• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:16
CEST 05:16
KST 12:16
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!30Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4162 users

[D]That Protoss Elephant - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 24 Next All
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
April 13 2013 10:35 GMT
#221
On April 13 2013 17:58 Talin wrote:
Show nested quote +
On April 13 2013 10:42 archwaykitten wrote:
The Sentry is the most interesting unit in the game. The fact that we've had many, many discussions like this one about how it ended up indirectly defining the entire design of the race sort of proves that. The sentry is incredibly mico intensive and skill based, and its abilities allow for a wider range of tactical options than any other unit in the game.


A lowly Stalker (non-Blink) is actually more micro intensive than a Sentry, as it lends itself more to traditional RTS micro techniques like kiting, splitting, target firing or eliminating overkill shots. Casting spells - especially with smartcasting in SC2 - isn't "micro". It's just decision making. The difference between a good Forcefield and a bad Forcefield is in the decision where to place it, not in players' physical abilities such as handspeed or multitasking.



this is so wrong . try to forcefield a marine marauder army that runs away . you dont need decision making you need speed and precision , thats not decision making .
1/4 \pi \epsilon_0
JImmyTadeski
Profile Joined December 2011
United States4 Posts
April 13 2013 11:31 GMT
#222
i think the TL:DR is

I hate having to all in zergs / terran op.

Zerg:14hatch14pool? 15 hatch 14 pool? 14pool 16 hatch? 15hatch14pool? 13gas14pool23hatch? fuuuuuuuu switching to Protoss
JImmyTadeski
Profile Joined December 2011
United States4 Posts
April 13 2013 11:32 GMT
#223
in addition to, I still don't understand why you didnt mention PvP at all. There's nothing wrong with that match up?
Zerg:14hatch14pool? 15 hatch 14 pool? 14pool 16 hatch? 15hatch14pool? 13gas14pool23hatch? fuuuuuuuu switching to Protoss
Diogenes
Profile Joined January 2012
United States132 Posts
Last Edited: 2013-04-13 18:07:59
April 13 2013 18:06 GMT
#224
I have to say, I'm surprised this article got so much attention when so much of it is quite literally wrong.

First off, a huge part of it is complaining about WOL gameplay. Well, nobody has ever said WOL was perfect especially at the end there where infestors completely warped the game. Why waste so much time on WOL? It contributes nothing.

The real meat of the article is only the last few paragraphs which are poorly supported and completely subjective.

So far, no new options have been discovered as a result of the MSC. It's just allowing worse players to survive attacks and make mistakes, it's the opposite of what it was intended to do, and a clear representation of why power creep is bad. The MSC is a power creep solution to the problem the sentry creates, or tries to solve (still not sure which). No aggressive openers have yet been discovered as a result of the MSC, and no greedier defensive plays have been seen to be possible because of it.


This is just your opinion and a nonsensical one at that. The GSL and GSTL have shown protosses with a lot of unique builds based off the mothership core, either with a fast pressure with a mothership core causing significant damage or a greedy economic based play with mothership core as the only defense (see the DT rush).

Think of all the changes that could come about, with the removal of sentries and warptech, and the rebalancing of the early game. Reavers instead of colossi, protoss t3 nerfs in general, both gateway and forge expands viable in PvZ, etc.


Again another blanket statement without any real support. A conclusion with a lot of assertions that can be easily picked apart. Sentries are necessary given how weak warpgate units are. The balance of protoss revolves how bad for the cost warp-gate units are. Without sentries, protoss cannot hold off early pushes with their crappy gate units. However, once warpgates come into play, the protoss have a couple of production cycles of being extremely powerful as warpgates negate travel distances and allow protoss to have an extremely strong effective army size that ignores travel distance. Then they become weak again as other races have tier 2 tech that counters gateway units (such as stim). After this point, gateway units get better as protoss gets upgrades in tier 3 from forges and twilight council.

This inherent design of protoss creates interesting games, especially with mothership core giving the protoss early-pressure that they lacked before. There is now much more of a back and forth in PvX matchups. With the mothership core, Protoss can choose to be strong or weak early game at the cost of economy and then vacilitate between weak and strong depending on when they get their gateway tech and upgrades.

The mention of Parting's immortal all-in exaggerates the strength of sentries. Parting's immortal all-in was a result of the metagame and WOL balance which made zerg tier 3 unbeatable which was also possible because queens were too powerful at defense, allowing the zerg to use more larva to drone which lead to an insurmountable economic lead past 10 minutes. Parting's all-in was beatable as startale_curious showed the last GSL season and even more so now with the new tech zerg got.

Parting's all-in was in fact overused because Protoss had no early-game way to punish a greedy zerg taking a quick third on many maps as well as protoss having no way to take on the zerg on an even economy in tier 3.

That all changed with HOTS thanks to the mothership core and new units, tweaks.


I hope this didn't come off as too much of a rant or a whine to you, and hopefully it was an interesting read.


It was a rant. I just can't believe it got so much attention when it was so poorly reasoned.
"When Godzilla attacks, he advances rather than retreats. We can use this to our advantage."
ThaReckoning
Profile Joined January 2011
United States197 Posts
Last Edited: 2013-04-13 19:33:33
April 13 2013 19:32 GMT
#225
On April 14 2013 03:06 Diogenes wrote:
I have to say, I'm surprised this article got so much attention when so much of it is quite literally wrong.

First off, a huge part of it is complaining about WOL gameplay. Well, nobody has ever said WOL was perfect especially at the end there where infestors completely warped the game. Why waste so much time on WOL? It contributes nothing.

The real meat of the article is only the last few paragraphs which are poorly supported and completely subjective.

Show nested quote +
So far, no new options have been discovered as a result of the MSC. It's just allowing worse players to survive attacks and make mistakes, it's the opposite of what it was intended to do, and a clear representation of why power creep is bad. The MSC is a power creep solution to the problem the sentry creates, or tries to solve (still not sure which). No aggressive openers have yet been discovered as a result of the MSC, and no greedier defensive plays have been seen to be possible because of it.


This is just your opinion and a nonsensical one at that. The GSL and GSTL have shown protosses with a lot of unique builds based off the mothership core, either with a fast pressure with a mothership core causing significant damage or a greedy economic based play with mothership core as the only defense (see the DT rush).

Show nested quote +
Think of all the changes that could come about, with the removal of sentries and warptech, and the rebalancing of the early game. Reavers instead of colossi, protoss t3 nerfs in general, both gateway and forge expands viable in PvZ, etc.


Again another blanket statement without any real support. A conclusion with a lot of assertions that can be easily picked apart. Sentries are necessary given how weak warpgate units are. The balance of protoss revolves how bad for the cost warp-gate units are. Without sentries, protoss cannot hold off early pushes with their crappy gate units. However, once warpgates come into play, the protoss have a couple of production cycles of being extremely powerful as warpgates negate travel distances and allow protoss to have an extremely strong effective army size that ignores travel distance. Then they become weak again as other races have tier 2 tech that counters gateway units (such as stim). After this point, gateway units get better as protoss gets upgrades in tier 3 from forges and twilight council.

This inherent design of protoss creates interesting games, especially with mothership core giving the protoss early-pressure that they lacked before. There is now much more of a back and forth in PvX matchups. With the mothership core, Protoss can choose to be strong or weak early game at the cost of economy and then vacilitate between weak and strong depending on when they get their gateway tech and upgrades.

The mention of Parting's immortal all-in exaggerates the strength of sentries. Parting's immortal all-in was a result of the metagame and WOL balance which made zerg tier 3 unbeatable which was also possible because queens were too powerful at defense, allowing the zerg to use more larva to drone which lead to an insurmountable economic lead past 10 minutes. Parting's all-in was beatable as startale_curious showed the last GSL season and even more so now with the new tech zerg got.

Parting's all-in was in fact overused because Protoss had no early-game way to punish a greedy zerg taking a quick third on many maps as well as protoss having no way to take on the zerg on an even economy in tier 3.

That all changed with HOTS thanks to the mothership core and new units, tweaks.

Show nested quote +

I hope this didn't come off as too much of a rant or a whine to you, and hopefully it was an interesting read.


It was a rant. I just can't believe it got so much attention when it was so poorly reasoned.


Obviously it is my opinion, but all we've seen so far from protoss players are people metagaming what they know their opponent will do. I want to see strong, standard play that the MSC allows. I want to see play that you can do, even if your opponent knows you're going to do it. With build's like MC's stargate plays, or the tails DT drop build, it works if the other guy screws up, but if he doesn't you're boned.

You COULD nerf protoss t3 and add in more valuable units like the reaver, and change up tech paths etc, if you give protoss more evenly distributed strength throughout the game. I don't believe the MSC will be enough to even the odds in the early game, given that you can't really do anything with it except recall. If it's supposed to allow you to go kill the other guy when you spot him doing something questionable, it doesn't work. The potential for losing your sentries means that the first two times you send it out, you can't afford to use time bomb at all.

You're right about Parting's all in, but what got us to that point of unbeatable late game zerg? Blizzard's thought process on nerfing protoss early game, and buffing zerg early game. Multiple blink nerfs, warpgate nerfs, sentry dps nerfs, zealot build time nerfs, pylon radius nerfs, etc. It all added up to that. Blizzard kept taking from protoss based on terrans and zergs inability to stop warpgate rushes that abused sentries.

I just don't think the MSC and the stargate buffs were as good as a rebalance of units and static D early game, and detection regardless of tech path would be.
If you want to make one goal, to win, you must lose.
Cloak
Profile Joined October 2009
United States816 Posts
April 13 2013 19:36 GMT
#226
On April 13 2013 17:58 Talin wrote:
Show nested quote +
On April 13 2013 10:42 archwaykitten wrote:
The Sentry is the most interesting unit in the game. The fact that we've had many, many discussions like this one about how it ended up indirectly defining the entire design of the race sort of proves that. The sentry is incredibly mico intensive and skill based, and its abilities allow for a wider range of tactical options than any other unit in the game.


A lowly Stalker (non-Blink) is actually more micro intensive than a Sentry, as it lends itself more to traditional RTS micro techniques like kiting, splitting, target firing or eliminating overkill shots. Casting spells - especially with smartcasting in SC2 - isn't "micro". It's just decision making. The difference between a good Forcefield and a bad Forcefield is in the decision where to place it, not in players' physical abilities such as handspeed or multitasking.

Also, even if it were interesting and race-defining - which I kind of agree with - it doesn't mean it's interesting in the correct way, in a way that makes the race appealing to play and watch. The fact that it can do some wacky stuff is deceptive. Sentry actually encourages very conservative positioning and movement, even when it is used offensively.


Well, micro intensity has never really been formally defined, but I'd say things beating on other things is more continuous entertainment and more continuous player/spectator involvement. Forcefields are usually temporarily appreciated because of how they trap the armies. Really great Forcefields are cathartic when it gets to the fish in a barrel point. A lot of people particularly enjoy the FFs, but its ubiquity is not necessary. It might've been better to make Immortal Gateway and Sentry Robo, or something like that.
The more you know, the less you understand.
TheSwagger
Profile Joined June 2012
United States92 Posts
Last Edited: 2013-04-13 19:57:36
April 13 2013 19:55 GMT
#227
I agree in that I do feel that Protoss is under-represented in tournament data, I also feel that Zerg has traditionally been the "strongest race." That being said, with mention of risks and early game, I do feel that Terran does have its limitations. Terran is very similar to very early protoss in that it needs to be training its units from its prod facilities. If Terran goes for any early aggression and loses its army (which happens) it generally results in a loss because they lack the means to reproduce their army fast enough (if a proper punishment is to be delivered). Thats plenty of risk if you ask me. I honestly feel that what Zerg and Protoss need, more than anything, is simply just more units, Terran has more units than any other race (last time I checked) and I feel the niche roles and specific compositions help diversify gameplay. With that, however, I think that We haven't seen a lot of Terran's possible compositions because most of them just arent necessary, you typically see the same old compositions from Protoss and Zerg - due largely to their more limited pool of units. This debate could go on forever though, but one things for sure, Idra is a poor sport and a sour loser, and more than likely a virgin. Thanks for your time.
The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.
ThaReckoning
Profile Joined January 2011
United States197 Posts
April 13 2013 20:05 GMT
#228
On April 14 2013 04:36 Cloak wrote:
Show nested quote +
On April 13 2013 17:58 Talin wrote:
On April 13 2013 10:42 archwaykitten wrote:
The Sentry is the most interesting unit in the game. The fact that we've had many, many discussions like this one about how it ended up indirectly defining the entire design of the race sort of proves that. The sentry is incredibly mico intensive and skill based, and its abilities allow for a wider range of tactical options than any other unit in the game.


A lowly Stalker (non-Blink) is actually more micro intensive than a Sentry, as it lends itself more to traditional RTS micro techniques like kiting, splitting, target firing or eliminating overkill shots. Casting spells - especially with smartcasting in SC2 - isn't "micro". It's just decision making. The difference between a good Forcefield and a bad Forcefield is in the decision where to place it, not in players' physical abilities such as handspeed or multitasking.

Also, even if it were interesting and race-defining - which I kind of agree with - it doesn't mean it's interesting in the correct way, in a way that makes the race appealing to play and watch. The fact that it can do some wacky stuff is deceptive. Sentry actually encourages very conservative positioning and movement, even when it is used offensively.


Well, micro intensity has never really been formally defined, but I'd say things beating on other things is more continuous entertainment and more continuous player/spectator involvement. Forcefields are usually temporarily appreciated because of how they trap the armies. Really great Forcefields are cathartic when it gets to the fish in a barrel point. A lot of people particularly enjoy the FFs, but its ubiquity is not necessary. It might've been better to make Immortal Gateway and Sentry Robo, or something like that.


I've always felt that way about the sentry and immortal as well, but immortals would have to be toned down quite a bit.
If you want to make one goal, to win, you must lose.
paddyz
Profile Joined May 2011
Ireland628 Posts
April 13 2013 21:35 GMT
#229
On April 12 2013 12:12 JSK wrote:
This is a fantastically well-written post and deserves attention.


This ^^

I agree with the OP, even if it is slightly harsh.

Im inches from masters in HOTS as random but was Toss in WOL and am probably going to switch over to Toss in HOTS once I get master again.

I like the feel of toss with the warping in (I liked being able to warp from low ground to high ground especially + I love warp prisms) and I like how 1 probe can start multiple buildings.

I like how shields regen and microing the first few stalkers I get vs marines or lings etc.

I like chronoboost (but would like something else to do with the energy).

I like most toss abilities (especially blink).

BUT the OP is right. The reason I am playing random in HOTS is because I find the other races reward multitasking so much more. You can actually move around on the map without fear of a faster army being able to surround you or backstab you whenever they want.

When I am toss I am always thinking if this goes to a base race odds are I will lose, even if I am winning.

If I split up my army it will leave my main army too weak as all my units rely on each other.

If I push out I must be sure my army is better as I cant retreat.

If I don't push out he can get ahead with MULES/Larva.

If he all ins I have to already have cannons, forcefields or (said tech) out ahead of time, I cant just micro my way out of it.

Most annoyingly. When I play T or Z I am happy to play a similar game every time, making minor adjustments based on how the game is going.

When I play Protoss I feel I have to do some gimicky build to get ahead, then I can go on and play out the game.

Overall SC2 is still my favorite game and I am still going to play it but I do feel protoss is fundamentally flawed, even if it has been patched up really nicely in terms of balance.
topsecret221
Profile Joined September 2012
United States108 Posts
April 13 2013 23:44 GMT
#230
On April 14 2013 05:05 ThaReckoning wrote:
Show nested quote +
On April 14 2013 04:36 Cloak wrote:
On April 13 2013 17:58 Talin wrote:
On April 13 2013 10:42 archwaykitten wrote:
The Sentry is the most interesting unit in the game. The fact that we've had many, many discussions like this one about how it ended up indirectly defining the entire design of the race sort of proves that. The sentry is incredibly mico intensive and skill based, and its abilities allow for a wider range of tactical options than any other unit in the game.


A lowly Stalker (non-Blink) is actually more micro intensive than a Sentry, as it lends itself more to traditional RTS micro techniques like kiting, splitting, target firing or eliminating overkill shots. Casting spells - especially with smartcasting in SC2 - isn't "micro". It's just decision making. The difference between a good Forcefield and a bad Forcefield is in the decision where to place it, not in players' physical abilities such as handspeed or multitasking.

Also, even if it were interesting and race-defining - which I kind of agree with - it doesn't mean it's interesting in the correct way, in a way that makes the race appealing to play and watch. The fact that it can do some wacky stuff is deceptive. Sentry actually encourages very conservative positioning and movement, even when it is used offensively.


Well, micro intensity has never really been formally defined, but I'd say things beating on other things is more continuous entertainment and more continuous player/spectator involvement. Forcefields are usually temporarily appreciated because of how they trap the armies. Really great Forcefields are cathartic when it gets to the fish in a barrel point. A lot of people particularly enjoy the FFs, but its ubiquity is not necessary. It might've been better to make Immortal Gateway and Sentry Robo, or something like that.


I've always felt that way about the sentry and immortal as well, but immortals would have to be toned down quite a bit.


Actually, I don't know if you've heard, but the OneGoal Project has actually taken into account (and tested a large number of) the changes that have been run through the comments. Warp Gate was reworked to have a longer cooldown, Colossus is much more potent against clusters of troops, Immortals at Gateway and Sentry at Robo... I highly suggest reading through some of the changes in the main post.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
April 14 2013 00:00 GMT
#231
Immortals have been tricky to balance as a gateway unit. But it is definitely possible with some tweaks.
Reflection and Respect.
eMGmoG
Profile Joined March 2012
Switzerland244 Posts
Last Edited: 2013-04-14 01:37:32
April 14 2013 01:33 GMT
#232
I see 3 protoss playstyles: gimmicky, allinish and camping. this is frustrating to play and to play against. maybe the mothership core provides now a patchwerk solution, but I dont think it will last without fundamental changes.


and edit: this thread is not the first one about this subject. this talk about protoss design goes on for a long time now. but I dont expect any changes tbh
sUgArMaNiAc
Profile Joined March 2013
Australia110 Posts
April 14 2013 01:49 GMT
#233
On April 14 2013 10:33 eMGmoG wrote:
I see 3 protoss playstyles: gimmicky, allinish and camping. this is frustrating to play and to play against.


I feel you're right on the money with this. Gimmicks either work or don't work that's the point and I'm fine with that. Allins however net me the most hateful BM from people saying Protoss is OP allins can't be stopped etc. And when i macro up while building a deathball and harassing I get BM again saying that using a deathball is terrible. People seem to really hate playing against Protoss.
No luck catching those swans then?
Diaresta
Profile Joined February 2012
United States597 Posts
April 14 2013 02:39 GMT
#234
Great post! Very well written and articulate!

It's a shame Protoss has the stereotype of being gimmicky, or the race that has to all-in. I love Protoss, and they're my favorite race, but I don't get the self-satisfaction of playing them, so I've switched to Terran.

Nonetheless, great post!
@Diaresta Huk//Jaedong//Taeja ★EGTL★ ♥Stephano♥ | "Agent 3154, welcome back."
ThaReckoning
Profile Joined January 2011
United States197 Posts
April 14 2013 10:02 GMT
#235
On April 14 2013 11:39 Diaresta wrote:
Great post! Very well written and articulate!

It's a shame Protoss has the stereotype of being gimmicky, or the race that has to all-in. I love Protoss, and they're my favorite race, but I don't get the self-satisfaction of playing them, so I've switched to Terran.

Nonetheless, great post!


Thanks. Hopefully we'll get some more consistent tools that allow us to express our playstyles better someday.
If you want to make one goal, to win, you must lose.
Mongoose
Profile Blog Joined June 2011
United Kingdom190 Posts
Last Edited: 2013-04-14 10:50:33
April 14 2013 10:50 GMT
#236
Yes! I've always been saying Protoss is a gimicky race. Almost every win relies on some sort of gimmick mechanic that hasn't been scouted.

The geniuses at blizzard must've known though, they probably wanted protoss to be the "more easily accessible" race.
Master league EU Terran
labbe
Profile Joined October 2010
Sweden1456 Posts
April 14 2013 11:04 GMT
#237
Personally I was very disappointed when I saw that Blizzard was not going to do something about Warpgate tech when they had the chance in the HOTS beta. HOTS was Blizzards chance to really fix the issues with protoss, but they chose to do basically nothing about it. HOTS is still a pretty good game, but it's blatantly obvious that any matchup involving protoss is inferior to the other ones, both to play and to spectate.
Xahhk
Profile Joined April 2010
Canada540 Posts
April 14 2013 11:06 GMT
#238
On April 12 2013 13:50 ETisME wrote:
I don't know why people would enjoy playing as protoss to be honest.
I play all 3 races at low diamond level and protoss matchup is just way behind than other matchups in terms of fun.
PvP is boring, PvZ is even worse.
there are too little multi tasking other than defending drops, run bys etc. both of which are from the opponent.
The late game mass chargelot warp in also requires little attention compared to all other form of harassment because chargetlots are just really good mineral dump.

there are not enough multi tasking strategy that requires toss to have an active mulit tasking, the only one is the stargate phenoix style etc


I could describe the myriad of considerations from early early game pvp, to early game, to mid game to late. And no multi-tasking except with stargate units?

Ill just address all of your points with this: random low-diamond player.
zbedlam
Profile Joined October 2010
Australia549 Posts
April 14 2013 11:23 GMT
#239
On April 14 2013 20:06 Xahhk wrote:
Show nested quote +
On April 12 2013 13:50 ETisME wrote:
I don't know why people would enjoy playing as protoss to be honest.
I play all 3 races at low diamond level and protoss matchup is just way behind than other matchups in terms of fun.
PvP is boring, PvZ is even worse.
there are too little multi tasking other than defending drops, run bys etc. both of which are from the opponent.
The late game mass chargelot warp in also requires little attention compared to all other form of harassment because chargetlots are just really good mineral dump.

there are not enough multi tasking strategy that requires toss to have an active mulit tasking, the only one is the stargate phenoix style etc


I could describe the myriad of considerations from early early game pvp, to early game, to mid game to late. And no multi-tasking except with stargate units?

Ill just address all of your points with this: random low-diamond player.


He didn't say no multi tasking. He said there are very few strats that require the protoss to actively multi task aside from reactively.

And since the majority of toss builds rely on allinish timing or turtling, he is largely right.

How about you try addressing his points instead of being a twat.
ZenithM
Profile Joined February 2011
France15952 Posts
April 14 2013 11:33 GMT
#240
On April 13 2013 05:48 -_- wrote:
All Protoss problems stem from the warpgate.

Protoss can warp in at his opponent's base, thus Protoss is as strong offensively as it is defensively.

As a result, Terran and Zerg must ALWAYS have the stronger army at every point in the game. If they didn't, Protoss would simply win at the point when he was stronger with a warp in at his opponent's base.

Because of this, the fundamental rule of PvX is that P should never attack, because his opponent always the stronger army.

This is actually true as far as gateway units are concerned (it doesn't apply to normally produced units like robo or stargate units).
That's why when you look at the army value when a Protoss does a 4gate, 6-8 gate all-in, he can have double the army value in pure gateway units and still only win like 50% of the time.
Prev 1 10 11 12 13 14 24 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 144
StarCraft: Brood War
NaDa 58
Noble 24
Icarus 5
Dota 2
The International47388
NeuroSwarm169
Fuzer 123
League of Legends
JimRising 604
Counter-Strike
summit1g7153
taco 379
Super Smash Bros
Mew2King118
Other Games
C9.Mang0410
WinterStarcraft289
ViBE162
Maynarde120
Trikslyr49
Organizations
Other Games
gamesdonequick935
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 83
• davetesta26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 675
Upcoming Events
CranKy Ducklings
6h 44m
PiG Sty Festival
8h 44m
herO vs Krystianer
Solar vs Cure
IPSL
12h 44m
Sparkling Tuna Cup
1d 6h
PiG Sty Festival
1d 8h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
1d 12h
OSC
1d 20h
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
The Patches Monday
2 days
[ Show More ]
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W7
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
CSLAN 4
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.