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On April 17 2013 05:27 Bam Lee wrote: I guess we can discuss this all day but until we find a concrete solution to the problem it will never be fixed. I doubt blizzard is even working on remaking protoss, so if we want change we would have to find a concrete solution with numbers and actually design it ourselves to force a change
We can hope they get a little crazy for LotV. It is the Protoss expansion. If someone can find a way to leak nitrous oxide in their office, anything could happen.
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On April 17 2013 07:19 Cloak wrote:Show nested quote +On April 17 2013 05:27 Bam Lee wrote: I guess we can discuss this all day but until we find a concrete solution to the problem it will never be fixed. I doubt blizzard is even working on remaking protoss, so if we want change we would have to find a concrete solution with numbers and actually design it ourselves to force a change We can hope they get a little crazy for LotV. It is the Protoss expansion. If someone can find a way to leak nitrous oxide in their office, anything could happen.
I second this. We could invite them all to a round of tazerball. Soccer with low voltage tazers and a beachball!
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On April 17 2013 07:10 ThaReckoning wrote:Show nested quote +I see their design philosophy struggling to limit the effects of player skill in an attempt to make things fair for all skill levels (again, this is admirable and shouldnt be ignored, i just worry about the extent of it). This is the worst thing you can do when designing a competitive game. You always balance things assuming a perfect player would abuse it to it's most devastating potential.
Let me clarify and elaborate on my position. I'm trying to be pragmatic. (edit: ugh wall of text: sorry) 
Blizzard won't change their philosophy in this regard: this has been clear. They will tell you that they are designing an esport, but their actions speak louder than their words. How many units have been nerfed because blizzard was impatient and didnt wait for the metagame to adapt? How many times has blizzard blatantly ignored (or even worse, not seen) well written articles on sites like this that demonstrated how stuff is broken or needs a redesign (think FRB, whether or not you agree with it)? How many strategies and units have been changed due to 2v2 concerns rather than 1v1 (true theyve shied away from that)?
Now if your #1 goal is simply to create a true competitive game, SC2 fails compared to Broodwar. I think many would agree with this.
However, there are reasonable arguments to be made that take into account the current videogame market and consumer and their expectations. SC2 has succeeded in this regard, reigniting the RTS and SC communities (kind of at broodwar's expense, but lets ignore that) and drawing lots of new players into the game. Could it be better? Yes. But so far it has had laudable success.
Now my personal belief is that BW is fun no matter what level you play it at. If you have the mindset to improve at the game and you understand the skills needed to play and are excited at the prospect of learning and practicing them, you can deal with getting rocked by stuff that may be a bit too powerful on iCCup because you don't have flash's game sense, macro, micro, etc.
But many people dont feel this way. Look at all the people that have ladder anxiety in a decently balanced game with 50/50 matchmaking.
So in conclusion, I think the inclusiveness is admirable, but the implementation is not there. It's on the players too, and in many situations, blizzard should have devoted the time it spent rebalancing the game to studying and writing a well-written message (including hints) to its lower level fans telling them (us) to learn xyz skills in order to beat it, rather than simply nerfing it. That creates a toxic environment in which some casual people expect intervention. A small nudge in the right direction could help them see the more competitive side, helping to unite the community with itself and blizzard.
Blizzard has already said that you have to have certain skills to play this game (like macro mechanics, etc) so the question then becomes where to draw the line. I think if a game is well designed and fun, people will want to play it regardless. If you dont like the broodwar example, look at super smash bros melee. Totally imbalanced but still totally fun to play even if youre a complete scrub.
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All I'm going to say is that its extremely naive and bold to come out and say that Protoss has no new strategies and very whiny indeed to discredit blizzard so by saying things like Protoss is no better designed than the WOL Beta. One strategy off the very top of my head involving the MSC is making blink aggression or all ins EXTREMELY more powerful on maps such as star station with more surface area around the skirt of your base; as its not nearly the investment as it was before in dropping the robo as well as twilight and chronos on observer and the blink upgrade ->furthermore; it forces the Terran to make siege tanks and deviate their strategic play away from double upgrade fast 3CC etc (Or at least is the soloution that I have in dealing with pushes on those kinds of map), which is a lot different from WOL in making a few turrets to deny observer scouting and a bunker to deny the blink up -> strategies are part in parcel of the units the more important factors are the map pools. In addition it's 6 weeks into game launch come on dude; if you have a knowledge of RTS than you should know after an expansion drops it takes time for even most professional players to develop more strategies because they have a previous style of play in mind from the vanilla and they want to tailor kinds of play from how they used to play the match ups; there is a previous bias. In short a premature crucifixion of blizzard. Give the game 6 months and then you can spray all you'd like.
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On April 17 2013 09:06 TheNumberE wrote: All I'm going to say is that its extremely naive and bold to come out and say that Protoss has no new strategies and very whiny indeed to discredit blizzard so by saying things like Protoss is no better designed than the WOL Beta. One strategy off the very top of my head involving the MSC is making blink aggression or all ins EXTREMELY more powerful on maps such as star station with more surface area around the skirt of your base; as its not nearly the investment as it was before in dropping the robo as well as twilight and chronos on observer and the blink upgrade ->furthermore; it forces the Terran to make siege tanks and deviate their strategic play away from double upgrade fast 3CC etc (Or at least is the soloution that I have in dealing with pushes on those kinds of map), which is a lot different from WOL in making a few turrets to deny observer scouting and a bunker to deny the blink up -> strategies are part in parcel of the units the more important factors are the map pools. In addition it's 6 weeks into game launch come on dude; if you have a knowledge of RTS than you should know after an expansion drops it takes time for even most professional players to develop more strategies because they have a previous style of play in mind from the vanilla and they want to tailor kinds of play from how they used to play the match ups; there is a previous bias. In short a premature crucifixion of blizzard. Give the game 6 months and then you can spray all you'd like.
Protoss needed stronger standard play in addition to all ins, though. Given the track record of protoss, the blink build will disappear before too long anyway (if it hasn't already/). The point is that these concerns have existed and been voiced since WoL beta, and still haven't been addressed properly. Hell, someone even linked to a post by blizzard claiming it's a nonissue.
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On April 16 2013 21:04 Big J wrote:Show nested quote +On April 16 2013 18:23 Myrddraal wrote:On April 16 2013 16:31 Big J wrote:On April 16 2013 14:29 Myrddraal wrote:On April 16 2013 05:21 Big J wrote:On April 16 2013 02:48 Zarahtra wrote:On April 15 2013 22:52 Big J wrote:On April 15 2013 22:24 Foxxan wrote:On April 15 2013 21:37 Big J wrote:On April 15 2013 19:31 Zarahtra wrote: [quote] 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. Which connection do those things need to have? Gateway units have been slightly buffed BW-->SC2 (blink, dragoon range upgrade not needed, nearly same stats, added sentries). They follow the exact same design rules all other Starcraft units go: the stronger the unit, the less costefficent. Protoss smallest units are zealots, stalkers which are naturally less costefficient than the weaker marine, zergling, roach/BW hydralisk. The only thing that changed is that the pathing/selection/gameplay changed, and now Protoss doesn't have the advantage of "easy control" anymore where 12 Protoss T1 units would be capable of combating 24 Zerg/Terran T1 units due to better control. (and even that wasn't quite true in BW, as marines&medics just like hydra/ling do counter gateway units and Protoss was just as dependend as in SC2 to go reaver&templar against those) You cant compare bw>sc2, you have to see the whole package. The protoss units are worse in power compared to zerg,terran in sc2 than in broodwar Basic gateway units are worse than bio, because that's the whole point of making bio viable in SC2. (would be quite a fail if zealot/stalker could hold it's own against MMM AND Protoss would get all the high tech tech options on the same upgrade, hell, templar/archon even on the same production path) And Protoss was already superdependend on all forms of tech units in BW against Zerg, nothing has changed on that front. Gateway units are shit with good pathing and unlimited selection. By design. Non of that has anything to do with Warpgate whatsoever. Seriously guys... Not every unit in the game can be as powerful as the marine. All that whining about Z/P bad low tier units... yes, one races T1 units will always be better than anothers, just by how the techpaths work. That doesn't mean that larva, warpgate, sentries, infestors caused "the units to suck". Hell, if you ask me the only thing that makes other units suck in this game is the marine, which has caused actual nerfs on other units. Not just imaginary that people come up with as theory, after year long figuering which units dominate which other. (blizzard surely did not have the time to figure out the SC2 2013 gameplay in their planning stages 2008,2009) The point is that they are too weak compared to most notably bio, and their tech units are to strong compared to most notably all of the tech units of terran. The core units of protoss suck in comparison to the core units of terran. There will always be a best unit, or in the least a best unit in certain situation, but if we are comparing game design of TvP in BW and SC2, neither race had a power unit such as the ht/colossi are in SC2. The ht was strong in BW, but a single one didn't pack as much punch as in SC2(for multiple reasons). My core point is that I think TvP especially would be more rewarding if the say 90/140 supply of units in the protoss army were actually the dangerous part of the army and the tech units were the support units rather than the other way around. It's been the topic of various discussions that the reaver was way more powerful than the Colossus. And HTs weren't shabby either with their 112 damage storms. Even more, bio or biomech wasn't even viable to begin with against those units, even though MarineMedic beats Dragoon and Zealot in Broodwar. The reality has nothing to do with warpgate or sentry based gateway nerfs. Blizzard made bio viable by tuning down Protoss splash and tuning up Terran with Marauder&Medivac instead of usless Firebats and damage/square reducing medics (not to mention the implicit drop play you get from medivacs, "for free" when you just go for combat healing). Of course you may say that they have gone overboard with Terran bio and not far enough with Protoss splash. But in my opinion it will always come down less to how good/bad warpgate units are, but rather that Protoss as a whole concept is basically just "moooooooooooooaaaaaaaaaaaaaarrrrr beef". Which makes Protoss units trade badly, as they don't have the damage output to achieve anything when outnumbered. (unlike marines, zerglings, banelings, mines, tanks... which will often take a few enemies with them to the grave and therefore allow for "let's try to attack there, it can't be too bad" kind of gameplay). (zealots, oracles and templar being the exceptions) On April 16 2013 04:45 Silencioseu wrote:On April 15 2013 21:37 Big J wrote:On April 15 2013 19:31 Zarahtra wrote:On April 15 2013 18:02 Big J wrote:On April 15 2013 17:35 Zarahtra wrote: [quote] 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. Which connection do those things need to have? Gateway units have been slightly buffed BW-->SC2 (blink, dragoon range upgrade not needed, nearly same stats, added sentries). They follow the exact same design rules all other Starcraft units go: the stronger the unit, the less costefficent. Protoss smallest units are zealots, stalkers which are naturally less costefficient than the weaker marine, zergling, roach/BW hydralisk. The only thing that changed is that the pathing/selection/gameplay changed, and now Protoss doesn't have the advantage of "easy control" anymore where 12 Protoss T1 units would be capable of combating 24 Zerg/Terran T1 units due to better control. (and even that wasn't quite true in BW, as marines&medics just like hydra/ling do counter gateway units and Protoss was just as dependend as in SC2 to go reaver&templar against those) But there was no marauder in bw right? right. That doesn't mean that "gateway units have been nerfed because of warpgate". It means that Terran got the marauder. Not some arbitrary: you see guys, after years of Starcraft 2 we know that bio beats gateway builds. Obviously that stuff was nerfed long before we figured this out due to sentries and warpgates He didn't say that gateway units were nerfed because of warpgate just that they sucked because of it*, I don't really see how you can deny that. The connection they have is that if gateway units were buffed then one base gateway all-ins, which were very popular early on in WoL, would have become too powerful since Warpgate can effectively negate the defenders advantage. *The difference being that gateway units were not nerfed, but the other races early units have become more effective and they could not buff gateway units to match them directly, so they had to indirectly buff them defensively by adding sentries followed by compensating for their offensive weakness with strong splash in Colossi and High Templar. I know you mentioned HT and Reavers being stronger in BW, but the way that units clump in SC2 means that any form of aoe is just much more effective. Edit: The sad thing is that I actually really like Warpgate, Sentries and the concept of the Colossus, but I think a lot more people would be happy if we could find some kind of even ground where gateway units were a little stronger, and Colossi/HT were a little weaker such that Protoss has a more stable early game and Colossi/HT wouldn't require quite as hard counters as they currently do. well, he actually said in a post before that one that they were nerfed. And I disagree that they suck "because of warpgate". Of course you could buff them, balance PvZ and PvT completly differently (assuming that the game is balanced now, there will most likely be imbalances after balanceunnecessary buffs) and be fine while keeping warpgate. The question for me however is: PvX right now is 1-3 robo/stargate + 5-10 warpgates. Why do I want this setup to change to 0-1 robo/stargate + 10-15 warpgates? Protoss armies already consist of gateway units for the most part and only need very little help from other techs. So why do I want Protoss being balanced around "gateway only, tech is optional". With or without warpgate, I dislike the thought of "just blink good enough and you'll counter roach/hydra". Or zealot/archon not being a midgame timing, but just amoving it's way to victory over bio all game long. I want Protoss to be forced to use most of their techs, just like Zerg has to, and like Terran at least has to use one of their separate techpaths (and combines that a lot with vikings, medivacs, hellions, hellbats, tanks, mines). I know, warpgate is a powerful tool. But that doesn't mean the units coming of it have to be balanced down because of it. Look at larva. Not every unit coming of larva "just sucks", and larva is a much more potent timing attack tool than investing into cybercore + warpgate + X gateways. Basically what it comes down to is, that in Starcraft all units (apart from the marine) have some major drawbacks. Protoss just has all the wrong drawbacks. Immobility and/or low damage for most units. + Show Spoiler +If you just play any random RTS game, you can quickly identify the fun units. The high damage dealing, highly mobile ones. The ones that Protoss doesn't have enough of. Ah, my bad, I must have missed that part. Okay of course, you *can* buff them, but not to the same cost effectiveness of their similar counterparts in Terran and Zerg (Ie Marine Marauder and Ling Roach) because otherwise Warpgate timings will become too strong, this is just simply how it is. I never said anything about removing Protoss's reliance on tech completely, so please don't even bother with that sort of talk, I just don't want to have to rely on tech to match units on the same tier. The way I would have it, compositions would be pretty much the same as they are now, but with more freedom in how the compositions were attained. Think about it, you would still want to have Colossus/HT in your army because aoe damage is always great, but you wouldn't be held back by having to invest into either just to feel safe moving out onto the map when your opponent has more than a handful of Marines and Marauders. Higher tech units would still be required, but they wouldn't have to be quite so strong, and their counters wouldn't have to be so hard. I want all the races to have to rely on their tech just like you, but I don't want anything specific to be required or else I start to find it stale. Of course units that come from larva don't "just suck", but they do have to be balanced to take larva into account (time, cost, supply) or else they would be broken, gateway units are exactly the same, they have to be balanced with Warpgate taken into account and when I stated that they suck I was only referring to their cost effectiveness relative to the other races tier 1 units. Of course gateway units don't suck as a whole, but their relative weakness lends Protoss early game to have only two styles that really work: turtling or all-ining, and I don't find either of these styles particularly fun to play or watch*. *I haven't watched enough HotS yet to know if this is still the case, this is mostly my opinions from WoL. I disagree. If Protoss had more powerful commited allins and agression of warpgate but was balanced to actually be agressive, all that would change is that Z/T would have to play less greedy (and maybe small adjustments would have to be made, but stuff like +50bunker HP, preresearched concussive shells, a cheaper roach warren and -10seconds build time on spines shouldn't break the game, right?). But if 3gate aggression and 4gate allins would be the norm, Terrans could just open more safely with marauders and siegetanks and zerg builds would be 2base with a spine and roach/ling and Protoss would eventually have to retreat. Similar for any 6-8gates. Etc. Don't get me wrong, I believe warpgates are a powerful tool. But we are talking about a 20-30second advantage with a proxy pylon over reinforcing by rallying in a gateway unit rush. Which is not that huge. Going back to units drawbacks of basic units: Zerglings drawbacks are melee, no AA and splash vulnerability - basically endgame straight up engagement disadvantages and they don't offer AA. But they are good fighters in the early-mid game. Roaches drawbacks are low range, no AA, bad supply ratio - basically you don't get enough of them into the combat in the lategame and they don't offer AA. But they are good fighters in the early-mid game. Stalkers drawbacks are cost and damage output. Basically, they are bad fighters cost for cost. Zealots drawbacks are melee, missing AA, missing mobility. They are kind of bad fighters in big mid-lategame engagements and don't offer a lot of mapcontrol potential. Marines... well, they are vulnerable to massive splash and missing mobility prestim/medivac. Marauders drawbacks are vulnerability to non-armored units and missing antiair and missing mobility prestim/medivac. Basically they are only good for as long as you can properly support them. Similarily hydras, banelings, medivacs, hellions, mines are all rather good engagement units in the right composition/situation and rather mobile. While Sentries and Immortals are again rather on the immobile side and - though the immortal is a really good *inyourfaceunit* - not really strong damage dealers for their cost. So what it comes down to is that gateway units (in particular the stalker) by design are made to be very good at everything - but straight up engagements and harassment. On the flipside, zerg early game units suck at everything but straight up engagements early on and harassment. So basically, if you made stalkers costefficient combat units vs ground in the early-midgame they would not have any drawbacks. It's the design of the stalker (/dragoon, though it wasn't visible in BW PvT, because bio wasn't viable) that makes Protoss gameplay stale in SC2. You could for sure balance the stalker costefficient with or without warpgate in the game - but it would require other drawbacks like no AA, lower range, worse blink, worse cost/supply ratio, slower. You can't have the whole package in one unit in an RTS, but that's what you are getting if you buff the stalkers costefficiency. Warpgate or not.
I guess we will have to agree to disagree on that point, because I still think it would be very difficult to balance, taking into account the variety of gateway allins, including: 2 base, with blink, with warp prism etc. Not to mention that any additional balances have to be taken into account between the other two races and for their mirrors. Also on the 30 sec, imo that is huge, though only with regards to calculated all-ins.
I agree with you for the most part with the drawbacks of units, but it seems to me that it usually makes sense to make the immobile expensive units more cost efficient in a straight up fight. So yeah, like you said earlier, Protoss has all the wrong drawbacks, but to me, these drawbacks don't make sense from a design perspective unless they were necessary to compensate for warpgate.
I think the lack of mobility can definitely make things difficult, Zerglings and Marines get their mobility upgrade earlier and for cheaper, what if Zealot charge upgrade was split into Movespeed/Charge and put movespeed in the cyber core and charge stays in the twilight council, splitting it into two 100/100 upgrades, where legs were a prereq for charge?
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I just disagree with blizzard's power creep model, it's been shown to be bad in other games and it's no different here. For example, blizzard wanted to buff phoenixes against mutas back in WoL, and add the widow mine. Cool. Well, now mutas got a buff as a result of these two changes. Now that mutas are buffed, blink storm builds don't stop them anymore. You've effectively removed choice because you were buffing certain counters to muta earlier, instead of nerfing the muta. This kind of thing is rampant with blizzard.
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On April 18 2013 02:56 ThaReckoning wrote: I just disagree with blizzard's power creep model, it's been shown to be bad in other games and it's no different here. For example, blizzard wanted to buff phoenixes against mutas back in WoL, and add the widow mine. Cool. Well, now mutas got a buff as a result of these two changes. Now that mutas are buffed, blink storm builds don't stop them anymore. You've effectively removed choice because you were buffing certain counters to muta earlier, instead of nerfing the muta. This kind of thing is rampant with blizzard. Think back to all the Protoss nerfs in 2010 and 2011. They speak volumes to your point and how correct it is. Instead of fixing an issue by dealing with the issue itself, they try and buff or nerf other stuff to compensate. They nerfed warpgate so much just to try and fix PvP (even though it didn't work. People were saying all along that they just had to make it so you couldn't warp above forcefields on ramps yet it took Blizzard almost a year to realize that) and by doing that they took away any way of viably doing pressure in the early game for Protoss outside of proxy gates. There used to be builds like 3gate pressure expand that allowed Protoss to keep opponents honest but after all the warpgate nerfs they hit so late that they were basically never worth it to do because the opponent could do a fast expand, cut corners in other areas, and still be safe. The threat of the 4gate used to be a tool to keep the other races honest. There is no way that with faster warpgate that Zerg could have been doing some of the builds they did at the end of WoL, with fast thirds and only queens for defence. Nor could Terran have got away with 1rax expand and been safe. It allowed there to be potential action in the first 10 minutes of the game, and didn't allow the ridiculously passive play we see today.
It's like they refuse to backpedal on any patch they implemented in the past (other than bunkers), even if it is clearly bad. The queen patch was universally recognized as being really bad for the game, yet instead of undoing it, they just left it in, even though they could have fixed it for HOTS. Same thing with the muta buff in the HOTS beta. It completely ruined ZvZ and made ZvP really dumb too. Now if Protoss scouts spire they have to go for 2 stargates as a response or else there is a good chance they will die outright if the Zerg does actually go muta (which clever Zergs are already starting to exploit by making a spire, just enough mutas to convince the protoss that they are actually going mutas, then switching into swarmhosts, which require a completely different tech path to deal with). Instead of actually fixing mutas, they made the spore crawler do more damage to mutas, which did essentially nothing for fixing ZvZ, and now for ZvP Protoss is forced into one style upon scouting spire because nothing else will survive mass muta, not even the old responses like storm, stalkers or mass cannons.
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On April 18 2013 03:57 Ben... wrote:Show nested quote +On April 18 2013 02:56 ThaReckoning wrote: I just disagree with blizzard's power creep model, it's been shown to be bad in other games and it's no different here. For example, blizzard wanted to buff phoenixes against mutas back in WoL, and add the widow mine. Cool. Well, now mutas got a buff as a result of these two changes. Now that mutas are buffed, blink storm builds don't stop them anymore. You've effectively removed choice because you were buffing certain counters to muta earlier, instead of nerfing the muta. This kind of thing is rampant with blizzard. Think back to all the Protoss nerfs in 2010 and 2011. They speak volumes to your point and how correct it is. Instead of fixing an issue by dealing with the issue itself, they try and buff or nerf other stuff to compensate. They nerfed warpgate so much just to try and fix PvP (even though it didn't work. People were saying all along that they just had to make it so you couldn't warp above forcefields on ramps yet it took Blizzard almost a year to realize that) and by doing that they took away any way of viably doing pressure in the early game for Protoss outside of proxy gates. There used to be builds like 3gate pressure expand that allowed Protoss to keep opponents honest but after all the warpgate nerfs they hit so late that they were basically never worth it to do because the opponent could do a fast expand, cut corners in other areas, and still be safe. The threat of the 4gate used to be a tool to keep the other races honest. There is no way that with faster warpgate that Zerg could have been doing some of the builds they did at the end of WoL, with fast thirds and only queens for defence. Nor could Terran have got away with 1rax expand and been safe. It allowed there to be potential action in the first 10 minutes of the game, and didn't allow the ridiculously passive play we see today. It's like they refuse to backpedal on any patch they implemented in the past (other than bunkers), even if it is clearly bad. The queen patch was universally recognized as being really bad for the game, yet instead of undoing it, they just left it in, even though they could have fixed it for HOTS. Same thing with the muta buff in the HOTS beta. It completely ruined ZvZ and made ZvP really dumb too. Now if Protoss scouts spire they have to go for 2 stargates as a response or else there is a good chance they will die outright if the Zerg does actually go muta (which clever Zergs are already starting to exploit by making a spire, just enough mutas to convince the protoss that they are actually going mutas, then switching into swarmhosts, which require a completely different tech path to deal with). Instead of actually fixing mutas, they made the spore crawler do more damage to mutas, which did essentially nothing for fixing ZvZ, and now for ZvP Protoss is forced into one style upon scouting spire because nothing else will survive mass muta, not even the old responses like storm, stalkers or mass cannons.
Pretty spot on with the circle jerk of balance that goes on. The state of PvZ atm is just dumb as hell, it´s just not fun to play at all. I remember discussing this with a zerg friend way back in WoL, like two years ago a while after the 4 gate nerfs hit and our conclussion was that if Zerg scouts a toss, he should never lose to early aggression, it´s simply not possible. This didn´t mean play safe or anything, it simply meant tossing up some spines and building some roaches. Still getting a super greedy third and everything. But balancing stuff like the 4 gate is tricky, since it was very easy to execute and much harder to defend. There was pretty much 0 defenders advantage, in some cases thanks to sentries and ramps even a disadvantage for the defender if he was unlucky to have some units in his main. And if you could 4 gate you would win pretty much every single game up until like Diamond since again, easy to execute harder to defend. It required that the defender scouted and prepared properly while requiring nothing of the sort from the 4 gater really.
Compare PvZ to TvZ is a travesty, watching DeMuslim play super greedy AND apply some pressure and harassment while doing so vs Idra is just... that's how i want to play, it doesn't even have to be super greedy just be able to do something to him in the early game that isn´t a complete all in. Seeing Z taking a greedy 3rd and 4th and be unable to do much of anything about it is just beyond frustrating. Protoss are as afraid of mutas now as zergs were of 4 gates back in the start of WoL hence we always open stargate. Short of a few all ins there is nothing like this for the zerg vs a protoss.
Might i ask what the spore crawler buff was btw?
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you should have your right to post taken away
User was temp banned for this post.
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On April 18 2013 03:57 Ben... wrote:Show nested quote +On April 18 2013 02:56 ThaReckoning wrote: I just disagree with blizzard's power creep model, it's been shown to be bad in other games and it's no different here. For example, blizzard wanted to buff phoenixes against mutas back in WoL, and add the widow mine. Cool. Well, now mutas got a buff as a result of these two changes. Now that mutas are buffed, blink storm builds don't stop them anymore. You've effectively removed choice because you were buffing certain counters to muta earlier, instead of nerfing the muta. This kind of thing is rampant with blizzard. Think back to all the Protoss nerfs in 2010 and 2011. They speak volumes to your point and how correct it is. Instead of fixing an issue by dealing with the issue itself, they try and buff or nerf other stuff to compensate. They nerfed warpgate so much just to try and fix PvP (even though it didn't work. People were saying all along that they just had to make it so you couldn't warp above forcefields on ramps yet it took Blizzard almost a year to realize that) and by doing that they took away any way of viably doing pressure in the early game for Protoss outside of proxy gates. There used to be builds like 3gate pressure expand that allowed Protoss to keep opponents honest but after all the warpgate nerfs they hit so late that they were basically never worth it to do because the opponent could do a fast expand, cut corners in other areas, and still be safe. The threat of the 4gate used to be a tool to keep the other races honest. There is no way that with faster warpgate that Zerg could have been doing some of the builds they did at the end of WoL, with fast thirds and only queens for defence. Nor could Terran have got away with 1rax expand and been safe. It allowed there to be potential action in the first 10 minutes of the game, and didn't allow the ridiculously passive play we see today. It's like they refuse to backpedal on any patch they implemented in the past (other than bunkers), even if it is clearly bad. The queen patch was universally recognized as being really bad for the game, yet instead of undoing it, they just left it in, even though they could have fixed it for HOTS. Same thing with the muta buff in the HOTS beta. It completely ruined ZvZ and made ZvP really dumb too. Now if Protoss scouts spire they have to go for 2 stargates as a response or else there is a good chance they will die outright if the Zerg does actually go muta (which clever Zergs are already starting to exploit by making a spire, just enough mutas to convince the protoss that they are actually going mutas, then switching into swarmhosts, which require a completely different tech path to deal with). Instead of actually fixing mutas, they made the spore crawler do more damage to mutas, which did essentially nothing for fixing ZvZ, and now for ZvP Protoss is forced into one style upon scouting spire because nothing else will survive mass muta, not even the old responses like storm, stalkers or mass cannons.
100% agreed here. The only changes necessary to wg were like you mentioned, the forcefield change, and maybe the powering up cliffs for pylons. The old pylon radius back would be helpful, as would faster warpgate and higher dps on sentries. I think it's the same story for things like the zealot build time nerf, and the blink nerf etc. Back in WoL I'd say all the time that protoss needed stronger defense in the main tech path, instead of slower zealot build times. Everyone told me I was crazy, it'd make protoss unstoppable, that whole argument. Here we are in WoL, with protoss having (a little) more defense in the main tech path, but the zealot nerfs weren't rolled back.
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On April 18 2013 08:12 unkkz wrote:Show nested quote +On April 18 2013 03:57 Ben... wrote:On April 18 2013 02:56 ThaReckoning wrote: I just disagree with blizzard's power creep model, it's been shown to be bad in other games and it's no different here. For example, blizzard wanted to buff phoenixes against mutas back in WoL, and add the widow mine. Cool. Well, now mutas got a buff as a result of these two changes. Now that mutas are buffed, blink storm builds don't stop them anymore. You've effectively removed choice because you were buffing certain counters to muta earlier, instead of nerfing the muta. This kind of thing is rampant with blizzard. Think back to all the Protoss nerfs in 2010 and 2011. They speak volumes to your point and how correct it is. Instead of fixing an issue by dealing with the issue itself, they try and buff or nerf other stuff to compensate. They nerfed warpgate so much just to try and fix PvP (even though it didn't work. People were saying all along that they just had to make it so you couldn't warp above forcefields on ramps yet it took Blizzard almost a year to realize that) and by doing that they took away any way of viably doing pressure in the early game for Protoss outside of proxy gates. There used to be builds like 3gate pressure expand that allowed Protoss to keep opponents honest but after all the warpgate nerfs they hit so late that they were basically never worth it to do because the opponent could do a fast expand, cut corners in other areas, and still be safe. The threat of the 4gate used to be a tool to keep the other races honest. There is no way that with faster warpgate that Zerg could have been doing some of the builds they did at the end of WoL, with fast thirds and only queens for defence. Nor could Terran have got away with 1rax expand and been safe. It allowed there to be potential action in the first 10 minutes of the game, and didn't allow the ridiculously passive play we see today. It's like they refuse to backpedal on any patch they implemented in the past (other than bunkers), even if it is clearly bad. The queen patch was universally recognized as being really bad for the game, yet instead of undoing it, they just left it in, even though they could have fixed it for HOTS. Same thing with the muta buff in the HOTS beta. It completely ruined ZvZ and made ZvP really dumb too. Now if Protoss scouts spire they have to go for 2 stargates as a response or else there is a good chance they will die outright if the Zerg does actually go muta (which clever Zergs are already starting to exploit by making a spire, just enough mutas to convince the protoss that they are actually going mutas, then switching into swarmhosts, which require a completely different tech path to deal with). Instead of actually fixing mutas, they made the spore crawler do more damage to mutas, which did essentially nothing for fixing ZvZ, and now for ZvP Protoss is forced into one style upon scouting spire because nothing else will survive mass muta, not even the old responses like storm, stalkers or mass cannons. Pretty spot on with the circle jerk of balance that goes on. The state of PvZ atm is just dumb as hell, it´s just not fun to play at all. I remember discussing this with a zerg friend way back in WoL, like two years ago a while after the 4 gate nerfs hit and our conclussion was that if Zerg scouts a toss, he should never lose to early aggression, it´s simply not possible. This didn´t mean play safe or anything, it simply meant tossing up some spines and building some roaches. Still getting a super greedy third and everything. But balancing stuff like the 4 gate is tricky, since it was very easy to execute and much harder to defend. There was pretty much 0 defenders advantage, in some cases thanks to sentries and ramps even a disadvantage for the defender if he was unlucky to have some units in his main. And if you could 4 gate you would win pretty much every single game up until like Diamond since again, easy to execute harder to defend. It required that the defender scouted and prepared properly while requiring nothing of the sort from the 4 gater really. Compare PvZ to TvZ is a travesty, watching DeMuslim play super greedy AND apply some pressure and harassment while doing so vs Idra is just... that's how i want to play, it doesn't even have to be super greedy just be able to do something to him in the early game that isn´t a complete all in. Seeing Z taking a greedy 3rd and 4th and be unable to do much of anything about it is just beyond frustrating. Protoss are as afraid of mutas now as zergs were of 4 gates back in the start of WoL hence we always open stargate. Short of a few all ins there is nothing like this for the zerg vs a protoss. Might i ask what the spore crawler buff was btw? It was a buff in damage against biological air units only. So basically only the muta (and I think the corruptor?). It wouldn't affect anything else. I think it made it so it was something like 30 damage per shot but I cannot remember the exact number. Either way it did basically nothing, 30 or whatever it was damage per shot does not matter when there are 50 mutas.
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I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS.
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The spore buff was +30 dmg to bio.
I "think" it was implemented to try and stop muta verse muta, however did nothing.
I agree also that Protoss is a bit of a messy race. I tend to take a huge hate towards this race, not towards the players, due to how they are played out. There is much potential for Protoss to be just as good as Terran, however are just not there. I don't think it's the players at all, I honestly think the problem lies within the design of the race.
The only thing that may fix this, is a complete overhaul of the race... By this i just mean numbers, not units, though units could possibly work too. I just don't think it's ever going to happen during sc2.... Sadly.
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On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS.
Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture.
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On April 19 2013 04:19 ThaReckoning wrote:Show nested quote +On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS. Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture.
but how exactly would you determine "gameplay"
I'm very excited of early game toss doing pokes with stalkers and late game toss players who harass with prism/zealots while using templars to keep their army safe as they poke the middle.
But I also hate zvz and tvt the two most dynamic and explosive matchups.
To each their own right?
I hate watching PvZ after the protoss starts their third. Because its either protoss holds it (and turtles) or protoss doesn't--and its game over.
The early game play of pokes, phoenix scouts and overlord peeks to try to ascertain if its a rush or not is exciting to me.
Im not saying Toss doesn't need changes (they need a LOT) but I can't see why you'd fault Blizz for sticking to win ratios. Its a very important statistic.
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On April 19 2013 04:25 Thieving Magpie wrote:Show nested quote +On April 19 2013 04:19 ThaReckoning wrote:On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS. Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture. but how exactly would you determine "gameplay" I'm very excited of early game toss doing pokes with stalkers and late game toss players who harass with prism/zealots while using templars to keep their army safe as they poke the middle. But I also hate zvz and tvt the two most dynamic and explosive matchups. To each their own right? I hate watching PvZ after the protoss starts their third. Because its either protoss holds it (and turtles) or protoss doesn't--and its game over. The early game play of pokes, phoenix scouts and overlord peeks to try to ascertain if its a rush or not is exciting to me. Im not saying Toss doesn't need changes (they need a LOT) but I can't see why you'd fault Blizz for sticking to win ratios. Its a very important statistic.
It's also a statistic that protoss has done terrible in over the course of years at the highest level of gameplay.
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On April 19 2013 04:30 ThaReckoning wrote:Show nested quote +On April 19 2013 04:25 Thieving Magpie wrote:On April 19 2013 04:19 ThaReckoning wrote:On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS. Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture. but how exactly would you determine "gameplay" I'm very excited of early game toss doing pokes with stalkers and late game toss players who harass with prism/zealots while using templars to keep their army safe as they poke the middle. But I also hate zvz and tvt the two most dynamic and explosive matchups. To each their own right? I hate watching PvZ after the protoss starts their third. Because its either protoss holds it (and turtles) or protoss doesn't--and its game over. The early game play of pokes, phoenix scouts and overlord peeks to try to ascertain if its a rush or not is exciting to me. Im not saying Toss doesn't need changes (they need a LOT) but I can't see why you'd fault Blizz for sticking to win ratios. Its a very important statistic. It's also a statistic that protoss has done terrible in over the course of years at the highest level of gameplay.
Well yes between GSL wins, GSL winrates, race retention, and race presence--protoss loses on all fronts tournament wise.
I guess I was more asking why winrates was not an important statistic--I do agree toss needs some loving.
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On April 19 2013 04:25 Thieving Magpie wrote:Show nested quote +On April 19 2013 04:19 ThaReckoning wrote:On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS. Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture. but how exactly would you determine "gameplay" I'm very excited of early game toss doing pokes with stalkers and late game toss players who harass with prism/zealots while using templars to keep their army safe as they poke the middle. But I also hate zvz and tvt the two most dynamic and explosive matchups. To each their own right? I hate watching PvZ after the protoss starts their third. Because its either protoss holds it (and turtles) or protoss doesn't--and its game over. The early game play of pokes, phoenix scouts and overlord peeks to try to ascertain if its a rush or not is exciting to me. Im not saying Toss doesn't need changes (they need a LOT) but I can't see why you'd fault Blizz for sticking to win ratios. Its a very important statistic. Good gameplay could probably mean that you can do a variety of styles and stay relevant in terms of being able to win. Think back to around the end of WoL. PvZ technically was kinda balanced (in terms of sheer numbers), but was it a good matchup? Absolutely not. It was either Protoss does an all-in (be it immortal/sentry, or those pre-hive colossus timings) and wins or Zerg wins with Infestor/Broodlord (yes in the last couple weeks MC was winning with mass air but we never got to see that play out). If Protoss does anything else, they lose. If Zerg does anything else, they lose. It was balanced but in a really unhealthy way.
Statistics should be a tool to help make a judgment, not the be-all-end-all that an entire argument is based off of. We had this point drilled into our heads a lot in my research statistics class. The problem is that Blizzard looks at these stats, sees that they are around 50% and calls it a day. In reality, they should not even be looking at statistics until after answering questions like "Does each race have access to a variety of gameplay options in this matchup as of right now", "Is there more than one or two ways for them to viably win the game?", "Upon scouting a tech, is there any flexibility in the response?" and questions like those. Right now if a Protoss sees a spire in PvZ they have to throw down more stargates, there is no choice between what way to deal with the opponent's tech, it is either phoenixes or lose. Likewise in ZvZ, if a Zerg sees another Zerg going spire, they either go spire themselves or probably lose the game, they have no other viable choices. Inflexible gameplay scares people away. If the average SC2 player knew that at least half of their PvZs would be hour long wars against static defence and free units and that they were not likely to win, do you think they would want to play?
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On April 19 2013 05:00 Ben... wrote:Show nested quote +On April 19 2013 04:25 Thieving Magpie wrote:On April 19 2013 04:19 ThaReckoning wrote:On April 19 2013 04:01 Salient wrote: I wonder if Blizzard is aware of this issue. The developers seem to think everything is wonderful in HoTS. Yeah, it's very disheartening to think about. Their definition of balance has nothing to do with actual gameplay, and everything to do with w/l ratios. I think they're missing the big picture. but how exactly would you determine "gameplay" I'm very excited of early game toss doing pokes with stalkers and late game toss players who harass with prism/zealots while using templars to keep their army safe as they poke the middle. But I also hate zvz and tvt the two most dynamic and explosive matchups. To each their own right? I hate watching PvZ after the protoss starts their third. Because its either protoss holds it (and turtles) or protoss doesn't--and its game over. The early game play of pokes, phoenix scouts and overlord peeks to try to ascertain if its a rush or not is exciting to me. Im not saying Toss doesn't need changes (they need a LOT) but I can't see why you'd fault Blizz for sticking to win ratios. Its a very important statistic. Good gameplay could probably mean that you can do a variety of styles and stay relevant in terms of being able to win. Think back to around the end of WoL. PvZ technically was kinda balanced, but was it a good matchup? Absolutely not. It was either Protoss does an all-in (be it immortal/sentry, or those pre-hive colossus timings) and wins or Zerg wins with Infestor/Broodlord (yes in the last couple weeks MC was winning with mass air but we never got to see that play out). If Protoss does anything else, they lose. If Zerg does anything else, they lose. It was balanced but in a really unhealthy way. Statistics should be a tool to help make a judgment, not the be-all-end-all that an entire argument is based off of. We had this point drilled into our heads a lot in my research statistics class. The problem is that Blizzard looks at these stats, sees that they are around 50% and calls it a day. In reality, they should not even be looking at statistics until after answering questions like "Does each race have access to a variety of gameplay options in this matchup as of right now", "Is there more than one or two ways for them to viably win the game?", "Upon scouting a tech, is there any flexibility in the response?" and questions like those. Right now if a Protoss sees a spire in PvZ they have to throw down more stargates, there is no choice between what way to deal with the opponent's tech, it is either phoenixes or lose. Likewise in ZvZ, if a Zerg sees another Zerg going spire, they either go spire themselves or probably lose the game, they have no other viable choices. Inflexible gameplay scares people away. If the average SC2 player knew that at least half of their PvZs would be hour long wars against static defence and free units and that they were not likely to win, do you think they would want to play?
I'm in agreement--but that still doesn't void the winrate statistics. Any and all changes must be made with those statistics in mind. If a change makes the game more dynamic--but zerg wins 60% of the time, then its the wrong change. Reaching 50% winrate is the PERFECT time to make changes since you can always "step back" to the balanced gameplay.
I mostly have philosophical differences in the design of protoss (I love the stalker for example, I liked it better when it was cheap unit called a Hydralisk in BW) I dislike that Protoss is the race with the fast and fragile units (Stalkers, Phoenix, Warp Prisms, Colossus) as opposed to being the brutish but powerful units (Dragoons, Reavers, Scouts, Arbiters) it made more sense flavor wise.
I believe changing that will fix a lot of things.
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