• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:27
CEST 11:27
KST 18:27
  • 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
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
StarCraft Human 'N' AI League Bot on ladder an AI researcher's take on the ladder bot BW General Discussion BSL Season 23
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8895 users

Call to Action: July 11 Balance Testing - Page 9

Forum Index > SC2 General
215 CommentsPost a Reply
Prev 1 7 8 9 10 11 Next All
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-13 08:38:03
July 13 2014 08:36 GMT
#161
On July 13 2014 16:59 Dingodile wrote:
Show nested quote +
On July 13 2014 16:51 HallofPain wrote:
What about thors?
Those gigantic junks cost 6 food 300/200 and just get slaughtered by something 4 food 250/100?
Does Toss really need something that hard counters Thor anyway? Thors are not hard to deal with at all without immortals.

Terran will mech all day long if P does not have Immortal. Only this one unit can deal vs mech not pretty bad.


Immortals aren't even good in the lategame against a good Mech players, since both Ravens and Ghosts just take their shields so fast that it's a plain slaughter.

Immortals are only the lazyass superimbalanced "hey I don't want to play anymore, 1A" option that Protoss has against Mech from the earlygame to latemidgame and wins a massive amount of games, without the Protoss players even having developed sharp timings for it yet. (or most Protoss even knowing how you actually want to play against Mech - well, I guess when even a comparabily weak midgame timing wins you most games, why even try to learn something that is actually unbeatable for Mech, but may be hard...)
Xequecal
Profile Joined October 2010
United States473 Posts
July 13 2014 09:28 GMT
#162
Personally, I think that if you're going to nerf hardened shield, nerf it by only making it affect the base damage of the units, but not upgrade damage. Then you could also have the shield upgrades work on the upgrade damage. So +1 tanks would deal 15 damage to hardened shield, or 14 damage against +1 shield Immortals. +2 tanks would be 20 damage, +3 tanks would be 25 damage. +1 Thors would be 13 damage x2, +2 16 damage x2, +3 19 damage x2.

This would make mech viable in macro games but still give Protoss a strong counter unit to early game all-in attacks with half the SCVs pulled for repairs.

You can't really nerf Photon Overcharge without breaking PvP. It barely deters phoenixes from slaughtering probes as it is, a change to 10+10 shields would turn PvP into "whoever expands first loses" again. You need 3 cannons in a mineral line to prevent phoenixes from constantly picking off your gas probes and you just can't afford to waste that many resources when trying to expand in the mirror. Warpgates mean no defender's advantage and if you try to expand while wasting that many resources on static defense that doesn't contribute you're going to get steamrolled. None of the Protoss force multipliers work against phoenixes, you can't make sentries because the phoenix easily pick them off in seconds even if they're in the middle of your army, remember it takes 18 stalker hits to kill a phoenix. Leaving some stalkers in your main doesn't work to protect your probes either, they can just flyby and pick a few off, taking very little damage. Even a nerf to the energy cost would probably break this matchup, it's very common for Protoss to overcharge the main twice in succession to keep phoenix out until their expansion's production ramps up and their extra gates finish.
HallofPain
Profile Joined July 2014
Japan16 Posts
July 13 2014 09:45 GMT
#163
There is no early game all-in available for Terran. There needs something that forces Toss to play less greedy and scout.
The 50 damage against armor units is already more than enough imo, no need to cap the damage taken to 10.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-13 09:50:18
July 13 2014 09:49 GMT
#164
Could someone please explain for once that "can't break PvP" argument for me.
Like, break down the current metagame for me, that it so great?

Because what I see from current PvPs it is one of the following
-) 1gate-->blink-->semiallinish to allinish aggression
-) 1gate-->Stargate-->reactive 1base play or allin
-) 1gate-->DT-->semiallinish to allinish aggression
-) 3gate-->allin

And in WoL it was something like:
-) defensive robo-->expand
-) offensive blink+obs-->semiallinish to allinish aggression
-) 3-4 gateway allin
-) DTs

I don't really get what the problem would be if you couldn't 1gate-->blink allin anymore. Great, you would now have to use the weaker 3-4gate as your 1base allin. You couldn't coinflip DTs as often, since the metagame would be more oracle and robo focused if you can't get a ridiculous early blink, great.
Like, a nerf to the PO would probably only shift the metagame from the one 1base builds to the others. It's not like we have any forms of early macro builds that need the PO. Those 1gate expands have very quickly fallen out of style and are currently nearly nonexistant, given that they lose to basically every tech opening or at least are forced into a nexus cancel if the other side executes properly.
eightym
Profile Joined May 2011
United States76 Posts
July 13 2014 10:02 GMT
#165
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-13 10:16:46
July 13 2014 10:16 GMT
#166
On July 13 2014 19:02 eightym wrote:
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess


MU still needs to be fun to play. And there is no real fix for PO where we just marginally nerfs it whereafter it functions perfectly in TvP and ZvP. I think the current version is the lesser of other evils.
Izerman
Profile Joined May 2013
Sweden99 Posts
July 13 2014 10:33 GMT
#167
On July 13 2014 19:16 Hider wrote:
Show nested quote +
On July 13 2014 19:02 eightym wrote:
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess


MU still needs to be fun to play. And there is no real fix for PO where we just marginally nerfs it whereafter it functions perfectly in TvP and ZvP. I think the current version is the lesser of other evils.

Indeed.
But i still think we can make the matchup funnier if we had for example buildtime fixes.
Lower the buildtimes a little so you still have a chance to catchup if you fall behind, lower the buildtimes so you actually can trade cost inefficiently if you're ahead and same the other way around.

Its like they've painted themselves into a corner where you have two strategies that work, and dont fix things with making other strategies fail a little more
Scoobers
Profile Joined May 2013
48 Posts
July 13 2014 10:47 GMT
#168
I would also prefer a buff to tank. They just simply feel more awesome and kick ass yet they suck vs muta ling bling.
Mine should be buffed a little just to make it another option, create some variance unit composition wise in the MU but tank should still be the go to unit.
Problem with buffing the tank is that in TvT I already feel that mech is slightly better than bio so after any buff we would see mech vs mech all the time :/
But if we were to look at TvZ only I think that siege time decrease alongside thor AA buff (making is something like with widow mine attack - the further from the center of the hit, the less damage) so that mutas dont just shit on thors. That should make marine, thor, tank completly viable vs zerg and that composition just looks fricken badass.
As for tank in TvP I think we won't get anything till LotV
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-07-13 11:19:01
July 13 2014 11:14 GMT
#169
On July 13 2014 18:49 Big J wrote:
Could someone please explain for once that "can't break PvP" argument for me.
Like, break down the current metagame for me, that it so great?

Because what I see from current PvPs it is one of the following
-) 1gate-->blink-->semiallinish to allinish aggression
-) 1gate-->Stargate-->reactive 1base play or allin
-) 1gate-->DT-->semiallinish to allinish aggression
-) 3gate-->allin

And in WoL it was something like:
-) defensive robo-->expand
-) offensive blink+obs-->semiallinish to allinish aggression
-) 3-4 gateway allin
-) DTs

I don't really get what the problem would be if you couldn't 1gate-->blink allin anymore. Great, you would now have to use the weaker 3-4gate as your 1base allin. You couldn't coinflip DTs as often, since the metagame would be more oracle and robo focused if you can't get a ridiculous early blink, great.
Like, a nerf to the PO would probably only shift the metagame from the one 1base builds to the others. It's not like we have any forms of early macro builds that need the PO. Those 1gate expands have very quickly fallen out of style and are currently nearly nonexistant, given that they lose to basically every tech opening or at least are forced into a nexus cancel if the other side executes properly.

Well that sh*t PvP state you're talking about is already the exact result of nerfing the MSC few times before.. It will be even shittier if it does get nerfed more
Another world, another place, another universe, won the race.. :) ;) :P
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-07-13 12:18:12
July 13 2014 11:17 GMT
#170
On July 13 2014 19:02 eightym wrote:
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess

Wrong - in WoL PvP was who expands first loses the game.. Now it's looking like that more and more, and that's exactly MSC nerf's fault.. Now it's OK-ish, but further nerfs to the MSC will make PvP as was in WoL before

That's the EXACT SAME REASON why Terrans are hesitant to think that buffing the Tank further would be better than buffing the WM let's BH

EDIT: Sorry for the double-post, but understand that one as is, it's necessary for P to have some defender's advantage if not vs T, surely vs BOTH - P and vs Z - it's really essential overall
Another world, another place, another universe, won the race.. :) ;) :P
TW
Profile Joined March 2012
Poland255 Posts
Last Edited: 2014-07-13 12:49:13
July 13 2014 12:48 GMT
#171
I hope this patch is released ASAP cause I am tired of watching TvZs where Z makes like 70 banelings and rolls over T.

See MMA - Ragnarok at Dragon.

After patch at least it wont be auto win for Zs.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-07-13 13:22:47
July 13 2014 13:17 GMT
#172
I thought that the Starbow solution of allowing you to cast chronoboost on cannons for a defensive boost (faster attack speed) was nice. It gives further integration of race mechanics, and it puts a cost on defensive utility that's more real than having to use energy on the MsC.

And would it be crazy to turn the Cybernetics Core into a shield battery? It has a similar look and you're only going to build one anyway so it can hardly break the game.

Protoss needs a defender's advantage that's not based on photon overcharge or wall-offs.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Izerman
Profile Joined May 2013
Sweden99 Posts
July 13 2014 14:23 GMT
#173
On July 13 2014 22:17 Grumbels wrote:
I thought that the Starbow solution of allowing you to cast chronoboost on cannons for a defensive boost (faster attack speed) was nice. It gives further integration of race mechanics, and it puts a cost on defensive utility that's more real than having to use energy on the MsC.

And would it be crazy to turn the Cybernetics Core into a shield battery? It has a similar look and you're only going to build one anyway so it can hardly break the game.

Protoss needs a defender's advantage that's not based on photon overcharge or wall-offs.

and not totally mitigate aggression.
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
Last Edited: 2014-07-13 14:33:55
July 13 2014 14:24 GMT
#174
PO is the worst solution that can be imagined. It's basically "pause game" button. Even normal static defenses are more interesting to watch than this, because you have to crush or avoid them and with PO you just have to wait.. Not too surprising since it was designed by the same folks who came up with the SH as the solution to stalemate in a late game.
+ Show Spoiler +

I just don't know whats going on. If they want to make early PvP more stable than there is no better solution than shield battery. It feels like David Kim is jealous about how well BW was made and pretend that his solutions are far more superior to the BW mechanics
gneGne
Profile Joined June 2007
Netherlands697 Posts
Last Edited: 2014-07-13 15:30:24
July 13 2014 15:25 GMT
#175
I think we shouldn't be too harsh on David Kim, I think there are a few things done well and a few things done wrong in HotS for Terran. One of the things he did wrong was being to harsh with the nerfs on terran in the beginning, which ended up with Terrans being where they are now. For example, Hellbats were really strong (arguably too strong yes) but then they were nerfed to being straight up useless. Mines were nerfed as well not to being useless but not strong enough anymore to really fulfil their main purpose, namely destroying huge clumps of a-moved units so mines could function as a zoning unit/reinforcement point. This mine nerf forces terran to do a lot of damage with their first medivac drops (before muta) or they would get behind eventually. All the while the initial "mine problem" might have been fixed entirely with the overseer speed buff, which helped the Zerg to never totally lose their muta flock if handled with good micro. I think that PvT balance indirectly got disturbed by this focus on fixing ZvT.

What was done right in HotS was firstly the medivac boost ability which sped up the game and made it rewarding for good multitaskers to display their skill. Secondly the Hellbat unit, which actually made the transition to mech in TvT and ZvT possible and fun. Thirdly, accompanied by the medivac boost, the widow mines made for an even more dynamic and fast bioplay in ZvT which didn't rely on the slow moving tanks which only make sense in greater numbers requiring the Terran to build up for a longer time.

All in all, I think HotS sometimes is a great game but can be an even greater game in potential if more tech paths came to be available for Terran. I really want to know opinions of Zergs and Protoss too. Personally I still think the Terran match ups are still the most enjoyable despite the small amount of variation in tech paths, their early and mid game are really fun.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2014-07-13 15:54:24
July 13 2014 15:47 GMT
#176
On July 13 2014 18:49 Big J wrote:
Could someone please explain for once that "can't break PvP" argument for me.
Like, break down the current metagame for me, that it so great?

Because what I see from current PvPs it is one of the following
-) 1gate-->blink-->semiallinish to allinish aggression
-) 1gate-->Stargate-->reactive 1base play or allin
-) 1gate-->DT-->semiallinish to allinish aggression
-) 3gate-->allin

And in WoL it was something like:
-) defensive robo-->expand
-) offensive blink+obs-->semiallinish to allinish aggression
-) 3-4 gateway allin
-) DTs

I don't really get what the problem would be if you couldn't 1gate-->blink allin anymore. Great, you would now have to use the weaker 3-4gate as your 1base allin. You couldn't coinflip DTs as often, since the metagame would be more oracle and robo focused if you can't get a ridiculous early blink, great.
Like, a nerf to the PO would probably only shift the metagame from the one 1base builds to the others. It's not like we have any forms of early macro builds that need the PO. Those 1gate expands have very quickly fallen out of style and are currently nearly nonexistant, given that they lose to basically every tech opening or at least are forced into a nexus cancel if the other side executes properly.


There is a huge amount of variation in there. All the builds you listed can be played either as a lighter pressure, a committed allin, or just an aggressive timing, depending on follow up tech, risks taken (going robo vs not going robo, going sentry first to scout, number of early game units before tech, etc), and most importantly constant probe production. It's not as simple as picking one tech path, the way that tech path is played also heavily changes the outcome of a game. In fact, modern blink builds are on average very defensive.

The issue with phasing out blink is that, out of those, it's the most reliable build, because the success of the aggression is determined more by both players' execution, rather than some random bo decision/early game counter. Stargate mirrors as a counter example are coinflippy as fuck, (and also very boring to play) as the player that decides to skip oracle for phoenix will come out miles ahead of oracle first builds, the player that gambles and skips a robo is usually ahead vs whoever starts a robo, etc.

Finally, being forced into stargate mirrors (the second most reliable build in terms of execution vs bo hard counters) is incredibly obnoxious because of how it plays out.

The issue with PO in PvP is that it gives the defending player some semblance of defender's advantage, which has been lacking for Protoss forever. Since the oracle buff it doesnt allow for a straight up fast expansion to be defended, but at least the game can stabilize considerably more easily, hence why, for example, blink builds are only used to pressure and delay the nexus of a Stargate player, rather than being a straight up bo win after jumping past a forcefield on a ramp like it used to be in WoL.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
eightym
Profile Joined May 2011
United States76 Posts
July 13 2014 16:23 GMT
#177
On July 13 2014 20:17 VArsovskiSC wrote:
Show nested quote +
On July 13 2014 19:02 eightym wrote:
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess

Wrong - in WoL PvP was who expands first loses the game.. Now it's looking like that more and more, and that's exactly MSC nerf's fault.. Now it's OK-ish, but further nerfs to the MSC will make PvP as was in WoL before

That's the EXACT SAME REASON why Terrans are hesitant to think that buffing the Tank further would be better than buffing the WM let's BH

EDIT: Sorry for the double-post, but understand that one as is, it's necessary for P to have some defender's advantage if not vs T, surely vs BOTH - P and vs Z - it's really essential overall


You say "wrong" without specifying what is wrong. Pray tell, where did I say something wrong? And lets argue with one person at a time here (I never said tank shouldn't be buffed and haven't seen many Terrans claim that either).

I know PvP wasn't fun in WoL, but the current state of TvP is even less fun and less fair. I know this way of thinking will never be adopted by others, but:

Why should Protoss having "fun" be more important than TvP being balanced? That seems to be the crux of your argument.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 13 2014 16:34 GMT
#178
On July 13 2014 20:17 VArsovskiSC wrote:
Show nested quote +
On July 13 2014 19:02 eightym wrote:
I never understood the concern about breaking PvP, yet I hear it all the time. The matchup will always have a 50% winrate, therefore it should come secondary to non-mirror matchups... Right?

The primary goal of the balance team should be to equalize the winrates across all matchups because that's most fair to progamers whose livelihoods depend on balance. Yet I frequently hear protoss whining that PvP would not be fun enough if PO was changed.

Is that seriously supposed to be a compelling argument? First world Protoss problems I guess

Wrong - in WoL PvP was who expands first loses the game.. Now it's looking like that more and more, and that's exactly MSC nerf's fault.. Now it's OK-ish, but further nerfs to the MSC will make PvP as was in WoL before

That's the EXACT SAME REASON why Terrans are hesitant to think that buffing the Tank further would be better than buffing the WM let's BH

EDIT: Sorry for the double-post, but understand that one as is, it's necessary for P to have some defender's advantage if not vs T, surely vs BOTH - P and vs Z - it's really essential overall


Incorrect. Eventually in WoL players figured out how to expand relatively safely (thanks to robo expands), and now the same is kind of happending too (blink/stargate+robo expands). The mothership core has little to do with the inherent volatility of the matchup imo; in fact, removing its defensive capabilities makes the match up even more volatile (think early WoL).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Big J
Profile Joined March 2011
Austria16289 Posts
July 13 2014 16:42 GMT
#179
On July 14 2014 00:47 Teoita wrote:
Show nested quote +
On July 13 2014 18:49 Big J wrote:
Could someone please explain for once that "can't break PvP" argument for me.
Like, break down the current metagame for me, that it so great?

Because what I see from current PvPs it is one of the following
-) 1gate-->blink-->semiallinish to allinish aggression
-) 1gate-->Stargate-->reactive 1base play or allin
-) 1gate-->DT-->semiallinish to allinish aggression
-) 3gate-->allin

And in WoL it was something like:
-) defensive robo-->expand
-) offensive blink+obs-->semiallinish to allinish aggression
-) 3-4 gateway allin
-) DTs

I don't really get what the problem would be if you couldn't 1gate-->blink allin anymore. Great, you would now have to use the weaker 3-4gate as your 1base allin. You couldn't coinflip DTs as often, since the metagame would be more oracle and robo focused if you can't get a ridiculous early blink, great.
Like, a nerf to the PO would probably only shift the metagame from the one 1base builds to the others. It's not like we have any forms of early macro builds that need the PO. Those 1gate expands have very quickly fallen out of style and are currently nearly nonexistant, given that they lose to basically every tech opening or at least are forced into a nexus cancel if the other side executes properly.


There is a huge amount of variation in there. All the builds you listed can be played either as a lighter pressure, a committed allin, or just an aggressive timing, depending on follow up tech, risks taken (going robo vs not going robo, going sentry first to scout, number of early game units before tech, etc), and most importantly constant probe production. It's not as simple as picking one tech path, the way that tech path is played also heavily changes the outcome of a game. In fact, modern blink builds are on average very defensive.

The issue with phasing out blink is that, out of those, it's the most reliable build, because the success of the aggression is determined more by both players' execution, rather than some random bo decision/early game counter. Stargate mirrors as a counter example are coinflippy as fuck, (and also very boring to play) as the player that decides to skip oracle for phoenix will come out miles ahead of oracle first builds, the player that gambles and skips a robo is usually ahead vs whoever starts a robo, etc.

Finally, being forced into stargate mirrors (the second most reliable build in terms of execution vs bo hard counters) is incredibly obnoxious because of how it plays out.

The issue with PO in PvP is that it gives the defending player some semblance of defender's advantage, which has been lacking for Protoss forever. Since the oracle buff it doesnt allow for a straight up fast expansion to be defended, but at least the game can stabilize considerably more easily, hence why, for example, blink builds are only used to pressure and delay the nexus of a Stargate player, rather than being a straight up bo win after jumping past a forcefield on a ramp like it used to be in WoL.


Just talking theoretically, since I believe the PO should stay as it is due to PvZ, wouldn't phasing out PO also hit Stargate/Oracle and DT builds?

What you say makes sense for phasing out blink builds, but that's not the point of nerfing PO, isn't it? Going for Oracles, DTs and Blink off of 1gateway would all be much weaker, given the possibility of gateway pressure. So it's not like you lose all counters to Stargate openings, since you could just kill a stargate player with a 3-4gate, while an Oracle/Phoenix opening isn't that strong against something like a 3gate-->blink either, isn't it?
Wouldn't the matchup then stabilize around something like 1-3gate+robotics and blink+3gate builds, maybe with a 2gate stalker pressure opening just to punish someone who attempts to still go for 5-7min DTs/Stargates/blink?
Xequecal
Profile Joined October 2010
United States473 Posts
July 13 2014 17:02 GMT
#180
The biggest Terran balance error was made before the WoL beta, and that was making marines so godlike amazing that simply making every other Terran unit suck wasn't enough to make up for it. They then had to cripple Terran production as well, (the barracks and starport convert resources into units at half the rate of a warpgate/stargate) and that STILL wasn't enough, as various marine cheeses utterly dominated early WoL.

Remember, before the recent hydra buff, the marine, a 50 mineral unit, did the same DPS as 100/50 hydralisks.
Prev 1 7 8 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 GSTL: Grand Finals
RotterdaM494
CranKy Ducklings SOOP127
SHIN 31
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 494
LamboSC2 178
Rex 32
SHIN 31
StarCraft: Brood War
Britney 2481
ggaemo 964
actioN 961
EffOrt 538
Barracks 480
BeSt 363
Stork 344
PianO 164
Rush 158
Mong 77
[ Show more ]
ToSsGirL 31
Bale 26
ZerO 22
Sharp 18
NaDa 18
zelot 15
ZergMaN 12
JulyZerg 11
Dota 2
Gorgc4040
League of Legends
JimRising 542
Heroes of the Storm
Trikslyr60
Other Games
gofns23477
Livibee189
ArmadaUGS95
ZerO(Twitch)2
Organizations
Dota 2
PGL Dota 2 - Main Stream11789
StarCraft: Brood War
Afreeca ASL 289
Other Games
BasetradeTV40
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH209
• LUISG 23
• Letter148
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Yamato Cup
5h 33m
BSL Open Qualifier
9h 33m
BSL Open Qualifier
9h 33m
OSC
13h 33m
Replay Cast
14h 33m
Afreeca Starleague
1d
Soma vs Jaedong
WardiTV Weekly
1d 1h
Monday Night Weeklies
1d 6h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Leta vs Soulkey
[ Show More ]
PiGosaur Cup
2 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
4 days
CranKy Ducklings
6 days
Online Event
6 days
FEL
6 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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 © 2026 TLnet. All Rights Reserved.