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Our Protoss Heroes (GSL Spoiler Alert) - Page 21

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laharl23
Profile Joined February 2011
United States582 Posts
September 20 2011 05:19 GMT
#401
On September 20 2011 14:12 Arisen wrote:
Show nested quote +
On September 20 2011 14:07 laharl23 wrote:
On September 20 2011 14:03 Arisen wrote:
On September 20 2011 13:51 laharl23 wrote:
On September 20 2011 12:31 Arisen wrote:
On September 20 2011 05:49 Destructicon wrote:
While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.

I am going to try and say this cleanly and efficiently.
The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.

This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.

Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.

P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.

P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.

Now, if you add up all the problems you get the following scenario.
Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.

Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.

This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.

Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.

Now I ask, where can you innovate in there?
Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.

How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?

And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.

Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.

The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.

Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.

The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.

And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act.


Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen.

Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well(


You make it sound like its so easy for protoss to take a 'safe, easy third'.

For example, after forge expand, the typical response is fast 3 hatch. Basically the zerg can get a third base up so easy and get up to 50-60 drones really fast. After that is when you will be trying to take your third.

Then theres a ton of stuff zerg can do to well.. basically kill you.

Mass roach (losira style), infestor/ling with infested terrans, and many others.

And once you are on 3 bases, if the game goes after that a 4th base is even harder to take.

Maybe the protoss race isn't weak, but the maps just make the race feel weak due to extremely hard third bases on most maps to defend early on vs what I listed above.

But then again I don't know if easy third bases would balance the game either.


No, it's not super easy to take a third, and it shouldnt be, because once you do as protoss your probability of winning shoot WAY up


So protosses shouldn't be able to take a third base?

I don't understand what you are saying right now


Im saying it should be hard for protoss to secure a third base because once they do their late game kicks in and is quite a bit stronger than zergs; that is to say zerg needs to secure an advantage in the midgame (when protoss is on 2 base) to be able to do anything late game (when he is on 3 basee). If it was really easy to take a third then protoss would have a huge advantage over zerg


Mostly it just feels like at the moment if you don't take that greedy third and wait too long or try really hard to secure the third, you get behind really fast vs zerg because of how fast they can out-macro you.

That's why you see a lot of greedy third bases instead of safe third bases.
Zombie_Velociraptor
Profile Joined May 2011
274 Posts
September 20 2011 05:20 GMT
#402
On September 20 2011 14:16 Arisen wrote:
Show nested quote +
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...
Benzzro
Profile Joined August 2011
Australia167 Posts
September 20 2011 05:20 GMT
#403
On September 20 2011 14:15 Arisen wrote:
Show nested quote +
On September 20 2011 14:11 Benzzro wrote:
If the Zerg has BL + Infestor + supporting units like lings, mass blink stalkers will not beat it unless the Zerg miss micros.



Well it does, because brood lord infestor is slow as shit. It's the same dynamic zerg players were using back when ZvZ was pretty much only roach infestor. If you go for brood lords I base race with you and I win the base race or you back off and I get to prepare corrupters while having dealt damage to you.

Also, who said Korean Zergs?


You were talking about a straight up battle? You never mentioned base trading...
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 05:24 GMT
#404
On September 20 2011 14:20 Zombie_Velociraptor wrote:
Show nested quote +
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?
"If you're not angry, you're not paying attention"
HuK
Profile Blog Joined March 2010
Canada1591 Posts
September 20 2011 05:24 GMT
#405
On September 20 2011 12:09 VTPerfect wrote:
Show nested quote +
On September 20 2011 05:49 Destructicon wrote:
While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.

I am going to try and say this cleanly and efficiently.
The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.

This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.

Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.

P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.

P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.

Now, if you add up all the problems you get the following scenario.
Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.

Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.

This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.

Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.

Now I ask, where can you innovate in there?
Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.

How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?

And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.

Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.

The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.

Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.

The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.

And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act.


Well i'll be, quite the high level understanding of the game and refreshing when people keep saying a zealot beats 4 lings.


*golf clap*
ProgamerLive like a God or die like a Slave 11:11
K3Nyy
Profile Joined February 2010
United States1961 Posts
September 20 2011 05:24 GMT
#406
Are you another diamond league telling everyone they are wrong?

Any kind of pressure makes it hard for Protoss to max on 3 bases. it's not impossible, but they'll surely not have the gas for Void Rays and Templar. Broodlord/Infestor will beat it.

If Protoss go for a base trade on the maps which allow it, they'll kill one of Zerg's 4-5 bases whereas if the Zerg kills the Protoss' 3rd, it's over. If he turns around, as long as Zerg isn't caught out of position, they'll win.
Zombie_Velociraptor
Profile Joined May 2011
274 Posts
Last Edited: 2011-09-20 05:47:05
September 20 2011 05:44 GMT
#407
On September 20 2011 14:24 Arisen wrote:
Show nested quote +
On September 20 2011 14:20 Zombie_Velociraptor wrote:
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?


Your example is identical to mine. Extremely bad players can deal with equally bad Zerg lategame, so what, who cares about that. If you want to talk about whether the game is balanced or not at highest level, you shouldn't be looking at random NA GM's or 'well liked' players, you should be looking at someone who actually, you know, can compete against the absolute top of the crop - which is GSL Code S.

You can tell me about how good Kiwikaki's mothership play is after he wins a BO5 or a few against someone like Polt or Losira; your other example SaSe has just lost to a Zerg who had been in a slump for a year now; HerO is decent, but he's never played against top calibre players, in fact, he lost to Thorzain pretty convincingly (fyi, MC whom you seem to consider a 'bad' player absolutely annihilated Thorzain not TOO long ago).

At any rate, I don't really want to argue whether the game is balanced right now or not, because it's a pretty goddamn pointless conversation anyway - but please, stop disrespecting world class players like MC and Alicia by comparing them to random NA ladder heroes. It's pretty ridiculous.


edit: by the way, the recent wins Protoss did get, are all from 'gimmicky' play based around hidden tech and new timing pushes, not 'straight up' games - even though you keep going on about how gimmicky and coinflippy play is 'bad' and the reason as to why former Protoss champions aren't doing well right now.
Soulish
Profile Joined April 2010
Canada1403 Posts
September 20 2011 05:52 GMT
#408
I'm only in diamond so take my words with a grain of salt, but I have zero problems in pvz. In fact, it's my best mu I feel. What not many people realize is that high Templar are just good against every single Zerg unit. It deals a ton of damage to the slow bl,feedbacks the infestor, and are very good against swarms especially. When I see a zerg going infestors, which is like everypvz, I don't even other going colossus tech, and I'll just mass ht. Seriously, try it sometime. It makes infesters ezpz.
me all in, he drone drone drone, me win
HEROwithNOlegacy
Profile Joined June 2010
United States850 Posts
September 20 2011 05:53 GMT
#409
Just watch Liquid`Hero play against zerg and mimic, get use to not A moving into your opponents when Collusi get removed in Heart of the Swarm, also PvT might need some changes, ghosts are incredibly strong right now, although most protoss players barely split their units up.
SlayerS Fighting!
MrProb
Profile Joined January 2011
Thailand794 Posts
September 20 2011 06:02 GMT
#410
On September 20 2011 14:24 Arisen wrote:
Show nested quote +
On September 20 2011 14:20 Zombie_Velociraptor wrote:
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?


Are u idra in disguise ?

He said combat ex is terrible, yet, he uses him as a referrence/example like what combat ex does would work nicely in high lv tournament.
rave[wcr] wrote: wtf how can erik understand kelly, its like han solo and chewabacca overthere.
LazzarusKain
Profile Joined June 2011
United States23 Posts
September 20 2011 06:02 GMT
#411
On September 20 2011 14:53 HEROwithNOlegacy wrote:
Just watch Liquid`Hero play against zerg and mimic, get use to not A moving into your opponents when Collusi get removed in Heart of the Swarm, also PvT might need some changes, ghosts are incredibly strong right now, although most protoss players barely split their units up.



lolwut? Colossus is getting removed? did I miss something?
Imma roll around on the floor for a while. Kay?
Rarak
Profile Joined May 2010
Australia631 Posts
Last Edited: 2011-09-20 06:16:57
September 20 2011 06:14 GMT
#412
On September 20 2011 14:52 Soulish wrote:
I'm only in diamond so take my words with a grain of salt, but I have zero problems in pvz. In fact, it's my best mu I feel. What not many people realize is that high Templar are just good against every single Zerg unit. It deals a ton of damage to the slow bl,feedbacks the infestor, and are very good against swarms especially. When I see a zerg going infestors, which is like everypvz, I don't even other going colossus tech, and I'll just mass ht. Seriously, try it sometime. It makes infesters ezpz.



Thanks for solving all the protoss problems.. in diamond.

I can't beat a zerg to save myself in masters but I too could probably thrash the ones at your level which means nothing.


Better Zerg players know when to build drones and can easily macro up a lead over toss.
Acritter
Profile Joined August 2010
Syria7637 Posts
September 20 2011 06:17 GMT
#413
On September 20 2011 14:53 HEROwithNOlegacy wrote:
Just watch Liquid`Hero play against zerg and mimic, get use to not A moving into your opponents when Collusi get removed in Heart of the Swarm, also PvT might need some changes, ghosts are incredibly strong right now, although most protoss players barely split their units up.


I'm sorry, but the most critical problem with PvT is currently the 1-1-1. MvP has stated that he thinks that players that use the build should be disqualified from tournaments. Ghosts are strong, yes, but they are nothing compared to the 1-1-1.

I also find your suggestion that Protoss players "get use to not A moving" amusing, considering that all Protoss engagements up to and often including Colossus battles are highly dependent on the Protoss player placing good Forcefields and properly microing their units, especially Stalkers. A Protoss who a-moves is very likely to lose their entire army, because although Forcefields are incredibly strong, the rest of the Protoss army is rather weak.

I will agree that Hero is an excellent player, though.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 06:37 GMT
#414
On September 20 2011 15:02 MrProb wrote:
Show nested quote +
On September 20 2011 14:24 Arisen wrote:
On September 20 2011 14:20 Zombie_Velociraptor wrote:
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?


Are u idra in disguise ?

He said combat ex is terrible, yet, he uses him as a referrence/example like what combat ex does would work nicely in high lv tournament.


Just because the player isn't amazing does that mean the strategy is shit? Was Daezang as good as bisu? No, but he created the build Bisu became famous for. Jaedong and savior were using 5 hatch hydra>muta almost a year before it became a mainstay of the matchup sparingly. The best players don't use the best builds all the time. The blink stalker basetrade scenario makes perfect sense for the protoss as the slow nature of infestor/BL makes the zerg choose between agressiveness and passivity and the blink stalkers huge mobility allows them to quickly snipe tech/hatches and get out. Zerg players have been using the same logic against BL's for a long time in ZvZ. Protoss players don't want to try new stuff out; they want their old stuff to win all the time again.
"If you're not angry, you're not paying attention"
MorNin
Profile Joined June 2010
United States443 Posts
September 20 2011 07:00 GMT
#415
On September 20 2011 15:14 Rarak wrote:
Show nested quote +
On September 20 2011 14:52 Soulish wrote:
I'm only in diamond so take my words with a grain of salt, but I have zero problems in pvz. In fact, it's my best mu I feel. What not many people realize is that high Templar are just good against every single Zerg unit. It deals a ton of damage to the slow bl,feedbacks the infestor, and are very good against swarms especially. When I see a zerg going infestors, which is like everypvz, I don't even other going colossus tech, and I'll just mass ht. Seriously, try it sometime. It makes infesters ezpz.



Thanks for solving all the protoss problems.. in diamond.

I can't beat a zerg to save myself in masters but I too could probably thrash the ones at your level which means nothing.


Better Zerg players know when to build drones and can easily macro up a lead over toss.


No need to be a dick bro.. He said he was diamond, so his advice might helps people bronze-Diamond.

But i will agree with you In Masters it is pretty ridiculous ATM, Lets see how the patch helps us out
MorNin
Profile Joined June 2010
United States443 Posts
September 20 2011 07:03 GMT
#416
On September 20 2011 15:37 Arisen wrote:
Show nested quote +
On September 20 2011 15:02 MrProb wrote:
On September 20 2011 14:24 Arisen wrote:
On September 20 2011 14:20 Zombie_Velociraptor wrote:
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?


Are u idra in disguise ?

He said combat ex is terrible, yet, he uses him as a referrence/example like what combat ex does would work nicely in high lv tournament.


Just because the player isn't amazing does that mean the strategy is shit? Was Daezang as good as bisu? No, but he created the build Bisu became famous for. Jaedong and savior were using 5 hatch hydra>muta almost a year before it became a mainstay of the matchup sparingly. The best players don't use the best builds all the time. The blink stalker basetrade scenario makes perfect sense for the protoss as the slow nature of infestor/BL makes the zerg choose between agressiveness and passivity and the blink stalkers huge mobility allows them to quickly snipe tech/hatches and get out. Zerg players have been using the same logic against BL's for a long time in ZvZ. Protoss players don't want to try new stuff out; they want their old stuff to win all the time again.


As stated before, Any smart zerg would just snipe the expansion and run back home. Idially, They could just leave some units to kill off the Protoss and go home to protect their hatches...
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
Last Edited: 2011-09-20 07:06:09
September 20 2011 07:05 GMT
#417
lol naniwa always has such an... unfriendly face =)

edit:typo
kota
Profile Joined October 2010
Denmark84 Posts
September 20 2011 07:29 GMT
#418
The patch probably wont change much in pvz, since fungal still kills protoss units with the same amount of fungals. If the NP change goes thru though, my ZvP's gonna be thoroughly fucked.
Rarak
Profile Joined May 2010
Australia631 Posts
September 20 2011 07:29 GMT
#419
On September 20 2011 16:00 MorNin wrote:
Show nested quote +
On September 20 2011 15:14 Rarak wrote:
On September 20 2011 14:52 Soulish wrote:
I'm only in diamond so take my words with a grain of salt, but I have zero problems in pvz. In fact, it's my best mu I feel. What not many people realize is that high Templar are just good against every single Zerg unit. It deals a ton of damage to the slow bl,feedbacks the infestor, and are very good against swarms especially. When I see a zerg going infestors, which is like everypvz, I don't even other going colossus tech, and I'll just mass ht. Seriously, try it sometime. It makes infesters ezpz.



Thanks for solving all the protoss problems.. in diamond.

I can't beat a zerg to save myself in masters but I too could probably thrash the ones at your level which means nothing.


Better Zerg players know when to build drones and can easily macro up a lead over toss.


No need to be a dick bro.. He said he was diamond, so his advice might helps people bronze-Diamond.

But i will agree with you In Masters it is pretty ridiculous ATM, Lets see how the patch helps us out


Not trying to be a dick.. just blunt.

Just find it so hard to win unless I manage to trick the Zerg nowadays. Looking forward to the patch too although I think It will mainly help with Terran..
MrProb
Profile Joined January 2011
Thailand794 Posts
September 20 2011 07:59 GMT
#420
On September 20 2011 15:37 Arisen wrote:
Show nested quote +
On September 20 2011 15:02 MrProb wrote:
On September 20 2011 14:24 Arisen wrote:
On September 20 2011 14:20 Zombie_Velociraptor wrote:
On September 20 2011 14:16 Arisen wrote:
On September 20 2011 14:13 dooraven wrote:
lmao at people suggesting CombatEX is anywhere near Korean Protosses.


I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.


You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again.

...


He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord?


Are u idra in disguise ?

He said combat ex is terrible, yet, he uses him as a referrence/example like what combat ex does would work nicely in high lv tournament.


Just because the player isn't amazing does that mean the strategy is shit? Was Daezang as good as bisu? No, but he created the build Bisu became famous for. Jaedong and savior were using 5 hatch hydra>muta almost a year before it became a mainstay of the matchup sparingly. The best players don't use the best builds all the time. The blink stalker basetrade scenario makes perfect sense for the protoss as the slow nature of infestor/BL makes the zerg choose between agressiveness and passivity and the blink stalkers huge mobility allows them to quickly snipe tech/hatches and get out. Zerg players have been using the same logic against BL's for a long time in ZvZ. Protoss players don't want to try new stuff out; they want their old stuff to win all the time again.


Yea, send a group of stalkers out while zerg units are all over the map ready for counter with better economy + faster production.smart choice.

That is not new stuff its been there and its hardly worked.
rave[wcr] wrote: wtf how can erik understand kelly, its like han solo and chewabacca overthere.
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