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1.4.2 Patch notes PTR - Page 41

Forum Index > SC2 General
2455 CommentsPost a Reply
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DarkPlasmaBall
Profile Blog Joined March 2010
United States45348 Posts
October 26 2011 00:16 GMT
#801
On October 26 2011 09:13 Medrea wrote:
Show nested quote +
On October 26 2011 09:12 DarkPlasmaBall wrote:
On October 26 2011 09:10 Icemind wrote:
Uhm ... wtf?
i mean i understand the shield upgrade change but the rest ... what the hell? Protoss upgrades are already so effective since they work on almost anything ...


Except the armor only works on the Protoss life, and the shields only work on the Protoss shield... so when you upgrade these, you're only upgrading half (very rough estimate) of your Protoss's health.


Shield upgrade affects buildings as well. Something to consider.


Good point. Forgot about that!

Perhaps those pesky medivac drops will now pick off 1 out of 100 fewer buildings of mine while I'm trying to chase them down!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
October 26 2011 00:16 GMT
#802
On October 26 2011 09:09 Genome852 wrote:
Show nested quote +
On October 26 2011 09:04 Arko.is wrote:
The snipe ability needs a cooldown (5-10 sec should do it). Makes sens even


Yes because Protoss totally care about snipe in TvP... (energy spent on EMP is almost always better than sniping). It wouldn't change TvP at all since HTs will still get sniped down with any excess energy left on the ghosts consider how low HP they have.

If snipe had 10 second cooldown it would pretty much never be used in TvZ, and ghost would be even less useful in TvT.


Show nested quote +
On October 26 2011 09:09 unsaintly wrote:
On October 26 2011 09:06 SolidMoose wrote:
On October 26 2011 09:01 Shiori wrote:
On October 26 2011 08:54 The Final Boss wrote:
This makes no sense whatsoever. Protoss already gets their upgrades faster with Chronoboost, now they cost less, and our spellcaster is weaker. Blizzard makes absolutely no sense. I really hope that they realize that this doesn't balance the game, it just makes Protoss even more ridiculously powerful.

Late game PvT is so strong with upgrades and High Templar already, in no way does it need a buff. Protoss players just need to rely less on Colossi to a-move to free wins and play more like HasuObs and utilize High Templar more. You basically have to go MMMGV against Protoss (at least to have a reliable composition), and High Templar destroy that even if you only land one of two good storms (which can be reliably achieved if you take precautions against Ghosts, something a lot of Protoss players neglect to do...) then you can easily destroy that army. Then, if you have better upgrades you roll through the army easily.

It seems that Blizzard only does their balance changes based on Korea (which would make sense), except that every Protoss player I watch does some sort of one or two base timing attack and they don't even look to play late game. MC and other Korean Protoss players will continue to go 6 Gate or 3 Gate Void Ray and this will not affect them at all. Then outside of Korea Protoss players will continue to dominate every Terran they meet.

If Blizzard is going to nerf EMP then they should also nerf radius of Storm and Fungal Growth.

Terran armies that are significantly behind in upgrades will always lose to Protoss armies. Protoss armies that are significantly behind in upgrades will sometimes lose depending on positioning and control. Now double forge and Colossi are going to destroy everything and High Templar are stronger too. Really there is no point in this whatsoever.

TL;DR: Korean Ts are good, Korean Ps are bad. Outside of Koreans, Ts do badly, outside of Koreans, Ps destroy. P doesn't need buffs, they need to play smarter, stop doing timing attacks, and rely more on well controlled High Templar than a-moving Colossi. These changes make no sense, I'm just going to 1-1-1 every Protoss I meet on ladder.

are you seriously implying professional protoss players only a-move whereas every terran bronze and up is a paragon of micro? grow up. ghosts were OP and EMP is still the best of the 3 spells.


Because a spell that can never kill is better than a damage + snare and a massive high damage damage spell that can almost kill a marine twice over. No, emp was meh, now it sucks.

EMP was "meh"? What the hell ...Dealing 1000+ dmg before attacking the Protoss seems pretty meh you're right.


EMP can't outright kill units though, it's just shield damage, unlike storm which can instagib an entire army if you have a good position. Each spell has pros and cons, wish people would stop arguing about which one's are 'better'...


lol?? Obviously you have never watched select play tvp.... He snipes more than he emps. Whoever says snipe is useless is probably a newb
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
HardCorey
Profile Blog Joined May 2010
United States709 Posts
October 26 2011 00:16 GMT
#803
perfectly reasonable changes.
Don't Worry, Be Happy.
Tortious_Tortoise
Profile Blog Joined November 2010
United States944 Posts
October 26 2011 00:16 GMT
#804
I don't know if the upgrade cost is such a big deal. Might help out a +1 timing attack get out a little faster, but cost of upgrades was never a big deal in the long run. EMP range... Ghost emp edge is still .5 higher than Templar feedback, but it's going to turn into a more interesting micro mechanic, rather than Terrans just winning the EMP/FB battle all the time, Terrans might have to work a little harder, and even use snipe a little bit.
Treating eSports as a social science since 2011; Credo: "The system is never wrong"-- Day9 Daily #400 Part 3
xTrim
Profile Joined April 2011
472 Posts
October 26 2011 00:16 GMT
#805
GREAT NOW I AM EMPING A SINGLE INFESTOR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Nightshake
Profile Joined November 2010
France412 Posts
October 26 2011 00:16 GMT
#806
On October 26 2011 09:09 VirgilSC2 wrote:
Show nested quote +
On October 26 2011 09:06 SolidMoose wrote:
On October 26 2011 09:01 Shiori wrote:
On October 26 2011 08:54 The Final Boss wrote:
This makes no sense whatsoever. Protoss already gets their upgrades faster with Chronoboost, now they cost less, and our spellcaster is weaker. Blizzard makes absolutely no sense. I really hope that they realize that this doesn't balance the game, it just makes Protoss even more ridiculously powerful.

Late game PvT is so strong with upgrades and High Templar already, in no way does it need a buff. Protoss players just need to rely less on Colossi to a-move to free wins and play more like HasuObs and utilize High Templar more. You basically have to go MMMGV against Protoss (at least to have a reliable composition), and High Templar destroy that even if you only land one of two good storms (which can be reliably achieved if you take precautions against Ghosts, something a lot of Protoss players neglect to do...) then you can easily destroy that army. Then, if you have better upgrades you roll through the army easily.

It seems that Blizzard only does their balance changes based on Korea (which would make sense), except that every Protoss player I watch does some sort of one or two base timing attack and they don't even look to play late game. MC and other Korean Protoss players will continue to go 6 Gate or 3 Gate Void Ray and this will not affect them at all. Then outside of Korea Protoss players will continue to dominate every Terran they meet.

If Blizzard is going to nerf EMP then they should also nerf radius of Storm and Fungal Growth.

Terran armies that are significantly behind in upgrades will always lose to Protoss armies. Protoss armies that are significantly behind in upgrades will sometimes lose depending on positioning and control. Now double forge and Colossi are going to destroy everything and High Templar are stronger too. Really there is no point in this whatsoever.

TL;DR: Korean Ts are good, Korean Ps are bad. Outside of Koreans, Ts do badly, outside of Koreans, Ps destroy. P doesn't need buffs, they need to play smarter, stop doing timing attacks, and rely more on well controlled High Templar than a-moving Colossi. These changes make no sense, I'm just going to 1-1-1 every Protoss I meet on ladder.

are you seriously implying professional protoss players only a-move whereas every terran bronze and up is a paragon of micro? grow up. ghosts were OP and EMP is still the best of the 3 spells.


Because a spell that can never kill is better than a damage + snare and a massive high damage damage spell that can almost kill a marine twice over. No, emp was meh, now it sucks.


EMP does it's damage instantly from a fast, cloakable unit that has an auto attack as well as the ability to cast Snipe and launch Nukes.

Storm does it's damage over time at a (currently) smaller radius, which you can micro out of, from a slow, always visible unit with no other method of protection.


I personnaly never killed with EMP, can you show me how to do please ?
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 26 2011 00:16 GMT
#807
On October 26 2011 09:14 XupinatoR wrote:

To guys that complain about psi storm: The damage was nerfed. The radius was nerfed. The amulete too.
And now that emp gets patched, you start to act like the world is going to end -.-



Yeah. In lower league play, blanket EMPs are the equivalent of a huge IWIN button against protoss. Even at professional levels of play, the punishment for not microing your HTs perfectly or putting them in a prism is pretty harsh. I think that the change, coupled with more protoss players spreading their army prior to an engagement, will be awesome.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
October 26 2011 00:16 GMT
#808

I have the right to agree to something. Please stop talking about leagues, it's stupid, especially witht he fact that I'm master with both races, so I think i can be quite objective.


Did you just say talking about leagues is stupid, and then talked about what league you are in?

Man balance patches really bring out some interesting people.
Ermac
Profile Joined June 2011
336 Posts
October 26 2011 00:17 GMT
#809
Wait a second....
Protoss gets universal upgrades that affect virtually any unit worth building and can be chrono boosted for a guaranteed upgrade advantage. Now they're also cheaper!? o.O

Blizzard never ceases to amaze me with their approach to balance... and I don't mean that in a positive way.
"Blind aggressiveness would destroy the attack itself, not the defense." - Carl von Clausewitz
Genome852
Profile Blog Joined August 2010
United States979 Posts
October 26 2011 00:17 GMT
#810
On October 26 2011 09:16 SoKHo wrote:
Show nested quote +
On October 26 2011 09:09 Genome852 wrote:
On October 26 2011 09:04 Arko.is wrote:
The snipe ability needs a cooldown (5-10 sec should do it). Makes sens even


Yes because Protoss totally care about snipe in TvP... (energy spent on EMP is almost always better than sniping). It wouldn't change TvP at all since HTs will still get sniped down with any excess energy left on the ghosts consider how low HP they have.

If snipe had 10 second cooldown it would pretty much never be used in TvZ, and ghost would be even less useful in TvT.


On October 26 2011 09:09 unsaintly wrote:
On October 26 2011 09:06 SolidMoose wrote:
On October 26 2011 09:01 Shiori wrote:
On October 26 2011 08:54 The Final Boss wrote:
This makes no sense whatsoever. Protoss already gets their upgrades faster with Chronoboost, now they cost less, and our spellcaster is weaker. Blizzard makes absolutely no sense. I really hope that they realize that this doesn't balance the game, it just makes Protoss even more ridiculously powerful.

Late game PvT is so strong with upgrades and High Templar already, in no way does it need a buff. Protoss players just need to rely less on Colossi to a-move to free wins and play more like HasuObs and utilize High Templar more. You basically have to go MMMGV against Protoss (at least to have a reliable composition), and High Templar destroy that even if you only land one of two good storms (which can be reliably achieved if you take precautions against Ghosts, something a lot of Protoss players neglect to do...) then you can easily destroy that army. Then, if you have better upgrades you roll through the army easily.

It seems that Blizzard only does their balance changes based on Korea (which would make sense), except that every Protoss player I watch does some sort of one or two base timing attack and they don't even look to play late game. MC and other Korean Protoss players will continue to go 6 Gate or 3 Gate Void Ray and this will not affect them at all. Then outside of Korea Protoss players will continue to dominate every Terran they meet.

If Blizzard is going to nerf EMP then they should also nerf radius of Storm and Fungal Growth.

Terran armies that are significantly behind in upgrades will always lose to Protoss armies. Protoss armies that are significantly behind in upgrades will sometimes lose depending on positioning and control. Now double forge and Colossi are going to destroy everything and High Templar are stronger too. Really there is no point in this whatsoever.

TL;DR: Korean Ts are good, Korean Ps are bad. Outside of Koreans, Ts do badly, outside of Koreans, Ps destroy. P doesn't need buffs, they need to play smarter, stop doing timing attacks, and rely more on well controlled High Templar than a-moving Colossi. These changes make no sense, I'm just going to 1-1-1 every Protoss I meet on ladder.

are you seriously implying professional protoss players only a-move whereas every terran bronze and up is a paragon of micro? grow up. ghosts were OP and EMP is still the best of the 3 spells.


Because a spell that can never kill is better than a damage + snare and a massive high damage damage spell that can almost kill a marine twice over. No, emp was meh, now it sucks.

EMP was "meh"? What the hell ...Dealing 1000+ dmg before attacking the Protoss seems pretty meh you're right.


EMP can't outright kill units though, it's just shield damage, unlike storm which can instagib an entire army if you have a good position. Each spell has pros and cons, wish people would stop arguing about which one's are 'better'...


lol?? Obviously you have never watched select play tvp.... He snipes more than he emps. Whoever says snipe is useless is probably a newb


Did I say snipe was useless? Are you trying to say snipe is better than EMP against Toss because select likes to snipe?
Mehukannu
Profile Joined October 2010
Finland421 Posts
October 26 2011 00:17 GMT
#811
On October 26 2011 09:11 nvs. wrote:
Show nested quote +
On October 26 2011 09:10 Mehukannu wrote:
On October 26 2011 09:04 nvs. wrote:
On October 26 2011 09:03 biaxiong wrote:
On October 26 2011 09:02 winthrop wrote:
what about psi storm?


Nerf already beta and amulet.

375 M and 375 Gas total savings, I would consider shield upgrades now.


Ya, I forgot amulet too.

Psi storm has already been nerfed to 1.5 and lost its energy upgrade.

Let's leave it at that.


Yeah, it's not like instant storm anywhere where you have pylon was any good at all...


I never said it wasn't? Putting words into my mouth? Classic C- argumentation.


Just felt that you were implying it. I don't even get why people even bring up the whole khaydarin amulet nerf, that thing was OP as crap. even blizzard wondered why they even let HT have it back when it was removed. Which Dustin answered to kennigit in the interview at blizzcon 2011.
C=('. ' Q)
Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 00:17 GMT
#812
On October 26 2011 09:17 Ermac wrote:
Wait a second....
Protoss gets universal upgrades that affect virtually any unit worth building and can be chrono boosted for a guaranteed upgrade advantage. Now they're also cheaper!? o.O

Blizzard never ceases to amaze me with their approach to balance... and I don't mean that in a positive way.

Yes, we can build a whole stalker! How dare you, Blizzard!?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
rpgalon
Profile Joined April 2011
Brazil1069 Posts
October 26 2011 00:18 GMT
#813
ghosts and templars

1- ghosts have more hp (it is fucking hard to snipe it with blink stalker or colossus before the emp)
2- ghosts have more movement speed (templars speed = battlecruiser speed)
3- ghosts can cloak
4- ghosts have more range with EMP (3 more "efective range" than feedback)
5- ghosts are not light or armored (like templars or infestors) they take extra damage only to archon
6- ghosts can fight back 10/+10 vs light
7- ghosts can be upgraded to start with 75 energy
8- ghosts takes 40s to build ( templar takes 5s + 44.4s to get energy = 49,4s and delay the warpgate by 45s)
9- ghosts don't need to research EMP, (storm cost 200/200 and takes 110s to research)
10-ghosts are unlocked with a tech lab (50/25/25s) + ghost academy (150/50/40s)= 200/75/65s, while templars "with no storm" you need twilight concil (150/100/50s) + templar archives (150/200/60s)= 300/300/110s; with storm is 500/500/220s
11-ghosts have 1 more sight range

EMP and Storm

1- EMP reveals cloack, storm does not
2- EMP can be used to remove energy of yours banshee/BC/thors, Storm can be used to kill the zealots that are trying to reach the kitting marine marauder ball.
3- EMP removes 100 energy
4- EMP minimun damage is 40 (sentry/templar) max is 100 (everything that does not come from gateway takes 100 dmg) it always does the full damage that it is suposed to do.
5- EMP radius is 2, storm is 1.5... 33% bigger radius than storm
6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball



we are almost there!!
badog
Ayaz2810
Profile Joined September 2011
United States2763 Posts
Last Edited: 2011-10-26 00:19:51
October 26 2011 00:18 GMT
#814
On October 26 2011 09:16 Nightshake wrote:
Show nested quote +
On October 26 2011 09:09 VirgilSC2 wrote:
On October 26 2011 09:06 SolidMoose wrote:
On October 26 2011 09:01 Shiori wrote:
On October 26 2011 08:54 The Final Boss wrote:
This makes no sense whatsoever. Protoss already gets their upgrades faster with Chronoboost, now they cost less, and our spellcaster is weaker. Blizzard makes absolutely no sense. I really hope that they realize that this doesn't balance the game, it just makes Protoss even more ridiculously powerful.

Late game PvT is so strong with upgrades and High Templar already, in no way does it need a buff. Protoss players just need to rely less on Colossi to a-move to free wins and play more like HasuObs and utilize High Templar more. You basically have to go MMMGV against Protoss (at least to have a reliable composition), and High Templar destroy that even if you only land one of two good storms (which can be reliably achieved if you take precautions against Ghosts, something a lot of Protoss players neglect to do...) then you can easily destroy that army. Then, if you have better upgrades you roll through the army easily.

It seems that Blizzard only does their balance changes based on Korea (which would make sense), except that every Protoss player I watch does some sort of one or two base timing attack and they don't even look to play late game. MC and other Korean Protoss players will continue to go 6 Gate or 3 Gate Void Ray and this will not affect them at all. Then outside of Korea Protoss players will continue to dominate every Terran they meet.

If Blizzard is going to nerf EMP then they should also nerf radius of Storm and Fungal Growth.

Terran armies that are significantly behind in upgrades will always lose to Protoss armies. Protoss armies that are significantly behind in upgrades will sometimes lose depending on positioning and control. Now double forge and Colossi are going to destroy everything and High Templar are stronger too. Really there is no point in this whatsoever.

TL;DR: Korean Ts are good, Korean Ps are bad. Outside of Koreans, Ts do badly, outside of Koreans, Ps destroy. P doesn't need buffs, they need to play smarter, stop doing timing attacks, and rely more on well controlled High Templar than a-moving Colossi. These changes make no sense, I'm just going to 1-1-1 every Protoss I meet on ladder.

are you seriously implying professional protoss players only a-move whereas every terran bronze and up is a paragon of micro? grow up. ghosts were OP and EMP is still the best of the 3 spells.


Because a spell that can never kill is better than a damage + snare and a massive high damage damage spell that can almost kill a marine twice over. No, emp was meh, now it sucks.


EMP does it's damage instantly from a fast, cloakable unit that has an auto attack as well as the ability to cast Snipe and launch Nukes.

Storm does it's damage over time at a (currently) smaller radius, which you can micro out of, from a slow, always visible unit with no other method of protection.


I personnaly never killed with EMP, can you show me how to do please ?



Why do people use this argument? It's stupid.

Hypothetical protoss unit has 100 shields and 50 HP.
EMP takes away 100 shields.
50 HP left.
Your units do 50 HP worth of damage.
Unit dies.
Your EMP did 100 damage.


Congratulations, terran is amazing.

EDIT: inb4 "micro away to let shields regen". Microing away from a stimmed army while your units try to trample each other: lol.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
October 26 2011 00:18 GMT
#815
On October 26 2011 09:17 Mehukannu wrote:
Show nested quote +
On October 26 2011 09:11 nvs. wrote:
On October 26 2011 09:10 Mehukannu wrote:
On October 26 2011 09:04 nvs. wrote:
On October 26 2011 09:03 biaxiong wrote:
On October 26 2011 09:02 winthrop wrote:
what about psi storm?


Nerf already beta and amulet.

375 M and 375 Gas total savings, I would consider shield upgrades now.


Ya, I forgot amulet too.

Psi storm has already been nerfed to 1.5 and lost its energy upgrade.

Let's leave it at that.


Yeah, it's not like instant storm anywhere where you have pylon was any good at all...


I never said it wasn't? Putting words into my mouth? Classic C- argumentation.


Just felt that you were implying it. I don't even get why people even bring up the whole khaydarin amulet nerf, that thing was OP as crap. even blizzard wondered why they even let HT have it back when it was removed. Which Dustin answered to kennigit in the interview at blizzcon 2011.


The point was that people keep saying Storm was never nerfed and needs to be nerfed if EMP is going to be, but they forget it has actually been nerfed 3 times already.

Had nothing to do with how powerful warp-in storm was.
aksfjh
Profile Joined November 2010
United States4853 Posts
October 26 2011 00:19 GMT
#816
On October 26 2011 08:54 Mobius_1 wrote:
Well, as a Terran I'm obviously not happy about Protoss' cheaper upgrades, but it's fair and no big deal, the total cost difference adds up to less than a Stalker + a Sentry, which wouldn't turn a mid/late-game battle around.

Although this might just be Blizzard's way of telling Protoss players to upgrade faster. Ghost change I'm OK with, EMP is a hugely (and probably imba) spell. I'm just a little bit more scared of late game Protoss balls now. Must. Get. More. Ghosts.

I don't really think Snipe is imbalanced, at least not right now when all the evidence we have is one game of Mvp vs July. A transition into mass Ghosts in a typical TvZ will starve you of Marines that would only be good if you know you opponent is going to back off and tech to Hive.

It's not about what units you can get with the buff, but rather how much sooner you can start them and what you have to cut to do so. If you have to delay your 3rd colossus by 30s to get 2-2 started, then that's 30s that you are more vulnerable. If you have to shift your unit comp to more zealot or sentry heavy to get 2-2 started, that makes you more susceptible to other strats. For Protoss, that difference may end up being 20-30s, a stalker and a sentry, 10-20s faster charge/colossus/storm/archons, but the difference in that timing could mean 10 marines, 20 roaches, stim/combat shields, ghost with EMP, mutas, etc. Changing cost doesn't just add/remove units from the comp, but changes timings as well.
DoubleZee
Profile Joined July 2010
Canada556 Posts
October 26 2011 00:19 GMT
#817
YYEEEEESSSSSS
Just think of how stupid the average person is, and then realize half of them are even stupider!
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2011-10-26 00:20:19
October 26 2011 00:19 GMT
#818
On October 26 2011 09:18 rpgalon wrote:
ghosts and templars

1- ghosts have more hp (it is fucking hard to snipe it with blink stalker or colossus before the emp)
2- ghosts have more movement speed (templars speed = battlecruiser speed)
3- ghosts can cloak
4- ghosts have more range with EMP (3 more "efective range" than feedback)
5- ghosts are not light or armored (like templars or infestors) they take extra damage only to archon
6- ghosts can fight back 10/+10 vs light
7- ghosts can be upgraded to start with 75 energy
8- ghosts takes 40s to build ( templar takes 5s + 44.4s to get energy = 49,4s and delay the warpgate by 45s)
9- ghosts don't need to research EMP, (storm cost 200/200 and takes 110s to research)
10-ghosts are unlocked with a tech lab (50/25/25s) + ghost academy (150/50/40s)= 200/75/65s, while templars "with no storm" you need twilight concil (150/100/50s) + templar archives (150/200/60s)= 300/300/110s; with storm is 500/500/220s
11-ghosts have 1 more sight range

EMP and Storm

1- EMP reveals cloack, storm does not
2- EMP can be used to remove energy of yours banshee/BC/thors, Storm can be used to kill the zealots that are trying to reach the kitting marine marauder ball.
3- EMP removes 100 energy
4- EMP minimun damage is 40 (sentry/templar) max is 100 (everything that does not come from gateway takes 100 dmg) it always does the full damage that it is suposed to do.
5- EMP radius is 2, storm is 1.5... 33% bigger radius than storm
6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball



we are almost there!!


Isn't the whole fucking point of 3 races is that they aren't exactly the same? Why should every race have the same caster. Stupid post.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Nightshake
Profile Joined November 2010
France412 Posts
October 26 2011 00:19 GMT
#819
On October 26 2011 09:16 nvs. wrote:
Show nested quote +

I have the right to agree to something. Please stop talking about leagues, it's stupid, especially witht he fact that I'm master with both races, so I think i can be quite objective.


Did you just say talking about leagues is stupid, and then talked about what league you are in?

Man balance patches really bring out some interesting people.


Yeah because he thought i was Platinum.
Read the whole thing please.
Genome852
Profile Blog Joined August 2010
United States979 Posts
October 26 2011 00:20 GMT
#820
On October 26 2011 09:18 rpgalon wrote:
+ Show Spoiler +
ghosts and templars

1- ghosts have more hp (it is fucking hard to snipe it with blink stalker or colossus before the emp)
2- ghosts have more movement speed (templars speed = battlecruiser speed)
3- ghosts can cloak
4- ghosts have more range with EMP (3 more "efective range" than feedback)
5- ghosts are not light or armored (like templars or infestors) they take extra damage only to archon
6- ghosts can fight back 10/+10 vs light
7- ghosts can be upgraded to start with 75 energy
8- ghosts takes 40s to build ( templar takes 5s + 44.4s to get energy = 49,4s and delay the warpgate by 45s)
9- ghosts don't need to research EMP, (storm cost 200/200 and takes 110s to research)
10-ghosts are unlocked with a tech lab (50/25/25s) + ghost academy (150/50/40s)= 200/75/65s, while templars "with no storm" you need twilight concil (150/100/50s) + templar archives (150/200/60s)= 300/300/110s; with storm is 500/500/220s
11-ghosts have 1 more sight range

EMP and Storm

1- EMP reveals cloack, storm does not
2- EMP can be used to remove energy of yours banshee/BC/thors, Storm can be used to kill the zealots that are trying to reach the kitting marine marauder ball.
3- EMP removes 100 energy
4- EMP minimun damage is 40 (sentry/templar) max is 100 (everything that does not come from gateway takes 100 dmg) it always does the full damage that it is suposed to do.
5- EMP radius is 2, storm is 1.5... 33% bigger radius than storm
6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball



we are almost there!!

Not biased at all.
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