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On June 13 2012 08:59 Toadvine wrote:Show nested quote +On June 13 2012 05:06 DrPhilOfdOOm wrote: I really agree with this change. Just biased protoss users who complain I agree too, we should also make the spawning pool require two overlords. Any change that gets rid of cheese and early aggression is great, right?
No, only if it gets rid of Terran cheese and early aggression, youre safe...
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This change isn't all that big, and isn't nearly as important as high-to-low ground pylon power.
Yea, obviously it disables low-to-high ground pylon power, but thats incredibly strong to be able to warp into high ground from low ground, that's why we Protoss have the Warp Prism which can do that with style.
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On June 13 2012 05:03 Nancial wrote: SRSLY ? blizzard/dolan plz... every change they make seems to steer the game to the point when it's fucking boring and can only be played 3x3 bases with 200/200 and constant reinforcements. while some lowskilled tards or BW-fags might like it, it actually SHOULD repulse a huge part of players, especially former wc3 players. the game is bad enough already, dont do that crap pls -.-
User was banned for this post.
Translation:
Blizzard seems to be eliminating all forms of early game aggression (delaying construction of barracks, slowing down timings of stim+warpgate, increasing defenders advantage for Zerg through queen buff and for Protoss in HOTS through mothership core+purifier, etc.) and because of this, the game has evolved to the point that almost every game (non mirror matchups, anyway) is a 3 base vs. 3 base standoff.
Because of this, many people who have played the game in the past for the thrill and enjoyment of pulling off early game aggression and who relied on pressuring their opponent are now being turned off by the fact that those strategies are no longer reliable. Sitting back and macroing up to a mid/late game scenario every game isn't as fun for that kind of person.
However, many players really enjoy macroing up to a later stage in the game before they begin engaging the enemy. I do disagree with the comment against BW players, as I am one myself, and I really enjoy playing with early aggression as well as macro intensive games.
I do agree, however, that the game is being funneled to a one-dimensioned 3-base only style is becoming the only way to go. At first, when Sc2 was picking up steam (late 2010/early 2011), many people got nerd chills whenever they saw a macro game - most games ended on 1 or 2 bases max. Now, however, I feel like Blizzard has taken that attitude to heart, and has created a game that now forces the longer games to take place.
I hope to see some of these changes reversed, leading to more diverse play. While nobody enjoys getting warpgate rushed (thus the reasoning behind this new pylon change), removing it from the game would be a mistake, as it would eliminate one early game possibility.
Maybe Blizzard would rather have Sc2 start off at the 15 minute mark every game, where everyone has tier 3 unlocked and all the decision making must be made from there? It honestly wouldn't be so different from how it is anymore :p NR15 on Fastest Possible Map or BGH for the win!
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On June 13 2012 09:12 v3chr0 wrote: This change isn't all that big, and isn't nearly as important as high-to-low ground pylon power.
Yea, obviously it disables low-to-high ground pylon power, but thats incredibly strong to be able to warp into high ground from low ground, that's why we Protoss have the Warp Prism which can do that with style. It's not so common to see someone not complain or not take the emotional route when it comes to a possible weakening of an aspect of his race. Cheers.
The change is small and balance will be approached over time with or without it. No one should be so outraged. A small thing that is far away shouldn't be concerning.
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Zerg can 6pool and get units out faster than anyone can build anything Totally acceptable, not cheesy at all
Terran can proxy rax outside your base Totally acceptable, not cheesy at all
Toss can warp in on high ground from low ground with vision So OP, cannon rush and proxy buildings not fair. Better take that away, whew dodged a bullet.
In all fairness, an in-base proxy 2gate takes a lot longer than say, a proxy rax or 6pool, and is also way more all-in.
The defender's advantage (high ground) is very strong compared to BW as well, because you can't shoot units on high ground unless you have vision of them.
Far as low ground pylon cannon rushes go, its really your fault for not scouting if you're losing to those. It's a ridiculous investment to cannon crawl all the way from the edge of the opponent's base to their buildings. They're not viable unless you're playing a monobattle or something.
Also, pylon energy would, more logically, be projected as a dome. So high ground still makes sense.
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On June 13 2012 02:57 BronzeKnee wrote:Show nested quote +On June 13 2012 02:32 Xyik wrote: I'm not really seeing any convincing arguments as to why this change should not be implemented / is bad... There are a lot problems with this change. First, Protoss Tier 1 banks heavily on Warpgates, and thus anytime you nerf it, you should in return buff something else in Protoss Tier 1 arsenal. If that is the case, then great, but otherwise this is a massive nerf. Imagine if Blizzard required an Overlord before Spawning Pool so Zerg couldn't 6 pool. Great change a lot of players would say, gets rid of all that early Pool cheese right? Sure but it also nerfs Zerg heavily, and allows Protoss and Terran to expand in a much greedier fashion. The same logic applies here. As long as you can protect your front from the relatively weak Tier 1 Protoss units, then you are safe early. Second, this makes the Stargate increasingly less useful. With air units you could spot and then use Pylons to attack into an enemies base. But now only a Warp Prism is there. You might say "well that gets rid of the cheesy VR-allin." It sure does, but then what role does the Stargate play in PvT? Absolutely none. We might as well nerf Tanks while we are at it, because the Factory plays a small role in PvT generally and it would rid us of the 1-1-1 completely. What kind of logic is that? Finally, a lot of players like to use the low ground pylon in the natural early to power the high ground to place down their Cybercore to protect their Cyber from early attacks in PvZ (Cloud Kingdom is an example of this). It will be vulnerable in the natural again, enpowering Zerg cheese vs Protoss. So the problem here, and the convincing argument is, why is Blizzard removing aggressive options from Protoss, which is the race that struggles to apply aggression (other than all-ins) often in the first place? Like removing the 6 Pool or 1-1-1, this change would only make it harder to punish people playing very greedy or taking blind economic risks. And that is what bothers me most. People who like to play a more aggressive style (like me) are constantly being punished by the map pool and these changes. And it will lead to everyone playing one macro style that doesn't require much scouting, and then the game will come down to one big engagement itself and who controls slightly better. And that certainly doesn't mean there is more skill involved. I hate when games come down to one big engagement in the middle, one misclick and any lead you have (or your opponent) is gone and the player who played worse the entire game can take it. I don't think there is anything more coin-flippy than that, since it isn't even something you can control by scouting or any other means. So much for creativity.
+1 great great great post, this is exactly how i feel in pvx. I feel SO limmited early game as my units are quite frankly awful. i find it impossible even in the current meta to put any early pressure on on zerg / terran (its easier with terran) so i feel in hots with changes like this protoss will be the most defensive useless race as they will not be able to pressure in any way or form.
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On June 13 2012 08:49 teamhozac wrote:Show nested quote +On June 13 2012 05:05 Tyrant0 wrote:On June 13 2012 04:48 Penecks wrote: Good, puts a big damper on a lot of cheesy/abusive play that was boring to watch and too hard to hold. Remember the warp prism still exists, and you can still warp in from high to low ground to harass (for example, at the far left and right third base locations on Shakuras). Why is dampering cheese necessary, and only with this one, specific build? Cheese is entirely valid if it's not broken, and pylons powering high ground was not broken. If they do it here, what's to stop them from systematically doing it to all cheese, and why is it even needed? Warp prism also requires a robo. Theres no way the builds affected by this change can hit at a relevant time if they all require a robo. Welcome to the club, they pretty much nerfed all Terran early aggression
And all terran early aggression is still as powerful as ever? It was nerfed, not removed lol.
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i miss BBS
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If I recall, this is also old news? I'm pretty sure it was mentioned in a release a while back about HotS, and I think they mentoned it on SotG.
Of all the reasons to QQ, this one is pretty minor. Of course, that never stopped anyone, so QQ away.
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i really don't like this change. The fact that it prevents people from warping into an opponents base isn't that big a deal - a competent opponent won't let this happen anyway through proper scouting. The real problem is that it makes defense somewhat harder (having a protected, high ground pylon that overlooks your natural for warp-ins can be really helpful) and makes positioning a proxy pylon more difficult. This change seems intent on benefiting people for being less thorough with their scouting and hindering protoss players from being sneaky and creative. i really hope it doesn't go through.
also, i spelled thorough right on my first attempt. i should get a prize.
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On June 13 2012 09:25 ticklishmusic wrote: Zerg can 6pool and get units out faster than anyone can build anything Totally acceptable, not cheesy at all
Terran can proxy rax outside your base Totally acceptable, not cheesy at all
Toss can warp in on high ground from low ground with vision So OP, cannon rush and proxy buildings not fair. Better take that away, whew dodged a bullet.
In all fairness, an in-base proxy 2gate takes a lot longer than say, a proxy rax or 6pool, and is also way more all-in.
The defender's advantage (high ground) is very strong compared to BW as well, because you can't shoot units on high ground unless you have vision of them.
Far as low ground pylon cannon rushes go, its really your fault for not scouting if you're losing to those. It's a ridiculous investment to cannon crawl all the way from the edge of the opponent's base to their buildings. They're not viable unless you're playing a monobattle or something.
Also, pylon energy would, more logically, be projected as a dome. So high ground still makes sense.
Okay, I had to tackle this one.
-Nobody said 6pool wasn't cheesy, they said it was cheesy but still acceptable because in a lot of cases it's not all that strong.
-Terran can indeed proxy barracks, which is often considered "cheesy." I'd like to note that Terran are in fact not the only race that can proxy buildings. You know who else can? That's right, Protoss! You know what Protoss can't do any more? Proxy buildings inside your base without building a pylon first. You know what proxy Terran virtually never does? That's right, barracks inside your base!
-And yes, an in-base proxy 2-gate is WAY more all-in than a proxy rax or 6pool.
-Low-ground pylon cannon rushes are potentially strong (there are still cannon rushers in Master's League), but yes, they are in general a pretty joke strategy. Which means you probably shouldn't be too upset about nerfing them, unless you happen to be one of those Master's League cannon rushers.
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sure I guess...weaken several of the strongest cannon rush tactics. It's so wierd to have such a late change that largely crushes the power of 4 gate, after players have carefully studied and found the balance. I think they really want pvp to utilize the "techy or specialist" units of HoTs.
EDIT: let's get this right, cannon rushing, especially on particular maps like meta (map was removed) and antiga was looking insane. To the point where you can take games of GM players, just because the speed of reaction and perfect set of commands needed to defend. You need to block certain buildings, and sometimes, you just can't reliably block even when you are aware in time. There was that thread about a particularly skillful cannon rusher and what not http://www.teamliquid.net/forum/viewmessage.php?topic_id=333843.
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Is this change actually confirmed to go ahead in the Beta? Or are we just speculating?
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On June 13 2012 09:12 v3chr0 wrote: This change isn't all that big, and isn't nearly as important as high-to-low ground pylon power.
Yea, obviously it disables low-to-high ground pylon power, but thats incredibly strong to be able to warp into high ground from low ground, that's why we Protoss have the Warp Prism which can do that with style.
This change is huge... You can no longer do a 4-gate or even 3-gate pressure. Do you know what that means in PvP? I can do the most greedy things ever. As long as I have enough units to stop a probe from walking up and making a pylon, there's no way someone up my ramp and into my base.
It's a huge change and quite unnecessary in my opinion. Now every PvP will be a timing attack or sit back and 200/200.
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Canada13379 Posts
On June 13 2012 09:26 La1 wrote:Show nested quote +On June 13 2012 02:57 BronzeKnee wrote:On June 13 2012 02:32 Xyik wrote: I'm not really seeing any convincing arguments as to why this change should not be implemented / is bad... There are a lot problems with this change. First, Protoss Tier 1 banks heavily on Warpgates, and thus anytime you nerf it, you should in return buff something else in Protoss Tier 1 arsenal. If that is the case, then great, but otherwise this is a massive nerf. Imagine if Blizzard required an Overlord before Spawning Pool so Zerg couldn't 6 pool. Great change a lot of players would say, gets rid of all that early Pool cheese right? Sure but it also nerfs Zerg heavily, and allows Protoss and Terran to expand in a much greedier fashion. The same logic applies here. As long as you can protect your front from the relatively weak Tier 1 Protoss units, then you are safe early. Second, this makes the Stargate increasingly less useful. With air units you could spot and then use Pylons to attack into an enemies base. But now only a Warp Prism is there. You might say "well that gets rid of the cheesy VR-allin." It sure does, but then what role does the Stargate play in PvT? Absolutely none. We might as well nerf Tanks while we are at it, because the Factory plays a small role in PvT generally and it would rid us of the 1-1-1 completely. What kind of logic is that? Finally, a lot of players like to use the low ground pylon in the natural early to power the high ground to place down their Cybercore to protect their Cyber from early attacks in PvZ (Cloud Kingdom is an example of this). It will be vulnerable in the natural again, enpowering Zerg cheese vs Protoss. So the problem here, and the convincing argument is, why is Blizzard removing aggressive options from Protoss, which is the race that struggles to apply aggression (other than all-ins) often in the first place? Like removing the 6 Pool or 1-1-1, this change would only make it harder to punish people playing very greedy or taking blind economic risks. And that is what bothers me most. People who like to play a more aggressive style (like me) are constantly being punished by the map pool and these changes. And it will lead to everyone playing one macro style that doesn't require much scouting, and then the game will come down to one big engagement itself and who controls slightly better. And that certainly doesn't mean there is more skill involved. I hate when games come down to one big engagement in the middle, one misclick and any lead you have (or your opponent) is gone and the player who played worse the entire game can take it. I don't think there is anything more coin-flippy than that, since it isn't even something you can control by scouting or any other means. So much for creativity. +1 great great great post, this is exactly how i feel in pvx. I feel SO limmited early game as my units are quite frankly awful. i find it impossible even in the current meta to put any early pressure on on zerg / terran (its easier with terran) so i feel in hots with changes like this protoss will be the most defensive useless race as they will not be able to pressure in any way or form.
Seconded, that post describes perfectly why removing high ground power is a problem. It should be a post on Bnet so that someone from blizzard can see it and make sure to keep high ground power.
The pylon only does damage when it cant be scouted or attacked, which is not often.
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On June 13 2012 01:54 Fragile51 wrote:Show nested quote +On June 12 2012 19:13 skeptic916 wrote:On June 12 2012 19:09 Space Invader wrote: warpgate is already overpowered as hell, anything to make it worse is great I can't remember where I first heard this, but having warpgates cool-down depend on the distance from the gate to the warp in point vary by distance sounds fair to me. I think there should be some sort of trade off between warpgates and regular gates. But Protosses are still losing games, on the other hand. This idea wouldn't work for 2 simple reasons. 1: One way to implement this change is have the maximum length of the cooldown be the same length as the current cool down, or else protoss will be forced to stay passive the entire game, because they can't apply pressure. If you want to take away aggressive options from the protoss and force them to stay in their base, then this would be the proper way to do it. And i think everyone agrees that that's a terrible implementation. 2: The other way to do it would be to double the cooldown as compared to the current situation, but improve unit stats accordingly, otherwise protoss will get rolled any day of the week. So when you do this people will just go proxy 4 gate and completely wreck face, because their units are now the best in the game. Distance dependent warp gates simply don't work. You might as well take warpgate research away from the game entirely and just let protoss have gateways with adjusted unit stats (which wouldn't be a terrible idea). I'm not sure I agree with that, for point 1, not all strats are 4/6+ gate all ins dependant on repeated proxy warp-ins, and even then they just get slightly weakened, not killed by this. For point 2, doubling cooldown/power of protoss units will reduce micro potential as you'll have even fewer units on the field, which lowers the skill cap and won't make any difference to 4 gate effectiveness as you'll still have the same punch just from less units. however distance dependance is difficult to implement and not obvious for viewers. As for removing the mechanic and buffing the units into super terrans, please no... its cool and differentiates the races gameplay, and gateway units are pleanty strong enough when used well until the stim/medivac/roach speed etc. hits then its time for protoss to field some higher tech too.
A more viable alternative to distance cooldown is to make warpin cooldowns take longer than equivalent gateway build time, giving defenders advantage to gateways but still a viable distant reinforcement option (the first cycle after transform is effectively free as the cool down is after you get the units giving a quick warp in round to strengthen a push with a proxy pylon). You can even make the cooldown shorter/equal build time if using a warp prism to encourge their use. In the late game you can burn minerals to add gates and make the cooldown less relavant. The difficulty may be around not making proxy gateing too strong.
But I'm not sure if any of this is all that relevant to high ground warpin. I quite like a bit of highground warpin harras but don't have any strong opinion on whether or not it goes into an expansion thats going to change much of what we know about the game anyway..
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On June 13 2012 10:20 Kluey wrote:Show nested quote +On June 13 2012 09:12 v3chr0 wrote: This change isn't all that big, and isn't nearly as important as high-to-low ground pylon power.
Yea, obviously it disables low-to-high ground pylon power, but thats incredibly strong to be able to warp into high ground from low ground, that's why we Protoss have the Warp Prism which can do that with style. This change is huge... You can no longer do a 4-gate or even 3-gate pressure. Do you know what that means in PvP? I can do the most greedy things ever. As long as I have enough units to stop a probe from walking up and making a pylon, there's no way someone up my ramp and into my base. It's a huge change and quite unnecessary in my opinion. Now every PvP will be a timing attack or sit back and 200/200. Isn't that what people want ? PvP to be more versatile ? I don't get why players would want PvP to be 4gate vs 4gate or 3gate robo vs 3grobo every game.
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Good change warpins to high ground are very strong and make all ins for toss way too strong.
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On June 13 2012 10:57 KenZo- wrote:Show nested quote +On June 13 2012 10:20 Kluey wrote:On June 13 2012 09:12 v3chr0 wrote: This change isn't all that big, and isn't nearly as important as high-to-low ground pylon power.
Yea, obviously it disables low-to-high ground pylon power, but thats incredibly strong to be able to warp into high ground from low ground, that's why we Protoss have the Warp Prism which can do that with style. This change is huge... You can no longer do a 4-gate or even 3-gate pressure. Do you know what that means in PvP? I can do the most greedy things ever. As long as I have enough units to stop a probe from walking up and making a pylon, there's no way someone up my ramp and into my base. It's a huge change and quite unnecessary in my opinion. Now every PvP will be a timing attack or sit back and 200/200. Isn't that what people want ? PvP to be more versatile ? I don't get why players would want PvP to be 4gate vs 4gate or 3gate robo vs 3grobo every game.
But it isn't. It is at low levels because toss aren't solid enough to hold them with higher meta game builds. But that's their fault, not the fault of pylons.
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