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Aren't the aggregate numbers for high level tournaments showing 55/45 for TvZ? I remember seeing in on SC reddit the other day, he had his sources cited, but i can't for the life of me remember. I've never heard anything close to 70/30...
I do think TvZ is kinda imbalanced in favor of the terran though. I feel like the map control/ chance of a large hit for widow mines is too large. It's similar to hellbat (though to a much lesser degree), the cost for what the potential benefits are is just so low. However, i don't think it's that imbalanced in fights, because with good micro you can usually bait things out, or even hit the rines with the mine explosions. So, i'd suggest buffing overseer vision/detection range by ~2. That way they have a much easier time detecting and removing mines so long as they keep overseers alive and active. This significantly lessens the volatility that widow mines bring to zergs attempting to mutalingbane while preserving the pure power of the mine
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I think this update should be here too:
On August 03 2013 04:25 larse wrote:Update: Balance talk between David Kim and Chinese progamer Jim and XY. The balance talk is not very well done by the players and it is quite biased. So I summarize a few important points from David Kim:1. We won't change balance based on a single region. 2. We are observing the turtle swarm host plus static defense style in ZvP late-game. 3. We won't nerf the medivac because Terran is not strong at the moment. Further nerfing the medivac will make Terran even weaker. 4. If ZvZ continues to be roach vs roach for a very long time, we may make changes in the future. 5. It is true that mech is countered by Zerg. But they are observing carefully, because buffing some units may bring about more problems. 6. When people talk about "balancing by map", they are actually making the argument that some maps favor a specific strategy of a certain race. So on the flip side, the opponent knows what strategy that is, so the opponent can be prepared. So it's balanced in the end. Source: http://game.163.com/13/0802/10/9592VVA900314QV4.html
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On August 03 2013 04:42 stille_nacht wrote: Aren't the aggregate numbers for high level tournaments showing 55/45 for TvZ? I remember seeing in on SC reddit the other day, he had his sources cited, but i can't for the life of me remember. I've never heard anything close to 70/30...
I do think TvZ is kinda imbalanced in favor of the terran though. I feel like the map control/ chance of a large hit for widow mines is too large. It's similar to hellbat (though to a much lesser degree), the cost for what the potential benefits are is just so low. However, i don't think it's that imbalanced in fights, because with good micro you can usually bait things out, or even hit the rines with the mine explosions. So, i'd suggest buffing overseer vision/detection range by ~2. That way they have a much easier time detecting and removing mines so long as they keep overseers alive and active. This significantly lessens the volatility that widow mines bring to zergs attempting to mutalingbane while preserving the pure power of the mine The chance for a large hit with the Widow Mine is the same as it WOULD BE for burrowed Baneling ... except Zerg are too stupid or too greedy to get the burrow upgrade. That chance is entirely dependant upon your opponent NOT DETECTING and running into the AoE with a big clump.
There are only two minor advantages of the Widow Mine has over the Banelings in that they can shoot air and they can shoot several times, but Widow Mines have a secondary job to do and that is harrassment defense ... and Mutalisks are a potential harrass ... just as many others units from Terran and Protoss are. Banelings can be used offensively and in a targeted way even against buildings, so the two units are kinda even IMO.
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On August 03 2013 04:42 stille_nacht wrote: Aren't the aggregate numbers for high level tournaments showing 55/45 for TvZ? I remember seeing in on SC reddit the other day, he had his sources cited, but i can't for the life of me remember. I've never heard anything close to 70/30...
I do think TvZ is kinda imbalanced in favor of the terran though. I feel like the map control/ chance of a large hit for widow mines is too large. It's similar to hellbat (though to a much lesser degree), the cost for what the potential benefits are is just so low. However, i don't think it's that imbalanced in fights, because with good micro you can usually bait things out, or even hit the rines with the mine explosions. So, i'd suggest buffing overseer vision/detection range by ~2. That way they have a much easier time detecting and removing mines so long as they keep overseers alive and active. This significantly lessens the volatility that widow mines bring to zergs attempting to mutalingbane while preserving the pure power of the mine
30-70? Wow... now that is some cherry picking. You have to carefully select tournaments, only from Korea, only the ones where Zergs do really horribly, point to them and say: "look! TvZ is so broken".
I do some cherrypicking myself too. I pick all the premier tournaments (as defined on TL) and I look at the ro8+ to see how does each race do. I choose to do so because these are the tournaments I watch.
I just added ro8s for two ongoing tournaments to my little list:
P T Z ------------------------------ WCS S1 KR 2(0) 2(0) 4(0) IEM 7 WC 4(1) 2(0) 2(1) MLG winter 3(0) 4(0) 1(0) WCS EU s1 3(1) 4(2) 1(3) DH STKHML 2(1) 1(0) 5(1) WCS US S1 3(0) 2(0) 3(2) WCS S1 F 2(0) 4(0) 2(0) DHS 1(0) 3(2) 4(1) HSC 2(0) 1(0) 5(3) MLG Spring 4(1) 2(0) 2(0) DHV 3(1) 1(1) 4(1) IEM SH 3(0) 2(0) 3(0) WCS S2 KR 2(0) 4(0) 2(0) ASUS ROG 3(0) 2(1) 3(1) ------------------------------ total 37(5) 34(6) 41(13)
So that is my picture. Fortunately for me (and unfortunately for only-highest-skill-level-matters-and-every-tournament-with-non-koreans-is-crap) Blizzard takes all of these tournaments seriously. And look, the zerg is the most represented race in ro8 and also has most wins (tied with T at 5).
If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe.
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TvZ mid game is Terran favoured, late game is definitely Zerg favoured, due to Zerg production. The way in which Terran is winning most games is by extending the mid game by never letting opponent turtle up and tech to ultra. Every TvZ where Zerg manages to get a few ultras, it always seems like Zerg come out on top of most fights by A moving.
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If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well.
HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke.
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On August 03 2013 04:42 stille_nacht wrote: Aren't the aggregate numbers for high level tournaments showing 55/45 for TvZ? I remember seeing in on SC reddit the other day, he had his sources cited, but i can't for the life of me remember. I've never heard anything close to 70/30...
I do think TvZ is kinda imbalanced in favor of the terran though. I feel like the map control/ chance of a large hit for widow mines is too large. It's similar to hellbat (though to a much lesser degree), the cost for what the potential benefits are is just so low. However, i don't think it's that imbalanced in fights, because with good micro you can usually bait things out, or even hit the rines with the mine explosions. So, i'd suggest buffing overseer vision/detection range by ~2. That way they have a much easier time detecting and removing mines so long as they keep overseers alive and active. This significantly lessens the volatility that widow mines bring to zergs attempting to mutalingbane while preserving the pure power of the mine
I dont think detection is much of a problem in combats. The one biggy that bugs me is how bad mutalisk harass is due to the big speeddifference between mutalisk and overseer. At least I have the feeling from watching and playing that a lot of zerg skill is held back by the need of letting your mutas go afk for some seconds to have the overseer (s) catch up again.
also you somtimes get those situations were you dont know whether the overseer detected the mine and you can attack it, or if it's just the animation before the shot and you are about to lose the game because your overseer is just not im range yet.
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On August 03 2013 07:04 Big J wrote: also you somtimes get those situations were you dont know whether the overseer detected the mine and you can attack it, or if it's just the animation before the shot and you are about to lose the game because your overseer is just not im range yet. Zerg loses one muta to mine = Zerg loses the game?
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On August 03 2013 06:58 xyzz wrote:Show nested quote +If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke.
It's not that bad. Stardust winning with some strong timings will display the viability of aggressive protoss play and Rain will provide us with a perfect example of turtle/macro options.
I agree that there is something bad about toss, I remember this conversation from a ladder rvr: - damn, I got the crappy race - what? you're protoss too? ... but I don't know if there is a way to fix it. I can only agree that the early game feels way too safe for the protoss but nerfing them will not help evening things out in terms of performance so I'm a bit torn here.
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On August 03 2013 07:10 TheDwf wrote:Show nested quote +On August 03 2013 07:04 Big J wrote: also you somtimes get those situations were you dont know whether the overseer detected the mine and you can attack it, or if it's just the animation before the shot and you are about to lose the game because your overseer is just not im range yet. Zerg loses one muta to mine = Zerg loses the game?
Exaggeration... though I had games like that were you go on tilt and "attack" into mines over and over again for 3seconds until you are basically dead until you have figured out why it doesn't work.  But yeah, if you play a two base mutabuild and you lose a mutalisk and all others are heavily damaged and thus you can neither do damage, nor contain your opponent. Yes, then you just lost the game. E.g. there was a WCS game that went like that on Vestige. (though in that case it wasn't the overseer that was the problem, but that zerg player had 1-2 mutalisks not yet joined up and therefore didn't oneshot the mine like expected).
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On August 03 2013 07:10 scypio wrote:Show nested quote +On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. It's not that bad. Stardust winning with some strong timings will display the viability of aggressive protoss play and Rain will provide us with a perfect example of turtle/macro options. I agree that there is something bad about toss, I remember this conversation from a ladder rvr: - damn, I got the crappy race - what? you're protoss too? ... but I don't know if there is a way to fix it. I can only agree that the early game feels way too safe for the protoss but nerfing them will not help evening things out in terms of performance so I'm a bit torn here.
It's got to be fixed in the next expansion, there is absolutely no way to fix Protoss during Hots, sure you can band-aid all you want but that's not doing much in the long run.
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On August 03 2013 06:41 Rabiator wrote:Show nested quote +On August 03 2013 04:42 stille_nacht wrote: Aren't the aggregate numbers for high level tournaments showing 55/45 for TvZ? I remember seeing in on SC reddit the other day, he had his sources cited, but i can't for the life of me remember. I've never heard anything close to 70/30...
I do think TvZ is kinda imbalanced in favor of the terran though. I feel like the map control/ chance of a large hit for widow mines is too large. It's similar to hellbat (though to a much lesser degree), the cost for what the potential benefits are is just so low. However, i don't think it's that imbalanced in fights, because with good micro you can usually bait things out, or even hit the rines with the mine explosions. So, i'd suggest buffing overseer vision/detection range by ~2. That way they have a much easier time detecting and removing mines so long as they keep overseers alive and active. This significantly lessens the volatility that widow mines bring to zergs attempting to mutalingbane while preserving the pure power of the mine The chance for a large hit with the Widow Mine is the same as it WOULD BE for burrowed Baneling ... except Zerg are too stupid or too greedy to get the burrow upgrade. That chance is entirely dependant upon your opponent NOT DETECTING and running into the AoE with a big clump. There are only two minor advantages of the Widow Mine has over the Banelings in that they can shoot air and they can shoot several times, but Widow Mines have a secondary job to do and that is harrassment defense ... and Mutalisks are a potential harrass ... just as many others units from Terran and Protoss are. Banelings can be used offensively and in a targeted way even against buildings, so the two units are kinda even IMO.
Rab.
Saying Widowmine hits are like banelings is like saying fungal is the same as storm. One is a more effective spell/tool than the other.
edit:
Should justify that. For 25 extra minerals, widowmines will take care of the triggering for you, control a greater area of space and do uniform damage to all sets of units no matter their armor type. Add to that, the fact that you don't necessarily bleed a widowmine everytime they're used and that's enough to show that they demonstrably better than banelings and fulfill that hiddened threat much better. Only tradeoff is a slight visual tell that they're in an area- more than compensated by handling the triggering automatically.
Ignoring how much to value the suicide building splash a baneling gives you, the larger effective area covered by the widowmine makes a massive difference in efficacy.
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On August 03 2013 06:58 xyzz wrote:Show nested quote +If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke.
I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests.
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anyone else feel like 2v2 needs an overhaul for balance/fun? maybe max armys at 125 for each person and large better maps?
i feel like 2v2 3v3 and 4v4 need special rules and specifications to make the game more fun for everyone rather then make such a hardcore 1v1 game that some ppl get stressed over
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On August 03 2013 09:42 Wingblade wrote:Show nested quote +On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests.
Tempests have a rate of fire like 17th century siege weapons and are negated by pdd, which makes them completely worthless in PvT. And I'd list negating Broodlords as a con, they just remove an option from the zerg arsenal almost completely. In summary, they are a failed design outside of PvP.
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On August 03 2013 06:56 Lock0n wrote: TvZ mid game is Terran favoured, late game is definitely Zerg favoured, due to Zerg production. The way in which Terran is winning most games is by extending the mid game by never letting opponent turtle up and tech to ultra. Every TvZ where Zerg manages to get a few ultras, it always seems like Zerg come out on top of most fights by A moving.
Late game is definitely not Zerg favoured. It isn't WoL anymore with infestors and brood lords killing everything. Even if Zerg gets Ultras, Terran can go battlecruisers mixed with ground support, or they can just get more mines with small tank support and completely blow out the ultra army out. If you let the Zerg get 12+ Ultras, you deserve to lose..that's like letting the Protoss get 12 colossus
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On August 03 2013 09:42 Wingblade wrote:Show nested quote +On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests. Tempest are only really used in PvP. That Parting v Flash game, parting had already wiped out flashes army, was a base up, and had a huge supply advantage. He built tempest more to taunt flash than to actually use them. They were only really built well after the game was over. And I think the argument could be made that broodlords aren't built not just because of tempests, but that swarmhosts are just harder to catch out of position and kill.
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On August 03 2013 10:51 Aiobhill wrote:Show nested quote +On August 03 2013 09:42 Wingblade wrote:On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests. Tempests have a rate of fire like 17th century siege weapons and are negated by pdd, which makes them completely worthless in PvT. And I'd list negating Broodlords as a con, they just remove an option from the zerg arsenal almost completely. In summary, they are a failed design outside of PvP.
The real problem with Tempests in PvT is there isn't much for them to hit unless the Terran goes BCs. They can try to snipe medivacs or vikings, but MMM doesn't have expensive units like colossi or brood lords to snipe off. Ravens get countered so hard by HTs that mass marine is a better counter to tempests. See Innovation vs sOs game 4.
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On August 03 2013 11:35 Terrasmith wrote:Show nested quote +On August 03 2013 10:51 Aiobhill wrote:On August 03 2013 09:42 Wingblade wrote:On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests. Tempests have a rate of fire like 17th century siege weapons and are negated by pdd, which makes them completely worthless in PvT. And I'd list negating Broodlords as a con, they just remove an option from the zerg arsenal almost completely. In summary, they are a failed design outside of PvP. The real problem with Tempests in PvT is there isn't much for them to hit unless the Terran goes BCs. They can try to snipe medivacs or vikings, but MMM doesn't have expensive units like colossi or brood lords to snipe off. Ravens get countered so hard by HTs that mass marine is a better counter to tempests. See Innovation vs sOs game 4.
Your confused. I'm not talking about a mass tempest/HT play ala sOs vs. Innovation. Im talking late game adding in a few to give yourself positional advantage and killing off ghosts foolish enough to approach with a high enough observer count as well. Ravens are just so incredibly hard countered by HT it wouldn't be the best play to use them against Protoss.
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On August 03 2013 12:11 Wingblade wrote:Show nested quote +On August 03 2013 11:35 Terrasmith wrote:On August 03 2013 10:51 Aiobhill wrote:On August 03 2013 09:42 Wingblade wrote:On August 03 2013 06:58 xyzz wrote:If anything needs a buf it is the toss, but perhaps Stardust will take Asus ROG and (most likely) Rain will take WCS Korea Season 2 and all will be fine in the universe. Nothing would be worse for Protoss players right now than Stardust doing 15 consecutive 1 and 2 base all ins and winning Asus ROG, and Rain beating Maru in the OSL finals. It would mean that despite the race being actually and factually completely broken in both concept and design, David Kim would have ammunition to claim that all is well. HOTS was a huge failure for Protoss. The only succesful unit was the Mothership Core, and everyone hates to play against it since it counters early game Terran and Protoss pressure too well. Both the Oracle and Tempest are awful and really add nothing to the game. Compared to Hellbats, Widow Mines, Swarm Hosts and Vipers, the Protoss additions have been a tragic joke. I'm not sure if I agree with that sentiment regarding Tempests. Yes oracles are really bad, but the Tempest serves its designed function really well. So well in fact that the unit it counters isn't built in either of the 2 non mirrors now. And Tempests have become instrumental anti colossus, and anti-opponents tempests unit in PvP. Mega late game Tempests against Mega late game mass Ghosts in PvT also needs more experimentation IMO because of how effectively Tempests could zone out approaching ghosts as long as you have sufficient observer count with speed which is easily affordable when this situation could happen. We saw this in Parting vs Flash from The Group of Death last season whrn Parting mixed Tempests in lategame to gain positional advantage on the ghosts. In PvZ broodlords simply don't exist because of the power of Tempests. Tempests have a rate of fire like 17th century siege weapons and are negated by pdd, which makes them completely worthless in PvT. And I'd list negating Broodlords as a con, they just remove an option from the zerg arsenal almost completely. In summary, they are a failed design outside of PvP. The real problem with Tempests in PvT is there isn't much for them to hit unless the Terran goes BCs. They can try to snipe medivacs or vikings, but MMM doesn't have expensive units like colossi or brood lords to snipe off. Ravens get countered so hard by HTs that mass marine is a better counter to tempests. See Innovation vs sOs game 4. Your confused. I'm not talking about a mass tempest/HT play ala sOs vs. Innovation. Im talking late game adding in a few to give yourself positional advantage and killing off ghosts foolish enough to approach with a high enough observer count as well. Ravens are just so incredibly hard countered by HT it wouldn't be the best play to use them against Protoss.
I'd like to include adding some tempests into the deathball to counter the MMMMVG via systematically sniping the medivacs is huge. Mass Medivacs are the lynchpin of the TvP bio deathball.
The Terran is forced in huge decision making time to add in ravens OR go for a base trade backstab. Because thanks to Tempests, having to continually replace medivacs will eventually starve him to death.
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