


Good thing him being able to hold a 6 gate or not has no bearing on Warp Gates strength. It's imbalanced, end of story.

It's imbalanced in the sense that it's not a very good idea. Suggestions like Avilo's or teamhozac's, though, are silly because they basically totally remove a facet of the race without considering the fact that the Zealot and Stalker and Sentry have been systematically nerfed in order to compensate for the relative strength of WG. You can't just nerf WG without restoring some of the luster of the units, especially since it's not like Protoss is chewing through every Terran or Zerg right now.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
April 22 2012 19:55 GMT
#4197
On April 23 2012 04:11 SupLilSon wrote:
Show nested quote +
On April 23 2012 03:57 Resistentialism wrote:
Protoss play style variety is already extremely.. not robust. Outside of cheese, the landscape is almost all made up by 2 base all ins and 200/200 turtling that tends to be very shaky in the midgame. Large, holistic changes that toned down the 2BAi I'm all for, but we need better harass-based early and midgame styles, and maybe a little safer economic styles.


Most of the time it's a 2- base all in that transitions into turtling...

Protoss goes all in off 1 or 2 base. Does good damage, wins the game. Doesn't do significant damage? Turtle and slowly take expansions through the "relatively weak" period after all inning. Hit 3-4 base, instant win. That's standard Protoss strategy now. Go like 7 gate, robo, stargate, double forge, templar on 2 base. Then Expo. WTF?


Hey, great post, real helpful.

Oh wait, this is the balance thread not the Hots thread. I guess you're actually in the right here.
Shiori
Profile Blog Joined July 2011
3815 Posts
April 22 2012 19:58 GMT
#4198
On April 23 2012 04:11 SupLilSon wrote:
Show nested quote +
On April 23 2012 03:57 Resistentialism wrote:
Protoss play style variety is already extremely.. not robust. Outside of cheese, the landscape is almost all made up by 2 base all ins and 200/200 turtling that tends to be very shaky in the midgame. Large, holistic changes that toned down the 2BAi I'm all for, but we need better harass-based early and midgame styles, and maybe a little safer economic styles.


Most of the time it's a 2- base all in that transitions into turtling...

Protoss goes all in off 1 or 2 base. Does good damage, wins the game. Doesn't do significant damage? Turtle and slowly take expansions through the "relatively weak" period after all inning. Hit 3-4 base, instant win. That's standard Protoss strategy now. Go like 7 gate, robo, stargate, double forge, templar on 2 base. Then Expo. WTF?

Do you actually play? Pretty sure no Protoss players are macroing out of failed 7gate all-ins.
TORTOISE
Profile Joined December 2010
United States515 Posts
April 22 2012 20:06 GMT
#4199
Therers a lot more name calling than balance discussion going on here.
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
Last Edited: 2012-04-22 20:08:21
April 22 2012 20:08 GMT
#4200
On April 23 2012 04:58 Shiori wrote:
Show nested quote +
On April 23 2012 04:11 SupLilSon wrote:
On April 23 2012 03:57 Resistentialism wrote:
Protoss play style variety is already extremely.. not robust. Outside of cheese, the landscape is almost all made up by 2 base all ins and 200/200 turtling that tends to be very shaky in the midgame. Large, holistic changes that toned down the 2BAi I'm all for, but we need better harass-based early and midgame styles, and maybe a little safer economic styles.


Most of the time it's a 2- base all in that transitions into turtling...

Protoss goes all in off 1 or 2 base. Does good damage, wins the game. Doesn't do significant damage? Turtle and slowly take expansions through the "relatively weak" period after all inning. Hit 3-4 base, instant win. That's standard Protoss strategy now. Go like 7 gate, robo, stargate, double forge, templar on 2 base. Then Expo. WTF?


Do you actually play? Pretty sure no Protoss players are macroing out of failed 7gate all-ins.


Have to agree with Shiori on this one, at a high level it is simply not viable and a counter push will destroy you if you didn't manage to do sufficient damage, e.g killing Zerg's third, and if you do manage to do sufficient damage, then the all-in worked.
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
Prev 1 208 209 210 211 212 1266 Next
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Korean Starcraft League #89
CranKy Ducklings134
davetesta40
Liquipedia
The PiG Daily
21:30
Best Games
Maru vs Rogue
ByuN vs herO
Maru vs Classic
SHIN vs Zoun
Clem vs MaxPax
SHIN vs ByuN
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 388
Ketroc 54
ROOTCatZ 5
StarCraft: Brood War
GuemChi 595
Sea.KH 38
ZergMaN 5
Dota 2
NeuroSwarm184
League of Legends
JimRising 765
Counter-Strike
Stewie2K764
Heroes of the Storm
Trikslyr29
Other Games
summit1g8078
C9.Mang0494
WinterStarcraft450
monkeys_forever243
ViBE162
Organizations
Other Games
gamesdonequick1162
StarCraft: Brood War
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• EnkiAlexander 59
• CranKy Ducklings SOOP49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1128
• Stunt268
Upcoming Events
RSL Revival
4h 55m
Clem vs Rogue
Bunny vs Lambo
IPSL
10h 55m
Dewalt vs nOmaD
Ret vs Cross
BSL
10h 55m
Artosis vs Sterling
eOnzErG vs TBD
BSL
13h 55m
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
1d 2h
Cure vs herO
SHIN vs Maru
IPSL
1d 10h
Bonyth vs Napoleon
G5 vs JDConan
BSL
1d 13h
OyAji vs JDConan
DragOn vs TBD
Replay Cast
2 days
Monday Night Weeklies
2 days
Replay Cast
2 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
4 days
GSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.