• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:54
CEST 02:54
KST 09:54
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence9Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion [ASL20] Ro16 Preview Pt2: Turbulence ASL20 General Discussion Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1506 users

Designated Balance Discussion Thread - Page 880

Forum Index > SC2 General
Post a Reply
Prev 1 878 879 880 881 882 1266 Next
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-01-17 21:02:25
January 17 2014 20:58 GMT
#17581
On January 18 2014 05:38 Fjodorov wrote:
Show nested quote +
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Sabu113
Profile Blog Joined August 2009
United States11057 Posts
January 17 2014 21:10 GMT
#17582
On January 18 2014 05:02 imrusty269 wrote:
Show nested quote +
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Wait. We're calling Hellbats as requiring a modicum of skill and Oracles as no skill?

Vhat?

Innovation was massively overhyped.

As for the oracle, it's still no reaver and like many things in this game seems bit binary at times.
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
Diogenes
Profile Joined January 2012
United States132 Posts
January 17 2014 21:16 GMT
#17583
On January 18 2014 05:02 imrusty269 wrote:
Show nested quote +
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


No, both were pretty bad. Hellbats were too dominant and in fact probably should've been abused way more. Mvp abused the hellbat marauder push against zerg on the way to winning WCS Europe but every terran at the time was going 4M train instead. Hellbats were finally nerfed when terrans themselves were whining about how dominant they were in TvT as a strategy.

Protosses unfortunately will not do the same because a phoenixe first stargate build strictly dominates an oracle-first stargate build.

Oracles aren't as bad as hellbats since hellbats scaled well into the late game as well and always did guaranteed damage because they were so beefy. But they are a little overpowered right now IMO. They should've been kept the same and gotten an upgrade from fleet beacon or something to make them more useful.

Oracle isn't the balance problem anyways. If the oracle were this strong and the terran could punish a protoss who went like 4 oracles, then the game would be fine. But they can't because oracles force a lot more minerals-only mining early on in order to get ebay and turrets up which delays stim. And you can't break photon overcharge as terran until you have both stim AND medavacs AND probably a lot of your scv's as well. There is almost no way to punish greedy protosses thanks to how OP Photon overcharge and timewarp is against unupgraded bio units. You can't even go mech to punish them as the photon overcharge has the same range as a tank (this makes sense how?).

The core problem has been mothership core which is too powerful. The abilities last too long, are too cheap, and make the game feel like league of legends. Its completely at odds with the game design that made BW popular (where spellcasters are support units).
"When Godzilla attacks, he advances rather than retreats. We can use this to our advantage."
Ravomat
Profile Joined September 2010
Germany422 Posts
January 17 2014 21:26 GMT
#17584
On January 18 2014 05:58 Whitewing wrote:
Show nested quote +
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.

Faust852
Profile Joined February 2012
Luxembourg4004 Posts
January 17 2014 21:44 GMT
#17585
On January 18 2014 06:26 Ravomat wrote:
Show nested quote +
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



Not only that, but the fact that if there are oracles on the map, the terran can't attack before having at least 2 tourets so it delays a lot any early pressure with marines, leaving the protoss a lot of time to macro quietly.
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 17 2014 21:47 GMT
#17586
On January 18 2014 06:44 Faust852 wrote:
Show nested quote +
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



Not only that, but the fact that if there are oracles on the map, the terran can't attack before having at least 2 tourettes
so it delays a lot any early pressure with marines, leaving the protoss a lot of time to macro quietly.


You're god damn right.

+ Show Spoiler +
Edited the typo to be more explicit.

Cry 'havoc' and let slip the dogs of war
Fjodorov
Profile Joined December 2011
5007 Posts
January 17 2014 21:50 GMT
#17587
On January 18 2014 06:26 Ravomat wrote:
Show nested quote +
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



scvs at gas, transfering scvs, scvs that are building, spawning marines. Getting 6 kills even though terran invested in a turret is np most of the time. The turrets are just so you dont straight up die. Because you know, thats what happens. Look at Super vs Fantasy yesterday. Super goes oracle AND expand right after and it pretty much kills fantasy. A build where you basically fast expand shouldnt be able to outright kill the opponent with 1 unit if your opponent is playing standard.
Big J
Profile Joined March 2011
Austria16289 Posts
January 17 2014 22:05 GMT
#17588
On January 18 2014 06:47 Ghanburighan wrote:
Show nested quote +
On January 18 2014 06:44 Faust852 wrote:
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



Not only that, but the fact that if there are oracles on the map, the terran can't attack before having at least 2 tourettes
so it delays a lot any early pressure with marines, leaving the protoss a lot of time to macro quietly.


You're god damn right.

+ Show Spoiler +
Edited the typo to be more explicit.



lol
Ravomat
Profile Joined September 2010
Germany422 Posts
January 17 2014 22:24 GMT
#17589
On January 18 2014 06:50 Fjodorov wrote:
Show nested quote +
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



scvs at gas, transfering scvs, scvs that are building, spawning marines. Getting 6 kills even though terran invested in a turret is np most of the time. The turrets are just so you dont straight up die. Because you know, thats what happens. Look at Super vs Fantasy yesterday. Super goes oracle AND expand right after and it pretty much kills fantasy. A build where you basically fast expand shouldnt be able to outright kill the opponent with 1 unit if your opponent is playing standard.


I agree with your last statement. A high damage air unit that comes so early will always be a problem in any game.
Big J
Profile Joined March 2011
Austria16289 Posts
January 17 2014 22:43 GMT
#17590
On January 18 2014 07:24 Ravomat wrote:
Show nested quote +
On January 18 2014 06:50 Fjodorov wrote:
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



scvs at gas, transfering scvs, scvs that are building, spawning marines. Getting 6 kills even though terran invested in a turret is np most of the time. The turrets are just so you dont straight up die. Because you know, thats what happens. Look at Super vs Fantasy yesterday. Super goes oracle AND expand right after and it pretty much kills fantasy. A build where you basically fast expand shouldnt be able to outright kill the opponent with 1 unit if your opponent is playing standard.


I agree with your last statement. A high damage air unit that comes so early will always be a problem in any game.


Simply no.
GinDo
Profile Blog Joined September 2010
3327 Posts
January 18 2014 02:27 GMT
#17591
Hi Zerg Players,

I would like to apologize to all the Zerg. For years I have been ignorant of Zerg pain. I have for years played the Terran race, and never understood why Zerg was such a cry baby race. Since I started college, I don't consistently play Starcraft. Thus when I noticed when my rank fell far below my usual Summer average I decided it was the perfect time to switch race to Zerg.

I feel your pain now Zerg T_T. I played a match where Terran 1 based vs. my 3 base Zerg. Although I definitely made alot more workers and units then he did, I just fell apart to his constant Medivac harass(off of 1 damn base). Damn I feel like crap. Terran can make so much crap off 1 base. I never realized that until I switched. And losing to such stupidity is pretty disheartening. I think the hardest part of learning Zerg has definitely got to be the adjusting to the flow of the game. As a Terran player, I played very mechanical, just like I did in BW. But, playing as Zerg learning to scout and maintain map control and adjusting to your opponent is a steep learning curve I have to climb if I ever want to reach the levels i did with my Terran play. T_T

Sowy for not understanding B4,
Gindo
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
ETisME
Profile Blog Joined April 2011
12476 Posts
January 18 2014 05:24 GMT
#17592
On January 18 2014 11:27 GinDo wrote:
Hi Zerg Players,

I would like to apologize to all the Zerg. For years I have been ignorant of Zerg pain. I have for years played the Terran race, and never understood why Zerg was such a cry baby race. Since I started college, I don't consistently play Starcraft. Thus when I noticed when my rank fell far below my usual Summer average I decided it was the perfect time to switch race to Zerg.

I feel your pain now Zerg T_T. I played a match where Terran 1 based vs. my 3 base Zerg. Although I definitely made alot more workers and units then he did, I just fell apart to his constant Medivac harass(off of 1 damn base). Damn I feel like crap. Terran can make so much crap off 1 base. I never realized that until I switched. And losing to such stupidity is pretty disheartening. I think the hardest part of learning Zerg has definitely got to be the adjusting to the flow of the game. As a Terran player, I played very mechanical, just like I did in BW. But, playing as Zerg learning to scout and maintain map control and adjusting to your opponent is a steep learning curve I have to climb if I ever want to reach the levels i did with my Terran play. T_T

Sowy for not understanding B4,
Gindo

At least you don't have to deal with bunker contain or pylon block.
God they still give me nightmare.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 18 2014 05:28 GMT
#17593
On January 18 2014 11:27 GinDo wrote:
Hi Zerg Players,

I would like to apologize to all the Zerg. For years I have been ignorant of Zerg pain. I have for years played the Terran race, and never understood why Zerg was such a cry baby race. Since I started college, I don't consistently play Starcraft. Thus when I noticed when my rank fell far below my usual Summer average I decided it was the perfect time to switch race to Zerg.

I feel your pain now Zerg T_T. I played a match where Terran 1 based vs. my 3 base Zerg. Although I definitely made alot more workers and units then he did, I just fell apart to his constant Medivac harass(off of 1 damn base). Damn I feel like crap. Terran can make so much crap off 1 base. I never realized that until I switched. And losing to such stupidity is pretty disheartening. I think the hardest part of learning Zerg has definitely got to be the adjusting to the flow of the game. As a Terran player, I played very mechanical, just like I did in BW. But, playing as Zerg learning to scout and maintain map control and adjusting to your opponent is a steep learning curve I have to climb if I ever want to reach the levels i did with my Terran play. T_T

Sowy for not understanding B4,
Gindo


Please do switch back to terran and 1 base against zergs and see how far that takes you. Your post is frankly a little insulting.
Survivor61316
Profile Joined July 2012
United States470 Posts
January 18 2014 07:28 GMT
#17594
On January 18 2014 05:21 Whitewing wrote:
Show nested quote +
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.

I actually laughed out loud at this. 4 kills is worth it huh? I hellbat drop was a 300/100 investment, but only 4 workers makes that worth it? Right..
Liquid Fighting
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
January 18 2014 07:33 GMT
#17595
On January 18 2014 07:43 Big J wrote:
Show nested quote +
On January 18 2014 07:24 Ravomat wrote:
On January 18 2014 06:50 Fjodorov wrote:
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



scvs at gas, transfering scvs, scvs that are building, spawning marines. Getting 6 kills even though terran invested in a turret is np most of the time. The turrets are just so you dont straight up die. Because you know, thats what happens. Look at Super vs Fantasy yesterday. Super goes oracle AND expand right after and it pretty much kills fantasy. A build where you basically fast expand shouldnt be able to outright kill the opponent with 1 unit if your opponent is playing standard.


I agree with your last statement. A high damage air unit that comes so early will always be a problem in any game.


Simply no.


what a compelling argument! I guess when Terrans have to mold every build in TvP against the possibility of oracles, that's okay right?
dargul
Profile Joined May 2010
Russian Federation125 Posts
January 18 2014 09:03 GMT
#17596
Don't worry guys. Now finally only skilled terrans will be in GSL code S like Maru.
I'm sure terran will have 70%+ TvP winrate in code S so that Kim might even concider nerfing T a bit in the sake of ballance )
In Stim We Trust
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
January 18 2014 09:22 GMT
#17597
On January 18 2014 18:03 dargul wrote:
Don't worry guys. Now finally only skilled terrans will be in GSL code S like Maru.
I'm sure terran will have 70%+ TvP winrate in code S so that Kim might even concider nerfing T a bit in the sake of ballance )


The sad thing, even i think it is sarcasm, is that it might really happen that way. It´s not that unrealistic that Teaja and Maru win CodeS and WCS NA and then they say "everything is fine balancewise just play like this two guys. We maybe look into the Bunker and Stim research time".
Big J
Profile Joined March 2011
Austria16289 Posts
January 18 2014 10:25 GMT
#17598
On January 18 2014 16:33 Chaggi wrote:
Show nested quote +
On January 18 2014 07:43 Big J wrote:
On January 18 2014 07:24 Ravomat wrote:
On January 18 2014 06:50 Fjodorov wrote:
On January 18 2014 06:26 Ravomat wrote:
On January 18 2014 05:58 Whitewing wrote:
On January 18 2014 05:38 Fjodorov wrote:
On January 18 2014 05:21 Whitewing wrote:
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
[quote]

Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


Hellbat drops were not hard to execute at all. You didn't even really have to micro them: just queue up a couple drops in mineral lines while poking the front with your army: if you got like 4 kills your drop pretty much paid for itself, and hellbats always got more than 4 kills before the nerf.


4 kills yeah wow. And almost always dead hellbat and possibly medivac. Oracles? Well they dont die and 12+ kills is nothing special for ONE oracle. 6-8 kills vs turret is nothing odd either. Oh and you can scout all you want for the rest of the game, also see invisible units with it and track the enemys army with that other spell. Pretty good. Pretty pretty good.


Oracles die all the time, they're more of an investment then you realize, and they do practically no damage at all once the game gets past the early phases, whereas drops do damage all game long. We can both keep nitpicking both sides of things all day long, the point is that the oracle is not nearly as strong a harass option as everyone seems to think it is. It does damage, but it's not difficult to mitigate the damage substantially. If the oracle gets less than 6 kills, it probably didn't even pay for itself given the tech disadvantage you've put yourself in by opening oracle in a PvT, when you really didn't want that stargate. If you pull your workers correctly upon detecting it and aren't blindsided by it you're completely fine. If you do get blindsided by it, it SHOULD do damage. Kinda like how if a protoss gets blindsided by a 4 hellion drop he can just lose an entire mineral line, or baneling drops on mineral lines (don't see those much anymore but they still happen occasionally).

And 4 kills was nothing for a hellbat drop pre-nerf, it wasn't unusual for them to get 10+ constantly.

Oracles are good units. They're probably a tiny bit too good right now, but it's not as bad as people make it out to be.


Oracles don't get 6-8 kills if they have to get in range of a turret. They might get the 3 SCVs on 1 geyser if T doesn't react. 4 Hellbats on the other hand would just get dropped into Ps base even against a PO unless P had at least 3 stalkers ready at the position where the drop would come from. It didn't matter if 4 hellbats and the medievac died or not. They would always get enough kills while preventing all mining on a base sometimes even both bases to pay for themselves.
I wonder if 1 hellbat 2 hellion drops could get something done nowadays.

I disagree on an oracle having to get 6 kills to pay for itself. The amount of scouting information it can get if not unnecessarily lost is worth a lot more than that. It should be alive all game long.



scvs at gas, transfering scvs, scvs that are building, spawning marines. Getting 6 kills even though terran invested in a turret is np most of the time. The turrets are just so you dont straight up die. Because you know, thats what happens. Look at Super vs Fantasy yesterday. Super goes oracle AND expand right after and it pretty much kills fantasy. A build where you basically fast expand shouldnt be able to outright kill the opponent with 1 unit if your opponent is playing standard.


I agree with your last statement. A high damage air unit that comes so early will always be a problem in any game.


Simply no.


what a compelling argument! I guess when Terrans have to mold every build in TvP against the possibility of oracles, that's okay right?



No, sorry, wasn't clear enough. Just "simply no" to the generalization about air units.
Talack
Profile Joined September 2010
Canada2742 Posts
January 18 2014 10:58 GMT
#17599
On January 18 2014 18:22 Micro_Jackson wrote:
Show nested quote +
On January 18 2014 18:03 dargul wrote:
Don't worry guys. Now finally only skilled terrans will be in GSL code S like Maru.
I'm sure terran will have 70%+ TvP winrate in code S so that Kim might even concider nerfing T a bit in the sake of ballance )


The sad thing, even i think it is sarcasm, is that it might really happen that way. It´s not that unrealistic that Teaja and Maru win CodeS and WCS NA and then they say "everything is fine balancewise just play like this two guys. We maybe look into the Bunker and Stim research time".


Well...

We did have 6-8 months of broodlord/infestor that we were told to play like the #1 or 2 terran players in the world who squeaked out wins.
imrusty269
Profile Joined January 2014
United States1404 Posts
January 18 2014 11:23 GMT
#17600
On January 18 2014 06:16 Diogenes wrote:
Show nested quote +
On January 18 2014 05:02 imrusty269 wrote:
On January 18 2014 00:32 Whitewing wrote:
On January 17 2014 21:42 Ana_ wrote:
Oracle to three shot workers instead of two shot. Big Mama reduce timewarp duration and/or size.

IMO, these would improve both, PvT and PvP. Would want to test these out. Maybe slight nerf to overcharge dmg, but too vast change to overcharge might brake PvP.


Oracle 3 shotting workers is effectively cuttings its dps by one third: that's a catastrophic nerf, and they're not nearly as bad as hellbats or blue flame hellions were before those got nerfed. I hate to break it to you, but the current overcharge already is on the razor's edge of failing to be good enough in PvP: expand builds still die A LOT to all-ins.

Protoss needs a race overhaul.


Hellbats were much better. To harass effectively often require multiple drops and good multitasking. Innovation was much better than anyone else at hellbat drop. Oracle is a no skill unit.


No, both were pretty bad. Hellbats were too dominant and in fact probably should've been abused way more. Mvp abused the hellbat marauder push against zerg on the way to winning WCS Europe but every terran at the time was going 4M train instead. Hellbats were finally nerfed when terrans themselves were whining about how dominant they were in TvT as a strategy.

Protosses unfortunately will not do the same because a phoenixe first stargate build strictly dominates an oracle-first stargate build.

Oracles aren't as bad as hellbats since hellbats scaled well into the late game as well and always did guaranteed damage because they were so beefy. But they are a little overpowered right now IMO. They should've been kept the same and gotten an upgrade from fleet beacon or something to make them more useful.

Oracle isn't the balance problem anyways. If the oracle were this strong and the terran could punish a protoss who went like 4 oracles, then the game would be fine. But they can't because oracles force a lot more minerals-only mining early on in order to get ebay and turrets up which delays stim. And you can't break photon overcharge as terran until you have both stim AND medavacs AND probably a lot of your scv's as well. There is almost no way to punish greedy protosses thanks to how OP Photon overcharge and timewarp is against unupgraded bio units. You can't even go mech to punish them as the photon overcharge has the same range as a tank (this makes sense how?).

The core problem has been mothership core which is too powerful. The abilities last too long, are too cheap, and make the game feel like league of legends. Its completely at odds with the game design that made BW popular (where spellcasters are support units).


Just because Mvp can use certain strats against inferior foreigners for easy win doesn't mean they are imba strats, Clearly Mvp couldn't have used the same strats against code S Koreans. I'm not sure what you meant hellbats could have been abused more. Maybe the hellbats drop defense could have been better as well? (in fact they were being figured out).

I was mainly commenting from the design perspective. You always have to micro hellbats with medivacs and this encourages multitasking. Hellbat drop battle in TvT is always chaotic and exciting and clearly shows who is the better multitasker. The same cannot be said about oracle, one of the most anticlimatic units in the game. Terran try to early pressure protoss, oracle sneak in kill 10 scvs, good skill, gg. This unit deserves to be nerfed a lot more than the hellbat.

The hellbats could also fix some of the problem with terran currently. DK would not have had to buff air upgrade leading to the sky terran shit, and mech would still be viable vs Z, but more harass and timing based. Protoss would not be able to play as greedy as we are seeing if there is hellbat drop threat.


Bbyong | MMA | Polt | Dream | Maru | Mvp
Prev 1 878 879 880 881 882 1266 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#49
SteadfastSC108
davetesta50
EnkiAlexander 39
Liquipedia
OSC
23:00
OSC Elite Rising Star #16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 186
SteadfastSC 99
RuFF_SC2 97
trigger 26
Vindicta 18
ROOTCatZ 8
StarCraft: Brood War
Artosis 838
Backho 115
NaDa 15
Dota 2
monkeys_forever530
Counter-Strike
fl0m1185
kRYSTAL_60
Super Smash Bros
C9.Mang0286
Mew2King18
Other Games
summit1g8536
shahzam1041
Day[9].tv671
ToD197
Maynarde135
NeuroSwarm113
ViBE92
XaKoH 80
Trikslyr67
Organizations
Other Games
gamesdonequick719
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• OhrlRock 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21891
Other Games
• Scarra1190
• Day9tv671
Upcoming Events
LiuLi Cup
10h 6m
OSC
18h 6m
RSL Revival
1d 9h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 12h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
3 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
[ Show More ]
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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 © 2025 TLnet. All Rights Reserved.