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On April 15 2013 04:38 TheIceMan86 wrote: I'm not offended at all bro.
My protoss is garbage compared to my Terran, I said things that were based off my current skill level which is masters. You're absolutely right about 4gate working against people being greedy in PvP. The point I was making is that on the ladder people tend to play the style they are most comfortable with. . . and since Protoss has many 1 base options and strong 2 base timings people will tend to use those the most leaving the rest of their game under developed. It doesn't mean that the race is lacking because there are some pretty sick Protoss players out there in the GSL, pro-league etc.
Yeah, so your point is that in your personal experience in masters Protoss is pretty strong, and that there are a couple good Protoss in GSL, who, despite them being so good as you say are far less consistent and can't manage to get the wins the zerg and terran are getting.
Did you actually read the OP? Look at the winrates?
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On April 15 2013 03:11 darkness wrote:Show nested quote +On April 15 2013 02:48 Foxxan wrote: its a race like this that want me to stop play starcraft2 all together BUT THEY ARE NO OTHER RTS THERE, no, i dont count red alert or crap games like that, they are even worse but its really sad seeing SC2 beeing a prequel and not a sequel..........REALLY the game is garbage compared to broodwar, why did blizzrd change so much Because SC2 is supposed to be sequel, there must be enough changes, so it doesn't qualify only as an expansion. On a different note, I'm not happy with how HotS protoss is developed, that's why I haven't bought this expansion yet. Waste of money if the race design isn't changed. OP excellently describes some of the major problems.
but ITS not a sequel, i think u read that wrong.
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On April 15 2013 02:07 Filter wrote:+ Show Spoiler +I was going to write my own thread on the subject of Protoss, but I feel this thread is so well presented I may as well just add to the discussion here.
Protoss as a race is best embodied by MC. MC is both the most consistent and the least consistent protoss player around. He will often ace his group with amazing builds and timings and then a few weeks later lose to players that he is in theory much, much better than and fall out of a group or tourney extremely early. This also applies to basically every matchup for Protoss and the fact that they have three totally different styles that require different skillsets for each one. It's not uncommon for the average Protoss player to have two good matchups and one awful one on ladder for example, much more so than the other two races.
It's important to note that I don't want to discuss balance, but I do feel like certain metagame shifts can be extremely good for Protoss. I dont think anything is particularly imbalanced, but I do feel that the metagame heavily favours Protoss in TvP right now and at the same time it heavily favours Zerg in ZvP. This is a stark contrast to two or three weeks ago when the complete opposite was true. There are situations in lategame TvP where the Protoss player is totally helpless as well, at the mercy of his opponents micro.
Lets first examine the current state of PvT. I'm by heart a Terran player, however my PvT is leaps and bounds better than my TvP. The reason for this was in order to tackle my weak TvP I wanted to learn the Protoss openers and try to find the weak points so that I could exploit them. The problem I found though is many of the weakpoints are simply build order losses, with basically nothing the Protoss player can do to stop the loss. Things like hellion drops and really early (pre msc) all ins are great for Terran, but the Protoss player can't stop them. He basically needs to just accept those losses and play to the meta where most Terrans dont do those types of builds.
The list of dangerous Protoss openers against Terran right now is HUGE. 1base proxy oracles, blink all ins, 1base immortal busts are all very good and look very similar in terms of initial setups, so Terran needs to scout very, very effectively to spot the all in. The second part is that those all ins all require totally different setups for defense from the Terran, guess wrong and you lose. Moving onto two base play Protoss can open with all sorts of DT drops modified off Tails initial build (Which is genius). They can open two base Colossus, they can fake Colossus and go into templar and even then they could just open straight up with templar. Hell even a delayed oracle opener can be really really good. The variations in terms of openers Protoss against Terran that are all very good and very viable is beyond extreme, and the vast majority of them are also extremely safe and very difficult to punish.
The single thing that ties all these openers together is the mothership core. Typically in the past Terran would try to hit a small 1-2 minute window where the Protoss was vulnerable in order to do damage, or even win the game. Many of the builds like 2 base Colossus and double forge HT openers had a small window for the Terran to try and exploit. The Terran still needed to have excellent scouting and play extremely well to hit that timing, and at the same time the Protoss had various tools available to delay and stall out until they got the tech they needed to hold. This led to some very exciting games that would settle down after the window went away. Now though the MSC basically removes that window by forcing the Terran to back off for 1-2 minutes at a time (depending on msc energy) while at the same time making drops much much more risky. The crazy amount of greed Protoss can get away with, and the amount of viable openers is very stressful for your average Terran player right now.
The Terran side of things is basically the heavy one base openers like Hellion drops and bunker rushes. If you want to play a more standard game though you're in a ton of trouble. The widow mine drops have been mostly figured out, it's not really a fully viable opener anymore (especially with tails DT drops out there). This leaves you with a standard +1 4 medivac timing, but with a MSC that just gets shut down extremely hard. You see the problem here? Terran players have very few options for aggressive builds and rely heavily on taking advantage of Protoss mistakes, while at the same time a bad read from the Terran results in a near instant loss. This problem is even more compounded by how strong the lategame Protoss army is even without micro is extremely scary.
I dont really want to go into too much detail with PvZ and PvP, but I'll touch on it a bit. PvZ right now is FFE into immortal all in or pray you can hold a third base. Zerg has adapted to the skytoss strats by using a ling/hydra timing to really nullify that idea very, very early on and deny the Protoss a third base. PvP is basically stargate or bust now and the game very closely resembles the boring snoozefest that is ZvZ and muta vs. muta battles.
The real Problem with Protoss? The obvious ones are warpgate, FF and Colossus. Colossus being easily the worst unit in the game. Not only does it cause huge win/loss states for races that react properly/or incorrectly to their presence on the field they totally screw up the balance of air units in the game. Anti air units have to be balanced around being good anti air units AND being good anti Colossus units without being too powerful in one aspect or another. The best example are Void Rays, which are great against Colossus but they also crush Corrupters and Vikings. Capital Ships stand no chance in the current metagame because of just how insanely good anti has to be to deal with Colossus for another example.
The other things people don't seem to talk about are just how extremely black and white all the Protoss units counters/units they counter situations are. This leads to micro and control either needing to be Korean level good, or just not very impactful (most late game Protoss matchups don't require much control, although there are some situations like HT vs. vipers etc). This also leads to unit mixtures needing to be just about perfect from whoever the Protoss is fighting. Terran needs the right mix of Vikings/Ghosts/Marines/Marauders to combat the lategame toss army properly, any mistake here and Terran makes his job much, much more difficult. If the Terran gets it right though the Protoss player loses complete control of the fight and the game.
Chargelots wreck marauders, in large numbers equal supply marauders will kill themselves from stim and take nearly the whole map to either win the fight or lose it. In most cases though you dont have an entire map to kite back and the Zealots win easily. Chargelots at the same time gets wrecked by marines or hellbats, so if your splash gets taken out/disabled and you can't cut his marine numbers down you're going to lose the game badly.
Stalkers are pretty weak overall, but they're great vs. roaches with good control. Put them up against well upgrade Marines, Marauders or hydra's though and they melt into a pile of shattered Protoss dreams.
Then you have units like Immortals who are capable of racking up 30+ kills on units like roaches/marauders/stalkers if they're well protected. They are so strong and so very underrated. At the same time though rely on them too heavily and you expose yourself to large numbers of very cheap light units like chargelots/marines/zerglings.
Archons are another unit that is either game endingly good or causing you a near instant loss. Archons can clean up marauders/a few marines like nobodies business. Have 5 archons left against 18 injured marauders and 4 marines with 4-5medivacs? no problem for the archons. Get them emped at the start of the fight though and watch your 1500 gas go right up in smoke.
Lets wrap this up now. Basically everything about Protoss is complete feast or famine. They have almost nothing that provides stability to their matchups and they lean so heavily on the metagame it's not even funny. The worst part about Protoss though is that your victory depends almost entirely on what your opponent does and not what you yourself do. This needs to change, and soon.
This post of Filter basically sums it up and i would advise putting it in the OP
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Playing Protoss is so frustrating in the sense that theres no way you can consistently beat an opponent your better than with safe solid play, I mean the only macro Protoss who've showcased this style and made it work to some degree have been Rain, YongHwa and Creator and their losses often come down to making 1 stupid mistake and then just losing because they didn't take enough risks.
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On April 15 2013 04:57 Scootaloo wrote:Show nested quote +On April 15 2013 04:38 TheIceMan86 wrote: I'm not offended at all bro.
My protoss is garbage compared to my Terran, I said things that were based off my current skill level which is masters. You're absolutely right about 4gate working against people being greedy in PvP. The point I was making is that on the ladder people tend to play the style they are most comfortable with. . . and since Protoss has many 1 base options and strong 2 base timings people will tend to use those the most leaving the rest of their game under developed. It doesn't mean that the race is lacking because there are some pretty sick Protoss players out there in the GSL, pro-league etc.
Yeah, so your point is that in your personal experience in masters Protoss is pretty strong, and that there are a couple good Protoss in GSL, who, despite them being so good as you say are far less consistent and can't manage to get the wins the zerg and terran are getting. Did you actually read the OP? Look at the winrates?
Maybe the protoss players in the GSL are losing to players that are just better than them at the game? Did you ever consider that? At the highest level victories are won by skill, and sometimes by luck, it doesn't matter what race the player is using because if it did, the game wouldn't be taken seriously.
You know what I'm not gonna argue about something I dont really care about. I cannot site specific examples or link to vods or pick apart winrates. I made my point, you missed it, I'm done here.
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Great posts both by OP and Filter. Colossi have been negatively affecting Protoss since the very start of WoL and it's sad to see them being clung to so tightly by Blizzard.
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My personal experience is that toss is the strongest ladder race, easiest mechanics, very forgiving, very strong units. Now I havent played in the GSL so I wont even comment on high level play.
Strong macro toss on 3 bases in PvT and PvZ seems to be imbalanced beneath high masters. The demands on the terran and zerg (except when you could go mass infestor) are much tougher imo.
cheers
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I think filter pretty much nails everything, very well written
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Maybe Legacy of the Void will fix Toss. It is their expansion.
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On April 15 2013 06:44 Salient wrote: Maybe Legacy of the Void will fix Toss. It is their expansion.
Well, considering how HoTS fixed absolutely none of the fundamental flaws of Zerg (lack of micro intensive units, Nydus worms are terrible, late game economic scaling is awful...etc etc). I wouldn't bet on it. One can only hope that Blizzard realizes that Legacy of the Void is their one last chance to at least come close to the brilliance of Brood War and they pull out all the stops, pull their heads out of their asses and actually make some tough choices about core game design.
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Warpgate is my biggest problem with Protoss. It's forgiving for bad macro and also allows for so much of the cheesy shit that P can do. Floating 2k mins? Just throw down 6 more gateways and warp in a big round.
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Feast just showed that a PvZ can be very agressive, like TvZ, with a lot of multitask involved.
Protoss is not necessary about camping. And with the new tools zerg got to destroy the toss deathball (vipers, sh, ultra), let's hope protoss will start to camp less and execute multi pronged agression more...
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I have posted many walls of text on the subject, I'll try to be as concise as I can..... Warp gates should be an OPTION, regular gateways should produce faster than them. Make FF's destructible, and buff the stalker, I think giving it plus 2 per attack upgrade would be a good idea. Maybe even give stalkers a way to cancel the attack animation and truly stutter step. Roaches get plus 2 per upgrade, and MM with stim has a much higher rate of fire, which means they also get more benefit from attack upgrades. A stalker buff would also help another big problem protoss has, anti-air. As much as phoenix's have been buffed to suit this need, the stargate tech path is still very restrictive because of it's lack of splash dmg. It doesn't give you a way to deal with lot's of lings or roaches or lots of marines.
Yet another core issue with protoss is that it gets the least benefit from early 3rds. A big part is because how hard it is to defend 3 bases early as toss, but also because of how fast a zerg can drone up a 3rd and terran having the options of orbital/PF, they can either make it much more financially rewarding or safer.Also terran expansions can fly, which give them added safety when making them early and the potential to save them with a lift off. At the same time, a terran can drop mules as soon as an expo is completed, and 2 mules basically pay for the expo.
Then there is map vision, terran having sensor towers and scans, gives them an option to see vast areas. Zerg has creep, overlords, overseer/changlings that certainly are not painful to lose. Protoss has obs, but as we see time and time again they get killed and making an obs costs gas, replacing them is painful when you really need to get that 2nd colossus out for example.
The Momma core was a big fat bandaid to many of the protoss design flaws, but it is grossly inadequate. I'd also like to add that after playing protoss most of WOL, I switched to terran in HOTS and have never regretted my decision. I lost many games as protoss that felt like they were in big part due to it's poor design and wonky mechanics/units, where with terran I have NEVER felt that way, I always feel my losses are well deserved.
Protoss just has so many routes to a build order loss and almost no way to turn it around even if you realize it pretty early. If you get behind as protoss in any of it's matchups, you lose. I'd also like to add that without FF's, colossus, storm, protoss can never get a cost effective trade vs almost any composition. Even with great control vs very little control. That's a serious problem. I've always felt that the BW protoss was vastly superior to sc2 protoss. Reavers, single templar tech building, arbitors, dragoons, shield batteries, dark archons. I think if BW protoss was in sc2 with the addition of warp and prisms, it would be awesome, fun, and provide much better gameplay. Playing toss in sc2 is just frustrating. Your best bet is really to just all in every game, and MC has proven that, time and time again.
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I've always felt i'm playing after what my opponent does be it in PvT or PvZ, less so in PvT atm since then i can actually take the initiative a good amount of the time, but never vs Z. Go the wrong techpath or miss to anticipate a tech switch vs Z and you´re done for. Too many stalkers vs his lings, you´re dead, he faked you out by getting hydra den, roach warren spire, you thought hydras and he went mutas? You're dead. Anticipate his techswitch to hydras from mutas too late? Dead.
Biggest issue here tbh is as previously mentioned protoss is very hit or miss when it comes to the units. Also stalkers has been in need of a rework since WoL release. They are way too expensive for being so bad. But i guess they are being held back by WG and also blink.
And then there's the AoE reliance. Protoss rush AoE dmg in every matchup since you simply need it vs so much due to the core gateway units being so inadequate. How many times hasn´t a protoss player had his AoE units sniped for whatever reason, and despite having equal army size/value with them gone, proceed to get completely annihilated like not even close. This can probably be seen best vs T, if he gets a good EMP on ur templars or nice snipes on your colossus you loose all your stuff, like 100 food worth of gateway units for like 20 of his. It won´t be an even remotely close fight. Pretty funny how the more expensive core gateway units can´t hold a candle to lings/roachers/hydras or marines/marauders without AoE accompaning them.
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On April 15 2013 02:43 rd wrote:Show nested quote +On April 12 2013 13:32 ThaReckoning wrote:On April 12 2013 13:18 Whitewing wrote:On April 12 2013 12:43 ThaReckoning wrote:On April 12 2013 12:38 Whitewing wrote:On April 12 2013 12:35 ThaReckoning wrote:On April 12 2013 12:31 Whitewing wrote: The MSC does allow for more greedy play in PvT, but I'm not sure if it'll remain that way when terran players get better at defending oracle harass without widow mines and go back to gasless expanding. I feel like MC's play was more a metagame build than what's going to be standard. As is, nothing greedier is viable imo. It's still 1g expo + tech + 3 gates into blabla midgame. I've been doing a lot of 1 gate expand into robo into double forge into more gates lately, that's way more greedy (that's double forge and robo bay on 1 gateway). I frequently finish 3/3 before my opponent is half way to 2/2, and that's if he goes double e-bay, if not, he's boned on upgrades. 3/3 Chargelots +guardian shield vs 1/1 marines is the most one sided slaughter you've ever seen, even if the zealots are at a lower count than they might have otherwise have been. Greed doesn't have to be purely economic, it can be tech based too. I feel like this rolls over and dies to... well anything the terran does though. You're also forced to do it blind that early, and double forges are a liability against a lot of builds. You'd think that, but it's not blind, nor does it auto-die. You scout early and see if he's going for gas or a gasless expand. If it's a gasless expand, (you're going 2 gas on 15 supply, 2 probes in each), you make a stargate and go for oracles while expanding. If he took gas, the build is completely safe because the msc + 2 sentries (I build exactly 2) is enough to hold of basically any agression he can throw at you off of a gas based build. You do build a robo early after all, and get observers. If it seems like he's doing an all-in, you're fine. You can also build cannons in an emergency. My winrate on ladder in PvT right now is around 80%, and that's at a reasonably high masters level. There's basically nothing terran can do to crush you as long as you defend well, at least until later on. Your ridiculously good upgrades help secure a 3rd base and help the really scary drop timings before you can have high templar everywhere. Most common aggression I run into is widow mine drops with bio poking at the front, and that can be held fairly easily with decent micro and the nexus cannon. I think any 2 rax or denying of the scout into some trickery would keep that build from being mainstream. The two forges that early are a huge commitment. A big part of the traditional double forge build centers around a few cool ideas: Your obs gets there before the forges are done, so you can cancel one Your 1-1 finishes right as the 10 minute medivac timing hits (yours won't have 2-2 by then) Gas timings work out nicely so that you can zealot spam All in all, if your scout gets denied and he goes 1-1-1 or a dedicated 3 rax you're boned with two forges that early. And hes boned if your scout isn't denied, which is pretty much the crux for an all-in (on ladder) working. He's gambling just as big as the Protoss is, except you'll probably face that gamble in 1 of 10 games or less.
He controls whether or not your scout gets denied. If he doesn't want you to go into his base, you don't get into his base.
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On April 15 2013 07:03 IcedBacon wrote: Warpgate is my biggest problem with Protoss. It's forgiving for bad macro and also allows for so much of the cheesy shit that P can do. Floating 2k mins? Just throw down 6 more gateways and warp in a big round.
Terran can do this to with barracks though... only difference is protoss can choose where to warp in.
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I just have so much trouble reading the OP persistent talking about Protoss not having non committal aggression when Protoss is the only race that can TP. I can kind of understand the part about wanting to have non committal economy, because Protoss does seem the most limited when taking very early expansions.
And the statistics used only go up to August 2012. It's well documented that overall, Protoss is getting the short end of the statistics, but that isn't exactly what is keeping you out of Grandmasters. I think the general rule of skill applies that if most P players switched to Z, 100%, they would find themselves a few points higher on the ladder, and that is about it. And if you switched to T you would find yourself a few points lower on the ladder.
And no Protoss really wants the removal of sentries/ff. You just can't do it with Banelings working the way they do, and Zerg needs banes vs Terran. I understand that Warp Tech and Sentries make the early gateway units very had to balance, but it is supposed to be the way to give you the ability to be agressive, and defend (esp vs banes) ... and now TP is even added on top of that. I really don't see you suggesting a whole lot, but complaining about everything.
I also think the late game P power is more related to pathing in the game, and how much mobile splash damage they have. Since HotS, the power of Air toss does really give a good argument for nerfing the Protoss lategame units, but things could be worse, ending up like most Terrans stuck in a permanent mid-game.
This game is no BroodWar, and it could be a lot better. I think a lot of the problems are because of the ridiculously good pathing, units that push each other around, and so much automated game play, and less to do with warp and sentries. Those are simply answers to make a game more "dynamic" that is constantly struggling against it's own engine and mechanics to be interesting.
edit: finally found filters post everyone is talking about. Very true about toss being black and white, and leaning heavily on meta game. but, all SC2 is anyways is waiting for the other player to fall off of the horse first, and every MU is like that :/
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On April 15 2013 17:00 sUgArMaNiAc wrote:Show nested quote +On April 15 2013 07:03 IcedBacon wrote: Warpgate is my biggest problem with Protoss. It's forgiving for bad macro and also allows for so much of the cheesy shit that P can do. Floating 2k mins? Just throw down 6 more gateways and warp in a big round. Terran can do this to with barracks though... only difference is protoss can choose where to warp in. Well the big thing about warp gates is they need to be balanced in a way that a reinforcement of upto 40 warp gate supply doesn't win the protoss the game outright, that is to say, they force gateway units to suck(or in the case of the HT, not come out truly combat ready). It has just forced Blizzard's hand to nerf the protoss units from being the strong tough warrior to being gimmicky glasscannons that desperately need to hit a timing before x upgrade of the opponent is done.
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On April 15 2013 17:35 Zarahtra wrote:Show nested quote +On April 15 2013 17:00 sUgArMaNiAc wrote:On April 15 2013 07:03 IcedBacon wrote: Warpgate is my biggest problem with Protoss. It's forgiving for bad macro and also allows for so much of the cheesy shit that P can do. Floating 2k mins? Just throw down 6 more gateways and warp in a big round. Terran can do this to with barracks though... only difference is protoss can choose where to warp in. Well the big thing about warp gates is they need to be balanced in a way that a reinforcement of upto 40 warp gate supply doesn't win the protoss the game outright, that is to say, they force gateway units to suck(or in the case of the HT, not come out truly combat ready). It has just forced Blizzard's hand to nerf the protoss units from being the strong tough warrior to being gimmicky glasscannons that desperately need to hit a timing before x upgrade of the opponent is done.
Which patches apart from khaydarian amulet removal + zealot buff are you referring to?
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On April 15 2013 18:02 Big J wrote:Show nested quote +On April 15 2013 17:35 Zarahtra wrote:On April 15 2013 17:00 sUgArMaNiAc wrote:On April 15 2013 07:03 IcedBacon wrote: Warpgate is my biggest problem with Protoss. It's forgiving for bad macro and also allows for so much of the cheesy shit that P can do. Floating 2k mins? Just throw down 6 more gateways and warp in a big round. Terran can do this to with barracks though... only difference is protoss can choose where to warp in. Well the big thing about warp gates is they need to be balanced in a way that a reinforcement of upto 40 warp gate supply doesn't win the protoss the game outright, that is to say, they force gateway units to suck(or in the case of the HT, not come out truly combat ready). It has just forced Blizzard's hand to nerf the protoss units from being the strong tough warrior to being gimmicky glasscannons that desperately need to hit a timing before x upgrade of the opponent is done. Which patches apart from khaydarian amulet removal + zealot buff are you referring to? The WoL patch. As warp gate was in WoL from the start, gateway units sucked pretty much from the start and the real impact units were their tech units, which is just a sad design which has left protoss so gimmicky. From TvP POV, if you snipe/Emp the templars and kill the colossi the rest of the protoss army doesn't stand a chance. I'll concede that blink stalkers do break that chain in PvZ if you mass them enough, but that requires a critical mass/deathball, which isn't exactly the strength I wish protoss had more of. The protoss army is imo just to weak without their power units, which comes both from the remax capability provided in lategame, but moreso I'd say from being able to be 1 round of production ahead with their very many different allins in the early game.
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