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[D]That Protoss Elephant - Page 2

Forum Index > SC2 General
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Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-04-12 04:48:46
April 12 2013 04:46 GMT
#21
On April 12 2013 13:32 ThaReckoning wrote:
Show nested quote +
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.


2 rax is easy, mothership core alone crushes a 2 rax (you still have one gateway that can make units and a robo, just nexus cannon and FF the ramp), and an observer is out in plenty of time for the later version. If the initial scout is denied you can scout with the mothership core, I've never had that denied, and I've never had a problem scouting what terran is doing early game. I usually have 2-2 finishing for the 10 minute timing, plenty of gateways, and a colossus out with the msc and a smallish army, with forcefields and decent control defending the push or drops is fairly easy. The MSC is just so powerful on defense, especially early on, I think you're really underestimating it.

It doesn't do much for PvZ though.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ETisME
Profile Blog Joined April 2011
12384 Posts
April 12 2013 04:50 GMT
#22
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
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
zbedlam
Profile Joined October 2010
Australia549 Posts
April 12 2013 04:53 GMT
#23
Protoss is a race designed around deathballs and gimmicky play. Its units rely heavily on eachother and they lack the mobility of other races due to the power of their deathballs. As such they are less capable of play that exploits their opponents weaknesses or outmaneuvers them.

Any buff to protoss in their current state would render them OP. In order to make protoss more capable of top tier play and less reliant on using the same strats a bronze toss would use in GSL they would need nothing short of a redesign on many units.

+1 to OP
Virid
Profile Joined November 2010
United States130 Posts
Last Edited: 2013-04-12 04:58:43
April 12 2013 04:58 GMT
#24
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
April 12 2013 05:00 GMT
#25
It's not that I don't agree with what you've written... but I feel like you're talking about WoL Protoss.

HotS protoss has a lot of options and actually leads to really interesting games imo. Also, Toss has been tearing it up in Proleague. I'm really enjoying both playing and watching Toss now, and I can't say I was doing either at the end of WoL.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
grunge
Profile Joined May 2010
United States40 Posts
April 12 2013 05:00 GMT
#26
On April 12 2013 13:58 Virid wrote:
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.


What are you yammering on about?
When death smiles at you, all a man can do is smile back
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
April 12 2013 05:01 GMT
#27
Nice OP, I've always thought the same, but this is quite well-written. I'd give HoTS a chance though, it still does seem a bit early to say that protoss will continue this trend. I guess it just remains to be seen.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
zbedlam
Profile Joined October 2010
Australia549 Posts
April 12 2013 05:01 GMT
#28
On April 12 2013 13:58 Virid wrote:
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.


The race wouldn't need a complete redesign, just a few units and I think everyone knows who the culprits are. People don't need to use replays and data to show protoss is a race that relies on massing a giant ball then winning through superior unit synergy. Anyone with half a brain that has played this game for any length of time can observe that.
Virid
Profile Joined November 2010
United States130 Posts
April 12 2013 05:06 GMT
#29
On April 12 2013 14:01 zbedlam wrote:
Show nested quote +
On April 12 2013 13:58 Virid wrote:
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.


The race wouldn't need a complete redesign, just a few units and I think everyone knows who the culprits are. People don't need to use replays and data to show protoss is a race that relies on massing a giant ball then winning through superior unit synergy. Anyone with half a brain that has played this game for any length of time can observe that.

Sure, if you're grasping at low hanging fruit and desperate to prove you have no business discussing balance.

Take all your claims one step further with a "why?" at the end of every claim you just made and if you still think that you can make conclusions without data then you're crazy.
JSK
Profile Joined February 2013
United States133 Posts
Last Edited: 2013-04-12 05:09:43
April 12 2013 05:06 GMT
#30
The one thing I think Protoss needs to experiment more with is Phoenixes in higher numbers. They're seriously underrated. They're a fantastic APM sink, force static defense, are highly mobile, stop mutas and drops, and are a flying spellcaster. Gravitron beam is seriously awesome. And they got a range buff. 7-Range phoenix with attack upgrades are just insane.

As a Masters Protoss I can say that watching Terrans try to deal with 10-12 Phoenix with range and attack upgrades is just hilarious. They can't drop which forces frontal attacks. And boy does it take them forever to get there when they've got 10-12 phoenix harassing the medivac with their army. Obviously having no medivacs makes AOE less of a necessity for protoss. Mass upgraded chargelot with a time warp is pretty good when they can't stim constantly.

It's the one thing I think Protoss needs to try more. In PvT and PvZ: more phoenix. Not just 4-5.
ThaReckoning
Profile Joined January 2011
United States197 Posts
April 12 2013 05:07 GMT
#31
On April 12 2013 13:46 Whitewing 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.


2 rax is easy, mothership core alone crushes a 2 rax (you still have one gateway that can make units and a robo, just nexus cannon and FF the ramp), and an observer is out in plenty of time for the later version. If the initial scout is denied you can scout with the mothership core, I've never had that denied, and I've never had a problem scouting what terran is doing early game. I usually have 2-2 finishing for the 10 minute timing, plenty of gateways, and a colossus out with the msc and a smallish army, with forcefields and decent control defending the push or drops is fairly easy. The MSC is just so powerful on defense, especially early on, I think you're really underestimating it.

It doesn't do much for PvZ though.


I meant the 6 minute kind of 2 rax that comes with a bunch of stuff, or maybe even a later 3 rax. I don't see a MSC having the energy for a nexus cannon by 6 minutes, but I could be wrong. That is a good point about scouting with the MSC though, but by the time you get there with the core, it could be too late to stop the wheel from turning in 2-3 rax situations. Can you really capitalize on that fast of a 3-3? The old build was good in that it timed out perfectly with your maxed army, just as storm was finishing. The beauty of it was that you'd catch terran in the middle of scrambling to get up enough vikings to deal with your colossi and ghosts for your HT at the same time, while being a few upgrades behind.
If you want to make one goal, to win, you must lose.
jj33
Profile Joined April 2011
802 Posts
April 12 2013 05:07 GMT
#32
On April 12 2013 11:06 ThaReckoning wrote:
Hello TL, I'm Zero, a mid masters protoss main who's been playing protoss since WoL release. I'm trying to open up some discussion about the general design of the early game in SC2, and how it pertains to each matchup. In a nutshell, I'm here to talk about how the sentry, MSC, and protoss in general are panning out as ideas. Before we start with that, I'd like to take a trip down memory lane, and see if anything looks familiar to you.

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Source:


I think you can see what I'm getting at here. Historically protoss is known as the gimmick race, the easy to play but hard to win with race. Why is this? I believe it's because of a reliance on mechanics like warp tech, sentries, and MSC's. MC, the king of trickery and 2 base play, has been extremely successful over a long career with protoss, but why aren't safer styles of play as successful with this race? Every protoss player has felt the sting caused by reliance on these mechanics. Remember how protoss fared at the tournament level throughout WoL? Here's a refresher:

[image loading]
Source: http://imgur.com/a/1iwo8

In terms of overall results, protoss had the worst consistency. I feel that this trend will continue for protoss in the future, unless blizzard addresses the early game viability of protoss non-committal aggression and economy. I like the design of the sentry and the implementation of an early game caster for protoss, but at the same time, this is the bane of protoss players everywhere. One of my friends who played BW commonly refers to this game as ZvT, and while it's a bit of frustrated humor on his part, how far is it from the truth?

On paper, the early game of protoss is inkeeping with excellent design. Theoretically you want your players to have weak units that require strong play to utilize properly. This certainly seems to hold true for early and mid tier protoss units, but not so much higher tier ones. However, when examining the game as a whole with Zerg and Terran also included, it's obvious that this mentality went missing somewhere along the line for those races. Where is the risk for early tier terran and zerg players? What keeps them honest? Right now, the answer seems to be nothing, and it's bad for players and viewers alike. This promotes a deathball style of gameplay, instead of many back and forth action packed engagements across the map.

Let's take the non mirror matchups for protoss as examples. Starting with PvZ, we can see that throughout the course of WoL, as changes were made and players got stronger, we moved more and more toward a deathball style of play. New strategies were discovered for protoss, and promptly figured out or nerfed, and thus abandoned. Fast forward to the end of WoL, and you get what I'm talking about. PvZ turned into FFE vs 3 hatch fast hive, and games were being decided in a matter of seconds in one huge battle between 15 and 20 minutes.

It was boring to watch, boring to play as, and boring to play against. I feel it's a direct symptom of protoss reliance on gimmickry in general. If that's not enough to convince you, let's look at PvT. The standard right now is exactly the same as it was in WoL, except terrans just add widow mines instead of floating their factory around scouting. This might seem all fine and dandy, but let's have a closer look at what's going on. The deciding factors in every PvT are the same: how well does protoss defend aggression, and can he take his third? If a build doesn't allow these things, it's just not used.

On the terran end of things, he's teching, double upgrading, expanding, attacking, all at the same time. There's tons of variation to be had, and plenty of stylistic choice. Identifying and destroying all ins are as simple as counting pylons, taking a tower, and scanning. You never have to deviate very far from the main build order to hold off aggression, even when unexpected. The same holds true for PvZ. Is this really a good design for a game, is this fun to watch and to play? Does it promote more diverse gameplay? The answer is no.

I assert that the lack of non committal aggression for protoss is extremely detrimental to the development of SC2 as a whole. Think about all the resources blizzard has spent tweaking and changing and nerfing and buffing because of the implementation and the mentality of things like the oracle, sentry, tempest, MSC, and warp tech. Think about all the matchups shifted, all the styles learned and forgotten because they weren't viable anymore, all the resources wasted arriving at a game barely more well designed than it was on release. I'd argue that we've reached the other end of the spectrum, where instead of fast losses on steppes of war, we have long, boring games on bigger maps that neither player can end.

We've all experienced it and felt it, one way or another. The circular logic for blizzard when it comes to protoss makes no sense. Do we have sentries and MSC and warpgate because gateway units are weak, or do we have weak gateway units because we have sentries and MSC? The effects of this are extremely far reaching in the context of SC2. Strong t3 is a necessity because of this early game weakness, and so strong counters to those like the viking and the ghost are necessary. The list goes on and on, but I think you get the idea. Am I the only one around here who feels that the game would have been much more enjoyable over the past few years if protoss never had the sentry or warp tech, or at least different versions of them that lent themselves to aggression?

[image loading]
+ Show Spoiler +
Source: [url blocked]


Did blizzard nerf too hard and too soon? Are these design flaws from a failed blueprint of protoss? Does this warrant protoss buffs, or t/z nerfs? Is there a problem at all? If something has to be changed, I would advocate nerfing things in general, because of the philosophy on strategy games I have. I still firmly believe things should be weak in general, and games should be balanced at the top level of play. I don't believe adding new units or mechanics is the answer, and I think the MSC can attest to that.

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.

I believe that SC2 has suffered tremendous damage as a skill based game because of the design of early game protoss. Some parts of it deemed too weak, some deemed too strong. It's led to tons of changes that wouldn't otherwise have happened if z/t early game was more inkeeping with the design of protoss.

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.

This doesn't even go into what could be improved upon about macro mechanics and the 3 base model in general, but I'll leave that for another thread, I think.

In conclusion, I feel more and more that the game would be much more strategically diverse without forcefield, MSC, and all the problems that spew from mechanics like these. There will be a wall for every protoss player, a ceiling they reach where their shenanigans are no longer effective, and they'll be lost. They'll wander TL strategy looking for ideas on what to do after they hold off that figurative 6 pool without losing a single unit, to come away empty handed. They'll explore and try new ways of standard play, and disheartened, come to the same conclusions that everyone came to long ago, that protoss is indeed the gimmick race, easy to play and hard to win with. I fear this will be true as long as tournaments have anything but single elimination formats.

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.



In a rush so I had to go super fast, but I agree.

Protoss is designed poorly. I do believe they are the easiest race to play but not easy to win with at the higher levels.

Stuff like sentries with FF are horrible. The way protoss is designed, they have a lower skill cap and they will continue to struggle more than T and Z at the highest levels of play such as the GSL.

erin[go]bragh
Profile Joined December 2008
United States815 Posts
Last Edited: 2013-04-12 05:13:54
April 12 2013 05:11 GMT
#33
Unfortunately the only way to fix the race is to do things Blizzard will never ever do.

Warpgate needs to be removed. The entire race is balanced around this tech. Removing it would allow Gateway units to be rebalanced and give you less reliance on later tech or gimmicky "keep me safe in the early game" units like the MSC. If it needs be kept (and it will) I think it really needs to undergo changes, like instead of warping in on power grids, have it warp in proximity to a Nexus instead. It'll keep its powerful defensive advantages but wouldn't be so OP as a reinforcement mechanic as to rape the balance of Gateway units. As a bonus, Nexuses are much harder/easier to scout/bigger of a commit to proxy in the early game (i.e retarded) but would be a feasible part of a push in the late game. Not much different from PF spam. But eh, thats off the top of my head.

Colossus needs to be removed. My god it's been beaten to death, but this unit is the epitome of boring. Its too powerful, too easy to micro, too boring to watch, and too crippling to lose as a toss player. Without Colossi dependance, other units/tech can be buffed. And just because its required when talking about the colossus: replace it with the reaver. Theres your harass/heavy hitting unit thats more fun for spectators and isn't as unforgiving for players.

These are things that won't change though because Blizzard is simply unwilling to and I'm sure noobs and casuals would cry without Warpgate. But seriously, its just one or two root things that are keeping the race down, everything else is just by proxy.
JulyZerg! by.hero, effOrt, KTY.
ThaReckoning
Profile Joined January 2011
United States197 Posts
April 12 2013 05:12 GMT
#34
On April 12 2013 13:58 Virid wrote:
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.


As for being constructive, I can give you lots of ideas, but they'll all seem biased to you because you think I'm making the OP out of some misguided reason. Would it really change your mind if I suggested buffs to protoss early game, or nerfs to t/z early game?
If you want to make one goal, to win, you must lose.
robopork
Profile Blog Joined May 2009
United States511 Posts
April 12 2013 05:14 GMT
#35
I would have agreed with you a month ago, but I think things have improved a lot. For pvt, anyway. I'm not sure we aren't progressing towards the same one dimensional "kill zerg before hive" pvz arc we had in wol, albeit for more complicated reasons than broodlord-infestor. Then again, I'm not sure we are. Time will tell.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
zbedlam
Profile Joined October 2010
Australia549 Posts
April 12 2013 05:14 GMT
#36
On April 12 2013 14:06 Virid wrote:
Show nested quote +
On April 12 2013 14:01 zbedlam wrote:
On April 12 2013 13:58 Virid wrote:
Way too many claims in this thread are completely unsubstantiated. The vast majority are just using this thread as a soap box to balance whine from.

How about you people be actually constructive, not call for a total redesign of the race(hint: won't happen), and use replays and data to back up your claims.


That aside, given that this IS balance whine, it's in the wrong thread and probably on the wrong forum.


The race wouldn't need a complete redesign, just a few units and I think everyone knows who the culprits are. People don't need to use replays and data to show protoss is a race that relies on massing a giant ball then winning through superior unit synergy. Anyone with half a brain that has played this game for any length of time can observe that.

Sure, if you're grasping at low hanging fruit and desperate to prove you have no business discussing balance.

Take all your claims one step further with a "why?" at the end of every claim you just made and if you still think that you can make conclusions without data then you're crazy.


Ok lets assume you havn't been watching the protoss race evolve over the last few years.

Step 1: Go to sc2 replay site, any of them with high lvl replays will do. Hell go to the GM toss replay thread and watch his if you want.

Step 2: Watch replays, count how many doesn't involve a timing push or turtling until deathball critical mass reached.

As for why this is the case, its simple, protoss rewards multitasking and map awareness less than the other two races and thats what separates the very high lvl players from the rest.
Thrillz
Profile Joined May 2012
4313 Posts
April 12 2013 05:16 GMT
#37
Protoss probably the worst designed race now. Zerg has looked better in HotS and everyone always agreed that Terran was the best designed. I agree the two things are gimmicky things, and deathball play that is holding the design of it back. Heck, since they are bringing back BW units and trying to make it more like BW, why not just go back to the basic fundamentals that made BW great?
grunge
Profile Joined May 2010
United States40 Posts
April 12 2013 05:20 GMT
#38
On April 12 2013 14:16 Thrillz wrote:
Protoss probably the worst designed race now. Zerg has looked better in HotS and everyone always agreed that Terran was the best designed. I agree the two things are gimmicky things, and deathball play that is holding the design of it back. Heck, since they are bringing back BW units and trying to make it more like BW, why not just go back to the basic fundamentals that made BW great?


This is a wise man y'all.
When death smiles at you, all a man can do is smile back
AxionSteel
Profile Joined January 2011
United States7754 Posts
Last Edited: 2013-04-12 05:25:59
April 12 2013 05:23 GMT
#39
Whilst I agree that protoss is a very poorly designed race (which has been discussed for aaaaages, nothing new here) a lot of this is still whining. For example this conclusion

" In conclusion, I feel more and more that the game would be much more strategically diverse without forcefield, MSC, and all the problems that spew from mechanics like these. There will be a wall for every protoss player, a ceiling they reach where their shenanigans are no longer effective, and they'll be lost. They'll wander TL strategy looking for ideas on what to do after they hold off that figurative 6 pool without losing a single unit, to come away empty handed. They'll explore and try new ways of standard play, and disheartened, come to the same conclusions that everyone came to long ago, that protoss is indeed the gimmick race, easy to play and hard to win with. I fear this will be true as long as tournaments have anything but single elimination formats. "

that's just absolutely rubbish. If protoss players have problems playing standard and winning consistently, it's only at the very top in Korea, and that may not be the case in HotS anyway. Any random protoss nobody can come to team liquid and learn standard play and improve dramatically and have lots of success.
ThaReckoning
Profile Joined January 2011
United States197 Posts
April 12 2013 05:30 GMT
#40
On April 12 2013 14:23 AxionSteel wrote:
Whilst I agree that protoss is a very poorly designed race (which has been discussed for aaaaages, nothing new here) a lot of this is still whining. For example this conclusion

" In conclusion, I feel more and more that the game would be much more strategically diverse without forcefield, MSC, and all the problems that spew from mechanics like these. There will be a wall for every protoss player, a ceiling they reach where their shenanigans are no longer effective, and they'll be lost. They'll wander TL strategy looking for ideas on what to do after they hold off that figurative 6 pool without losing a single unit, to come away empty handed. They'll explore and try new ways of standard play, and disheartened, come to the same conclusions that everyone came to long ago, that protoss is indeed the gimmick race, easy to play and hard to win with. I fear this will be true as long as tournaments have anything but single elimination formats. "

that's just absolutely rubbish. If protoss players have problems playing standard and winning consistently, it's only at the very top in Korea, and that may not be the case in HotS anyway. Any random protoss nobody can come to team liquid and learn standard play and improve dramatically and have lots of success.


You're missing the point though. The point is that somewhere out there, there will always be a player that you can't do a timing or an all in or a cute forcefield donut or a proxy oracle or whatever on. There will be players out there so good that the only way to beat them is with them having full knowledge of what you're doing. If the goal is improvement, a gimmicky race hinders that, whatever level the plateau is at.
If you want to make one goal, to win, you must lose.
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