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Ok, enough of PvT, let us fix swarm hosts.
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On January 20 2014 08:01 Ana_ wrote: Ok, enough of PvT, let us fix swarm hosts.
I've always felt like swarm hosts would be a much more interesting units if the locust moved quicker but lasted shorter and respawned more quickly.
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On January 20 2014 08:11 Jerom wrote:Show nested quote +On January 20 2014 08:01 Ana_ wrote: Ok, enough of PvT, let us fix swarm hosts. I've always felt like swarm hosts would be a much more interesting units if the locust moved quicker but lasted shorter and respawned more quickly. That's actually a really good idea.
I'm a huge fan of ideas like this - minor to moderate changes that don't hugely disrupt balance and increase playability/watchability.
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On January 20 2014 08:11 Jerom wrote:Show nested quote +On January 20 2014 08:01 Ana_ wrote: Ok, enough of PvT, let us fix swarm hosts. I've always felt like swarm hosts would be a much more interesting units if the locust moved quicker but lasted shorter and respawned more quickly.
Wouldn't that make it harder to catch swarm hosts out of position and therefore not really do much except hurt the small chances you get to pick off swarm hosts?
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On January 20 2014 08:11 Jerom wrote:Show nested quote +On January 20 2014 08:01 Ana_ wrote: Ok, enough of PvT, let us fix swarm hosts. I've always felt like swarm hosts would be a much more interesting units if the locust moved quicker but lasted shorter and respawned more quickly.
This sounds like more of a buff then a nerf it really all depends how far you want to go with it. The only way you can kill swarm hosts is by timing an attack when they don't have any locusts available so adding a shorter re-spawn rate will just make more problems.
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On January 20 2014 03:25 Big J wrote:Show nested quote +On January 20 2014 03:00 Survivor61316 wrote:On January 19 2014 18:48 Big J wrote:On January 19 2014 12:06 Survivor61316 wrote:On January 19 2014 10:29 Big J wrote:On January 19 2014 09:55 Survivor61316 wrote:On January 19 2014 08:36 Big J wrote:On January 19 2014 08:00 Survivor61316 wrote:On January 19 2014 07:42 Big J wrote:On January 19 2014 05:34 Qwerty85 wrote: The biggest problem of TvP when you compare it to WoL (and matchup is basically identical in terms of army compositions) is that terran mid game advantage we had in WoL basically disappeared.
1. The threat of aggressive builds forces terran to commit more to defense which means you will hit the stim+medivac timing later or it will be weaker. Good example is how making an engineering bay at 4 minutes, followed by 1-2 turrets significantly cuts into your barracks timing. This also means later stim, combat shield, factory, medivacs etc. Also it is very risky to open gasless so that as well slows terran down. It is risky to skip the bunker becasue of the MSC, stalker, zealot threat. It is risky to make tech lab your 1st addon and start stim faster becasue of oracle threat. These days you basically take your natural the same time as protoss which was not the case in WoL.
2. Protoss stronger early game defense means less gass spent on sentries and faster teching.
3. Extreme predictability of terran openings compared to protoss openings and scouting requirements for both races. Going for a diverse build like proxy factory is extremley risky because not only puts you way behind if it fails (like Flash vs. Sora) but it is also very risky becasue of blink or oracle threat. So protoss has very little to be concerned about and it is much easier to scout terran on top of that with researched hallucination (even if he goes for something unortodox). At the same time, terran is required to scout protoss main at least 2-3 times (to see gases, then tech choice like blink and then also number of gates) not to mention looking around the map for proxies.
If you don't get all information than #1 gets even worse because you often must overcommit on defense.
So when you compare weaker terran early-mid game (first 10 minutes) to stronger protoss early-mid game, it is obvious that terran mid game timing doesn't really exist anymore.
Terran's first tech will always be medivacs while protoss goes straight to storm or colossus. Having storm finished and ready to cast around 10.30 (when terran will get to your base) is now a common thing. Having both tech paths by 15-16 minutes became common as well.
We often see terrans adding up to 5 barracks to put pressure (it became a very heavy commitment), only to fall behind in upgrades, tech like ghosts, vikings etc. because they can't really delay protoss third long enough. Then when terran loses, the explanation is usually - well he was behind in upgrades or he had no ghosts etc. But again, compared to WoL, terran needs to have economic advantage in the mid game to be able to fight protoss in the late game on equal terms.
We already experienced first hand how strong early game defense can affect whole matchup severely - buffing queens and overlord speed led to infestor-broodlord era. The problem was not that much in units itself (even though infestors were almost an answer to everything) but also how fast would zerg get to hive tech because of safer early game.
My suggestions to TvP would be only early game based. First of all, oracle should come a bit later than now. Secondly, time warp is too cheap and too strong of a spell to cost only 75 energy. We see games where protoss uses up to 3 time warps doing no commitment 3 gate blink while terran needs to commit a lot to bunkers just not to die on same or better production (3 barracks with addons). Also, the huge sight radius makes it impossible to snipe the MSC with early game units which could delay the push (like scanning and killing observer in WoL) and also gives protoss full vision of the edge of terran base so you never risk blinking into a heavily defended area.
So basically - proxy oracle should come later (now I think the fastest is around 5.10) MSC vision reduced from 14 to 10 and time warp costs 100 energy or lasts shorter than 30 seconds or has a smaller radius. But should HotS just recreate WoL gameplay? I really don't like this attitude of going back to or preserving gameplay elements just for the sake of them working or having worked. I mean, if Terran struggles with early game Protoss, then the problem is earlygame Protoss. If Terran struggles with lategame Protoss, then the problem is lategame Protoss. But the problem should not be that Terran "is not dominant enough" in the midgame. As you mentioned the infamous queenpatch, I really need to draw the picture what the situation was before (at least from a Zerg's perspective): A one base noncommital techopening, that could do massive damage (or rarely outright kill the opponent) if he did not specifically tinker his opening BO around being able to defend it. Sounds awefully like oracles PvT. The bad solution would have been to go back to this state, the good (coming way too late with HotS) solution was to nerf Infestorplay and get Terran en par with Zerg in the phases in which Terran actually struggled (lategame). Though I do kind of agree with your balance suggestions going into the right direction, apart from not mentioning a Tank buff.  I think you completely missed the point of his post. He was saying that everything for Terran has stayed the same compared to WoL, but the way that Terran was able to win in WoL is now obsolete. Also, his proposed nerf is to early game Protoss, which as you said is the problem if Terran is struggling with early game Protoss. If you didn't understand how this directly relates to Terran not being dominant enough in the mid-game, and how that in turn directly relates to Terran struggling late-game vs Protoss, you completely missed the mark. Terran having to pull ahead in the mid-game to go even into the late-game is just how the MU works with the units that each race has. The only way to change this would be to massively overhaul one of the races (probably Toss) but we all know Blizzard would never do that (particularly in the middle of HotS). Its not oracles or blink builds that are the problem on their own, its the fact that they can be done safely, delaying Terran's tech while Toss is able to speed their tech up. Its really the MSC that is the problem. I actually agreed with his balance suggestions. My point however was that such balance suggestions shouldn't be done to make Terran more dominant in the midgame (I still like them, because I don't like deadly rushes). The bolded part in your post is exactly why I answered to his post to begin with. If Terran is OK in the midgame, there is no need to make them stronger in that phase for the sake of not having to face a strong Protoss lategame. Yet, if there is a strong Protoss lategame that Terran cannot properly take on currently, then that lategame should be tweaked. And of course the MU works as it works because of the units. The status quo is also because of the units. Independent of which solution you prefer (giving Terran a more dominant midgame, or giving Terran an equally strong lategame), if you want a change you have to change the units. I just believe one solution is better than another, if it brings in more options to a (stale) metagame. Aka making lategame techtransitions or straight up techheavy play (Mech) viable, while the other one does not provide anything like that. Like with everything regarding balance, there are always multiple approaches possible. And at least I prefer those solutions that balance things against each other, instead of balancing one hard-to-stop timing with another. The problem with balancing late game units is that it is infinitely more difficult to succeed. When you get to the late game, every tech path for every race should either be open, or have the possibility to have been unlocked. Thus, if one race is still struggling against another even though their entire tech tree is (hypothetically) available, the problems most likely run deeper than superficial tweaks to unit strengths. The only "easy" solutions that would be viable to fix TvP for example, would be to either nerf storm damage/aoe or to rework the warp gate mechanic, both of which would have dire consequences in PvZ. And even then, nothing about TvP is really going to change. Its still going to be MMMVG vs Deathball, Terran will just have a better chance at winning engagements than they do now. Unless the actual units change, or new ones are introduced, unit tweaks are never going to change the compositions and playstyles (again, outside of very drastic changes that Blizz would never do). So the best we can really hope for is a return to WoL balance/playstyles/timings while we cross our fingers and pray things change in LotV (or that Starbow really takes off!). Oh and I just saw the bolded sentence, and WoL was never about the mid-game being a hard to stop timing for Protoss where they were in extreme danger of losing outright (though of course it could happen). It was more about mitigating damage while your high tech comes online. As a Terran it was nice to kill off Toss then sure, but the real goal was only to delay their tech long enough for you to get either ghosts or vikings out to help deal with it, which evened things in the late-game out overall, and allowed both armies to trade efficiently with one another (i.e. the better player should win). Yes, but that's basically what those situations always turn into. People also don't lose to oracles outright 90% of the time. The real goal for the Protoss is still just to ensure that the Terran goes for reaper into marines and ebay every game. Why would it run deeper than unit strengths? By design the Siege Tank should be a strong counter to ground deathballs in direct combat. If it isn't and therefore isn't built in such scenarios, then the problem is very simply a problem of strength. Or the BC. If you cannot mix them in when you have uncontested air superiority (10+ vikings) and the opponent relies heavily on units like Zealots and Colossi, then yes, it's a problem of strength. Just take your siege tank example for a second: the reason they don't work is because they are hard countered by immortals and archons, and soft countered by chargelots. So what would you have to do to make them viable in the late game vs Toss? The first option is to increase their damage output so that these units don't trade so well against them. But then what does that do to all three MUs? Every one will play mech all the time and the situation would be the same (with Terran probably being imba vs Zerg. The other option is to decrease the health of these units (archons specifically) but then they would be too susceptible to ghosts and people would play bio anyways. That's why its not about simple unit strengths, because you can't look at the situation in a vacuum. And fixing battle cruisers without making them too powerful would take a lot of redesign (there are many reasons why they don't work), and I don't see blizzard doing anything like that until at least LotV. This has been discussed to death, there are a thousand more solutions around then just increasing the damage. E.g. increasing damage vs shields. In the most stupid case, blizzard could just make them so strong against 1-2units of the usual Protoss army (e.g. +50damage vs Colossus) that you'd still build them regardless of being countered by other units, just like you do with Vikings currently. That's actually the whole crux of the problem. When Zerg or Protoss need a certain unit, they eventually build them. It's not like you don't build Colossi just because Vikings are on the field or could be on the field. But somehow, Terran does not build Tanks/Thors/BCs when *anything-Protoss* is on the field, because they lack the power against Protoss to fullfill their any roles. Even if you just do a straight increase in damage to shields, you would not get the diversity you want. Sure the MU would probably become marine/tank instead of bio, but it would remain marine/tank and the situation would be the same. On that note, I'd rather it stay bio because if the MU is going to stale anyways, I'd at least rather it be a different comp than TvT. Increasing damage vs colossi wouldn't do much though, Toss would just open storm and add in immortals and archons and rofl stomp you. Personally, I think that the best change they could make to tanks to help the MU would be bonus vs massive, but Toss will still be favored in the late game when they can get tempests out (and immortals will still hard counter). So no matter what, I don't see diversity in play changing, and I still think Terran will need an advantage in the mid-game to be able to go even into the late-game. Of course I get the diversity I want. You could still play exactly like you do now as well, noone forces you to use the new tank-tool. If tanks were only buffed vs Colossi, why would you actively go tanks allowing the Protoss to not-get-countered. You open exactly like now, but the moment Protoss goes Colossi you could go Tank instead or on top of Vikings against Colossi. I never said I would actively go tanks. I said that Toss would just go archons and ht and win if you did. And thats my point, nothing would change. Terran would still have to play bio because Toss can still open up storm first, and even with a buff vs colossi, I would still build vikings over tanks because of pure efficiency. Toss could just lead with immortals/chargelots/archons first and absorb tank shots while the colossi got in range. Tanks would just be a waste of supply and resources (that could have been vikings or bio).
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Has anyone complained about oracles yet? I've scouted them, built turrets in advance to prepare, and I still lose 90% of my SCV's because I didn't know he'd be willing to make 4. They kill so fast that the amount of DPS you need to kill them before they kill a crazy amount is SUPER high. So badly designed.
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No, no-one has ever complained about oracles, until you did, DooMDash.
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On January 20 2014 10:41 DooMDash wrote: Has anyone complained about oracles yet? I've scouted them, built turrets in advance to prepare, and I still lose 90% of my SCV's because I didn't know he'd be willing to make 4. They kill so fast that the amount of DPS you need to kill them before they kill a crazy amount is SUPER high. So badly designed. Everybody but blizzard seems to know. Worst thing is, they get away with it unpunished too.
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On January 20 2014 10:46 Ghanburighan wrote: No, no-one has ever complained about oracles, until you did, DooMDash. OK While we are at it, swarm hosts too?
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Swarm Hosts are a terrible unit designed by Mr David Kim who said it "felt zerg." Swarm Hosts and Tempests and Time Warp are serious signs David Kim doesn't get it and that hiring him not only for balance (of which he was completely derelict in his duty during all of the broodlord infestor era) but also for game design was a huge mistake.
He was hired because he was the number guy on ladder during beta. So he got good at abusing the badly designed mechanics that are slowly killing starcraft like warpgate and forcefields. And when they made him lead designer he moved the game towards more of the terrible static Broodlord/INfestor-type gameplay everybody hates.
When SC2 dies a slow death (how will blizzard keep funding WCS when viewership has completely collapsed?), he will be the man to blame.
And heroes of the storm is a joke. Way to be third place to the game blizzard when you should have been first. At this rate Hearthstone will be a bigger esport than SC2. So sad and easily avoidable too.
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On January 20 2014 11:07 SC2Toastie wrote:Show nested quote +On January 20 2014 10:41 DooMDash wrote: Has anyone complained about oracles yet? I've scouted them, built turrets in advance to prepare, and I still lose 90% of my SCV's because I didn't know he'd be willing to make 4. They kill so fast that the amount of DPS you need to kill them before they kill a crazy amount is SUPER high. So badly designed. Everybody but blizzard seems to know. Worst thing is, they get away with it unpunished too. I used to question when people bashed Blizzard because I figured they couldn't be that inept. Then that Oracle buff happened (Well, I did first start to question their judgement when the queen buff happened, but I still thought they had a relatively good idea of what was going on). Not only did it happen despite everyone saying it was dumb, but it happened because they claimed they wanted it to be more rewarding to use for skilled players. The reality of it is the opposite. The people who were good with oracles are still good with them. But now people who suck with them are good with them because they are hard to lose now outside of not paying attention. It's just like how before the queen buff in WoL the only people who did the 6 queen opener were people who were really good at using queens in non-standard ways like Losira, and after the buff suddenly everyone was good at using queens because they could go 3hatch and hold off any aggression with queens (or maybe queens and spines) alone.
I totally get it now. They're completely oblivious to what is going on in their own game. All of these ill-conceived balance patches they've had lately kinda prove that. The roach burrow speed buffs made no sense as well. This oracle buff did nothing to improve the game but instead destabilized PvT and PvP.
I used to be skeptical of the people who were complaining about TvP (I don't do those styles as Protoss so I only ever play macro PvT and it feels relatively balanced to me and I just thought the matchup was just the same as usual. Usually it feels like the better player won) but having seen how many Protoss are playing on streams it does seem pretty dumb. I can also tell because of how many Protoss I play now, and how inexperienced they often seem to be in PvP (likely those same bandwagon people who jump to whatever race is perceived as strongest at the time. Like how there was a massive influx of Zerg players in late WoL because of how dominant it was, and did blind hellbat drops every game as Terran in the HOTS beta because it allowed an easy win even though the gameplay was terrible).
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Northern Ireland23866 Posts
Ben please get out of my brain :p. I feel 100% the same on everything.
As somebody who doesn't like all-inning (never really do it on ladder) I don't really get the benefit of what is 'OP' about Protoss. Last time I saw this was when I gave up playing macro PvZs in the BL/Infestor era and just did half assed allins, and was (un)pleasantly surprised by just how well I was doing.
Frankly the 'better player wins' crap is starting to get annoying again, regarding TvP. Just as it was so patently false at the nadir of the BL/Infestor era
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On January 20 2014 12:48 Ben... wrote:Show nested quote +On January 20 2014 11:07 SC2Toastie wrote:On January 20 2014 10:41 DooMDash wrote: Has anyone complained about oracles yet? I've scouted them, built turrets in advance to prepare, and I still lose 90% of my SCV's because I didn't know he'd be willing to make 4. They kill so fast that the amount of DPS you need to kill them before they kill a crazy amount is SUPER high. So badly designed. Everybody but blizzard seems to know. Worst thing is, they get away with it unpunished too. I used to question when people bashed Blizzard because I figured they couldn't be that inept. Then that Oracle buff happened (Well, I did first start to question their judgement when the queen buff happened, but I still thought they had a relatively good idea of what was going on). Not only did it happen despite everyone saying it was dumb, but it happened because they claimed they wanted it to be more rewarding to use for skilled players. The reality of it is the opposite. The people who were good with oracles are still good with them. But now people who suck with them are good with them because they are hard to lose now outside of not paying attention. It's just like how before the queen buff in WoL the only people who did the 6 queen opener were people who were really good at using queens in non-standard ways like Losira, and after the buff suddenly everyone was good at using queens because they could go 3hatch and hold off any aggression with queens (or maybe queens and spines) alone. I totally get it now. They're completely oblivious to what is going on in their own game. All of these ill-conceived balance patches they've had lately kinda prove that. The roach burrow speed buffs made no sense as well. This oracle buff did nothing to improve the game but instead destabilized PvT and PvP. I used to be skeptical of the people who were complaining about TvP (I don't do those styles as Protoss so I only ever play macro PvT and it feels relatively balanced to me and I just thought the matchup was just the same as usual. Usually it feels like the better player won) but having seen how many Protoss are playing on streams it does seem pretty dumb. I can also tell because of how many Protoss I play now, and how inexperienced they often seem to be in PvP (likely those same bandwagon people who jump to whatever race is perceived as strongest at the time. Like how there was a massive influx of Zerg players in late WoL because of how dominant it was, and did blind hellbat drops every game as Terran in the HOTS beta because it allowed an easy win even though the gameplay was terrible).
+1.
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On January 20 2014 11:49 DooMDash wrote:Show nested quote +On January 20 2014 10:46 Ghanburighan wrote: No, no-one has ever complained about oracles, until you did, DooMDash. OK While we are at it, swarm hosts too? Swarm hosts are in a more grey area for the community :D They're generally not a really interesting unit, but they are necessary for zerg to handle certain styles, and not grossly imbalanced (if imbalanced at all). However it's really frustrating to lose to, because you feel like the guy didn't do much else except building a bunch of units and putting them somewhere :D
Oracles are absolutely not a mandatory Protoss unit, it's just another "there is that other shit I can proxy to annoy to fuck out of Terran" gimmick, but Protoss would probably be just fine if tomorrow Blizzard decided to just remove the unit altogether. They'd just be back to proxying void-rays.
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On January 20 2014 11:49 DooMDash wrote:Show nested quote +On January 20 2014 10:46 Ghanburighan wrote: No, no-one has ever complained about oracles, until you did, DooMDash. OK While we are at it, swarm hosts too?
Honestly I never really feel like swarmhosts are imbalanced, per se. I get bored and frustrated playing against them in my games (if I mech), and I loathe spectating games where they are built en masse. But people have had similar complaints about collosus since the beginning of WoL, so I doubt we'll see a change to SH.
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On January 18 2014 14:28 plogamer wrote:Show nested quote +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.
Don't even tempt me. I'm pretty sure there was a thread about a guy who got to masters by double proxy Rax.
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On January 20 2014 15:04 GinDo wrote:Show nested quote +On January 18 2014 14:28 plogamer wrote: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. Don't even tempt me. I'm pretty sure there was a thread about a guy who got to masters by double proxy Rax.
Yeah I didn't word it perfectly. But do read the nested quote for context before you jump that gun. But really, do go for 1 base build where you kill your opponent with constant medivac harass, making so much crap off 1 base.
Pretty trollish of you to act like you died to double proxy rax.
/edit
Seriously, you don't get it. It would be like if a Zerg player switch to terran and gave some weird apology because they lost to 2 base muta. Most zerg players would roll their eyes.
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On January 20 2014 14:48 Fission wrote:Show nested quote +On January 20 2014 11:49 DooMDash wrote:On January 20 2014 10:46 Ghanburighan wrote: No, no-one has ever complained about oracles, until you did, DooMDash. OK While we are at it, swarm hosts too? Honestly I never really feel like swarmhosts are imbalanced, per se. I get bored and frustrated playing against them in my games (if I mech), and I loathe spectating games where they are built en masse. But people have had similar complaints about collosus since the beginning of WoL, so I doubt we'll see a change to SH.
I think swarm hosts are, without a doubt, imbalanced on some maps. I'm not playing SC 2 atm and it's mainly because of swarm hosts, despite winning most of the games I play against them. I don't like how a player can simply make a type of unit and it guarantees a 40+ min game. Wtf is that? You have to take the map because you can't trade cost efficiently, meanwhile the other guy can just be on a base or two at a time... What kinda game is this?
Then, since SC 2 is a game of hard counters, yet you need 10+ colossi to really have a shot at fighting locuts/swarm hosts, you end up not having enough free supply or resources left to produce adequate anti air/protection for colossi. When you limit a race to only being able to make 1 unit, and having to mass it, then it doesn't exactly take a great strategist to exploit this, to collect freebie wins.
I don't know what this game is. I just know it's not worth playing it, while swarm hosts are still in it.
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On January 20 2014 13:57 ZenithM wrote:Show nested quote +On January 20 2014 11:49 DooMDash wrote:On January 20 2014 10:46 Ghanburighan wrote: No, no-one has ever complained about oracles, until you did, DooMDash. OK While we are at it, swarm hosts too? Swarm hosts are in a more grey area for the community :D They're generally not a really interesting unit, but they are necessary for zerg to handle certain styles, and not grossly imbalanced (if imbalanced at all). However it's really frustrating to lose to, because you feel like the guy didn't do much else except building a bunch of units and putting them somewhere :D Oracles are absolutely not a mandatory Protoss unit, it's just another "there is that other shit I can proxy to annoy to fuck out of Terran" gimmick, but Protoss would probably be just fine if tomorrow Blizzard decided to just remove the unit altogether. They'd just be back to proxying void-rays. I'd argue that pvz is just about un-winnable once a certain amount of swarmhosts are reached, assuming relatively equal skill.
Having said that I'd argue that zvp is absolutely un-winnable if it gets late enough into the game and you don't have swarm hosts.
It's unreal to me how the counter to sky toss is something that doesn't shoot up
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