• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:27
CEST 02:27
KST 09:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
2v2 & SC: Evo Complete: Weekend Double Feature0Team Liquid Map Contest #21 - Presented by Monster Energy8uThermal's 2v2 Tour: $15,000 Main Event17Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments7[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
#1: Maru - Greatest Players of All Time 2v2 & SC: Evo Complete: Weekend Double Feature Is there a way to see if 2 accounts=1 person? uThermal's 2v2 Tour: $15,000 Main Event RSL Revival patreon money discussion thread
Tourneys
RSL: Revival, a new crowdfunded tournament series LiuLi Cup - August 2025 Tournaments SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
Soma Explains: JaeDong's Double Muta Micro ASL 20 HYPE VIDEO! BGH Auto Balance -> http://bghmmr.eu/ BW AKA finder tool ASL20 Pre-season Tier List ranking!
Tourneys
Cosmonarchy Pro Showmatches KCM 2025 Season 3 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread The Games Industry And ATVI The year 2050
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1545 users

Warp prism speed buff, test map. 5.28.2013 - Page 62

Forum Index > SC2 General
1346 CommentsPost a Reply
Prev 1 60 61 62 63 64 68 Next
BlackPride
Profile Joined July 2012
United States186 Posts
May 31 2013 19:08 GMT
#1221
On June 01 2013 01:15 AwM wrote:
Show nested quote +
On May 31 2013 13:14 BlackPride wrote:
Not a good change. Won't impact Protoss lategame which is the biggest problem. By then they should already have warp-prism speed. They need to think of changes that will take away from the late game deathball.

Protoss has a really strong lategame though. As a Zerg player when it gets to the late-mid to late game I found that at max food with enough money and injects to COMPLETELY rebuild is the only way to beat it. I will usually lose all my army and toss will lose ~75% and they're not even always at max food yet. Plus Toss has sooooo many strong unit comps that they can shift to late game.

What I mean is that we need to detract from the boring deathball sort of play. I agree completely it is really really hard for Zerg to beat a maxed protoss army, but with swarm hosts and viper it is doable. The biggest problem is the boringness of deathball play, and an automatically speedy warp prism is not the way to do it.
I've never waited in line at the DMV [YVNG]
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2013 19:14 GMT
#1222
On June 01 2013 03:37 Toadvine wrote:
Show nested quote +
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).
Grampz
Profile Joined November 2010
United States2147 Posts
May 31 2013 19:15 GMT
#1223
did i just read that right?
What we'd like to first try is Warp Prisms starting off with the upgraded speed and getting rid of the speed upgrade


the only players voting yes for this must be toss players.. this is every protoss's wet dream
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 31 2013 19:19 GMT
#1224
On June 01 2013 04:15 Grampz wrote:
did i just read that right?
Show nested quote +
What we'd like to first try is Warp Prisms starting off with the upgraded speed and getting rid of the speed upgrade


the only players voting yes for this must be toss players.. this is every protoss's wet dream


Technically, every toss' wet dream is a fenix/raynor fanfiction as they become the ultimate "archon"

if you know what I mean...

Hark, what baseball through yonder window breaks?
Banchan
Profile Joined May 2011
United States179 Posts
May 31 2013 19:22 GMT
#1225
I think the ideal outcome from this buff would be that protoss players start opening with warp prism, allowing them to skip stargate in pvz and changing pvt such that it no longer relies on protoss defending for 13 minutes then a-moving their deathball.

expand -> robo -> warp prism harass -> third base
instead of
expand -> random tech building -> all in
rustypipe
Profile Joined November 2010
Canada206 Posts
May 31 2013 19:24 GMT
#1226
I agree that protoss need another avenue to do some horas in the mid game but I don't think this is the right answer. This will help the PvT situation but will make ZvP an utter nightmare. Prisim immortal all-in are already stupid effective and like a cancer on ladder.

Also look at how much the speedvac changed terran's matchups, if this goes through this is not a minor buff but a MAJOR buff as it will allow the prisim to scoot around doing endless free horras in ZvP, trasnform warp in more crap and if the going gets hard just bail out with no losses as the only option for zerg at that point to snipe the prisim is queens

Late game in ZvP once muta and or hydra are out fine, but mark my words this goes through the 9min all in timing pushes in PvZ will become much worse

The beatings will continue until moral improves!
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 31 2013 19:42 GMT
#1227
On June 01 2013 04:14 Big J wrote:
Show nested quote +
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).


Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.
"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 31 2013 19:44 GMT
#1228
On June 01 2013 04:42 Toadvine wrote:
Show nested quote +
On June 01 2013 04:14 Big J wrote:
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).


Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.


hard enough to survive on just storm and templars as is. Storms, templars AND DT's would be tough early. Late in the game its all about Templar/Collossus switches with heavy zealot support.

BUT

I do like the direction you're going with this

The question is how do we make the other pieces fit?
Hark, what baseball through yonder window breaks?
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 31 2013 19:57 GMT
#1229
On June 01 2013 04:44 Thieving Magpie wrote:
Show nested quote +
On June 01 2013 04:42 Toadvine wrote:
On June 01 2013 04:14 Big J wrote:
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).


Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.


hard enough to survive on just storm and templars as is. Storms, templars AND DT's would be tough early. Late in the game its all about Templar/Collossus switches with heavy zealot support.

BUT

I do like the direction you're going with this

The question is how do we make the other pieces fit?


Well, we're obviously not going to get a total redesign of Protoss, so may as well try to work with what is available. I think a good general way of changing Protoss is to nerf their powerful stuff a bit, but make it more available and/or cheaper.

So, if you take Charge for example, split that into two upgrades, both for 100/100, one of which increases movement speed, and can be researched from the Cyber Core, and the other grants the "Charge" ability and stays on the Twilight Council. Or Sentries, how about we cut the price down to 50/75, but put a 10 sec cooldown on FF - so in effect, you could only have as many Forcefields active on the field as you have Sentries in your army. They'd still be fine for defensive purposes, and would free up gas for more stuff, but an all-in couldn't just have 8 Sentries gather energy the whole game, and then spam them everywhere during an attack, like SoulTrain would.

Just make the race a bit less extreme. I'm eager to accept a Warpgate nerf in return for stuff becoming cheaper as well.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Blacklizard
Profile Joined May 2007
United States1194 Posts
May 31 2013 20:01 GMT
#1230
On May 29 2013 05:55 phyren wrote:
I feel like the main idea is still being missed. Certainly this will help, but the big problem is that protoss still doesn't have very effective small size engagements, especially for harass. A warp prism full of zealots doesn't compare to a runby of a dozen lings or a medivac of mm. It costs the toss more and does less dmg. Of course, there is the possibility of warping in an entire army, but this increases the risk quite a bit and still avoids the idea of SMALL scale engagements.

Storm drops were the option in bw, but storm is a very high tech in sc2, especially because it is the norm to go towards stargate or robo tech first and invest heavily in those. Also, storm damage is lessened by enough that you usually wont kill more than 8-10 workers, which at this end game stage that you have all these techs, is nice but not as impactful as early game harass.

The oracle was supposed to take on this role, but it hasn't quite done so.

tl;dr. REAVERS!!


I've been reading pages and pages of comments, and this is the one I agree with the most. Very well said.

At the least, this buff could provide some better harassment options... only time and testing will tell if it is enough to make Protoss more harassment friendly. But to be sure, it is an important goal to be met for the game - it'll be more fun to play and watch.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 31 2013 20:10 GMT
#1231
On June 01 2013 05:01 Blacklizard wrote:
Show nested quote +
On May 29 2013 05:55 phyren wrote:
I feel like the main idea is still being missed. Certainly this will help, but the big problem is that protoss still doesn't have very effective small size engagements, especially for harass. A warp prism full of zealots doesn't compare to a runby of a dozen lings or a medivac of mm. It costs the toss more and does less dmg. Of course, there is the possibility of warping in an entire army, but this increases the risk quite a bit and still avoids the idea of SMALL scale engagements.

Storm drops were the option in bw, but storm is a very high tech in sc2, especially because it is the norm to go towards stargate or robo tech first and invest heavily in those. Also, storm damage is lessened by enough that you usually wont kill more than 8-10 workers, which at this end game stage that you have all these techs, is nice but not as impactful as early game harass.

The oracle was supposed to take on this role, but it hasn't quite done so.

tl;dr. REAVERS!!


I've been reading pages and pages of comments, and this is the one I agree with the most. Very well said.

At the least, this buff could provide some better harassment options... only time and testing will tell if it is enough to make Protoss more harassment friendly. But to be sure, it is an important goal to be met for the game - it'll be more fun to play and watch.


Well... there is a reason why 4 zealots are worse than 8 marines or 16 zerglings at killing probes....

Marines are ranged, so they can hit more for longer

Zerglings are fast, so they can keep up and chase down workers

Zealots are both slow and melee--terrible for workers.

The advantage is that if you bring 8 zealots to hit a base (as opposed to 8 marines) and have 2 Warp Prisms floating over them--T or Z have to turn most of the army around or assume a base trade. You can't stop that with a detachment of troops or 3-4 queens (especially if they have charge)

The problem is that that is boring. How do you play off of something that lopsided? Your choice is full retreat or base race. Those are terrible choices from a viewers standpoint.
Hark, what baseball through yonder window breaks?
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
May 31 2013 20:13 GMT
#1232
So how many of you cry babies have actually played around with this change on the test map?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
H0i
Profile Joined October 2010
Netherlands484 Posts
Last Edited: 2013-05-31 21:45:48
May 31 2013 21:39 GMT
#1233
I think this change should not be underestimated. This may make colossus, immortal and archon drops viable as a standard harass play, kind of like how we see terrans attempting a drop at least every game. Previously these kinds of drops were difficult because your prisms were slow, and it took a lot of time to reach the speed prism (especially when not going colossi). It even may make non-colossus openings better (like straight into ht or dt / archons) because harass becomes much better with those units.

Still, when going for colossus you had to research range first, and the speed upgrade wasn't free. In this situation, even if you did research speed by that time a lot of AA would be out - many vikings, possibly mutas, phoenix... higher numbers of hydras, marines and stalkers. You can now hit harass timings significantly faster (several minutes) and much safer because of the speed (still not 100% safe of course). Also many players did not get speed in the past, just because it is such a huge investment. Not so much the cost of the upgrade itself, but the costs of all the associated buildings.

If my theorycraft is correct protoss will have an easier time taking a third because the opponent is occupied with defending, or at least there will be the threat of harass. This would significantly reduce the amount of 2 base all ins. We currently see one of the hardest things for protoss is getting and holding a 3rd. Especially on some maps and against some kinds of play.

Also, this change does not have to cause a loss in robo production time. One can get a warp prism instead of an observer and scout with it quite well, while harassing at the same time.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 31 2013 21:45 GMT
#1234
On June 01 2013 06:39 H0i wrote:
I think this change should not be underestimated. This may make colossus, immortal and archon drops viable as a standard harass play. Previously these kinds of drops were difficult because your prisms were slow, and it took a lot of time to reach the speed prism (especially when not going colossi). Still, when going for colossus you had to research range first, and the speed upgrade wasn't free. In this situation, even if you did research speed by that time a lot of AA would be out - many vikings, possibly mutas, phoenix... higher numbers of hydras, marines and stalkers. You can now hit harass timings significantly faster (several minutes) and much safer because of the speed (still not 100% safe of course).


Actually... I never thought about this till now (I should have)

If I scan a robo chrono-ing out an upgrade--my immediate assumption is Thermal Lance and I start massing Vikings.

However, if as you're getting thermal lance you also begin doing speed drops and force a turret or two, you can disrupt their ability to produce vikings and may even force them to spread them out too thinly. It allows Protoss to be aggressive while teching--which I love
Hark, what baseball through yonder window breaks?
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2013-05-31 22:19:47
May 31 2013 22:18 GMT
#1235
On June 01 2013 04:42 Toadvine wrote:
Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.


There's a very good reason DTs are on a seperate tech. The Templar Archives only takes 50 seconds to build, that means the fastest possible detection (1 gate robo into obs) only comes 15 seconds sooner than a DT rush. If they did this any other build besides 1 gate robo or 1 gate stargate into oracle in PvP would automatically die to a DT rush.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 31 2013 22:47 GMT
#1236
On June 01 2013 04:57 Toadvine wrote:
Show nested quote +
On June 01 2013 04:44 Thieving Magpie wrote:
On June 01 2013 04:42 Toadvine wrote:
On June 01 2013 04:14 Big J wrote:
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).


Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.


hard enough to survive on just storm and templars as is. Storms, templars AND DT's would be tough early. Late in the game its all about Templar/Collossus switches with heavy zealot support.

BUT

I do like the direction you're going with this

The question is how do we make the other pieces fit?


Well, we're obviously not going to get a total redesign of Protoss, so may as well try to work with what is available. I think a good general way of changing Protoss is to nerf their powerful stuff a bit, but make it more available and/or cheaper.

So, if you take Charge for example, split that into two upgrades, both for 100/100, one of which increases movement speed, and can be researched from the Cyber Core, and the other grants the "Charge" ability and stays on the Twilight Council. Or Sentries, how about we cut the price down to 50/75, but put a 10 sec cooldown on FF - so in effect, you could only have as many Forcefields active on the field as you have Sentries in your army. They'd still be fine for defensive purposes, and would free up gas for more stuff, but an all-in couldn't just have 8 Sentries gather energy the whole game, and then spam them everywhere during an attack, like SoulTrain would.

Just make the race a bit less extreme. I'm eager to accept a Warpgate nerf in return for stuff becoming cheaper as well.


Sidenote: I've been thinking that charge needs some tweaking. I think allowing zealots to charge in any direction regardless of units would be a good change. In other words, it would be auto-cast like it is, but you could also target it on the ground in any direction. This would enable more mobile zealots with the ability to somewhat retreat after fights. It also allows more micro potential as the protoss can actually set up strong zealot flanks just before a battle begins.
StrategyAllyssa Grey <3<3
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-05-31 23:19:19
May 31 2013 23:06 GMT
#1237
On June 01 2013 07:47 SC2John wrote:
Show nested quote +
On June 01 2013 04:57 Toadvine wrote:
On June 01 2013 04:44 Thieving Magpie wrote:
On June 01 2013 04:42 Toadvine wrote:
On June 01 2013 04:14 Big J wrote:
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


Honestly, Protoss harass is quite shit. But that doesn't mean that the game needs more "I don't have X. Now I'm plainly dead."-stuff, aka even stronger DTs. What Protoss needs is a way to harass even though marines, turrets and spores are out. Well, phoenix/overlord dynamic kind of allows for that in ZvP. But in the later stages of the midgame and the lategame, there is nothing useful apart from plain "mass warp-in" stuff, which is pretty much the opposite of costefficient harass, and rather along the lines of "counterattack against an immobile army" type of play (Broodlords, Swarm Hosts).


Honestly, DTs are good harassment units, and you can get a lot done with them even if there are turrets out, quite similar to how Phoenix do damage in PvZ despite the Zerg making Spores. The problem is rather that investing in DTs in the early/mid game of PvT sets your tech back so much, that it necessitates they do the kind of damage that's only possible if the Terran is completely unprepared.

If DTs were unlocked by the Templar Archives, you could kinda use a WP (even a slow one) with 2-3 DTs in PvT the same way Phoenix are used in PvZ - snipe some addons and outlying buildings, delay a third base, maybe kill some workers when the Terran moves out, force some scans along the way, that kind of thing. And then if you could have Storm in time and just not die on 2 bases vs a Medivac push, you could be in decent shape depending on how much you accomplished, and the game could proceed further. It would certainly be preferable to what we have now.


hard enough to survive on just storm and templars as is. Storms, templars AND DT's would be tough early. Late in the game its all about Templar/Collossus switches with heavy zealot support.

BUT

I do like the direction you're going with this

The question is how do we make the other pieces fit?


Well, we're obviously not going to get a total redesign of Protoss, so may as well try to work with what is available. I think a good general way of changing Protoss is to nerf their powerful stuff a bit, but make it more available and/or cheaper.

So, if you take Charge for example, split that into two upgrades, both for 100/100, one of which increases movement speed, and can be researched from the Cyber Core, and the other grants the "Charge" ability and stays on the Twilight Council. Or Sentries, how about we cut the price down to 50/75, but put a 10 sec cooldown on FF - so in effect, you could only have as many Forcefields active on the field as you have Sentries in your army. They'd still be fine for defensive purposes, and would free up gas for more stuff, but an all-in couldn't just have 8 Sentries gather energy the whole game, and then spam them everywhere during an attack, like SoulTrain would.

Just make the race a bit less extreme. I'm eager to accept a Warpgate nerf in return for stuff becoming cheaper as well.


Sidenote: I've been thinking that charge needs some tweaking. I think allowing zealots to charge in any direction regardless of units would be a good change. In other words, it would be auto-cast like it is, but you could also target it on the ground in any direction. This would enable more mobile zealots with the ability to somewhat retreat after fights. It also allows more micro potential as the protoss can actually set up strong zealot flanks just before a battle begins.


IIRC that capacity did exist, in a form, and as a bug in the early days of WOL. It was quickly patched out.

Edit/ It was when Zealots could target charge each other and then swiftly target the ground to extend charge and flank.

Example:



That's better than BW speedlots!
KT best KT ~ 2014
Little-Chimp
Profile Joined February 2008
Canada948 Posts
June 01 2013 01:19 GMT
#1238
I don't know if this might be too annoying vs. zerg with some allins, but Terrans complaining only they should have the best toys are lel.
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-01 01:53:36
June 01 2013 01:52 GMT
#1239

On May 29 2013 05:55 phyren wrote:
I feel like the main idea is still being missed. Certainly this will help, but the big problem is that protoss still doesn't have very effective small size engagements, especially for harass. A warp prism full of zealots doesn't compare to a runby of a dozen lings or a medivac of mm. It costs the toss more and does less dmg. Of course, there is the possibility of warping in an entire army, but this increases the risk quite a bit and still avoids the idea of SMALL scale engagements.

Storm drops were the option in bw, but storm is a very high tech in sc2, especially because it is the norm to go towards stargate or robo tech first and invest heavily in those. Also, storm damage is lessened by enough that you usually wont kill more than 8-10 workers, which at this end game stage that you have all these techs, is nice but not as impactful as early game harass.

The oracle was supposed to take on this role, but it hasn't quite done so.

tl;dr. REAVERS!!


REAVERS!!! I miss u that was actually the main reason why I betrayed mighty brotosses but submit myself to the Swarm!!! I hope I can see some units that behave like my cute reaver (something that is very slow and low health but deals massive damage. Colossi have already taken the role but not like my cute reaver...) Anyway, back to the topic, I hope some day the Blizzard will deal with the main concerns of players before LOV comes out.

ps is it LOV or LOTV? I like LOV better though
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
June 01 2013 01:56 GMT
#1240
On June 01 2013 03:50 Thieving Magpie wrote:
Show nested quote +
On June 01 2013 03:37 Toadvine wrote:
On June 01 2013 03:25 Xacez wrote:
Why not attempt a buff to Dark Templars instead?


Don't even try man, you'll open the floodgates of Terran tears, and let me tell you, those things do not close easily.

Honestly though, I'd take a major nerf to Colossus if I got DTs from Templar Archives back.


I don't mind Dark Shrine if it only had a fucking upgrade attached to it. I hate empty buildings without buttons or functions. Even the fucking supply depot has a button I can push!


Honestly, that bugs the heck out of me. Give it an extremely niche upgrade that we see once every 200 games just so poor Waffles and Magpie can sleep again at night
Waffles > Pancakes
Prev 1 60 61 62 63 64 68 Next
Please log in or register to reply.
Live Events Refresh
Next event in 9h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 254
StarCraft: Brood War
Rain 3958
Mong 121
ggaemo 73
sSak 54
Hm[arnc] 14
Dota 2
monkeys_forever716
League of Legends
JimRising 558
Counter-Strike
fl0m1556
adren_tv49
Other Games
tarik_tv22005
crisheroes618
ZombieGrub105
Trikslyr69
Organizations
Other Games
gamesdonequick1373
BasetradeTV40
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• davetesta42
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21957
League of Legends
• Doublelift5408
Other Games
• Scarra737
Upcoming Events
Sparkling Tuna Cup
9h 33m
WardiTV Summer Champion…
10h 33m
SC Evo League
11h 33m
uThermal 2v2 Circuit
14h 33m
BSL Team Wars
18h 33m
Team Dewalt vs Team Bonyth
Afreeca Starleague
1d 9h
Sharp vs Ample
Larva vs Stork
Wardi Open
1d 10h
RotterdaM Event
1d 15h
Replay Cast
1d 23h
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
2 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
2 days
PiGosaur Monday
2 days
Afreeca Starleague
3 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
3 days
Replay Cast
3 days
The PondCast
4 days
WardiTV Summer Champion…
4 days
Replay Cast
4 days
LiuLi Cup
5 days
BSL Team Wars
5 days
Team Hawk vs Team Dewalt
Korean StarCraft League
6 days
CranKy Ducklings
6 days
SC Evo League
6 days
WardiTV Summer Champion…
6 days
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Jiahua Invitational
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
CSL Season 18: Qualifier 1
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.