I love how in the part about the the oracle all the guy can talk about is how great it is for the protoss' opponents that the oracle doesn't do any real damage and its mineral-blocking force fields are easily cleaned up.
It sounds more like he's selling the unit to terran and zerg than protoss players.
On October 22 2011 23:07 freetgy wrote: no change in the fundamental problems of Protoss, while terran gets even more versatile units... and Zerg no comment....
we'll see how much of it makes it in the game.
It solves the two biggest Problem of the Protoss race, how fragile they are and the lack of a harass and high skill requirement high reward units
One of the most difficult things to do is retreat as Protoss because the nature of their deathball and their unit formation means that they are very vulnerable on the retreat. The vast majority of the time the only thing you can ever save is Stalkers. Templars/Sentries and sometimes Zealots usually just forfeit their lives when you are put in a bad position.
How many times can you remember GSL Protoss being in such a bad position that they end up losing virtually every Colossus as they try to run away due to Vikings? I'll be honest, I couldn't give you a specific game but virtually everyone has seen it happen--and I'll bet virtually every Protoss player cringes when they see it happen
The Mass recall change means that not only can you retreat in the above situations safely, but it will now be easier to defend your cross map expansions as well. Too many MMM or Ling/Roach for Gateway units to handle? Recall a few Colossus from your main army to save your expansion!
Base trading in WOL makes every Protoss cry. HOTS!? The words "Don't base trade a Protoss" will be music to my ears.
Arch Shield will mean that Six pools, Ling/Roach all-ins, Marine SCV allins, Proxy Zealots, 4gates, etc will all be much easier to hold with Gateway forge expands or even Nexus firsts builds.
Oracle adds a new way to harass in HOTS, it isn't the same as baneling bombs but it can be just as strong given the right situation--i.e Disabling key tech structures before a Zerg remaxes, crippling your opponents upgrade progression, halting your opponents all-in or mid game timings, and being able to keep tabs on what your opponents are actually doing.
Being able to view what tech your opponent is researching might not seem like a big deal, but apparently the buff lasts for 2mins, so you can cast it on your opponents lair or maybe even a tech Starport before anything happens and see them creating Banshees or researching Overlrod drops later on, it just means players who want to be safe won't get caught with their pants down as much anymore.
Think about endgame ZvP, you can keep buffing the spire every 2mins to know exactly when the Zerg is going for their Broodlord timing--that kind of information wins games.
The Replicant just looks like a skill based unit. There is nothing standard about it, how effective it will be comes down to how well the player who creates it uses it.
The Tempest is more of a niche unit--which is fine, it fills a hole right now where Protoss are lacking
On October 22 2011 23:01 Senx wrote: And yeah I really hope the replicator gets scrapped, its going to be either completely useless because it gets nerfed into the ground or it'll be broken as fuck and make the game completely imbalanced.
No way to really balance such a unit.
Good news is, if you look at the Blizzcon video preview of the replicant, Blizzard stated 'we're having slight difficulties in really engaging the strength of this unit' so hopefully we can take it as 'we are battling to find a place for this unit/balance it to fairness, so we will soon give up and actually give toss something decent'
I really hope they do, such a ridiculous concept, and it looks terrible too...Protoss already have too many orb/sphere looking things; sentry, oracle and now this... Give us something cool looking that is actually decent to use...
I do love how much emphasis they placed on every unit being 'anti-deathball'...seems their 1st priority with adding a new unit was whether or not it can be used in a death ball. I can see where they are coming from, doesn't mean they need to give us a bunch of highly situational gimmicks.
It means they can give us an attacking unit that doesnt have to work in a death ball. Protoss users don't really want death balls. We don't. We want to be able to split up our army but gateway units are very weak without support in direct fights. Its hard to be in more than one place at once with our stuff so we end up deathballing.
Also, how isn't the replicator a deathball unit? Make 6 replicators -- make 6 tanks and use them in conjunction with a colo/immo/zealot ball.
I don't like deathballs any more than the next guy, but if I had a choice between death ball and this shit I would take death ball every single time... I would like to be able to split forces easily too, but how do any of these units encourage that? They aren't units that can hold their own to MMM or lings and roaches, they are just units with a very specific use, that undertake roles that toss didn't really need...
And well I guess replicator can be used in a death ball, but I don't get the fuss over replicator unit anyway, making 6 replicators is 1200 gas, would you rather 6 seige tanks or 6 colossi? Why would you want to make seige tanks anyway? They cost double the price and population, and if you love tanks so much why aren't you playing terran?
Edit: at guy above me, I don't think anybody has a problem with the new abilities (recall, that nexus cannon thing) its moreso the units... Z/T units fill in weaknesses of their respective races, I wouldn't say toss does... It seems like they created Tempest purely to counter mass muta, but mutas are only really a problem when you on 2 base trying to take a 3rd. How is a 300/300 unit needing a fleet beacon gonna help that? Out of oracle's abilities, I would say the looking at production is useless, and the disabling warp will definitely not make it into the game in current form... Considering it lasts 45 seconds, and if you disable a roach warren zergs can't build roaches... And what happens if you use it for hatch? Mineral shield is ok, but why can't protoss have a worker killing unit? Terran and zerg get several, why do they feel toss doesn't deserve one?
All the mineral shield does is delay mining until they pull units back to kill it, you would have the same effect with zealot drops except zealot drops are a good mineral dump, and you might actually kill a worker or 2 if your opponent is slow.
I am currently imagining a viper yanking a colossus to it so an infestor can safely NP it and turn it against the protoss, seems like army positioning may become even more important in the future. Although yanking one of your high value units back to safety so it can regen health or be healed by a queen would also be a nice strat to see pulled off.
I feel like the protoss new units aren't that bad except the replicant which just seems so damn out of place. I mean yeah if your opponent has well upgraded stuff and you turn into one of those it's great but I'm wondering how much synergy a handull of another races units will have with the toss army. I mean you basically have to plan your build to work with these other units and then hope the terran or zerg actually make them so you can copy them. The most cost effective unit to copy is probably the infestor due to the fact that everyone gets burrow for it and you could have a handfull of them wandering around creating havoc with infested terrans all game long.
*Is still in favour of scrapping the replicant and giving toss a tiny mobile shield battery unit that sacrifices it's own sheild energy to restore that amount to a selected unit.
What is most baffling to me is that Blizzard says that late game chargelots can be dealt with by mmm micro, but they wanted to give terrans another option (the battle hellion). If you are giving the most versatile race more options, you best be working twice as hard on the other races.
One word: Mech. Why should mech not be viable in TvP? Perhaps bio doesn't need more ways to deal with mass chargelot, but mech does.
Or I can say... "Gateway units should be viable against mech."
Where did this idea come from that 100% of Terran strategies must be viable against everything? Why should mech be viable?
that's some nice video editing there...he actually said other people (as in the people here on TL *hint hint elbow*) say that (notice how the beginning of the phrase is cut out?)
but whatevs keep it if you like
I'm looking for another video at the moment. If you can find one, please put up the link.
edited :D in the end the fact he even said it might still indicate blizz thinks that way too, i mean they had problems with P design from the very start *sadface*
I love how in the part about the the oracle all the guy can talk about is how great it is for the protoss' opponents that the oracle doesn't do any real damage and its mineral-blocking force fields are easily cleaned up.
It sounds more like he's selling the unit to terran and zerg than protoss players.
as has been mentioned the tech delaying part might be tremendously useful but a harass unit that can't kill stuff at all, not sure about that. even science vessels had irradiate!
The nexus recall could most definitely be game-changing in PvZ - HuK is going to love it. You can move out and pressure with the potential to straight up kill greedy zergs, without having to be afraid to get overwhelmed and just...well...lose right there.
Oracle and replicant are cool and cute, but this recall ability could change so much more, the whole flow of the game.
So, is the replicant changing into another unit a permanent change, or a temporary one? Can it only change into enemy unit models or can you make it change into friendly ones (buy a replicant, change it into void rays from that one single void ray coming out of your stargate)? If you're playing against another protoss do the upgrades and abilities the replicant stole without any research pass on to all of your units (a la dark archon's mind control)?
Price and range will probably be the balancing factor for the replicant I guess, since it can be so versatile. If you need to get it too close to replicate, it can die before pulling the trick off, though judging from the video, they were pretty far away from those tanks.
On October 22 2011 23:25 GreyMasta wrote: Just had a vision...
If replicants get Lair/ Hive upgrades the shit's gonna be crazy. Imagine a very early replicator stealing the very 1st Roach coming out of a Zerg's hatch:
Introducing the Terminatoroach: 3/3 +Speed ? +Burrow ? +Tunneling Claws!!
...While youre still on Hatch tech this bitch will be sprinting around on your creep, burrowing all over the place, regenerating energy like crazy and armored as FUCK, 1-shoting your drones...
o_o Talking about lack of harrass unit, there you go.
Does it say somewhere that you get maximum attack/armor upgrades?
I think we need to define viable. Viable as in term of you can do strategy x and tell your opponent your plan before the game, then bio should not be viable late game. WHY?
Because its just boring to watch. Watching somehwat mobile army vs somewhat mobile army is extremely boring if they are both pretty even in a straight fight, because then nobdoy will really attack each other, and when a fight happens (when someone gets impatient), the winner of the battle will win the game as there is barely any defenders advantage when going bio.
Mech on the other hand is just much more interesting. When you have one guy trying to make a deathball and the opposing players having a lot of tools to harass and try to prevent him from making that ball it simply creates interesting games, because stuff will happen all the time.
But yeh sure it should be possible to open bio once in a while, esp. for varaition, but bio should never in any matchup be "viable" late game, and this is why I am very glad that blizzard is trying to fix tvp by buffing mech.
On October 22 2011 23:07 freetgy wrote: no change in the fundamental problems of Protoss, while terran gets even more versatile units... and Zerg no comment....
we'll see how much of it makes it in the game.
It solves the two biggest Problem of the Protoss race, how fragile they are and the lack of a harass and high skill requirement high reward units
One of the most difficult things to do is retreat as Protoss because the nature of their deathball and their unit formation means that they are very vulnerable on the retreat. The vast majority of the time the only thing you can ever save is Stalkers. Templars/Sentries and sometimes Zealots usually just forfeit their lives when you are put in a bad position.
How many times can you remember GSL Protoss being in such a bad position that they end up losing virtually every Colossus as they try to run away due to Vikings? I'll be honest, I couldn't give you a specific game but virtually everyone has seen it happen--and I'll bet virtually every Protoss player cringes when they see it happen
The Mass recall change means that not only can you retreat in the above situations safely, but it will now be easier to defend your cross map expansions as well. Too many MMM or Ling/Roach for Gateway units to handle? Recall a few Colossus from your main army to save your expansion!
Base trading in WOL makes every Protoss cry. HOTS!? The words "Don't base trade a Protoss" will be music to my ears.
Arch Shield will mean that Six pools, Ling/Roach all-ins, Marine SCV allins, Proxy Zealots, 4gates, etc will all be much easier to hold with Gateway forge expands or even Nexus firsts builds.
Oracle adds a new way to harass in HOTS, it isn't the same as baneling bombs but it can be just as strong given the right situation--i.e Disabling key tech structures before a Zerg remaxes, crippling your opponents upgrade progression, halting your opponents all-in or mid game timings, and being able to keep tabs on what your opponents are actually doing.
Being able to view what tech your opponent is researching might not seem like a big deal, but apparently the buff lasts for 2mins, so you can cast it on your opponents lair or maybe even a tech Starport before anything happens and see them creating Banshees or researching Overlrod drops later on, it just means players who want to be safe won't get caught with their pants down as much anymore.
Think about endgame ZvP, you can keep buffing the spire every 2mins to know exactly when the Zerg is going for their Broodlord timing--that kind of information wins games.
The Replicant just looks like a skill based unit. There is nothing standard about it, how effective it will be comes down to how well the player who creates it uses it.
The Tempest is more of a niche unit--which is fine, it fills a hole right now where Protoss are lacking
The Oracle is pretty interesting and can probably be tweaked into a very effective unit just by changing it's cost, but i have serious doubts about the Replicant. It seems one of those things, like wg and forcefields, that's either too strong or too weak, and might eventually need such tweaks and other weaknesses in the race, that it's not worth it just for the "cool" factor...you know, kinda like dragoons vs stalkers. I SO wish the way to hold a 111 was to hold-position kite it all the way back home for example ^^
On October 22 2011 23:01 Senx wrote: And yeah I really hope the replicator gets scrapped, its going to be either completely useless because it gets nerfed into the ground or it'll be broken as fuck and make the game completely imbalanced.
No way to really balance such a unit.
Good news is, if you look at the Blizzcon video preview of the replicant, Blizzard stated 'we're having slight difficulties in really engaging the strength of this unit' so hopefully we can take it as 'we are battling to find a place for this unit/balance it to fairness, so we will soon give up and actually give toss something decent'
I really hope they do, such a ridiculous concept, and it looks terrible too...Protoss already have too many orb/sphere looking things; sentry, oracle and now this... Give us something cool looking that is actually decent to use...
I do love how much emphasis they placed on every unit being 'anti-deathball'...seems their 1st priority with adding a new unit was whether or not it can be used in a death ball. I can see where they are coming from, doesn't mean they need to give us a bunch of highly situational gimmicks.
And they add the Tempest which is the perfect addition to the death ball.... doesn't make any sense.
This is picking out what you want to hear.
The reference was to the oracle harass unit. I still see it having battlefield use against PF contains and bunker rushes.
I see no problem w. the Temptest being in the deathball. Since it makes mass roach/corruptor a valid comp again.
On October 22 2011 23:25 GreyMasta wrote: Just had a vision...
If replicants get Lair/ Hive upgrades the shit's gonna be crazy. Imagine a very early replicator stealing the very 1st Roach coming out of a Zerg's hatch:
Introducing the Terminatoroach: 3/3 +Speed ? +Burrow ? +Tunneling Claws!!
...While youre still on Hatch tech this bitch will be sprinting around on your creep, burrowing all over the place, regenerating energy like crazy and armored as FUCK, 1-shoting your drones...
o_o Talking about lack of harrass unit, there you go.
Does it say somewhere that you get maximum attack/armor upgrades?
no he would not get those, but he would get tunnel claws, burrow and movement speed.
On October 22 2011 23:25 GreyMasta wrote: Just had a vision...
If replicants get Lair/ Hive upgrades the shit's gonna be crazy. Imagine a very early replicator stealing the very 1st Roach coming out of a Zerg's hatch:
Introducing the Terminatoroach: 3/3 +Speed ? +Burrow ? +Tunneling Claws!!
...While youre still on Hatch tech this bitch will be sprinting around on your creep, burrowing all over the place, regenerating energy like crazy and armored as FUCK, 1-shoting your drones...
o_o Talking about lack of harrass unit, there you go.
What? It only takes upgrades the opposing player has researched, it doesn't come with all the upgrades maxxed out automatically no matter what.
The oracle's "pre-ordain" spell should just be a passive ability. Having one near enemy buildings tells you what they're building or researching. Not some crap spell.
On October 22 2011 23:30 sleepingdog wrote: The nexus recall could most definitely be game-changing in PvZ - HuK is going to love it. You can move out and pressure with the potential to straight up kill greedy zergs, without having to be afraid to get overwhelmed and just...well...lose right there.
Oracle and replicant are cool and cute, but this recall ability could change so much more, the whole flow of the game.
that is ridiculously cool yeah, forreference Kiwikaki-Stephano of course
actually that might make stalker/colossus viable for harassment and as such i'm not as bummed about oracle not killing stuff
On October 22 2011 23:25 GreyMasta wrote: Just had a vision...
If replicants get Lair/ Hive upgrades the shit's gonna be crazy. Imagine a very early replicator stealing the very 1st Roach coming out of a Zerg's hatch:
Introducing the Terminatoroach: 3/3 +Speed ? +Burrow ? +Tunneling Claws!!
...While youre still on Hatch tech this bitch will be sprinting around on your creep, burrowing all over the place, regenerating energy like crazy and armored as FUCK, 1-shoting your drones...
o_o Talking about lack of harrass unit, there you go.
What? It only takes upgrades the opposing player has researched, it doesn't come with all the upgrades maxxed out automatically no matter what.
It gets things like burrow/speed, not +1 is what i understood.
On October 22 2011 23:25 GreyMasta wrote: Just had a vision...
If replicants get Lair/ Hive upgrades the shit's gonna be crazy. Imagine a very early replicator stealing the very 1st Roach coming out of a Zerg's hatch:
Introducing the Terminatoroach: 3/3 +Speed ? +Burrow ? +Tunneling Claws!!
...While youre still on Hatch tech this bitch will be sprinting around on your creep, burrowing all over the place, regenerating energy like crazy and armored as FUCK, 1-shoting your drones...
o_o Talking about lack of harrass unit, there you go.
What? It only takes upgrades the opposing player has researched, it doesn't come with all the upgrades maxxed out automatically no matter what.
No, it comes with all possible upgrades (not attack/armor though)