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Warp prism speed buff, test map. 5.28.2013 - Page 57

Forum Index > SC2 General
1346 CommentsPost a Reply
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BisuDagger
Profile Blog Joined October 2009
Bisutopia19333 Posts
May 30 2013 15:29 GMT
#1121
On May 31 2013 00:16 Thieving Magpie wrote:
Show nested quote +
On May 30 2013 23:59 BisuDagger wrote:
On May 30 2013 23:49 ETisME wrote:
On May 30 2013 22:57 HolyArrow wrote:
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.

actually if warp gate tech was available later in some higher tech tree, but allowing toss to have blink/charger research, it might be interesting

I would rather they introduce the speed upgrade on zealots from BW.


Charge does increase zealot speed... Or are you simply asking that the speed upgrade on charge be increased?

I mean a permanent increase to the speed of a zealot so they can travel the map faster. The speed increase from charge is temporary and much faster then the speed I refer to.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Whitewing
Profile Joined October 2010
United States7483 Posts
May 30 2013 15:34 GMT
#1122
On May 31 2013 00:29 BisuDagger wrote:
Show nested quote +
On May 31 2013 00:16 Thieving Magpie wrote:
On May 30 2013 23:59 BisuDagger wrote:
On May 30 2013 23:49 ETisME wrote:
On May 30 2013 22:57 HolyArrow wrote:
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.

actually if warp gate tech was available later in some higher tech tree, but allowing toss to have blink/charger research, it might be interesting

I would rather they introduce the speed upgrade on zealots from BW.


Charge does increase zealot speed... Or are you simply asking that the speed upgrade on charge be increased?

I mean a permanent increase to the speed of a zealot so they can travel the map faster. The speed increase from charge is temporary and much faster then the speed I refer to.


The charge upgrade does both. The movement speed of zealots is increased by researching charge, and it gives them the actual charge.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 30 2013 15:35 GMT
#1123
On May 31 2013 00:34 Whitewing wrote:
Show nested quote +
On May 31 2013 00:29 BisuDagger wrote:
On May 31 2013 00:16 Thieving Magpie wrote:
On May 30 2013 23:59 BisuDagger wrote:
On May 30 2013 23:49 ETisME wrote:
On May 30 2013 22:57 HolyArrow wrote:
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.

actually if warp gate tech was available later in some higher tech tree, but allowing toss to have blink/charger research, it might be interesting

I would rather they introduce the speed upgrade on zealots from BW.


Charge does increase zealot speed... Or are you simply asking that the speed upgrade on charge be increased?

I mean a permanent increase to the speed of a zealot so they can travel the map faster. The speed increase from charge is temporary and much faster then the speed I refer to.


The charge upgrade does both. The movement speed of zealots is increased by researching charge, and it gives them the actual charge.


He wants them to go even faster. Like super speed zealots with charge. Personally, I would like a dash that could be used for short bursts along with charge.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
BisuDagger
Profile Blog Joined October 2009
Bisutopia19333 Posts
May 30 2013 15:39 GMT
#1124
On May 31 2013 00:34 Whitewing wrote:
Show nested quote +
On May 31 2013 00:29 BisuDagger wrote:
On May 31 2013 00:16 Thieving Magpie wrote:
On May 30 2013 23:59 BisuDagger wrote:
On May 30 2013 23:49 ETisME wrote:
On May 30 2013 22:57 HolyArrow wrote:
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.

actually if warp gate tech was available later in some higher tech tree, but allowing toss to have blink/charger research, it might be interesting

I would rather they introduce the speed upgrade on zealots from BW.


Charge does increase zealot speed... Or are you simply asking that the speed upgrade on charge be increased?

I mean a permanent increase to the speed of a zealot so they can travel the map faster. The speed increase from charge is temporary and much faster then the speed I refer to.


The charge upgrade does both. The movement speed of zealots is increased by researching charge, and it gives them the actual charge.

"Researching Charge will also give a small natural speed boost to all Zealots, making them nearly the same speed as Stalkers"
This improvement is bs. I want a manlot. They go from slow to stupidly normal speed. That's not the speed I'm looking for.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
xAdra
Profile Joined July 2012
Singapore1858 Posts
May 30 2013 15:48 GMT
#1125
On May 31 2013 00:10 Jinky wrote:
Show nested quote +
On May 31 2013 00:01 xAdra wrote:
I find the zergs complaining that "zerg has no reliable harassment options" quite epic, for the race that punishes minute mistakes the hardest. "Mutalisks are not considered harassment units".....really? Mutalisk tech switches are incredible against Protoss, especially since Storms don't do shit to mutalisks with their new regeneration.


Mutalisks are a significant investment. Each Muta is the price of 1 Medivac, and it requires about 8 Mutalisks at a minimum to be effective for harass. That's the equivalent of 8 Medivacs just to harass. See how that doesn't compare?

I see your point, but what I mean is how many different types of harass you have to prepare for when against zerg.

Mutalisks are incredibly damaging if unscouted and can easily end the game if you aren't prepare with appropriate counters. Zergling runbys are the bane of protoss who do not diligently re-plug their wall with a zealot every time. Burrow and burrow move are another one. Drops may be a big gamble, but they are still a possibility in the late game, and crackling drops deal epic damage. Not forgetting that Swarmhost Locusts can also be sent in waves which, if not appropriately prepared for is also easily game ending.
Jinky
Profile Joined January 2011
United States64 Posts
May 30 2013 15:57 GMT
#1126
On May 31 2013 00:17 Thieving Magpie wrote:
Show nested quote +
On May 31 2013 00:10 Jinky wrote:
Mutalisks are a significant investment. Each Muta is the price of 1 Medivac, and it requires about 8 Mutalisks at a minimum to be effective for harass. That's the equivalent of 8 Medivacs just to harass. See how that doesn't compare?


Surprisingly enough--that's about how many Medivacs terran wants to have in order to do drop play. 2 out in the map and 6ish above the army. As two are retreating, fill up another two to hit again leaving 4 in the army waiting for the retreating two to come back.


Okay, I'll disregard that Terran can do strong drops with their very first two Medivacs so that I can go along with you on this. Those 8 Medivacs can also be used with your army, will be strong all game long, and can be used to harass forever. A small handful of Mutas (harass size) are easily shut down by turrets/cannons. Medivacs can just go around static defense, drop your ground troops, and still harass. If the opponent is doing some massive timing attack, you can pull most of your Medivacs back (maybe leaving 1 or 2 to continue to drop) to defend with. But Zerg can't split up their Mutas to harass and defend, and 8 Mutas defending with an army won't do enough damage to be worth it anyway. Medivacs are way more versatile and effective in small numbers. Honestly, would you rather have 8 Medivacs or 8 Mutalisks at 10:00?

The price is comparable, but the effectiveness is not.

On May 31 2013 00:19 ZenithM wrote:
Show nested quote +
On May 31 2013 00:10 Jinky wrote:
Mutalisks are a significant investment. Each Muta is the price of 1 Medivac, and it requires about 8 Mutalisks at a minimum to be effective for harass. That's the equivalent of 8 Medivacs just to harass. See how that doesn't compare?

The game was never designed for all the races to have equivalent harass options. What is important is that you do have them, with mutalisks, speedlings, burrow (and burrow move), nydus, etc, etc..
Protoss on the other hand is more limited. Static anti-air pretty much deny most of their "single harass" units, so they're left with warp prisms. And blink stalkers maybe? that's kind of like mutalisks though, except that mutalisks are far better to mass :D


I do use burrow quite a bit, and it is good and very fun. Glad they moved it to Hatch tech where it can be useful for harass. But Burrow doesn't get units into the enemy base. Don't talk to me about Burrow-move, because that is lair tech, it is expensive, and any decent opponent will have detection at their front door by the time you can get it.

I do think Nydus is an unexplored area for Zerg harass. It is unexplored because it is so expensive (kind of like Mutas, but Mutas can at least deal damage.)

I already talked about Mutas. It is not cost-effective to get Mutas simply to harass. Once you make Mutas and the opponent is aware of it, making defense is easy to shut down Mutas. Going Mutas is a commitment for Zerg, not "just another harass unit to dip into a bit."

Mutas aren't "far better to mass." They must be massed to be effective. And they are far more gas-expensive than Stalkers, so you can make many Stalkers and also make big tech units, but for Zerg going Mutas, those Mutas are the big tech unit. Zerg will have no gas for anything else.

But perhaps you are right and the races aren't all supposed to have really good, cheap harass options that are comparative to Medivac with speedboost. But here we are with Blizzard considering free Warp Prism speed....

Anyway, I'm not trying to say that Zerg has no harass options. I am saying that Mutas are not Zerg's go-to "harass option" like some people are blathering.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
May 30 2013 16:06 GMT
#1127
On May 30 2013 22:57 HolyArrow wrote:
Show nested quote +
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.


concussive shell more game changing then charge. Are you joking?
savior did nothing wrong
Jinky
Profile Joined January 2011
United States64 Posts
May 30 2013 16:14 GMT
#1128
On May 31 2013 00:48 xAdra wrote:
Show nested quote +
On May 31 2013 00:10 Jinky wrote:
On May 31 2013 00:01 xAdra wrote:
I find the zergs complaining that "zerg has no reliable harassment options" quite epic, for the race that punishes minute mistakes the hardest. "Mutalisks are not considered harassment units".....really? Mutalisk tech switches are incredible against Protoss, especially since Storms don't do shit to mutalisks with their new regeneration.


Mutalisks are a significant investment. Each Muta is the price of 1 Medivac, and it requires about 8 Mutalisks at a minimum to be effective for harass. That's the equivalent of 8 Medivacs just to harass. See how that doesn't compare?

I see your point, but what I mean is how many different types of harass you have to prepare for when against zerg.

Mutalisks are incredibly damaging if unscouted and can easily end the game if you aren't prepare with appropriate counters. Zergling runbys are the bane of protoss who do not diligently re-plug their wall with a zealot every time. Burrow and burrow move are another one. Drops may be a big gamble, but they are still a possibility in the late game, and crackling drops deal epic damage. Not forgetting that Swarmhost Locusts can also be sent in waves which, if not appropriately prepared for is also easily game ending.


I agree that Zerg has many harass options; I think it's a shame that pro Zergs don't use them more (which would lead all Zergs to use them more). What I'm saying is that Muta isn't a harass option to be compared to Medivacs/Warp Prism. The cost difference and the timings involved are very different.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 16:18 GMT
#1129
On May 31 2013 01:06 EleanorRIgby wrote:
Show nested quote +
On May 30 2013 22:57 HolyArrow wrote:
On May 30 2013 22:53 Crownlol wrote:
Odd idea, but this seems the right place for it. Why are Protoss t1 unit upgrades researched at a t3 building, while every other race can research their mechanic upgrades faster (stim/conc/ling speed/roachspeed)?

Currently, Protoss's biggest problem is weak Gateway units right? I believe this is universally agreed upon. Would moving Charge and Blink to Cybercore really be that OP? Stim and Conc shell are more gamechanging, and are researched from a t1.5/t2 building.

Blink might be a bit much, but putting Charge in Cybercore would encourage more aggressive play. At least Zealot drops would actually do some harassment.


Yes, that would be quite OP. I'm a Toss player and that would pretty much break the game IMO.


concussive shell more game changing then charge. Are you joking?


Conc shell is actually almost perfect (I would prefer if it had a 3 second cooldown so that it happens every other shot instead of every shot but that's being nitpicky)

It's powerful early on, but terrible late. It has its uses and allows a slow terran army a 2nd way of "keeping up" with its faster opponents, but it's most powerful during small army engagements as opposed to large army engagements. The opposite is true for charge.

What would be better is if Charge was split into two upgrades. One for speed, and one for charge. This would allow them to buff both so a speed only upgrade could make zealots even faster while a charge only upgrade could either have a smaller cooldown or even a damage boost during the charge. that would definitely be more dynamic.

Hark, what baseball through yonder window breaks?
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 30 2013 16:20 GMT
#1130
FYI, speed zealots in BW moved nearly as fast as stimmed Marines. Zealot speed also cost 150/150 vs 200/200 for Charge. Frankly, if they reverted it to how it was in BW, it would be a significant buff. No idea why it needs to be so expensive anyway.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 16:25 GMT
#1131
On May 31 2013 00:57 Jinky wrote:
Show nested quote +
On May 31 2013 00:17 Thieving Magpie wrote:
On May 31 2013 00:10 Jinky wrote:
Mutalisks are a significant investment. Each Muta is the price of 1 Medivac, and it requires about 8 Mutalisks at a minimum to be effective for harass. That's the equivalent of 8 Medivacs just to harass. See how that doesn't compare?


Surprisingly enough--that's about how many Medivacs terran wants to have in order to do drop play. 2 out in the map and 6ish above the army. As two are retreating, fill up another two to hit again leaving 4 in the army waiting for the retreating two to come back.


Okay, I'll disregard that Terran can do strong drops with their very first two Medivacs so that I can go along with you on this. Those 8 Medivacs can also be used with your army, will be strong all game long, and can be used to harass forever. A small handful of Mutas (harass size) are easily shut down by turrets/cannons. Medivacs can just go around static defense, drop your ground troops, and still harass. If the opponent is doing some massive timing attack, you can pull most of your Medivacs back (maybe leaving 1 or 2 to continue to drop) to defend with. But Zerg can't split up their Mutas to harass and defend, and 8 Mutas defending with an army won't do enough damage to be worth it anyway. Medivacs are way more versatile and effective in small numbers. Honestly, would you rather have 8 Medivacs or 8 Mutalisks at 10:00?

The price is comparable, but the effectiveness is not.



Of course I'm not saying its the same. I just never really thought about it in those terms before.

The weakness of Medivacs is that you need additional investment on top of the medivac itself. (Marine's aren't free after all )

Two medivacs out in the world is 20 supply worth of units. Which is about how much supply 10ish Mutalisks take up as well. The main strength of the medivac is that when it retreats it is part of the army. This isn't true for Mutalisks OR for Prisms.

The main strength with mutalisks is that 10-20 mutalisks can end the game while 10-20 medivacs cannot.

A great way to solve this problem is to bring back the medic (at Ghost tech of course as to not make timings with medics too fast) and to transform the medivac into a dropship (but still have boosters). This would make it so Terran don't need to build 20 supply of healers all the time and it would buff terran by not requiring their healers to cost 100 gas a pop.

Makes non-terrans happy, makes terrans happy.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 16:28 GMT
#1132
On May 31 2013 01:20 Toadvine wrote:
FYI, speed zealots in BW moved nearly as fast as stimmed Marines. Zealot speed also cost 150/150 vs 200/200 for Charge. Frankly, if they reverted it to how it was in BW, it would be a significant buff. No idea why it needs to be so expensive anyway.


Because it's 2:1

Imagine for moment that adrenal and metabolic boost was put into one upgrade--it would probably cost 300/300 or even 400/400

But since they're separate each can be costed accordingly as well as buffed accordingly.
Hark, what baseball through yonder window breaks?
Sabu113
Profile Blog Joined August 2009
United States11078 Posts
Last Edited: 2013-05-30 16:36:36
May 30 2013 16:35 GMT
#1133
On May 31 2013 01:20 Toadvine wrote:
FYI, speed zealots in BW moved nearly as fast as stimmed Marines. Zealot speed also cost 150/150 vs 200/200 for Charge. Frankly, if they reverted it to how it was in BW, it would be a significant buff. No idea why it needs to be so expensive anyway.


Everything protoss must be expensive and require a heavy gas investment to tech to. Don't get me started on Templar.

It's ludicrous how much tech toss has to invest in to be effective. It results in a super lopsided game time wise.

edit: No clue what the hell magpie is talking about. Zealot speed was just speed.
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
BisuDagger
Profile Blog Joined October 2009
Bisutopia19333 Posts
May 30 2013 16:36 GMT
#1134
On May 31 2013 01:28 Thieving Magpie wrote:
Show nested quote +
On May 31 2013 01:20 Toadvine wrote:
FYI, speed zealots in BW moved nearly as fast as stimmed Marines. Zealot speed also cost 150/150 vs 200/200 for Charge. Frankly, if they reverted it to how it was in BW, it would be a significant buff. No idea why it needs to be so expensive anyway.


Because it's 2:1

Imagine for moment that adrenal and metabolic boost was put into one upgrade--it would probably cost 300/300 or even 400/400

But since they're separate each can be costed accordingly as well as buffed accordingly.

Glad to see some1 agrees with me. Let's separate speed from charge and have two upgrades.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Jasiwel
Profile Joined June 2012
United States146 Posts
May 30 2013 16:39 GMT
#1135
I think an upgrade should be introduced that helps Zealot longevity in the late game. The problem I keep seeing is that Zealots are becoming more important, yet they're being completely demolished by nearly every new unit in HotS.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 16:42 GMT
#1136
On May 31 2013 01:36 BisuDagger wrote:
Show nested quote +
On May 31 2013 01:28 Thieving Magpie wrote:
On May 31 2013 01:20 Toadvine wrote:
FYI, speed zealots in BW moved nearly as fast as stimmed Marines. Zealot speed also cost 150/150 vs 200/200 for Charge. Frankly, if they reverted it to how it was in BW, it would be a significant buff. No idea why it needs to be so expensive anyway.


Because it's 2:1

Imagine for moment that adrenal and metabolic boost was put into one upgrade--it would probably cost 300/300 or even 400/400

But since they're separate each can be costed accordingly as well as buffed accordingly.

Glad to see some1 agrees with me. Let's separate speed from charge and have two upgrades.


Agreed, I also feel the same about medivacs (split them into medics and dropships). Even moreso now that boost can give a "plain" dropship a unique flare.
Hark, what baseball through yonder window breaks?
midnight999
Profile Blog Joined December 2012
United States257 Posts
May 30 2013 16:43 GMT
#1137
I would've preferred a complete re-balance of gateway units with HoTS, but I guess it's too late for that lol.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 16:46 GMT
#1138
On May 31 2013 01:43 jkim91 wrote:
I would've preferred a complete re-balance of gateway units with HoTS, but I guess it's too late for that lol.


I don't know if a complete rebalance would be justified though? early timings with them are pretty strong, while midgame back and forths are fantastic to watch. The lategame is just weird where either the gateway units seem unstoppable or die like pandas fucking.
Hark, what baseball through yonder window breaks?
BisuDagger
Profile Blog Joined October 2009
Bisutopia19333 Posts
May 30 2013 16:47 GMT
#1139
On May 31 2013 01:39 Jasiwel wrote:
I think an upgrade should be introduced that helps Zealot longevity in the late game. The problem I keep seeing is that Zealots are becoming more important, yet they're being completely demolished by nearly every new unit in HotS.

Well sentries kind of lose usefullness lategame too. Imagine a sentry that can put a dmatrix style shield on zealots (gateway units only). That way they can take more dmg for a period of time as they engage battle. This ability versus the overall shield that they use currently.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
MrGh0st
Profile Joined March 2013
United States35 Posts
May 30 2013 16:48 GMT
#1140
Following the Warp Prism buff, the following buffs will take place following the new Season start/patch:

1.) All Protoss units get a 18% shield boost if they're within the vicinity of other friendly Protoss units, thus solidifying the Protoss DEATHBALL as the only way to play.

2.) Zealot's and Stalker's damage now does +15 to Bio.

3.) All RoboBay units are warped in via the Warpgate instead of being 'built' at the RoboBay. We feel this will allow Protoss players to harass more easily.

4.) Colossi can no longer be targeted by Anti-Air (Corruptors, Phoenixes, Vikings.)

5.) The Nexus Photon Overcharge ability from the Mothership Core can now be used on enemy Hatcheries, Command Centers, and Nexus'. We feel this will allow Protoss players to harass more easily.

6.) The Sentry's Force Field ability's duration has been doubled to 30seconds and will no longer cost energy.

7.) The Sentry's Guardian Shield ability has had it's duration doubled to 30 seconds and its damage reduction doubled from 2 to 4.

8.) Zealots now start with the Charge ability. It will no longer need to be researched at the Twilight Council.


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