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In HOTS, low pylons no longer power high ground - Page 29

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ZenithM
Profile Joined February 2011
France15952 Posts
October 25 2011 02:02 GMT
#561
On October 25 2011 10:05 Antares777 wrote:
Show nested quote +
On October 25 2011 09:46 Ryder. wrote:
On October 25 2011 08:24 Xardean wrote:
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%

Wow yeah such a well thought out and articulated post...

+1 nomination for Protoss Representative! (whatever that is...)


This 1000 times over. I hope Blizzard realizes that the core units need to be buffed while the gimmicky units need to get nerfed soon.


I agree with Reborn8u, very good post.
But Blizzard wants Protoss to be different. If (for example) you remove warpgate, you basically get a weaker version of Terran. What Blizzard has right now with Protoss is a weaker AND gimmickier version of Terran, and they seem very content with it. As we all are.
SkimGuy
Profile Joined December 2010
Canada709 Posts
October 25 2011 02:05 GMT
#562
This might make it imbalanced on maps where you have inverted ramps leading to your natural (Like on Byzantium 2 in BW)
Bagration
Profile Blog Joined October 2011
United States18282 Posts
October 25 2011 02:10 GMT
#563
I have to disagree with this change as well. Blizzard's rationale for this change is to increase the defender's advantage, but I feel that there are better ways to do this. Back in BW there was the 30% miss rate for attacking up hi-ground. In SC2, once vision is attained, the battle essentially becomes a fight on a level playing field. Clearly something had to change, but this pylon nerf is ill-advised. I feel there are better alternative changes that can be made to give back the defender's advantage, such as giving range bonuses or increased vision range for units on the high ground.
Team Slayers, Axiom-Acer and Vile forever
mason84m
Profile Joined October 2011
5 Posts
October 25 2011 02:12 GMT
#564
Not sure where they are going with the Protoss race in general. Seems like a lot of what's been shown at Blizzcon might not even resemble what we'll see in the final product.
GinDo
Profile Blog Joined September 2010
3327 Posts
October 25 2011 02:17 GMT
#565
Their is only 1 reason you need to warp on to the High ground with a pylon on the low. And thats to cheese. End of story.

Nobody does this mid game because you have WP, Blink, and Colo.

This change give protoss another reason to make Warp Prisms. I hope this change goes through.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
BarbieHsu
Profile Joined September 2011
574 Posts
October 25 2011 02:17 GMT
#566
Maybe by doing this, they'll be able to strengthen certain things about P that would be imba with the high ground warp in.

Maybe.
AugustDreams
Profile Joined April 2011
Australia127 Posts
October 25 2011 02:18 GMT
#567
I really dislike this change :/ but at least it should encourage the use of Warp Prisms.
http://www.youtube.com/user/AugustDreams - My Let's Play Channel!
Slipspace
Profile Joined May 2010
United States381 Posts
October 25 2011 02:21 GMT
#568
On October 24 2011 21:24 Brotocol wrote:
Show nested quote +
On October 24 2011 21:23 Slipspace wrote:
99% chance this is just a graphical mistake with the cliff or some kind of bug with the current HotS build. This is all based off of a single screenshot from a game thats not even close to a final version, so why would you be so confident this is actually a change?


The person who took the screenshot obviously played the game before reporting this change.


.....obviously. Doesn't change the fact the game was using a very early build of HotS that's almost certainly plagued with bugs.
xtruder
Profile Joined October 2011
Afghanistan135 Posts
October 25 2011 02:26 GMT
#569
There's a difference between encouraging the use of something and forcing the use of something. Encouraging the use of something diversifies strategies and forcing something limits strategies. This forces Protoss to use warp prisms and makes the race even weaker and linear. I don't know what Blizzard hopes to achieve with this, but I do know one thing:

You make more money by nerfing a race and making >2/3 of the player base happy than buffing it and making that 2/3 unhappy.

Which is sad in the case of a community that prides itself on playing a supposedly balanced game but then again, who said SC2 was balanced?
perestain
Profile Blog Joined July 2010
Germany308 Posts
October 25 2011 02:31 GMT
#570
On October 25 2011 10:05 Antares777 wrote:
Show nested quote +
On October 25 2011 09:46 Ryder. wrote:
On October 25 2011 08:24 Xardean wrote:
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%

Wow yeah such a well thought out and articulated post...

+1 nomination for Protoss Representative! (whatever that is...)


This 1000 times over. I hope Blizzard realizes that the core units need to be buffed while the gimmicky units need to get nerfed soon.


I feel that this is hands down the most accurate description of the protoss situation I've read so far. Well worth a thread on its own imo.
No matter how hot it gets, sooner or later there's a cool breeze coming in.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
October 25 2011 02:35 GMT
#571
On October 25 2011 11:21 Slipspace wrote:
Show nested quote +
On October 24 2011 21:24 Brotocol wrote:
On October 24 2011 21:23 Slipspace wrote:
99% chance this is just a graphical mistake with the cliff or some kind of bug with the current HotS build. This is all based off of a single screenshot from a game thats not even close to a final version, so why would you be so confident this is actually a change?


The person who took the screenshot obviously played the game before reporting this change.


.....obviously. Doesn't change the fact the game was using a very early build of HotS that's almost certainly plagued with bugs.


They're still using the base SC2 engine, not coding from the ground up. This would almost guaranteed be a "change" and not a "bug"
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
nekoconeco
Profile Blog Joined May 2009
Australia359 Posts
October 25 2011 02:35 GMT
#572
On October 25 2011 11:02 ZenithM wrote:
Show nested quote +
On October 25 2011 10:05 Antares777 wrote:
On October 25 2011 09:46 Ryder. wrote:
On October 25 2011 08:24 Xardean wrote:
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%

Wow yeah such a well thought out and articulated post...

+1 nomination for Protoss Representative! (whatever that is...)


This 1000 times over. I hope Blizzard realizes that the core units need to be buffed while the gimmicky units need to get nerfed soon.


I agree with Reborn8u, very good post.
But Blizzard wants Protoss to be different. If (for example) you remove warpgate, you basically get a weaker version of Terran. What Blizzard has right now with Protoss is a weaker AND gimmickier version of Terran, and they seem very content with it. As we all are.


I don't know why Blizzard chose to give Terran the dragoon in the form of the marauder (+stim lol) it always seemed like such a strange decision. IMO what protoss needs is something like the reaver which could replace the colossus. I don't know why Blizzard are so averse to adding starcraft 1 units back in. As long as pros play HOTS then everyone will buy it even with no new gimmicky units.

I completely agree that it's the relationships between units that give the game value, and that interesting relationships come from asymmetries (both across and within the races). There's a reason that ZvT is widely considered SC2's best matchup: it's defined by really sharp contrasts between the core units. Whereas TvP and ZvP are center stage for the Three Stooges of SC2: the Roach, Marauder, and Stalker. There isn't a lot of contrast there. (I can't decide whether the Immortal or SC2 Hydra gets to be Shemp)


The point is its not unit complexity or diversity that matters but unit interaction complexity, i.e. unit should have complex relationships with other units rather than just simple counters.
My Photoshop stream (requests welcome) --> http://www.teamliquid.net/forum/viewmessage.php?topic_id=304143
Catchafire2000
Profile Joined August 2010
United States227 Posts
October 25 2011 02:39 GMT
#573
I don't understand how anyone can play this game professionally for money when it's so blatantly unbalanced. They seriously have no clue about Protoss.
jabooty
worked13
Profile Joined September 2010
Australia93 Posts
October 25 2011 02:44 GMT
#574
A Warp Prism radius buff surely has to be considered if they actually plan on changing the Pylon, again.
Catchafire2000
Profile Joined August 2010
United States227 Posts
October 25 2011 02:49 GMT
#575
Quoted from user Reborn8u

"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.
"
jabooty
megapants
Profile Blog Joined December 2009
United States1314 Posts
October 25 2011 02:49 GMT
#576
i like the change. however, like others have said, i believe that they need to undo the pylon radius and WG research nerfs. those seem like mandatory changes should this high ground nerf become official.

similarly, i hope to see some minor buffs to the warp prism, seeing as how that will be our only option for high ground reinforcement (ie. 150 minerals, increase speed of transformation, power radius increase).

my 2 cents.
Ayaz2810
Profile Joined September 2011
United States2763 Posts
Last Edited: 2011-10-25 02:53:49
October 25 2011 02:52 GMT
#577
+ Show Spoiler +
On October 25 2011 07:33 Reborn8u wrote:
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.



I love you. Seriously, that was an amazing post. This post details essentially all the reasons that I switched to terran over the weekend. After around 2000 games in SC2, and probably half that in SC:BW, I'm fed up with the state of protoss. My wins are already racking up, and terran units/builds have a versatility that protoss could only dream of. I would consider switching back to my beloved protoss if they recieved some love in the form of gateway unit changes. But, until that time, I'm a terran bandwagoner. Also, lolghosts. They're like a god damn I win button versus protoss.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Crysack
Profile Joined April 2011
Australia94 Posts
October 25 2011 03:32 GMT
#578
On October 25 2011 11:17 GinDo wrote:
Their is only 1 reason you need to warp on to the High ground with a pylon on the low. And thats to cheese. End of story.


Aside from that simply not being true at all (I can think of a number of situations where I have used a pylon to warp in on the high-ground for mid-game harassment), so what?

I don't understand why everyone is so 'gung ho' about removing cheese from the game. Yes, cannon rushes are mildly irritating when you are on the receiving end. However, are they difficult to hold off? Nope. Are they fun to watch and pull off? Hell yes.

As much as I am a macro player, I certainly don't want to see every game start out with unpunishable fast expands into 30 minute turtle-fests. Cheese adds a great deal of excitement to the game and it would be a huge pity if Blizzard were to eliminate it entirely.

Incidentally, someone will need to explain to me how this 'fixes' PvP. As far as I know, the 4gate is pretty much dead - apart from on Tal'darim, and high-ground warp-ins have virtually no application during a 4gate on that map anyway.
cLutZ
Profile Joined November 2010
United States19574 Posts
October 25 2011 04:44 GMT
#579
Also, the Warp Prism still uses 2 supply last time I checked, its not supply efficient to have enough to be warping in wherever there is highground.
Freeeeeeedom
Neb1000
Profile Joined January 2011
United States183 Posts
October 25 2011 04:50 GMT
#580
It's a great change for buildings, it completely stops the cannon rush. For units, I'm not so sure, I need to play it to make a decision.
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