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Balance Patch Coming Soon - July 22 - Page 18

Forum Index > SC2 General
522 CommentsPost a Reply
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Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 06:34 GMT
#341
On July 24 2014 15:33 Socup wrote:
Show nested quote +
On July 24 2014 15:29 Faust852 wrote:
On July 24 2014 15:26 Socup wrote:
On July 23 2014 02:55 Hider wrote:
Most interested to see whether WIdow Mine becomes good vs Collosus-based play.



WM is absolutely terrible vs anything until you get the fast digging in skill. Then it's just a matter of high numbers. The splash radius change doesn't change the fact that it's easy to pick off before it fires, and thus you need high numbers of them in a single spot to ensure killing units later in the game. All the races have learned to turn those mines into 1-shot vs the cheapest unit they have or dead before firing lately, so they're often a waste unless you actually mass a lot of them and bury them with speed upgrade.


Actually they are good against everything but collossi imo. They are excellent for zoning out the protoss while you attack the 3rd or other stuff. The heavy doomdrop on the main with 6+ WMs near the ramp is cool too ! But yeah, I'll definitly try it against colossus now, but I'm not sure since they target zealot and with the damage up, that my be actually counter intuitive and do huge FF damage. Must try before anyway.



They don't really target zealot, just whatever happens to be in proximity, and then it's nearly RNG after that. Get about 20+ with speed dig, and then micro them into an army and bury. Wipes them pretty well. You need about 6-8 early-midgame to do the same trick, however the long bury time makes it mostly only useful for forcing them to micro back or take damage, or some kind of WM/bio all in on their natural before too much colossus gets out.


Yeah but you must agree that since zealot have charge and are in front of the army, they are the one usually targeted.
DekkuM
Profile Blog Joined January 2008
United States149 Posts
July 24 2014 06:38 GMT
#342
skt1 gonna get screwed out of a pro league championship. They should delay the patch till after the finals.
MUD: staticchaos.mudhosting.net:1982
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 24 2014 07:16 GMT
#343
Blizzard, we need maps with smaller rush distances, please bring back maps like these:
[image loading]
[image loading]
[image loading]
[url]http://i.imgur.com/lw2yN.jpg[/url]
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 07:17 GMT
#344
^please no.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
July 24 2014 07:27 GMT
#345
On July 24 2014 15:38 DekkuM wrote:
skt1 gonna get screwed out of a pro league championship. They should delay the patch till after the finals.

As a KT fan, I welcome another Proleague trophy thanks in part to the efforts of Flash and TY and David Kim.
ㅇㅅㅌㅅ
Gwavajuice
Profile Joined June 2014
France1810 Posts
July 24 2014 07:34 GMT
#346
This patch comes too soon, we don't even know how the meta is affected by the new map pool. If for some reason the new maps are favoring terrans, then this patch will create more imbalance than it solves.

Atm the winning ratio in qualifiers/code A is really not bad for terrans. Are these change needed that much?

Hellbat patch was like what, 2 monthes ago?

And if this patch favors to terrans too much they'll nerf again in 2 monthes?

Blizzard think they're answering the community's concerns, but actually they just create confusion and reinforce the "broken game" feeling some may have because of their lack of consistency overall :'(
Dear INno and all the former STX boys.
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 07:35 GMT
#347
On July 24 2014 16:27 eviltomahawk wrote:
Show nested quote +
On July 24 2014 15:38 DekkuM wrote:
skt1 gonna get screwed out of a pro league championship. They should delay the patch till after the finals.

As a KT fan, I welcome another Proleague trophy thanks in part to the efforts of Flash and TY and David Kim.

One word: Maru
Konranjyoutai
Profile Joined April 2012
112 Posts
Last Edited: 2014-07-24 08:00:44
July 24 2014 07:59 GMT
#348
:Edit: Wrong thread..again..sorry.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 24 2014 08:02 GMT
#349
On July 24 2014 10:58 Hider wrote:
Show nested quote +
On July 24 2014 10:51 Faust852 wrote:
I agree with you that units should be weaker in general but the more you miccro them, the best they become. That's the best way to raise the skill ceiling of the game, and it's very impressive from a spectator POV. But you heard what DKim thought about it. It's no use to talk about it because they are blinded by their incompetence and pride.
Even now when they say "we are listening to the community", they do !@#$%^&* that aren't that much relevent to the real problems.


Yeh maybe. Though my theory is still this:

- WOL = All devs were relatively ignorant of game-design when this game was released. But over the last 4 years, they have learned alot and should now be more comepetent than ever.

For most of WOL, game was pretty popular and when they developed HOTS they saw no reason to risk messing up what appeared to be a pretty solid game. Further, ppl like DB might also have had a negative influence on some of the unit-designs.

For LOTV, we have David Kim who at least is a decent player and he is responsible for making an expansion to a game where most people wants to see bigger changes. Unlike when HOTS was developed, there isn't as much to lose anymore, so Blizzard might be willing to gamble a bit more.

Again, the gamble here doesn't have to be removal of existing untis or complete redesigns/new races etc. But rather, just looking overall the stats of various units and trying to refine them in order to create new interactions.

I actually don't think it's that time-consuming giving that it's a full-time job, so from a ressource-perspective, it's still within what Blizzard would allow the Sc2-team to spend time on.

Unless i'm reading this wrong, are you saying DK is the lead designer for LOTV? Has this been announced or anything ?

Not having DB as the main man behind the expansion would be the most exciting part for me, as impolite as that might sound.
Head Coach Park: "They should buff tanks!"
sperY
Profile Blog Joined May 2007
Serbia444 Posts
July 24 2014 08:05 GMT
#350
On July 24 2014 16:16 Loccstana wrote:
Blizzard, we need maps with smaller rush distances, please bring back maps like these:
[image loading]
[image loading]
[image loading]

Seeing those maps, only thing that comes to my mind is 60HP SCV.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 08:13:19
July 24 2014 08:08 GMT
#351
On July 24 2014 17:02 Sapphire.lux wrote:
Show nested quote +
On July 24 2014 10:58 Hider wrote:
On July 24 2014 10:51 Faust852 wrote:
I agree with you that units should be weaker in general but the more you miccro them, the best they become. That's the best way to raise the skill ceiling of the game, and it's very impressive from a spectator POV. But you heard what DKim thought about it. It's no use to talk about it because they are blinded by their incompetence and pride.
Even now when they say "we are listening to the community", they do !@#$%^&* that aren't that much relevent to the real problems.


Yeh maybe. Though my theory is still this:

- WOL = All devs were relatively ignorant of game-design when this game was released. But over the last 4 years, they have learned alot and should now be more comepetent than ever.

For most of WOL, game was pretty popular and when they developed HOTS they saw no reason to risk messing up what appeared to be a pretty solid game. Further, ppl like DB might also have had a negative influence on some of the unit-designs.

For LOTV, we have David Kim who at least is a decent player and he is responsible for making an expansion to a game where most people wants to see bigger changes. Unlike when HOTS was developed, there isn't as much to lose anymore, so Blizzard might be willing to gamble a bit more.

Again, the gamble here doesn't have to be removal of existing untis or complete redesigns/new races etc. But rather, just looking overall the stats of various units and trying to refine them in order to create new interactions.

I actually don't think it's that time-consuming giving that it's a full-time job, so from a ressource-perspective, it's still within what Blizzard would allow the Sc2-team to spend time on.

Unless i'm reading this wrong, are you saying DK is the lead designer for LOTV? Has this been announced or anything ?

Not having DB as the main man behind the expansion would be the most exciting part for me, as impolite as that might sound.


Maybe not officially, but it seems DB is more involved with Heroes of the Storm and that DK has a lot more responsibility for Sc2.

I even wonder if DB ever played the game too. Rob Pardo would have made the best multi competitive game ever, I'm sure of it


Well he probably doesn't play it anymore. But back when he was involved with Sc2 we heard that he started out in diamond, league and then after a couple of months dropped to plat (as other ppl figured out the game). As time went on he was probably not better than Gold when HOTS was released.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 24 2014 08:12 GMT
#352
On July 24 2014 11:10 eviltomahawk wrote:
Show nested quote +
On July 24 2014 11:06 Faust852 wrote:
I even wonder if DB ever played the game too. Rob Pardo would have made the best multi competitive game ever, I'm sure of it.

Rob Pardo advocated for Warp Gates, I hear.

And WG represents a fantastic mechanic. The problem is it's been made as the be all end all of Protoss production making it more problematic and abusable rather then cool.

Imagine if only the WP could warp in, how cool the WP would have been for Protoss. Having to control multiple WPs around the map to harass (instead of having pylons everywhere). With a much more vulnerable warp in mechanic the gateway units could probably have been stronger to, maybe limiting the death-ball dependence of Protoss armies.

WG could have brought a new dimension to Protoss and introduced micro requirements and not just opportunities.

A good example of how too much of a good thing can turn very bad.
Head Coach Park: "They should buff tanks!"
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 09:32:17
July 24 2014 08:14 GMT
#353
With a much more vulnerable warp in mechanic the gateway units could probably have been stronger to, maybe limiting the death-ball dependence of Protoss armies.


If you buff Gateway units and they become more cost-effective, what happens to the 200/200 deathball cost efficiency of the protoss army? It only gets stronger.

Further, the ability to build pylons around the map also gives protoss strong options for harassmentbased play (as well as timing attacks ofc). Nerfing this option and buffing gateway units them selves would most likely make toss more defensive and more about turtling to max.

Below is my desired solution to protoss warptech/Robo-units/mechanics:

1) Redesign sentries to add countermicrro
2) Nerf Blink stalker in straight up combat, but perhaps increase movemnt speed slightly
3) Reduce cost of Robo Fac from 150/150 to 150/50
4) Give Collosus some synergy with Warp Prism
5) Tweak Immortal so it functions well in the role as a core ranged unit (less DPS, no HS, cheaper and more agile ---> more comparable to a Dragoon).
6) Reduce the DPS but increase HP of Zealots so protoss doesn't rely on Immortals to tank damage, but Zealots clearly have that role.

So what happens here is that the Robo Fac gets a much more central role, and WG units are now worse when massed in straight up engagements. Rather, the role of WG is now down to this:

- Harassmentbased play (zealots, stalker, DT)
- Support unit in straight up engagements (Zealots, Sentry)
- AA support (Sentry, Blink Stalker)

Protoss timing attacks/all-ins will be worse, harassment based play a bit stronger/unchanged and defenders advantage increased as protoss players will build multiple Robo's earlier in the game.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 24 2014 08:26 GMT
#354
On July 24 2014 17:14 Hider wrote:
Show nested quote +
With a much more vulnerable warp in mechanic the gateway units could probably have been stronger to, maybe limiting the death-ball dependence of Protoss armies.


Well if you think about this again. If you buff Gateway units and they become more cost-effective, what happens to the 200/200 army deathball cost efficiency of the protoss army?
It only gets stronger.

Of course. A slight redesign on some units would be in order. Mainly the Colossus i think. Besides, with much more difficult reinforcement, a protoss deathball would be easier to fight against and thus hopefully it would encourage Protoss to split his army in to multiple groups.

Then again, my main problem with the Protoss deathball is not just that it's a blob of units, but how baaaaaaaaad it looks aesthetically. Units on top of units on top of units...unless i'm right near the screen, i can't tell what and how many units are in that mess of colors that's called an army. Imagine how a new comer feels.
Head Coach Park: "They should buff tanks!"
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 08:42:39
July 24 2014 08:29 GMT
#355
but how baaaaaaaaad it looks aesthetically


If this is the main issue with protoss "deathball", then why are noone criticising a bio-ball? That's clumped up as well.

The main difference - as I see it - is rather that a maxed out toss deathball basically is too unresponsive to be micro'ed during larger engagements. A bio ball, however, can move around extremely fast.

So in order to add more micro to the protoss ball, there are 4 units overall I would look at (besides protoss air).

1) Forcefields replaced by an awesome micro-ability (I think anyone can agree with that)

2) Collosus now synergizies a lot more with Warp-prism micro. I talked about this a couple of pages back, but besides getting rid of AA vulnerbility, you can also reduce cost of Warp Prism so that a protoss player can run around with 3-4 Warp Prism's during battle to protect a larger Collosus count during battle.

3) Immortal needs to be more responsive and it should be easier to pull it back during engagements when it is target fired. In order to do that, the following changes can be made: A) Faster movement speed. B) 0 damage point (doesn't stand still for x seconds when attacking), C) Must not be slowed down by Maurauder grenades.

4) Ideally, Charge also needs to be more microintensive in some way. It would be cool if some type of manual-charge could be implemented to work well.

Further, enemy spells like EMP and Fungal Growth also needs to be relooked at a bit more. It would be a ton more cool if T/Z player could cast those spells against the protoss army, and then the protoss army could split as a response to seeing the spells being casted rather than preempeitvely (or not at all).

For that to occur, Fungal and EMP needs A) Larger AOE and B) Projectile speed reduced to around 8-9 (Fungal currently has 13 I believe). C) Maybe some other type of compensation.

The same concept can be applied to Widow Mines. Zerg can micro against this unit, but it doesn't seem like Protoss can do that much. I think the manual-charge should be designed around adding like of countermicro against the Widow Mine + Collosus should be balanced around not hardcountering Widow Mines as badly.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 08:32 GMT
#356
as I see it - is rather that a maxed out toss deathball basically is too unresponsive to be micro'ed during larger engagements.

That and that its hard to micro against it to
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2014-07-24 08:43:38
July 24 2014 08:40 GMT
#357
On July 24 2014 17:29 Hider wrote:
Show nested quote +
but how baaaaaaaaad it looks aesthetically


If this is the main issue with protoss "deathball", then why are noone criticising a bio-ball? That's clumped up as well.

The main difference - as I see it - is rather that a maxed out toss deathball basically is too unresponsive to be micro'ed during larger engagements. A bio ball, however, can move around extremely fast.

You are right, but it's also about the ease of understanding what you are watching. I can see clearly how many of each unit type is in the blob of Terran compositions (even with Zerg).

This is what i have a big problem with from an esports perspective, and the reason i don't watch Protoss. I find it hard on the eye and tiring.

The Protoss maxed out deathball is not just unresponsive to be microed, it is DESIGNED to be auto-pilot one blob army. The more you try to split it the weaker it becomes usually ("it" as in the strategy/play).
Head Coach Park: "They should buff tanks!"
egrimm
Profile Joined September 2011
Poland1199 Posts
July 24 2014 08:43 GMT
#358
On July 24 2014 09:52 Hider wrote:
Show nested quote +
Exactly. Tempest is the epitome of the difficulties DB has to make an unit that is not meant to be a hard counter : remember it was supposed to wreck muta balls and ended up being such a brood lord killer it isn't even fun. A very bad unit which even overlapped in some ways on the role a carefully made carrier could have filled.


Protoss air in general is just quite bad. It has multiple units overlapping with each other and micro interactions are very boring/non-existant. Thus, it needs a complete overhaul. Here is what I would do.

My suggestions for protoss air changes in LOTV (warning: long post incoming)

Tempest.
- 8 range
- tier 2
- better moving shot
- cheaper.

This means that the Tempest can be a relatively mobile unit in the later game that breakes static defense and work for itself.

Void Ray.
- Low acceleration
- 4 range
- More beefy (2 armor, more HP/shield
- Leash-range reduced from 2 to around 0.5, so enemy units can actually escape (which should encourage micro).

Due to it's high HP/low range it will synergize well with all other protoss air units, but will be quite medicore in a straihgt up battle asusming the enemy micro's.

Carrier:
The Carrier should be an expensive, supply effective unit that can be used to break someone that goes uber turtle. This can be obtained by increasing maximum amount of interceptors it can fire, which makes it stronger but also more expensive as it needs to pay to rebuild intercettrs.
Further, as I previously wrote, I would like to see the Thor have more of a Goliath-role here. That means that it's anti-armored attack should be buffed signifciantly while it's antilight/splash attack should be changed somewhat. Further, Vikings are weaker vs armored air units.

Given that the Thor has two modes, why not try and create some actually synergy between those two Thor modes. Wouldn't it be cool if you could switch back and fourth during battles against Carriers?

Actually it is possible (I tested it). What is required are the following changes:

- Carrier's intercetpors are more clumped up (more vulnerable to splash from the Thor)
- Interceptors have slightly less HP/more damage
- Thor splash damage needs to be a bit larger
- Thor transformation time needs to be reduced from 4 seconds to less than 1 second.

This way the terran player wanna target fire the Carriers with the Anti-armored weapon, but if he is good, he can move your injured Thors back behind the other Thors and switch them into anti-splash mode where it targets intercetors instead while keeping the Thors out of the Carriers attack-range.

Oracle.
In order to give it moving shot you need to max out it's acceleration and turn-rate + set damage point at 0. For it to be efficient to make the same type of Mutalisk micro vs Marines as saw in BW, the further changes are needed:
- Range increased to 6.
- Attack speed reduced by 50%
- It needs to have less HP/shield (in order to be balanced)
- Damage vs light reduced a bit as well.
- Seperation radius reduced (so you can stack Oracles better, this is important due to how the Starcraft-editor is bugged as Lalush explained in his "depht of micro"-video.

(FYI: I am not making this up. I spent multiple hours tweaking various stats values in order to get the desired "interaction-effects")

The unit roles

Oracle = Good vs Widow Mine if detected, but weak vs it in the sense that it dies in 1 hit. Vs Vikings it has no answer in straight combat, but has a mobility advantage vs Vikings. Thors are decent vs Oracles. Vs Marines, the outcome depends on micro. 4 marines can take out 1 oracle, but if the Oracle micro's well it can take out 6-7 Marines.

Void Ray. Very strong if enemy doesn't micro, Can tank Marine shots quite well and thus synergizes well with the other higher DPS protoss units. It is good vs Widow Mines in the sense that it can tank multiple shots, but weak vs it since it can't outrange it, has no detection and typically can't fly away from it in time. Vikings are very weak in a straight up engagements vs it, but can kite it.

Tempest: You can get it out in tier2, where you can make some pressure oriented builds with it and take advantage of terrain. It needs to kite vs Marines as it's weak vs them in straight combat, but due to it's slower movement speed it can't kite forever. Further, Widow Mines can catch up to it, but on the other hand it can outrange Widow Mines from a safe distance. In a straight up battle, this is very weak vs Thors, but late game it has a mobility upgrade which means it can take advantage of the immoilbity of the mech-army and haras it.
Vikings trade roughly even vs this unit.

Carrier: It's also kinda weak vs the Thor (similar to the Tempest), but there are the following diferences; A) Later tech, B) Slower production, C) Unique micro-interaction, D) much more supply-effective, so if the terran mech player turtles on few bases and has lots of tanks, you cannot finish him off with Tempests, but Carriers can often times be the better job if you have the superior economy

Overall, this should mean that all of protoss air units have unique micro interactions and unique unit roles with various advantages/disadvantage compared to their teran counterparts. There are no hardcounters here as all of the terran "counter"-options have some type of disadvantage against the specific protoss air unit. Instead, the terran player needs to rely on a mix of Thors, Vikings, Mines and Marines to effectively combat a good protoss air player.
But I hope that this just functions as an example of how much new gameplay you can create by just changing stats values. You don't need to come in with completley new units or remove old units. For me, it's instead all about the numbers.




Really interesting suggestions, like them a lot especially oracle and carrier interactions
I was thinking about air toss for a while and what I would like to see is actually removal of tempest, and redesign void ray to somewhat fill it's role. VR at beginning of sc2 were supposed to be that precise, surgical tool for killing big, key enemy units and right now they just do "terrible, terrible damage" without any specific micro or decision making - you just press 1 key and VR "stim" - I find it quiet lame.
I thought about something like leaving VR current dmg as it is and changing how Prismatic Alignment works:
* It would be castable ability so you would have to target specific unit with VR that you want to kill faster.
* Prismatic Alignment would have higher range (between 1-3) so you would be able to easier target broodlords, collosi etc. protected by units and snipe them (which is the tempest role right now)
* it would deal increased dmg, and the dmg would rise with the time as VR is attacking targeted unit. So more hp targeted unit has, more dmg VR can potentially inflict. Also that would mean Prismatic Alignment could be used against ANY unit despite of their armor type and still do at least a bit more dmg than without it which would create some decision making - do I want to use PA now on 1 roach or better to save it in case ultras joins ?
* PA is "on" as long as targeted unit is in range so there is no duration of ability. However when targeted unit dies PA goes to cooldown. Additionally if targeted unit leaves the range of PA, void ray losses PA and goes to cooldown - More micro involved against VR than simply disengage for duration of PA as it is right now.
* You can cast PA with several VR on the same unit to kill it even faster but as mentioned before it would mean after killing targeted unit VR losses their PA - another decision making - Do I want to kill 1 BL/collosus really fast or rather deal more dmg to several BL/collosi ?
sOs TY PartinG
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 09:26:10
July 24 2014 08:45 GMT
#359
The Protoss maxed out deathball is not just unresponsive to be microed, it is DESIGNED to be auto-pilot one blob army. The more you try to split it the weaker it becomes usually.


Yeh, and that's kinda my point. When units become too unresponsive, your more rewarded for standing still, because if you try and move a unit from one place to another during a battle, then it simply loses to much firepower during a battle.
That and ofc the fact that the AOE abilities of the enemy aren't really designed to reward splititng/movement that much. A terran needs to split vs Banelings. Zerg (post-patch at least) needs to split vs Widow Mines. Both of the races have units that are designed around being responsive/mobile enough to split.

Protoss, on the other hand, doesn't really need to split. That's why my approach is to balance protoss around being responsive enough to splitting + create a penalty for not splitting vs AOE abilities.

But if you make the protoss army a lot more around having more Immortals that are more responsive I think the battle-micro will look quite differently.
And just imagine more Warp-Prism during engagements. Everyone loves Partings Immortal/WP-micro, and it would be so cool to see increased Collosus/Warp-prim synergy. I think that will just make the spectating experience of seeing toss a ton better.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 09:26:41
July 24 2014 08:59 GMT
#360
* It would be castable ability so you would have to target specific unit with VR that you want to kill faster.


That's pretty interesting actually.

The thing that I am always looking (and testing) for with new abilities is whether they add countermicro. I remember back a while ago in late WOL when Qxc had posted a video discussing how many of Sc2 units were boring, and one of his "solutions " was to make hardened shield something you had to activate. Everyone praised him so much and told him he should be hired by Blizzard etc. But almost noone at that point in time thought about the countermicro implications. Like what can a mec-player player do against this? What interesting micro interactions does it add?

Close to zero right, and that's also why I always thought VR alignement never was gonna be interesting in HOTS because it was designed as spam-based ability, not as a countermicro-based ability.

So when I look at your suggested ability, it would seem to me to be a requirement that the enemey should have a realistic chance of escaping with his units that is being targetted by PA + at the same time it should be something that is actually practical and efficient to do. It shouldn't just be a theoretical type of micro that noone ever does.

From my experience, counterbased action can be hard to create in theory. Rather, it's more about going into the Starcraft-editor and refining stats over and over untill you have satifisied two conditions;

1) A penalty to the enemy for not remicro'ing
2) Make it practical/efficient to remicro

So I can't really tell whether it's gonna work or not.

But if I was going to remove one protoss unit from LOTV, it would probably have to be the Void Ray. While I admit it can be relatively interesting if it get's a good spell, the unit it self is very difficult to make micro-intensive. The Tempest on the other hand can at leat get a better moving shot which the control of that unit feel better. And if you come up with a super interesting ability, then the Tempest (or another unit) could get that as well. The Void Ray doesn't have to exist.
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