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On June 12 2012 08:23 WHyTePoWeR wrote: it completely screws over some viable strategies like the 4gate +1 void ray warp into main thing
Sounds good to me!
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This is a huge necro. Is it still in yes or no?
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On June 12 2012 08:25 Shantastic wrote: You can still cannon rush, but it'll be harder. You'll have to build a pylon on the high ground first under the protection of your cannons on the low ground.
This is a stupid change IMO. The mechanics of low pylon + high-ground vision warp-ins made for much more interesting early-game, especially in PvP, where defending the ramp was so key to holding the attack.
I don't think it was interesting at all, tbh was completely stupid and hope it's still removed.
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Try to realize that the Buffs protoss has received weren't huge ones (other than the immortal buff) but the changes to phoenix haven't been very helpful and the obs changes were necessary because protoss has serious early game scouting issues. Prisms got a hp buff, which was needed as they were a joke before that and way to risky to be reliable. The upgrade buff didn't really change much. A while ago, as protoss you basically scouted through aggression, you could poke early and get an idea of what was going on and possibly do some dmg. Now you can't even leave your base because there is no way to have an army or mobility advantage in the early game.
The nerfs protoss has received have been brutal. It's core mechanics have been nerfed hard. Nerfing warp gate research (several times iirc) is comparable to nerfing larva inject. Nerfing pylon radius is the equivalent of nerfing creep spread. Nerfing forge build time would be like nerfing spine crawlers, nerfing the zealot build time would be like nerfing lings, removing the amulet would be the same as removing the infestor's pathogen glands. (terran has also had some of their mechanics kicked in the nuts as well, but not to the degree protoss has) What this has led to is protoss being impotent in the early/mid game. Nerfing core units and buildings like this has a huge amount of trickle down affects on how the rest of the game plays out. When you nerf ALL of a races earliest units and structures, you nerf everything that happens after that. The race is just not fun to play anymore, your only safe macro option is to turtle and hope you can take a 3rd before nonstop aggression hits you. The only way you can harass is if your opponent is incompetent both in map vision and scouting. If zergs got nerfs like these, there would be an uproar.
I know I'm posting a huge balance whine here (I'm sorry), but I really miss the old days of being able to punish zerg who are greedy in the early game. Now absolute greed is almost standard and there is almost nothing I can do about it until I have 6+ warpgates in play and zergs know it. It is just not a fun race to play anymore imo. There are so few options or interesting games. Zergs used to fear early toss aggression, now they can play the matchup 10 different ways, cut a lot of corners, and have NO fear of early protoss aggression. Often zergs are the ones being aggressive all game long while maintaining an economy/tech advantage. Playing for a 2 base all in or turtling for a 3 base in is horrible. I watch a lot of pro streams and that's really ALL they EVER do.
What protoss needs is an early game army that can actually be a threat, they need a better way to scout BEFORE zerg has 70 drones and protoss needs to have the option to have an army advantage against someone who makes 2 lings until they've saturated 3 bases. I'd love to see things like shield batteries, dragoons, reavers, from BW be put into hots. Then protoss would have to be taken seriously in every stage of the game. I'm one sad zealot at the state of things right now. This is just one more nerf to a core mechanic of protoss.
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What happens when a zerg or terran aggression loses momentum? your reinforcments have to walk across the map and regroup. Now when the poor terrans and zergs are in their main fighting tooth and nail to stay alive and defeating your army efficienty(supply for supply), your instant reinforcements will have to walk UP a ramp too. Don't forget that if it goes wrong you can instantly recall to your base too. Oh the hue manitee.
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On June 12 2012 07:38 Dontkillme wrote: Yay no more cannon rushes :D Or cheesy warping onto high grounds. About time.
It's easily avoided by simply being aware of the edges of your base. Theres no unstoppable cheese that abuses this, and even if it's removed there will be other cheese. The obnoxious cannon rushes that abuse it are enabled by poor map design, not the pylon mechanic.
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On June 12 2012 08:29 Snoodles wrote: What happens when a zerg or terran aggression loses momentum? your reinforcments have to walk across the map and regroup. Now when the poor terrans and zergs are in their main fighting tooth and nail to stay alive and defeating your army efficienty(supply for supply), your instant reinforcements will have to walk UP a ramp too. Don't forget that if it goes wrong you can instantly recall to your base too. Oh the hue manitee.
What? I'm not sure you realize the Protoss race is balanced around being able to warp in like that. Just like Zerg is balanced around being able to reinforce with large numbers of units at once and Terran is balanced around having to walk bit by bit across the map. The races don't need to be the same for the game to be balanced.
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It sounds really bad but to be honest as a Protoss player, I find this to be in a way good for the game. It's pretty obvious that with the new units and such that Protoss will have, Blizzard is intending or at least hoping to make Protoss more macro oriented and more reaction based, meaning being less dependent on just sitting 2-3 base and turtling for a deathball, and then having the ability to just warp in someone's main while attacking somewhere else. Terran and Zerg requires more APM in that regard because they must resort to doing drops or splitting forces to do multi-prong attacks so this would in a way level the playing field in that regard. I'm not saying warp gate is OP, but it is a lot easier to just warp in to harass instead of using a warp prism which I'm sure is what Blizzard wants us to be doing and is in part a reason to make this change. And also it will obviously greatly decrease the efficiency of cannon rushes or things like proxy gates in the main, which will still be around but they won't be as bad and they will be slightly easier to deal with. The only thing that may be annoying with this is when you may place pylons around the middle of the map or in specific areas for scouting purposes or just to have some sort of map vision which were nicely used for reinforces, like high ground positions on Antiga Shipyard for example, but aside from that I don't really see a problem with it since more then likely we'll end up playing with more emphasis for macro and economy since we have a better defense structure to deal with things like 3 gate pressure, 3 rax and other types of early all ins.
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On June 12 2012 08:25 Shantastic wrote: You can still cannon rush, but it'll be harder. You'll have to build a pylon on the high ground first under the protection of your cannons on the low ground.
This is a stupid change IMO. The mechanics of low pylon + high-ground vision warp-ins made for much more interesting early-game, especially in PvP, where defending the ramp was so key to holding the attack.
Cannon rush ? .... is that what you care about = =?
In a serious note .... do you guys think it would be a good idea to allow pylon to extend its power range to high ground through an upgrade later in the game ? It would make early timing and cheese easier to manage but allow the same amount of strategic choices in mid to late game .
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Blizz needs to stop nerfing plyons ffs. Give range back?
More importantly why in God's name did those buffoons not mention this publicly anywhere at any point in time? It's been countless months since HotS was shown at Blizzcon and never once was this elaborated upon in a list of changes. Blizzard, what the hell? Stop doing this to us.
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Obviously the game will go on, and people will adapt. There are definitely ways this is good, and considering only 1/3 of players are Protoss (law of averages withstanding), it benefits more people than it hurts.
I just really like the mechanic, and I'll miss some of the cool stuff people did to abuse it.
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On June 12 2012 08:38 Roarer wrote:Show nested quote +On June 12 2012 08:25 Shantastic wrote: You can still cannon rush, but it'll be harder. You'll have to build a pylon on the high ground first under the protection of your cannons on the low ground.
This is a stupid change IMO. The mechanics of low pylon + high-ground vision warp-ins made for much more interesting early-game, especially in PvP, where defending the ramp was so key to holding the attack. Cannon rush ? .... is that what you care about = =? In a serious note .... do you guys think it would be a good idea to allow pylon to extend its power range to high ground through an upgrade later in the game ? It would make early timing and cheese easier to manage but allow the same amount of strategic choices in mid to late game .
Haha I was responding to someone else's post about cannon rushing. Don't get me wrong; I love a good cannon rush ^.^
An upgrade actually seems like a great idea. Like, something at the cyber core. It keeps the mechanic in the game, but if you choose to get it, you have to do a little more damage with your attack.
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+ Show Spoiler +WHY THE FUCK IS THIS BUMPED
Tsk tsk tsk...
This is such old news lol..WAIT FOR BETA
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pylons powering the low ground is a small sacrafice imho to pretty much stop *most* cannon rush strats and finally stomp 4 gate into the dirt.
Most 'harassment' options that can be done with a pylon on the low ground can and probably should be done with a warp prism.
Regardless, you can pretty much expect fast expands from protoss from now on anyway. Almost every protoss will go nexus assim mothership core. 75 energy, 60dmg range 13 cannon? Damn straight i'm going for nexus first. Just try and cheese vs that...
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Russian Federation4295 Posts
You have mass recall, so it's a good change
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Finally they decide to remove this stupid mechanic. But i think they should rebuff the pylon range back, removing low ground warp ins to high ground is enough, should stop stupid cheeses like warp in sentries with void rays spotting the high ground. They should have done this from the start instead of tweaking weird stuffs like pylon and vision range.
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Requoting this for the necro, if only because i's something that I pray Mr. Browder sees.
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. "
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On June 12 2012 09:33 -Kaiser- wrote: Requoting this for the necro, if only because i's something that I pray Mr. Browder sees.
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. "
That was true maybe a year ago? Now protoss has the strongest standard play of all 3 races.
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On June 12 2012 08:28 Reborn8u wrote: Try to realize that the Buffs protoss has received weren't huge ones (other than the immortal buff) but the changes to phoenix haven't been very helpful and the obs changes were necessary because protoss has serious early game scouting issues. Prisms got a hp buff, which was needed as they were a joke before that and way to risky to be reliable. The upgrade buff didn't really change much. A while ago, as protoss you basically scouted through aggression, you could poke early and get an idea of what was going on and possibly do some dmg. Now you can't even leave your base because there is no way to have an army or mobility advantage in the early game.
The nerfs protoss has received have been brutal. It's core mechanics have been nerfed hard. Nerfing warp gate research (several times iirc) is comparable to nerfing larva inject. Nerfing pylon radius is the equivalent of nerfing creep spread. Nerfing forge build time would be like nerfing spine crawlers, nerfing the zealot build time would be like nerfing lings, removing the amulet would be the same as removing the infestor's pathogen glands. (terran has also had some of their mechanics kicked in the nuts as well, but not to the degree protoss has) What this has led to is protoss being impotent in the early/mid game. Nerfing core units and buildings like this has a huge amount of trickle down affects on how the rest of the game plays out. When you nerf ALL of a races earliest units and structures, you nerf everything that happens after that. The race is just not fun to play anymore, your only safe macro option is to turtle and hope you can take a 3rd before nonstop aggression hits you. The only way you can harass is if your opponent is incompetent both in map vision and scouting. If zergs got nerfs like these, there would be an uproar.
I know I'm posting a huge balance whine here (I'm sorry), but I really miss the old days of being able to punish zerg who are greedy in the early game. Now absolute greed is almost standard and there is almost nothing I can do about it until I have 6+ warpgates in play and zergs know it. It is just not a fun race to play anymore imo. There are so few options or interesting games. Zergs used to fear early toss aggression, now they can play the matchup 10 different ways, cut a lot of corners, and have NO fear of early protoss aggression. Often zergs are the ones being aggressive all game long while maintaining an economy/tech advantage. Playing for a 2 base all in or turtling for a 3 base in is horrible. I watch a lot of pro streams and that's really ALL they EVER do.
What protoss needs is an early game army that can actually be a threat, they need a better way to scout BEFORE zerg has 70 drones and protoss needs to have the option to have an army advantage against someone who makes 2 lings until they've saturated 3 bases. I'd love to see things like shield batteries, dragoons, reavers, from BW be put into hots. Then protoss would have to be taken seriously in every stage of the game. I'm one sad zealot at the state of things right now. This is just one more nerf to a core mechanic of protoss.
I know your pain because all of the nerfs that we terran have. But still just play the game eventually it will even out. And take note Toss is pretty strong now
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