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This is pretty stupid. High ground pylon warp in has become an integral part of Protoss tactics. It would be a very bad idea to remove it from the Protoss arsenal now.
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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.
Protoss was full of gimmicks and cheese in BW? That's practically how the race function was by being full of retarded gimmicks that got you ahead. Even the probe was a piece of BS. I would argue that Protoss has been moved too far away from gimmicks and Terran to close to gimmicks that is the problem.
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Amazing. Blizzard just wants to take away almost every strategy that protoss has.
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all of the examples that OP mentioned seemed gimmicky and abusive. Im glad this is being done
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On October 24 2011 18:50 dezi wrote:Awesome change - no more XNC Proxy Gates with Pylon on low ground, no more Warps on top of opponents ramp, No more DTs Warps without a Prism (Prisma kinda buffed due to this change). I like this change  that's like saying removing the zealot is a stalker buff.. this change is retarded. what is this fixing exactly? you could always hold a pvp 4gate if they couldn't get up pylons on the high ground. if you allowed an above ground pylon to finish you deserve to lose. this doesn't fix pvp at all. no idea what the idea is here
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makes warp prisms even more valuable.
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On October 24 2011 19:08 CatNzHat wrote: OMG huuuuuge freaking boost to TvP..... stupid 4gate + voidray builds are far too powerful against 1 rax CC builds, even with 4 or 5 barracks of marines, protoss almost always ends up ahead after warping 4 zealots onto the high ground, and you can't ever kill the pylon due to low ground stalker support.
this
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Pretty big nerf, and I don't see why. I hope blizzard stops spoon-feeding lower leagues. If anything, it encourages them to research / watch casts (in a way grow esports) to counter builds .
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Silly change.
Creative use of terrain to get interesting cannon or warp in placements were always fun to watch in pro games, yet still very rare.
What next, are we going to start forcing Terran players to build their barracks next to their CC's in order to stop proxy builds?
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it stops pvp mainly i think.. well that was the intended purpose anyway. side effects may occur, including, nausea, dizziness, nerfing PvT and so forth. Please contact your nearest blizzard employee to see if these pylons are right for you.
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Sounds like you'll just have to get a warp prism if you want to be able to utterly circumvent the only defenders advantage zerg has (high ground). The fact that it's lasted all the way into HOTS honestly astounds me.
It doesn't hurt harassment at all, only cheese. In the late game there is no reason you should be able to build a pylon in order to make static defense and simcity worthless. Also, it means only Robo will have the "backdoor warpin" ability, stargate won't.
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They should put an ability on the pylon. "PSI Boost" or something.
Costs 50 shields, bleeds pylon power up cliffs for 30 seconds.
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On October 25 2011 13:58 Alejandrisha wrote:Show nested quote +On October 24 2011 18:50 dezi wrote:Awesome change - no more XNC Proxy Gates with Pylon on low ground, no more Warps on top of opponents ramp, No more DTs Warps without a Prism (Prisma kinda buffed due to this change). I like this change  that's like saying removing the zealot is a stalker buff.. this change is retarded. what is this fixing exactly? you could always hold a pvp 4gate if they couldn't get up pylons on the high ground. if you allowed an above ground pylon to finish you deserve to lose. this doesn't fix pvp at all. no idea what the idea is here
You honestly have no idea how stopping units from being warped directly into the Protoss' base fixes PvP?
You honestly have no idea how a mechanic which allows you to warp units directly into the base of the race that has no defenders advantage other than cannons, (which with this tactic are completely circumvented) results in a competition where you have to match your opponent's unit count and out-micro them or lose? Which in turn makes strategies such as taking an expansion, teching or any build variation all tenfold more risky than in any other match-up...
If you honestly have no idea how this fixes PvP then I think you need to refrain from comments such as "this change is retarded" as you are obviously quite clueless.
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less intuitive game design. doesn't fix pvp. wtb explanation stat.
why do they keep removing P stuff? i was looking forward to using hero's 3gate build on TDA using the low ground pylon to warp up to punish greedy fe builds when the T doesn't scout you when i was going to come back to playing; now i cannot.
i think it will get phased out by release, but i really don't think the design team understands that this doesn't effect pvp 4gate whatsoever at high levels
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People need to rememeber that this is HOTS, not WoL. The pylon still powers up cliffs in WoL. Protoss will have other units and mechanics to play around with that will probably outweigh the pylon change. If you're going to complain about protoss being too gimmicky, the natural remedy would be to remove the gimmicks and let the balance patches fix any residual imbalance.
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perfect change, now i can't harass a terran who has turtled up and does nothing but faggot terran drops. and the terran now requires less awareness of his own base, seeing as 1 missle turret or 1 sentry tower will shut down 100% of warp prism play. and with the shredder they dont even need planetary defense anymore! they can mule twice as hard!
excellent change. almost as good as changing to terran but i dont think anything is as effective as changing to terran as an over all stratagy
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yes so happy about this no more stupid low ground proxys into the base that can do ridiculous amounts of damage for no real risk.
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On October 25 2011 14:47 cristo1122 wrote: yes so happy about this no more stupid low ground proxys into the base that can do ridiculous amounts of damage for no real risk. you can't scout your base? pylon radius is already nerfed. put a depot on the edge and actually get vision maybe?
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Well I hope that this is just a bug that they didn't notice. (Who am I kidding?)
Honestly low to high and vice versa shouldn't be removed especially with the range nerf that they did with they pylon.
They are changing the way they made Protoss in SC2 with is supposed to be warp ins.
So what next? Neft the gateway so that the units just rally like the others?
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