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[D]That Protoss Elephant - Page 9

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GhostFall
Profile Blog Joined March 2010
United States830 Posts
April 12 2013 16:59 GMT
#161
I think it is a totally worthwhile thing to try buffing gateway units and removing the production bonus aspect of warpgate.
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
April 12 2013 17:13 GMT
#162
I play protoss and I agree to some extend, and it's a point that has been made trough WOL and maybe even since the WOL beta, protoss is simply to committed to w/e they do. I don't think the very design makes protoss underpowerd I think it just makes it more random.

The sentry is responsible for that because it makes such a huge difference in some engagements and non at all in others, that's why a immortal timings were perfect vs max roach infestor, because you hit with all those sentries when they had full energy and just minutes or seconds before infestors were out and thus them going from god tier to shit tier in an instant.

But say you remove sentry and you remove wg and you make the zealot stronger and 0.1~0.2 faster while maybe replacing the charge with speed for the sake of it not becoming overpowerd, and you make the stalker as strong as a dragon that has AI and ta-dam you have a protoss that can defend decently vs drops if he has observers scouting them and that can hold his own early/mid game with gw units.
But than you not only have to remove charge but also blink, because blink marauders ( even without a slow )would be overpowerd. So now the race is to simple and to simple likely means that you won't be able to balance it well enough because you can't tweak as many things and the things you tweak impact the game more since there are fewer choices.

So overall even if blizzard wanted to do a protoss overhaul they couldn't, it's to hard, you have to basically replace a race.
Thus we need to live with it and see where it goes, up until now I can't even tell based on a few hundred games if I fell like terran is overpowerd as shit or if I fell I could win every PvT with the right mechanics... people don't play HOTS right yet, maybe when they will start doing so protoss will finally find a better place in competitive play.
A good strategy means leaving your opponent room to make mistakes
Spaceboy
Profile Joined February 2011
United Kingdom220 Posts
April 12 2013 17:13 GMT
#163
I really love what OneGoal have done with respect to redesigning protoss to address a lot of these concerns. They've removed forcefield, buffed gateway units (including switching a tweaked immortal to gateway and a redesigned sentry to robo) and changed up the warpgate/gateway dynamic so that there's some choice involved and gateways aren't totally redundant as soon as warpgate is researched. It's still in development but I truly think it fixes a lot of the problems people have with SC2.
I am terrible at this game!
Whitewing
Profile Joined October 2010
United States7483 Posts
April 12 2013 17:15 GMT
#164
On April 12 2013 14:07 ThaReckoning wrote:
Show nested quote +
On April 12 2013 13:46 Whitewing wrote:
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.


You really can capitalize on it, and it's one of the safer ways of taking a third base, since your units are just so beefy. You can also hit a really potent 3/3 timing with 3 colossi and a big chargelot archon timing that just smashes terran.

The cool thing about new greed builds is that it unlocks new timings that work differently from the old ones.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
mrjpark
Profile Joined March 2011
United States276 Posts
April 12 2013 17:26 GMT
#165
I just don't like the idea of non-committal aggression. Nobody has that and I don't get why this is such a huge arguing point for fixing Protoss. Everybody is giving up something to put up aggression. I mean, I get that idea that Protoss early units are so essential enough that losing anything could lead to a snowball effect. But rather than giving Protoss ways to put on aggression without committing, doesn't it make more sense to give Protoss more expendable early units?

Let's face it, this is why Terrans and Zergs are able to do what they do. Marines, marauders, zerglings, and roaches are all expendable to a certain extent. They're quick to make and cheap to do so. Hell, you can add in the reaper, too, now that it's a much better unit than from WoL. Ironically, Protoss has this late game in the zealot as an amazing harass unit that just spends otherwise unused minerals. They need something to this effect in the early game. But at the same time, Protoss players don't want a "gimmicky harass unit", which is essentially what the unit would become in relation to the rest of the Protoss arsenal.

I think it's okay to have a unit dedicated to harass as long as it fulfills its role. It's okay to have a unit that won't be used for the entirety of the matchup, or even in all 3. Zerg units, for instance, are caged into match-ups due to extreme hard-counters existing within certain races. You see them peek out every now and then thanks to an ever-changing metagame, but they are sure to disappear again once timings get figured out, etc. This is fluid. This can be interesting.

Rather than searching for "non-committal aggression", isn't it better we look for ways to give Protoss standard aggression that doesn't put them all-in? I know it's semantics, but I think the message of the term used isn't optimal. Also, I get that the sentry and mscore are terrible units. I really do. I hate them as units and have always felt in their search for an answer, Blizzard just threw the Protoss race deeper into the hell they were currently in. But looking at how they've treated units thus far (reaper, corruptor, colossus), it looks like Blizzard isn't going to scrap any of their units no matter how poorly designed. Our hopes is that we can find a way around the giant elephant in the room.
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
Last Edited: 2013-04-12 17:56:33
April 12 2013 17:49 GMT
#166
Good standard complaint though I thnk more should have been made about the ability of protoss to put pressure back on their opponents (a more specific subpoint about noncommital aggression. Shuttle/reaver allowed toss to apply strong pressure back when they were pinned down. It made for more dynamism (throughout 2007-2009 atleast) because things were happening on both sides of the map rather than someone turtling and the other being safe to do whatever they wanted.

The biggest problem is how fucking gas heavy the race is. I'm not sure what tweak would work but somethin to moderate that desperate hunger for a third would go a long way. Mn. This complaint might just be a problem with such heavy dependence on binary tier 3 units. Trying to temper that by thinking about BW PvZ (3hatch-5hatch hydra swarms)

ofc, this isn't goin to be appreciated because the sc2 community is (1) blinded by their ladder experience, (2) bipolar about someone telling them that their unique hobby might actually be kinda crappy.

edit: can't believe so many people like the mothership core. It's such fucking sloppy design.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2013-04-12 18:49:01
April 12 2013 18:21 GMT
#167
I agree to pretty much all your points, the way gateway design is horrible and denies all aggression because it is slow and weak. There are lots of threads like this though.
One of the main factors often forgotten imo is the fact that the mobility-upgrades are to expensive and not effective enough. Lings upgrade early to sth faster than gateway, same goes for roaches. Bio gets stim and medivac, both upgrades in power as well as in speed. Toss upgrades in terms of mobility are just lacking in comparison, both in terms of cost as well as power. Toss has early the most mobile army, but that changes dramatically in the early-mid and in addition to the fact that most midgame fights even with advantages like highground are really tight leaves toss greedy in the early and defensive in the midgame.

My recommendation is switching to zerg. After wol i had enough of feeling like a turtle all the time and decided that zerg might suit more what i want to play and it did. Also if there are no protoss players left, blizzard might see the necessity to change toss from the basic and they wont fear that they hurt somebodies feelings because of it. Also as your friend described, tvz is not a bad matchup.

although i might have to say that i am unfair, blizz seems to know the problem. 2/3 new units are essentially there to make early and mid aggression possible, the msc's recall is a solution to the immobility of gateway-units while pushing and the buff to stargate opens up a more mobile midgame-army. The problem in pvt still is that t has that increadibly strong midgame timing and is pretty resisitend to early aggression. pvz already has changed to pool first instead of double expand.

@non-commiting aggression: toss by lore-design is a dying, super-advanced elite-race, so much that they recycle their heavy wounded soldiers. Having a disposable fast unit like zerglings just doesnt fit the concept, way less than a unit that can go in, do damage and get out, like dts on paper. Also medivac-drops essentially are non-committal aggression, you commit only in units that would be part of your army anyways and they are fast enough to get out of 9/10 situations.
low gravity, yes-yes!
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
April 12 2013 18:30 GMT
#168
Well, that's what Legacy of the Void is for.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
frostalgia
Profile Joined March 2011
United States178 Posts
April 12 2013 18:44 GMT
#169
I don't disagree that Protoss is gimmicky, especially Chrono as a macro mechanic compared to Larvae and Mules.
Photon Overcharge, Time Warp, and Tempest don't really seem to change much of the game at all.
Stargate tech might be more viable now, but Fleet Beacon is not. Mothership is so obsolete it's now all-but-extinct.
Tempests will eventually be as rare as Carriers.. unless Zergs suddenly go for Broods again every game.

However, I think free Hallucination could help with early game aggression if more Zealot/Stalker hallucinations were used.
A fast Oracle with a few hallucinated Oracles in front of it works to soak Widow Mine hits, or scare the hell out of Terran.

Also, not enough Protoss are using Recall to save units from death. No reason to lose whole armies that could be saved.

I am not convinced there is any answer for high-level Protoss to be able to keep up with high-level Terran and Zerg.
But in my opinion, if there was one area that Protoss does need help, it is in tech-switching.
Terran building Add-ons give them the ability to tech-switch easily enough, Zerg have the ability to tech-switch by only throwing down one building, but the only thing Protoss has going for them during a tech-switch is Chrono.

Not to mention, when Protoss warp in units, they have to look where they warp.. and then go chrono again.
Terran and Zerg has to look for Injects and Mules of course, but never to create an army.
Any time you see Protoss warping in units, you know that is where he is looking.
This can be exploited, especially with as many slow and expensive units Protoss has.
I would never want it to change, I love warp the way it is.. but it does have a glaring weakness compared to the other races.

Great read.
we are all but shadows in the void
Ben...
Profile Joined January 2011
Canada3485 Posts
April 12 2013 18:50 GMT
#170
On April 13 2013 01:33 nottapro wrote:
I feel like you have labeled all deviations and creative alternatives to a standard deathball composition, as gimmicky.
It isn't too far from the truth though. For Protoss you have to do all-or-nothing builds or turtle to a deathball. There is no in-between like the other races have (By that I mean there are no pressure builds. Terran can do the standard MMM timing around when Protoss tries to take a third to keep them honest. Unless the Terran massively screws up that build is never all-in). Oracle builds can outright win but die and put you massively behind if scouted so they essentially rely on your opponent not scouting or sucking, which I would say is gimmicky. The current 7ish minute Tails DT drop PvT build is the definition of gimmicky. It only works if the Terran craps themselves and doesn't get detection. We are already seeing it beaten with standard play only a short time into its usage (such as MKP vs. sOs. MKP just threw down turrets and went and killed sOs before he could get a follow-up to the DTs, which happens with many Protoss builds). Modern immortal/sentry now only works if the Zerg doesn't scout and/or doesn't know the responses.

That is the issue. Most non-deathball Protoss builds don't rely on you being good, but on your opponent not knowing what to do. That is why there are so many flavour of the week Protoss builds. You can win with them consistently for a week or two but as soon as they are solved you never win with them again.

That was why immortal/sentry was so strong in WoL. It was the only build that broke this mould. It was the only build Protoss could do where they could be scouted and still have a chance of winning, depending on the map. It didn't have a standard solution like most Protoss builds because it was so map-dependent and relied on the Protoss being smart with how they forcefield and split up the Zerg units. Did bad Protoss players beat Zerg players better than them with it a lot more than they should have? Yes for sure, but it was necessary because at the same time Zerg also broke the standard Starcraft mould by having an equally exploitative build, infestor/broodlord with mass static defense, that allowed bad Zerg players to beat Protoss players better than them. And I think this is why Blizzard never fixed either of them in WoL. They knew that if they fixed one, then the other would make the matchup completely broken in favour for one side. If they fixed immortal/sentry, Protoss would almost never win. If they fixed infestor/broodlord, Zerg would almost never win. And fixing both at once would have been far too much for one patch and would have likely screwed up every matchup, though to be honest that would probably not have been a bad thing.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2013-04-12 18:59:21
April 12 2013 18:54 GMT
#171
On April 13 2013 03:44 frostalgia wrote:
I don't disagree that Protoss is gimmicky, especially Chrono as a macro mechanic compared to Larvae and Mules.
Photon Overcharge, Time Warp, and Tempest don't really seem to change much of the game at all.
Stargate tech might be more viable now, but Fleet Beacon is not. Mothership is so obsolete it's now all-but-extinct.
Tempests will eventually be as rare as Carriers.. unless Zergs suddenly go for Broods again every game.

However, I think free Hallucination could help with early game aggression if more Zealot/Stalker hallucinations were used.
A fast Oracle with a few hallucinated Oracles in front of it works to soak Widow Mine hits, or scare the hell out of Terran.

Also, not enough Protoss are using Recall to save units from death. No reason to lose whole armies that could be saved.

I am not convinced there is any answer for high-level Protoss to be able to keep up with high-level Terran and Zerg.
But in my opinion, if there was one area that Protoss does need help, it is in tech-switching.
Terran building Add-ons give them the ability to tech-switch easily enough, Zerg have the ability to tech-switch by only throwing down one building, but the only thing Protoss has going for them during a tech-switch is Chrono.

Not to mention, when Protoss warp in units, they have to look where they warp.. and then go chrono again.
Terran and Zerg has to look for Injects and Mules of course, but never to create an army.
Any time you see Protoss warping in units, you know that is where he is looking.
This can be exploited, especially with as many slow and expensive units Protoss has.
I would never want it to change, I love warp the way it is.. but it does have a glaring weakness compared to the other races.

Great read.

well i dont mind that tech switching is so slow that much, at least not for tier three. circle could be a bid cheaper though. I think the main problem is still that weakness in the early-mid-game to midgame, when stim or mass-roach makes it almost impossible to take a third before t3/getting some immortals out. This in itself denies the possibility to go for sth like oracles, phoenixes, mid prisms or early gateway-pushes, because investing in sth that doesnt buff your tech might very well lead to your death/playing from one base less than you need.
low gravity, yes-yes!
Bourne
Profile Blog Joined February 2011
United Kingdom152 Posts
April 12 2013 18:57 GMT
#172
On April 12 2013 12:52 Jasiwel wrote:
I found myself agreeing with most everything aside from replacing the Colossus and that the MSC does not allow early aggression. I remember asking here a while back why Protoss Gateway is so weak and why could it not be buffed? The answer was simply because of Warpgate, not even so much Sentry anymore. It makes sense too. I feel like Warpgate is a double-edged sword for the design because it's so incredibly useful, but too incredibly exploitable. Balance in WoL had to really walk a thin line to actually work because warping in Brood War Zealots with Charge could really be too strong then. However, I feel like now with the return of the Hellbat (Firebat) and return of the Widow Mine (S-Mine), Zealots could use a buff because THEY HAVE TURNED INTO CANNON FODDER. I used to have an expectation that every unit I made would matter and that preserving them would be useful, but in the end Protoss Zealots are basically no different than any Zerg unit. Think about it: losing a Stalker hurts, losing a Sentry hurts, losing an Immortal sucks, losing a Colossus REALLY sucks - but losing a Zealot is absolutely expected. Furthermore, Zealots can't really do much aside from absorb damage and maybe do preliminary damage; they are simply liquidated too quickly now and what makes that worse is that the Protoss army is built around having Zealots deal damage and absorb it, while ranged units deal the greater damage.

^TLDR: Warpgate research used to qualify the idea of weaker Protoss units, but now with the addition of extra options/buffs to other races' anti-light units, Zealots could really use a buff to become something aside from cannon fodder.


Zealots are cannon fodder, they always have been. In the early game zealots become extremely powerful but towards the end all t1 units become just pure cannon fodder. Stalkers, sentry's and colussus all require gas and replacing these is expensive, gas is the most scarce resource and that is why zealots are cheap and replaceable due to their ability to cost no gas and provide as a tank in the fight against roaches.
paradoxOO9
Profile Joined January 2011
United Kingdom1123 Posts
April 12 2013 19:08 GMT
#173
Just spit-balling because I haven't played the game in a very long time (I do watch regularly though). Would it not be possible to buff Zealots and Stalkers whilst kinda combining the Mothership Core and Sentry whilst removing Force Fields and the planetary nexus could come from nexus energy instead or something? If it is completely unreasonable, again I blame the whole not playing thing
Mzimzim
Profile Joined June 2011
United States221 Posts
April 12 2013 19:12 GMT
#174
On April 13 2013 01:59 GhostFall wrote:
I think it is a totally worthwhile thing to try buffing gateway units and removing the production bonus aspect of warpgate.

I just wish blizzard would actually utilize the test server for drastic changes like changing warpgate and buffing gateway units. What is there to lose?
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
Last Edited: 2013-04-12 19:15:46
April 12 2013 19:13 GMT
#175
I feel like you got off track a little bit and didn't flesh out all your ideas toward the middle, but really pulled it together at the end. I agree, for the most part. I'm not sure I think that Protoss as a whole is a 'gimmick race' but I definitely think warpgate and sentries (read: forcefields) ruin 'toss's early game. It's either too strong or too weak. It cannot, cannot, cannot, be balanced with those.. things.. in the game.

I'm done.

edit: I wasn't done. The MSC, as you said, doesn't fix the problem, it only exacerbates it. I think. (Not as sure about this one.)
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
imMUTAble787
Profile Joined November 2011
United States680 Posts
April 12 2013 19:17 GMT
#176
At the same time would it not be a viable argument to say that because the race excels at gimmicky play, it is ideal for tournament formats like GSL and SPL where you know your opponents and maps ahead of time ?

Assuming of course you have a protoss player capable of specifically tailoring something for an opponent. Like MC
*eternalenvy fanboy*
Valikyr
Profile Joined June 2010
Sweden2653 Posts
Last Edited: 2013-04-12 19:26:03
April 12 2013 19:25 GMT
#177
I agree with you on most points TS but I think you are dead wrong on the fact that MSC changes nothing. Just look at how SaSe plays PvZ nowadays. Constant aggression with constant recalls when he starts to over-commit and then add a warp prism on top of that so the zerg has to split his forces.

Protoss is a badly designed race and the hardest to be consistent with though. I wish we had another solution for warp gates and sentries and I have wished that from the beginning. But the MSC is THE best protoss change in HotS.
Valikyr
Profile Joined June 2010
Sweden2653 Posts
April 12 2013 19:27 GMT
#178
On April 13 2013 04:17 imMUTAble787 wrote:
At the same time would it not be a viable argument to say that because the race excels at gimmicky play, it is ideal for tournament formats like GSL and SPL where you know your opponents and maps ahead of time ?

Assuming of course you have a protoss player capable of specifically tailoring something for an opponent. Like MC

On paper yes but in reality we've seen the answer which is no.
Yorke
Profile Joined November 2010
England881 Posts
Last Edited: 2013-04-16 21:00:43
April 12 2013 19:32 GMT
#179
deleted
@YorkeSC - RIP MIT Police Officer Sean Collier, BW fan
imMUTAble787
Profile Joined November 2011
United States680 Posts
April 12 2013 19:34 GMT
#180
On April 13 2013 04:27 Valikyr wrote:
Show nested quote +
On April 13 2013 04:17 imMUTAble787 wrote:
At the same time would it not be a viable argument to say that because the race excels at gimmicky play, it is ideal for tournament formats like GSL and SPL where you know your opponents and maps ahead of time ?

Assuming of course you have a protoss player capable of specifically tailoring something for an opponent. Like MC

On paper yes but in reality we've seen the answer which is no.



Doesn't MC have something in the neighborhood of a 75% win rate for total career GSL games that end in 12 minutes ? I don't feel like looking up the exact figures. The fact is players like MC and Parting that know how to get into someones head in a series are ridiculously successful. Protosses that try to take a different approach, not so much.

If terran is going to be balanced around outliers like MVP, then there is no reason to do something different with protoss.
*eternalenvy fanboy*
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