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In HOTS, low pylons no longer power high ground - Page 27

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Kimaker
Profile Blog Joined July 2009
United States2131 Posts
October 24 2011 23:20 GMT
#521
I've never really used that in a "gimmicky" way like most people are complaining about...it just seems to take away some cool and unique aspects of protoss. Pretty lame.

All it does is eliminate potential builds. Yay Blizzard. I'm not even buying HOtS so w/e.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
freewareplayer
Profile Joined July 2011
Germany403 Posts
October 24 2011 23:21 GMT
#522
On October 25 2011 08:12 eYeball wrote:
Show nested quote +
On October 25 2011 08:07 Mutality wrote:
IMO it's a good change it will help stop stupid chesses


It's funny you say that. By looking at your quote you seem to follow Sage hmm... Did you know he does that a lot PvZ? High ground warp-in chargelots while pressuring with Phoenix, not a lot of people do that and come up with such creativity. But I guess in your eyes its stupid cheese as you are referring it.


By the time you have a Stargate, charge and 9+ gates a Warprism is not obtainable? That exact tactic will work the exact same way as before. But i guess in your eyes a Warp prism doesnt exist.
Xardean
Profile Joined May 2010
United States104 Posts
Last Edited: 2011-10-24 23:25:21
October 24 2011 23:24 GMT
#523
On October 25 2011 07:33 Reborn8u wrote:
+ Show Spoiler +
There are some things that I think need to be put in perspective as far as protoss in general. I see so many threads about protoss and I think a lot of people just don't "get it". Hopefully, after reading this you won't be thinking that I don't "get it".

Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.

I am of the opinion that these types of plays are so wide spread because playing standard as protoss is weaker than using gimmicks. One of the results of this was many people calling protoss overpowered because many of these gimmicky plays require a pretty specific response to stop. Thus, many of these things have been nerfed into the ground, while some of things that deal with them received buffs (roach range and infestors come to mind). Warp, blink, voidrays, forge build time, zealot build time, pylon radius, all of these things received substantial nerfs over the last year. Furthermore, the things that were buffed phoenix, archons, observers, immortals, warp prisms, are not core parts of protoss play, and don't significantly affect the early game. Which is why I stated that I feel gimmicks are stronger than standard play for protoss, a diligent zerg or terran can scout and respond and simply put the protoss far behind by delaying protoss from even taking his own natural on almost every map, by directly doing damage, or shutting down protoss gimmicks, because the build order protoss chose was scouted.

While PvZ seems to be a back and forth in win rates, mostly because of the metagame and some patching. PvT and PvP have been altered a lot as a direct of result from patches not metagame, at least much more so than pvz. The problem protoss as a race faces now is that with so many of their gimicks nerfed, and standard expansionist play being as delicate as it is, protoss are left with very little to rely on.

In PvT Protoss play seems stagnant, predictable, and it's faster and much cheaper for terran to counter protoss AOE than it is for protoss to produce it. Unfortunately, once terran starts producing medevacs, protoss is very weak agaisnt MMM without significant AOE damage available. The only real change lately has been more ghost usage, and more prism play but they haven't grossly changed the general play or altered the win rates. (now protoss's are making a warp prism with their 4 gate.....lol)

PvP is actually in turmoil because of all the changes to 4 gating. Really though, the 4 gate has been replaced by 3 gate robo, and the rule of "he who expands, dies" still applies to PvP in almost every pro match I've seen since that last patch. Truthfully though, I don't expect much diversity from mirror matches, and I'm pretty happy with it's current state except the fact that it is so 1 base focused.

Now most of what I've stated above is my opinion, but I'd like to think it is of a decently well formed opinion. The thing that really bothers me about them removing the pylon cliff warp in, is the same thing that bothers me about the new protoss units in hots. It's just more gimmicks, and they will be most likely be nerfed, just like these pylons. What protoss needs is a strong core. Protoss's core is the gateway, and the units from the gateway need some love.

Protoss needs to be balanced away from gimmicks and towards safe standard macro play. Taking away their gimmicks while not strengthening their core is what has led to protoss's current weaknesses in pro play. This is what protoss should be about, not blink stalkers that can't stand and fight, dragoons that put fear into people and are strong enough to walk where they want except against well prepared defenses or massed counters (like lings). Not warp ins all over the map to defeat someone who has weaker multitask or took many bases, macro and positioning to defeat someone who can't macro as well or isn't as tactically sound in battle. Protoss doesn't want to have to replicate other races units, protoss wants thier own flexible and cost effective units. Protoss don't want a-move colossus with stupid range and dmg, they want shuttle/reaver, which in a pro's hands can bring out oooo's and ahhhh's from an audience because of the skill and decision making involved in manipulating them. Protoss doesn't want to shut down mining for 45 seconds, they want to do what terran and zerg does, murder workers.

If they want to take away cliff warp in then fine, but for the love of starcraft protoss shouldn't be about gimmicks, it should be a strong mobile army of core units with good upgrades that zerg and terran fear an unfavorable engagement with, from the early game to the late game. An army that can be defeated by good caster usage, good positioning and better macro, not by an A move with more cost effective units and hard counters. Protoss should not be beaten by gimping protoss's economy and stopping any retaliation, 7 minutes into the game because the protoss's build got scouted. Protoss should be beaten by better decision making and better macro.

Sorry for the long rant, but this is the general way I feel about protoss. I've been playing rts's and starcraft a long time, and watching pro play for a long time. I honestly feel like Dustin Browder just doesn't "get it". Maybe I am just a dinosaur with outdated views and I'm the one who doesn't get it. But it saddens me to see such a beautiful race with such a proud history loose it's identity and be treated so unfairly.


This guy. Right here. Agree 100%
FireSA
Profile Joined March 2011
Australia555 Posts
October 24 2011 23:24 GMT
#524
really bad change if this is really the case. Protoss is being nerfed left and right, and this just slows down protoss aggression that much more. I don't play Protoss, switched a while ago, and every time I see something like this, I am glad I switched, but I am sad for the game. People call it all gimmicky play, but is that not what every new unit is for protoss as well? I think people should stop yelling cheese or all in or gimmicky when a protoss goes dt expand tbh.
EminentRising
Profile Joined April 2011
United States205 Posts
October 24 2011 23:25 GMT
#525
great limit the protoss race more and buff the other 2...
Momento mori
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 24 2011 23:28 GMT
#526
On October 25 2011 08:21 freewareplayer wrote:
Show nested quote +
On October 25 2011 08:12 eYeball wrote:
On October 25 2011 08:07 Mutality wrote:
IMO it's a good change it will help stop stupid chesses


It's funny you say that. By looking at your quote you seem to follow Sage hmm... Did you know he does that a lot PvZ? High ground warp-in chargelots while pressuring with Phoenix, not a lot of people do that and come up with such creativity. But I guess in your eyes its stupid cheese as you are referring it.


By the time you have a Stargate, charge and 9+ gates a Warprism is not obtainable? That exact tactic will work the exact same way as before. But i guess in your eyes a Warp prism doesnt exist.


If you actually want to do damage, you need to start harassing with chargeless +1 Zealots and Stargate units just as your Warpgate finishes. Having to get a Robo and a Prism delays it to the point where it becomes nearly useless.

Honestly, if Blizzard decided to remove Protoss from the game come next patch, at least half of the posters in this thread would be like "Awesome, I don't have to deal with 4gate anymore!". Maybe that would be a better alternative, at least the situation would be clear then.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
EminentRising
Profile Joined April 2011
United States205 Posts
October 24 2011 23:29 GMT
#527
On October 25 2011 08:24 Xardean wrote:
Show nested quote +
On October 25 2011 07:33 Reborn8u wrote:
+ Show Spoiler +
There are some things that I think need to be put in perspective as far as protoss in general. I see so many threads about protoss and I think a lot of people just don't "get it". Hopefully, after reading this you won't be thinking that I don't "get it".

Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.

I am of the opinion that these types of plays are so wide spread because playing standard as protoss is weaker than using gimmicks. One of the results of this was many people calling protoss overpowered because many of these gimmicky plays require a pretty specific response to stop. Thus, many of these things have been nerfed into the ground, while some of things that deal with them received buffs (roach range and infestors come to mind). Warp, blink, voidrays, forge build time, zealot build time, pylon radius, all of these things received substantial nerfs over the last year. Furthermore, the things that were buffed phoenix, archons, observers, immortals, warp prisms, are not core parts of protoss play, and don't significantly affect the early game. Which is why I stated that I feel gimmicks are stronger than standard play for protoss, a diligent zerg or terran can scout and respond and simply put the protoss far behind by delaying protoss from even taking his own natural on almost every map, by directly doing damage, or shutting down protoss gimmicks, because the build order protoss chose was scouted.

While PvZ seems to be a back and forth in win rates, mostly because of the metagame and some patching. PvT and PvP have been altered a lot as a direct of result from patches not metagame, at least much more so than pvz. The problem protoss as a race faces now is that with so many of their gimicks nerfed, and standard expansionist play being as delicate as it is, protoss are left with very little to rely on.

In PvT Protoss play seems stagnant, predictable, and it's faster and much cheaper for terran to counter protoss AOE than it is for protoss to produce it. Unfortunately, once terran starts producing medevacs, protoss is very weak agaisnt MMM without significant AOE damage available. The only real change lately has been more ghost usage, and more prism play but they haven't grossly changed the general play or altered the win rates. (now protoss's are making a warp prism with their 4 gate.....lol)

PvP is actually in turmoil because of all the changes to 4 gating. Really though, the 4 gate has been replaced by 3 gate robo, and the rule of "he who expands, dies" still applies to PvP in almost every pro match I've seen since that last patch. Truthfully though, I don't expect much diversity from mirror matches, and I'm pretty happy with it's current state except the fact that it is so 1 base focused.

Now most of what I've stated above is my opinion, but I'd like to think it is of a decently well formed opinion. The thing that really bothers me about them removing the pylon cliff warp in, is the same thing that bothers me about the new protoss units in hots. It's just more gimmicks, and they will be most likely be nerfed, just like these pylons. What protoss needs is a strong core. Protoss's core is the gateway, and the units from the gateway need some love.

Protoss needs to be balanced away from gimmicks and towards safe standard macro play. Taking away their gimmicks while not strengthening their core is what has led to protoss's current weaknesses in pro play. This is what protoss should be about, not blink stalkers that can't stand and fight, dragoons that put fear into people and are strong enough to walk where they want except against well prepared defenses or massed counters (like lings). Not warp ins all over the map to defeat someone who has weaker multitask or took many bases, macro and positioning to defeat someone who can't macro as well or isn't as tactically sound in battle. Protoss doesn't want to have to replicate other races units, protoss wants thier own flexible and cost effective units. Protoss don't want a-move colossus with stupid range and dmg, they want shuttle/reaver, which in a pro's hands can bring out oooo's and ahhhh's from an audience because of the skill and decision making involved in manipulating them. Protoss doesn't want to shut down mining for 45 seconds, they want to do what terran and zerg does, murder workers.

If they want to take away cliff warp in then fine, but for the love of starcraft protoss shouldn't be about gimmicks, it should be a strong mobile army of core units with good upgrades that zerg and terran fear an unfavorable engagement with, from the early game to the late game. An army that can be defeated by good caster usage, good positioning and better macro, not by an A move with more cost effective units and hard counters. Protoss should not be beaten by gimping protoss's economy and stopping any retaliation, 7 minutes into the game because the protoss's build got scouted. Protoss should be beaten by better decision making and better macro.

Sorry for the long rant, but this is the general way I feel about protoss. I've been playing rts's and starcraft a long time, and watching pro play for a long time. I honestly feel like Dustin Browder just doesn't "get it". Maybe I am just a dinosaur with outdated views and I'm the one who doesn't get it. But it saddens me to see such a beautiful race with such a proud history loose it's identity and be treated so unfairly.


This guy. Right here. Agree 100%

my god this i totally agree. no one fears toss in this game cause our core units are garbage and cost inefficient, our tech is expensive, slow, and rigid, and we cant expand without being harassed to death.
Momento mori
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 24 2011 23:31 GMT
#528
On October 25 2011 08:24 Xardean wrote:
Show nested quote +
On October 25 2011 07:33 Reborn8u wrote:
+ Show Spoiler +
There are some things that I think need to be put in perspective as far as protoss in general. I see so many threads about protoss and I think a lot of people just don't "get it". Hopefully, after reading this you won't be thinking that I don't "get it".

Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.

I am of the opinion that these types of plays are so wide spread because playing standard as protoss is weaker than using gimmicks. One of the results of this was many people calling protoss overpowered because many of these gimmicky plays require a pretty specific response to stop. Thus, many of these things have been nerfed into the ground, while some of things that deal with them received buffs (roach range and infestors come to mind). Warp, blink, voidrays, forge build time, zealot build time, pylon radius, all of these things received substantial nerfs over the last year. Furthermore, the things that were buffed phoenix, archons, observers, immortals, warp prisms, are not core parts of protoss play, and don't significantly affect the early game. Which is why I stated that I feel gimmicks are stronger than standard play for protoss, a diligent zerg or terran can scout and respond and simply put the protoss far behind by delaying protoss from even taking his own natural on almost every map, by directly doing damage, or shutting down protoss gimmicks, because the build order protoss chose was scouted.

While PvZ seems to be a back and forth in win rates, mostly because of the metagame and some patching. PvT and PvP have been altered a lot as a direct of result from patches not metagame, at least much more so than pvz. The problem protoss as a race faces now is that with so many of their gimicks nerfed, and standard expansionist play being as delicate as it is, protoss are left with very little to rely on.

In PvT Protoss play seems stagnant, predictable, and it's faster and much cheaper for terran to counter protoss AOE than it is for protoss to produce it. Unfortunately, once terran starts producing medevacs, protoss is very weak agaisnt MMM without significant AOE damage available. The only real change lately has been more ghost usage, and more prism play but they haven't grossly changed the general play or altered the win rates. (now protoss's are making a warp prism with their 4 gate.....lol)

PvP is actually in turmoil because of all the changes to 4 gating. Really though, the 4 gate has been replaced by 3 gate robo, and the rule of "he who expands, dies" still applies to PvP in almost every pro match I've seen since that last patch. Truthfully though, I don't expect much diversity from mirror matches, and I'm pretty happy with it's current state except the fact that it is so 1 base focused.

Now most of what I've stated above is my opinion, but I'd like to think it is of a decently well formed opinion. The thing that really bothers me about them removing the pylon cliff warp in, is the same thing that bothers me about the new protoss units in hots. It's just more gimmicks, and they will be most likely be nerfed, just like these pylons. What protoss needs is a strong core. Protoss's core is the gateway, and the units from the gateway need some love.

Protoss needs to be balanced away from gimmicks and towards safe standard macro play. Taking away their gimmicks while not strengthening their core is what has led to protoss's current weaknesses in pro play. This is what protoss should be about, not blink stalkers that can't stand and fight, dragoons that put fear into people and are strong enough to walk where they want except against well prepared defenses or massed counters (like lings). Not warp ins all over the map to defeat someone who has weaker multitask or took many bases, macro and positioning to defeat someone who can't macro as well or isn't as tactically sound in battle. Protoss doesn't want to have to replicate other races units, protoss wants thier own flexible and cost effective units. Protoss don't want a-move colossus with stupid range and dmg, they want shuttle/reaver, which in a pro's hands can bring out oooo's and ahhhh's from an audience because of the skill and decision making involved in manipulating them. Protoss doesn't want to shut down mining for 45 seconds, they want to do what terran and zerg does, murder workers.

If they want to take away cliff warp in then fine, but for the love of starcraft protoss shouldn't be about gimmicks, it should be a strong mobile army of core units with good upgrades that zerg and terran fear an unfavorable engagement with, from the early game to the late game. An army that can be defeated by good caster usage, good positioning and better macro, not by an A move with more cost effective units and hard counters. Protoss should not be beaten by gimping protoss's economy and stopping any retaliation, 7 minutes into the game because the protoss's build got scouted. Protoss should be beaten by better decision making and better macro.

Sorry for the long rant, but this is the general way I feel about protoss. I've been playing rts's and starcraft a long time, and watching pro play for a long time. I honestly feel like Dustin Browder just doesn't "get it". Maybe I am just a dinosaur with outdated views and I'm the one who doesn't get it. But it saddens me to see such a beautiful race with such a proud history loose it's identity and be treated so unfairly.


This guy. Right here. Agree 100%


More people need to read that post. It sums up my thoughts on protoss perfectly
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 24 2011 23:39 GMT
#529
On October 25 2011 08:24 Xardean wrote:
Show nested quote +
On October 25 2011 07:33 Reborn8u wrote:
+ Show Spoiler +
There are some things that I think need to be put in perspective as far as protoss in general. I see so many threads about protoss and I think a lot of people just don't "get it". Hopefully, after reading this you won't be thinking that I don't "get it".

Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.

I am of the opinion that these types of plays are so wide spread because playing standard as protoss is weaker than using gimmicks. One of the results of this was many people calling protoss overpowered because many of these gimmicky plays require a pretty specific response to stop. Thus, many of these things have been nerfed into the ground, while some of things that deal with them received buffs (roach range and infestors come to mind). Warp, blink, voidrays, forge build time, zealot build time, pylon radius, all of these things received substantial nerfs over the last year. Furthermore, the things that were buffed phoenix, archons, observers, immortals, warp prisms, are not core parts of protoss play, and don't significantly affect the early game. Which is why I stated that I feel gimmicks are stronger than standard play for protoss, a diligent zerg or terran can scout and respond and simply put the protoss far behind by delaying protoss from even taking his own natural on almost every map, by directly doing damage, or shutting down protoss gimmicks, because the build order protoss chose was scouted.

While PvZ seems to be a back and forth in win rates, mostly because of the metagame and some patching. PvT and PvP have been altered a lot as a direct of result from patches not metagame, at least much more so than pvz. The problem protoss as a race faces now is that with so many of their gimicks nerfed, and standard expansionist play being as delicate as it is, protoss are left with very little to rely on.

In PvT Protoss play seems stagnant, predictable, and it's faster and much cheaper for terran to counter protoss AOE than it is for protoss to produce it. Unfortunately, once terran starts producing medevacs, protoss is very weak agaisnt MMM without significant AOE damage available. The only real change lately has been more ghost usage, and more prism play but they haven't grossly changed the general play or altered the win rates. (now protoss's are making a warp prism with their 4 gate.....lol)

PvP is actually in turmoil because of all the changes to 4 gating. Really though, the 4 gate has been replaced by 3 gate robo, and the rule of "he who expands, dies" still applies to PvP in almost every pro match I've seen since that last patch. Truthfully though, I don't expect much diversity from mirror matches, and I'm pretty happy with it's current state except the fact that it is so 1 base focused.

Now most of what I've stated above is my opinion, but I'd like to think it is of a decently well formed opinion. The thing that really bothers me about them removing the pylon cliff warp in, is the same thing that bothers me about the new protoss units in hots. It's just more gimmicks, and they will be most likely be nerfed, just like these pylons. What protoss needs is a strong core. Protoss's core is the gateway, and the units from the gateway need some love.

Protoss needs to be balanced away from gimmicks and towards safe standard macro play. Taking away their gimmicks while not strengthening their core is what has led to protoss's current weaknesses in pro play. This is what protoss should be about, not blink stalkers that can't stand and fight, dragoons that put fear into people and are strong enough to walk where they want except against well prepared defenses or massed counters (like lings). Not warp ins all over the map to defeat someone who has weaker multitask or took many bases, macro and positioning to defeat someone who can't macro as well or isn't as tactically sound in battle. Protoss doesn't want to have to replicate other races units, protoss wants thier own flexible and cost effective units. Protoss don't want a-move colossus with stupid range and dmg, they want shuttle/reaver, which in a pro's hands can bring out oooo's and ahhhh's from an audience because of the skill and decision making involved in manipulating them. Protoss doesn't want to shut down mining for 45 seconds, they want to do what terran and zerg does, murder workers.

If they want to take away cliff warp in then fine, but for the love of starcraft protoss shouldn't be about gimmicks, it should be a strong mobile army of core units with good upgrades that zerg and terran fear an unfavorable engagement with, from the early game to the late game. An army that can be defeated by good caster usage, good positioning and better macro, not by an A move with more cost effective units and hard counters. Protoss should not be beaten by gimping protoss's economy and stopping any retaliation, 7 minutes into the game because the protoss's build got scouted. Protoss should be beaten by better decision making and better macro.

Sorry for the long rant, but this is the general way I feel about protoss. I've been playing rts's and starcraft a long time, and watching pro play for a long time. I honestly feel like Dustin Browder just doesn't "get it". Maybe I am just a dinosaur with outdated views and I'm the one who doesn't get it. But it saddens me to see such a beautiful race with such a proud history loose it's identity and be treated so unfairly.


This guy. Right here. Agree 100%


This is so accurate and thoughtful, it pretty much explains everything that ought to be explained to the devs about protoss.
FOR GREAT JUSTICE! Bans for the ban gods!
Rorschach
Profile Joined May 2010
United States623 Posts
October 24 2011 23:47 GMT
#530
at this point no toss is going to buy the expansion...
WOL will turn into a PvP fest for all ladder game mu haw haw!!!!
En Taro Adun, Executor!
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2011-10-24 23:49:14
October 24 2011 23:47 GMT
#531
On October 25 2011 07:33 Reborn8u wrote:
+ Show Spoiler +
There are some things that I think need to be put in perspective as far as protoss in general. I see so many threads about protoss and I think a lot of people just don't "get it". Hopefully, after reading this you won't be thinking that I don't "get it".

Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.

I am of the opinion that these types of plays are so wide spread because playing standard as protoss is weaker than using gimmicks. One of the results of this was many people calling protoss overpowered because many of these gimmicky plays require a pretty specific response to stop. Thus, many of these things have been nerfed into the ground, while some of things that deal with them received buffs (roach range and infestors come to mind). Warp, blink, voidrays, forge build time, zealot build time, pylon radius, all of these things received substantial nerfs over the last year. Furthermore, the things that were buffed phoenix, archons, observers, immortals, warp prisms, are not core parts of protoss play, and don't significantly affect the early game. Which is why I stated that I feel gimmicks are stronger than standard play for protoss, a diligent zerg or terran can scout and respond and simply put the protoss far behind by delaying protoss from even taking his own natural on almost every map, by directly doing damage, or shutting down protoss gimmicks, because the build order protoss chose was scouted.

While PvZ seems to be a back and forth in win rates, mostly because of the metagame and some patching. PvT and PvP have been altered a lot as a direct of result from patches not metagame, at least much more so than pvz. The problem protoss as a race faces now is that with so many of their gimicks nerfed, and standard expansionist play being as delicate as it is, protoss are left with very little to rely on.

In PvT Protoss play seems stagnant, predictable, and it's faster and much cheaper for terran to counter protoss AOE than it is for protoss to produce it. Unfortunately, once terran starts producing medevacs, protoss is very weak agaisnt MMM without significant AOE damage available. The only real change lately has been more ghost usage, and more prism play but they haven't grossly changed the general play or altered the win rates. (now protoss's are making a warp prism with their 4 gate.....lol)

PvP is actually in turmoil because of all the changes to 4 gating. Really though, the 4 gate has been replaced by 3 gate robo, and the rule of "he who expands, dies" still applies to PvP in almost every pro match I've seen since that last patch. Truthfully though, I don't expect much diversity from mirror matches, and I'm pretty happy with it's current state except the fact that it is so 1 base focused.

Now most of what I've stated above is my opinion, but I'd like to think it is of a decently well formed opinion. The thing that really bothers me about them removing the pylon cliff warp in, is the same thing that bothers me about the new protoss units in hots. It's just more gimmicks, and they will be most likely be nerfed, just like these pylons. What protoss needs is a strong core. Protoss's core is the gateway, and the units from the gateway need some love.

Protoss needs to be balanced away from gimmicks and towards safe standard macro play. Taking away their gimmicks while not strengthening their core is what has led to protoss's current weaknesses in pro play. This is what protoss should be about, not blink stalkers that can't stand and fight, dragoons that put fear into people and are strong enough to walk where they want except against well prepared defenses or massed counters (like lings). Not warp ins all over the map to defeat someone who has weaker multitask or took many bases, macro and positioning to defeat someone who can't macro as well or isn't as tactically sound in battle. Protoss doesn't want to have to replicate other races units, protoss wants thier own flexible and cost effective units. Protoss don't want a-move colossus with stupid range and dmg, they want shuttle/reaver, which in a pro's hands can bring out oooo's and ahhhh's from an audience because of the skill and decision making involved in manipulating them. Protoss doesn't want to shut down mining for 45 seconds, they want to do what terran and zerg does, murder workers.

If they want to take away cliff warp in then fine, but for the love of starcraft protoss shouldn't be about gimmicks, it should be a strong mobile army of core units with good upgrades that zerg and terran fear an unfavorable engagement with, from the early game to the late game. An army that can be defeated by good caster usage, good positioning and better macro, not by an A move with more cost effective units and hard counters. Protoss should not be beaten by gimping protoss's economy and stopping any retaliation, 7 minutes into the game because the protoss's build got scouted. Protoss should be beaten by better decision making and better macro.

Sorry for the long rant, but this is the general way I feel about protoss. I've been playing rts's and starcraft a long time, and watching pro play for a long time. I honestly feel like Dustin Browder just doesn't "get it". Maybe I am just a dinosaur with outdated views and I'm the one who doesn't get it. But it saddens me to see such a beautiful race with such a proud history loose it's identity and be treated so unfairly.


THIS is how the protoss feel right now.. I want to know if it is posible to copy this to make the entire comunity know how the race feels, at least at top level. Personaly i'm fking, so so sooo fking tired of those "smarts" who say "protoss op" or some bullshit, under the evidence of lower win% at top level and the same gimmicky play that raise the wins for a month, then fall again when that gimmick is disected.

And then those poor units from blizz design team for Hots. Blizz say: "The battlehellion has been done, because to defeat chargelots, terran must do intensive micro". OK, so, why protoss should do tons of micro, not even to win a battle, only to avoid trading units with the other 2 races, cose P core units are much more expensive, then per mistake the P player gets much more punished.
Chicken gank op
dodelol
Profile Joined January 2011
Netherlands68 Posts
October 24 2011 23:52 GMT
#532
On October 25 2011 07:25 -IceStarcraft- wrote:
this would help against cannon rushes against zerg and pvp, i think this change would be great!



i dont see this stopping my cannon rush in pvp:D
you pretty much need a pylon on the high ground for 1 constant vision and for power close enough to the nexus and probes for cannons

just make that one faster, you pretty much won when ever you got your cannon blocked in with pylons on the low ground, a certain member of the community who loves cannon rushes and is now friends with destiny will find a way to make it work (if it is even stopped by this)

in pvz, as par as i know the only good thing is 3 pylon block with a cannon behind, which does not involve the high ground
creep pretty much stops cannons in the main
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
October 25 2011 00:01 GMT
#533
Well. I'm not a fan of this change if it goes go through just because I felt it was a strength of the protoss. The good things I see come out of this is less gimmicky VR+warpin all in attacks and better PVP mu.

This could also be a bug? I would think they would have tested it in PTR or something ? why throw it in HoTS? why not just put er in PTR now.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
javy_
Profile Joined July 2010
United States1677 Posts
Last Edited: 2011-10-25 00:04:36
October 25 2011 00:02 GMT
#534
man, i'm glad I don't play protoss :/. First the incredibly lackluster HotS units, now this LOL
♪~( ̄。 ̄)
DreamChaser
Profile Blog Joined February 2011
1649 Posts
October 25 2011 00:06 GMT
#535
I love good ol blizzard logic hmm well it seems toss has problem with X lets give them this counter Y oh yea and also take away pylon warp in GREAT IDEA! i can see the logic
Plays against every MU with nexus first.
Tektos
Profile Joined November 2010
Australia1321 Posts
October 25 2011 00:07 GMT
#536
On October 25 2011 07:33 Reborn8u wrote:Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.


Your post is incorrect almost from the get go...

4gates, air play, all ins, deathball, dts, blink rushes <-- NONE of those are gimmicky tactics.

Nexus cancels and cannon rushes are the only ones from your list which are considered gimmick tactics. Both of which zerg do on occasion too! (spinecrawler pushes / hatch cancels)


4gate is just a fairly powerful all in, not a gimmick.

Air play isn't a gimmick, it just isn't used that frequently.

All ins - this is very broad, do you have particular all-ins in mind? 6gate, 7gate, 6gate stargate (4gate already mentioned above) none of which are a gimmick.

DTs - you can't consider that just simply by using one unit then following up with normal play it is a gimmick, stop being ridiculous.

Blink rushes - most of which are just a standard timing attack, where is the gimmick in that?



By your logic the following I could label almost every terran build that involves more than standard hellion/tank/thor or marine/tank as a gimmick.

I seriously can't believe that you labelled the death ball in particular a gimmick tactic - the death ball is the result of a macro game!!!!
ChineseWife
Profile Joined August 2010
United States373 Posts
October 25 2011 00:16 GMT
#537
On October 25 2011 09:07 Tektos wrote:
Show nested quote +
On October 25 2011 07:33 Reborn8u wrote:Protoss has been surviving in competitive play through the use of gimmicky tactics. Things like 4 gates, nexus cancels, air play, 1 or 2 base all ins, turtling for the deathball, dt's, blink rushes, cannon rushes. I'm not going to talk about right or wrong in terms of these strategies, that depends on your philosophy on how the game "should" be played. I think options like this should be available but they should supplement strong core play. Which would probably be the general consensus. However, I would seriously doubt there ever would have been a protoss GSL champion (MC) if these gimmicks didn't exist and protoss had to rely on standard protoss play with the state it has been in.


Your post is incorrect almost from the get go...

4gates, air play, all ins, deathball, dts, blink rushes <-- NONE of those are gimmicky tactics.

Nexus cancels and cannon rushes are the only ones from your list which are considered gimmick tactics. Both of which zerg do on occasion too! (spinecrawler pushes / hatch cancels)


4gate is just a fairly powerful all in, not a gimmick.

Air play isn't a gimmick, it just isn't used that frequently.

All ins - this is very broad, do you have particular all-ins in mind? 6gate, 7gate, 6gate stargate (4gate already mentioned above) none of which are a gimmick.

DTs - you can't consider that just simply by using one unit then following up with normal play it is a gimmick, stop being ridiculous.

Blink rushes - most of which are just a standard timing attack, where is the gimmick in that?



By your logic the following I could label almost every terran build that involves more than standard hellion/tank/thor or marine/tank as a gimmick.

I seriously can't believe that you labelled the death ball in particular a gimmick tactic - the death ball is the result of a macro game!!!!


actually everything u listed as not being a gimmick, is in fact a gimmick. DT rushing isnt gimmicky? Since when? Death ball is not macro oriented, the point is to max out off 2-3 bases with as few probes as possible, with no intention of carrying into the late late game. Some1 plz explain how dumb this guy is, because I'm bored of this thread already
Oops I made no units
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
October 25 2011 00:18 GMT
#538
lol completely negates a lot of strats, one of my favorite PvT openers is going dt expand and using an obs / pylon to warp into a corner of the base.. usually does a ton of damage

they really don't have any idea what to do with protoss =/ we dont need a end game AIR unit to counter... mutas?? what??

shows what the overall blizzard dev's game level is.. imho there's a lot of low level players who probably struggle mutas in their little gold leagues or something.

WTB a t1-t2 unit that can deal with terran t1 T_T and roaches
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
October 25 2011 00:18 GMT
#539
gets rid of the cannon cheese in team games. that is ridiculously annoying. i approve this change in team games.

unfortunately, it takes away protoss' harassment abilities and early cheese (which every race should be entitled to) because you cant build a pylon at bottom and gateways at top for the 10 gate, gate. a little unfair in 1v1.
FuzzyLord
Profile Joined September 2010
253 Posts
October 25 2011 00:22 GMT
#540
I think the change makes a lot more sense and would probably balance a lot of things out. If protoss gets in your base, even if it is 1 unit, you lose. Blocking your ramp would do nothing, since they can just reinforce by warping in the high ground. If you dont do that, at the very least you have a defenders advantage of being able to cut off reinforcements, though not taking away protoss's ability to warp in giant armies instantly.
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