• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:06
CET 20:06
KST 04:06
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1501 users

Legacy of the Void Announced - Page 139

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 137 138 139 140 141 149 Next
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-26 16:36:33
November 26 2014 16:36 GMT
#2761
On November 27 2014 01:16 maartendq wrote:
Show nested quote +
On November 27 2014 00:45 Big J wrote:
On November 27 2014 00:32 Thieving Magpie wrote:
Just because people have complained about how Protoss can/can't defend bases with Blizz's new idea--that is false.

Blizz's new Econ only shortens the timeline, it does not increase the number of needed bases. So you still defend 3 bases, but your third moves constantly and your army has to reposition accordingly. It is only if we go back to a BW style system that the game gets broken because Protoss can't defend more than 3 bases adequately.


Well, you cannot give up the main and natural base ever with all the setup there. So you have to defend those 2bases + any amount of mining bases. In a 5base scenario this means your main+natural have to be defended, but they don't mine. The other 3bases have to be defended because they mine.

The game will change a lot - but I fully agree with everyone that the game has to change a lot to allow Protoss to defend that many bases that early (bases also have to be taken earlier to keep on mining from 2-3bases)

How are Cannons and a Mothership Core not enough for that? Protoss arguably has the best static defense in the game already.


Currently Protoss must go into Colossi very fast to defend 3bases. The timings barely work out in a way that the first Colossi can defend the 3rd nexus. Without changes, I don't see how Protoss can defend an even earlier third base while getting the necessary Colossi.
Also MsC is nerfed in the current build, as well as warp ins. Drops are much stronger against Protoss.
w3c.TruE
Profile Joined November 2013
Czech Republic1055 Posts
November 26 2014 17:15 GMT
#2762
On November 26 2014 22:12 SC2Toastie wrote:
Show nested quote +
On November 26 2014 22:10 TedCruz2016 wrote:
On November 26 2014 21:16 -Celestial- wrote:
On November 26 2014 13:08 TedCruz2016 wrote:
On November 26 2014 12:34 Zanzabarr wrote:
On November 26 2014 12:22 TedCruz2016 wrote:

Blink stalkers, chargelots and sentries have no problem to handle T's and Z's T1 units. The problem is the poor design of P's T2 units - immortal is highly immobile and very expensive, void ray is also very slow and useless after the significant nerf on its ability, and pheonix can't attack ground unit. All of them heavily counter specific units, but that makes them weak in general and limits their use, that's why P has to jump to T3 units.


Blink and charge are both T2 upgrades, are quite long research, and you'll only going to have time to get one of them before mid-late game generally. Pure gateway has a hell of a time against T1-1.5 Terran and Zerg units with some minor upgrades (stim / speed). Outside of hard all-ins, these units aren't going to compete outside of the aforementioned situations where you only fight a small portion of an army due to good forcefield placement. Such situations aren't going to be nearly as common with split armies across more bases, and the dreaded ravager.

I'm all for stronger T2 options to compensate, even if it means nerfs in other areas. As it stands now though, without better T2 // stronger gateway units // a new gateway unit altogether, Toss is going to be in for a world of hurt.


Then the solution is earlier blink and charge upgrade and redesigned T2 units from stargate and robotic facility. My thoughts:

- remove twilight council from the templar tech branch; put blink and charge upgrades in cybernetics core with longer research time;
- longer build time of templar archive and dark shrine; longer research time of psi storm;
- give back void ray's orginal prismatic beam (passive skill, increasing damage when continuously attack one single unit over a period of time);
- immortal's hardened shield is replaced with a new skill that you need to manually activate, but according to some feedbacks, it makes immortal even stronger against tanks and some other units, so there's more works to do. It could become a high-mobile short-range siege unit, good at defense and map control like tank.

Stay positive and optimistic. Nonetheless, P is the thematic race of LotV! How worse could it be anyway?



Nobody is going to accept an earlier Blink upgrade because it just leads to absurdly strong Blink all-ins every game.

And longer research on Psi Storm would potentially just make Templar openings even more unviable and railroad the "Colossi first" mindset even more. :-\


Were Twilight Council removed, longer research time on psi storm won't be longer, but anyway, I admit that simplifying the templar tech branch and earlier blink research are bad ideas, but there must be some other way to make HT better as to diversify P's strategies.

Mines to 80HP
OR
Psionic Storm buffed to deal + 10/20 vs Mechanical (Better vs Protoss as well, no change vs Z, but this has to come with a health buff to Vikings)

Would go a long way.

I want Templar viable in PvP tho :D

Yeah, becouse wasting Storm on one or two mines is sooo cost effective. 10/10 Protoss would start storming mines, if they were 80HP, totally...
Dream, Dark, herO, PartinG, RorO, Bbyong, Rain, soO, PtitDrogo <3. Goodbye RorO, MC you were awesome! You will be remembered!
ejozl
Profile Joined October 2010
Denmark3457 Posts
November 26 2014 17:25 GMT
#2763
I'd love to see 80 hp mines, gives me hope of HT openings and Cannons 4 shot Mines that get too close.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 26 2014 17:52 GMT
#2764
On November 27 2014 01:36 Big J wrote:
Show nested quote +
On November 27 2014 01:16 maartendq wrote:
On November 27 2014 00:45 Big J wrote:
On November 27 2014 00:32 Thieving Magpie wrote:
Just because people have complained about how Protoss can/can't defend bases with Blizz's new idea--that is false.

Blizz's new Econ only shortens the timeline, it does not increase the number of needed bases. So you still defend 3 bases, but your third moves constantly and your army has to reposition accordingly. It is only if we go back to a BW style system that the game gets broken because Protoss can't defend more than 3 bases adequately.


Well, you cannot give up the main and natural base ever with all the setup there. So you have to defend those 2bases + any amount of mining bases. In a 5base scenario this means your main+natural have to be defended, but they don't mine. The other 3bases have to be defended because they mine.

The game will change a lot - but I fully agree with everyone that the game has to change a lot to allow Protoss to defend that many bases that early (bases also have to be taken earlier to keep on mining from 2-3bases)

How are Cannons and a Mothership Core not enough for that? Protoss arguably has the best static defense in the game already.


Currently Protoss must go into Colossi very fast to defend 3bases. The timings barely work out in a way that the first Colossi can defend the 3rd nexus. Without changes, I don't see how Protoss can defend an even earlier third base while getting the necessary Colossi.
Also MsC is nerfed in the current build, as well as warp ins. Drops are much stronger against Protoss.

Use new units and abilities instead of colossi? Colossi are going to be nerfed anyways and not as good at defending bases early.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
November 26 2014 17:56 GMT
#2765
On November 27 2014 02:52 -Archangel- wrote:
Show nested quote +
On November 27 2014 01:36 Big J wrote:
On November 27 2014 01:16 maartendq wrote:
On November 27 2014 00:45 Big J wrote:
On November 27 2014 00:32 Thieving Magpie wrote:
Just because people have complained about how Protoss can/can't defend bases with Blizz's new idea--that is false.

Blizz's new Econ only shortens the timeline, it does not increase the number of needed bases. So you still defend 3 bases, but your third moves constantly and your army has to reposition accordingly. It is only if we go back to a BW style system that the game gets broken because Protoss can't defend more than 3 bases adequately.


Well, you cannot give up the main and natural base ever with all the setup there. So you have to defend those 2bases + any amount of mining bases. In a 5base scenario this means your main+natural have to be defended, but they don't mine. The other 3bases have to be defended because they mine.

The game will change a lot - but I fully agree with everyone that the game has to change a lot to allow Protoss to defend that many bases that early (bases also have to be taken earlier to keep on mining from 2-3bases)

How are Cannons and a Mothership Core not enough for that? Protoss arguably has the best static defense in the game already.


Currently Protoss must go into Colossi very fast to defend 3bases. The timings barely work out in a way that the first Colossi can defend the 3rd nexus. Without changes, I don't see how Protoss can defend an even earlier third base while getting the necessary Colossi.
Also MsC is nerfed in the current build, as well as warp ins. Drops are much stronger against Protoss.

Use new units and abilities instead of colossi? Colossi are going to be nerfed anyways and not as good at defending bases early.


Like?

The Disruptor currently costs more gas than the Colossi and comes from/requires the same buildings and the Immortal isn't going to protect P's against MM&M pushes.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-11-27 03:03:21
November 27 2014 03:02 GMT
#2766
Still maintain they should just make gateway units stronger with T2 buffs.

- Buff the Chargelot (such as via higher passive speed)
- Buff stalker (perhaps +2 attack per forge upgrade or give it another armor) and perhaps increase the range of the blink by 1, - - Tweak sentries so perhaps they are more useful via twilight upgrade (ie. units in guardian shield still retain +2 armor after exiting for a limited duration, or increase the radius of guardian shield, or increase range of FF by +1)
- Increase archon splash radius

Would also be good to somehow buff immortal speed at maybe the robo bay, though they're pretty damn strong vs Z lategame as is.

These aren't actually suggested changes, just options to explore. It makes the units less reliant on other dumb shit and keeps the army more mobile and less deathball esque as a result. That's what the focus should be. Right now the mobility is via warp in harass throwaways and potentially getting off a recall (which you still stay in a deathball and is hardly considered "mobile").
wmb
Profile Joined February 2014
Sweden282 Posts
November 27 2014 03:19 GMT
#2767
dis will be so interesting to play. Preparing to massgame! #1 ladder pos inc
Hi I'm the infamous wmb, Diamond 1 / Challenger Player.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 27 2014 07:26 GMT
#2768
On November 27 2014 12:02 FabledIntegral wrote:
Still maintain they should just make gateway units stronger with T2 buffs.

- Buff the Chargelot (such as via higher passive speed)
- Buff stalker (perhaps +2 attack per forge upgrade or give it another armor) and perhaps increase the range of the blink by 1, - - Tweak sentries so perhaps they are more useful via twilight upgrade (ie. units in guardian shield still retain +2 armor after exiting for a limited duration, or increase the radius of guardian shield, or increase range of FF by +1)
- Increase archon splash radius

Would also be good to somehow buff immortal speed at maybe the robo bay, though they're pretty damn strong vs Z lategame as is.

These aren't actually suggested changes, just options to explore. It makes the units less reliant on other dumb shit and keeps the army more mobile and less deathball esque as a result. That's what the focus should be. Right now the mobility is via warp in harass throwaways and potentially getting off a recall (which you still stay in a deathball and is hardly considered "mobile").


I really like the idea of more powerful A/D upgrade for particular units. For example, the blue flame upgrade for hellion (currently +5 attack vs. light) be ditched and replaced with extra +2 attack vs. light by each level of weaponry upgrade in the armory. It's a smart way to balance things in mid and late game.
Make DC listen!
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
November 27 2014 14:06 GMT
#2769
On November 27 2014 02:56 Stratos_speAr wrote:
Show nested quote +
On November 27 2014 02:52 -Archangel- wrote:
On November 27 2014 01:36 Big J wrote:
On November 27 2014 01:16 maartendq wrote:
On November 27 2014 00:45 Big J wrote:
On November 27 2014 00:32 Thieving Magpie wrote:
Just because people have complained about how Protoss can/can't defend bases with Blizz's new idea--that is false.

Blizz's new Econ only shortens the timeline, it does not increase the number of needed bases. So you still defend 3 bases, but your third moves constantly and your army has to reposition accordingly. It is only if we go back to a BW style system that the game gets broken because Protoss can't defend more than 3 bases adequately.


Well, you cannot give up the main and natural base ever with all the setup there. So you have to defend those 2bases + any amount of mining bases. In a 5base scenario this means your main+natural have to be defended, but they don't mine. The other 3bases have to be defended because they mine.

The game will change a lot - but I fully agree with everyone that the game has to change a lot to allow Protoss to defend that many bases that early (bases also have to be taken earlier to keep on mining from 2-3bases)

How are Cannons and a Mothership Core not enough for that? Protoss arguably has the best static defense in the game already.


Currently Protoss must go into Colossi very fast to defend 3bases. The timings barely work out in a way that the first Colossi can defend the 3rd nexus. Without changes, I don't see how Protoss can defend an even earlier third base while getting the necessary Colossi.
Also MsC is nerfed in the current build, as well as warp ins. Drops are much stronger against Protoss.

Use new units and abilities instead of colossi? Colossi are going to be nerfed anyways and not as good at defending bases early.


Like?

The Disruptor currently costs more gas than the Colossi and comes from/requires the same buildings and the Immortal isn't going to protect P's against MM&M pushes.


Pretty much this.

You HAVE to have splash. Its actually essential or you just die. So that means either Templar, Colossus or the new Disruptor. Colossus and Disruptor have the same requirements but the Colossus is cheaper and the Templar has a whole world of problems as an opening strategy into expansion.


"Use new stuff" is all well and good...there's no new stuff to fill what is actually needed.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
November 27 2014 14:20 GMT
#2770
@ buffing warpgate units

You can't do this. It essentially just further nullifies the defenders advantage and creates a stronger snowball effect. It is of highest importance that protoss can not just win the game straight up if they have a small advantage.

Therefore the solution is not to buff warpgate units, but instead to increase the microness of robo units and make them have a larger importance for protoss.
Freeborn
Profile Joined July 2010
Germany421 Posts
November 27 2014 14:41 GMT
#2771
On November 27 2014 23:20 Hider wrote:
@ buffing warpgate units

You can't do this. It essentially just further nullifies the defenders advantage and creates a stronger snowball effect. It is of highest importance that protoss can not just win the game straight up if they have a small advantage.

Therefore the solution is not to buff warpgate units, but instead to increase the microness of robo units and make them have a larger importance for protoss.


Absolutely need the gateway unit buff. There is no other way. especially with FF being breakable by Z now.
Plus the whole, mobility all over the map idea requires gateway units that are not total crap without AoE.

BTW. if LotV is amything like the LotV custom mod, then the disruptor seems superior to the colossus, although that probably depends on the enemy's splitting skill and available support units.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
Last Edited: 2014-11-27 14:49:55
November 27 2014 14:48 GMT
#2772
On November 27 2014 23:20 Hider wrote:
@ buffing warpgate units

You can't do this. It essentially just further nullifies the defenders advantage and creates a stronger snowball effect. It is of highest importance that protoss can not just win the game straight up if they have a small advantage.

Therefore the solution is not to buff warpgate units, but instead to increase the microness of robo units and make them have a larger importance for protoss.


I agree. Compared to T's and Z's T2 units other than air-to-air units and drop ship (tank, banshee, raven, hellbat and ghost; muta, hydra and infestor), P's (immortal, void ray and oracle) are all of low cost-efficiency. Oracle is a good harasser, but it's a caster, not a combat unit. There's basically no other choice but colossus death-ball. This has to change. P needs two new T2 units, one out of gateway with the requirement of twilight council and the other straight our of robotic facility. Another gas-heavy AoE T3 unit is useless.
Make DC listen!
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
November 27 2014 15:10 GMT
#2773
On November 27 2014 23:41 Freeborn wrote:
Show nested quote +
On November 27 2014 23:20 Hider wrote:
@ buffing warpgate units

You can't do this. It essentially just further nullifies the defenders advantage and creates a stronger snowball effect. It is of highest importance that protoss can not just win the game straight up if they have a small advantage.

Therefore the solution is not to buff warpgate units, but instead to increase the microness of robo units and make them have a larger importance for protoss.


Absolutely need the gateway unit buff. There is no other way. especially with FF being breakable by Z now.
Plus the whole, mobility all over the map idea requires gateway units that are not total crap without AoE.

BTW. if LotV is amything like the LotV custom mod, then the disruptor seems superior to the colossus, although that probably depends on the enemy's splitting skill and available support units.


Sure there is. Reduce cost of robo facility, increase mobility and responsiveness of Immortal and suddenly toss have a much stronger midgame presence.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 27 2014 15:18 GMT
#2774
On November 28 2014 00:10 Hider wrote:
Show nested quote +
On November 27 2014 23:41 Freeborn wrote:
On November 27 2014 23:20 Hider wrote:
@ buffing warpgate units

You can't do this. It essentially just further nullifies the defenders advantage and creates a stronger snowball effect. It is of highest importance that protoss can not just win the game straight up if they have a small advantage.

Therefore the solution is not to buff warpgate units, but instead to increase the microness of robo units and make them have a larger importance for protoss.


Absolutely need the gateway unit buff. There is no other way. especially with FF being breakable by Z now.
Plus the whole, mobility all over the map idea requires gateway units that are not total crap without AoE.

BTW. if LotV is amything like the LotV custom mod, then the disruptor seems superior to the colossus, although that probably depends on the enemy's splitting skill and available support units.


Sure there is. Reduce cost of robo facility, increase mobility and responsiveness of Immortal and suddenly toss have a much stronger midgame presence.


Yes, increased mobility and responsiveness as the quid pro quo for the hardened shield removal or the "barrier" replacement thereof.
Make DC listen!
Freeborn
Profile Joined July 2010
Germany421 Posts
November 27 2014 16:07 GMT
#2775
The immortal will still be cost inefficient vs anything but armored. How can that be a solution?

I also agree that having disruptor and colo on the same tech rquirement is really bad.

Adding a new gateway unit that helps with toss early game weakness and lessens the dependance on robo play would not only help balance but simply be more fun. Protoss has nothing new early game and still only has the stupid unique msc for defence - now with a ground only photon overcharge...
Cloak
Profile Joined October 2009
United States816 Posts
November 27 2014 16:42 GMT
#2776
On November 27 2014 00:45 Big J wrote:
Show nested quote +
On November 27 2014 00:32 Thieving Magpie wrote:
Just because people have complained about how Protoss can/can't defend bases with Blizz's new idea--that is false.

Blizz's new Econ only shortens the timeline, it does not increase the number of needed bases. So you still defend 3 bases, but your third moves constantly and your army has to reposition accordingly. It is only if we go back to a BW style system that the game gets broken because Protoss can't defend more than 3 bases adequately.


Well, you cannot give up the main and natural base ever with all the setup there. So you have to defend those 2bases + any amount of mining bases. In a 5base scenario this means your main+natural have to be defended, but they don't mine. The other 3bases have to be defended because they mine.

The game will change a lot - but I fully agree with everyone that the game has to change a lot to allow Protoss to defend that many bases that early (bases also have to be taken earlier to keep on mining from 2-3bases)


Warpable Buildings: Takes X seconds probably somewhere between 20-40seconds to transfer one powered building to another power source on the map. Make it T2 tech. Same warpin shit applies with 200% dmg. Shuts down the capabilities as if you lost it while you wait. Terran can float. Zerg's just can take all the bases. And Cannon rush got destroyed. So maybe hope for cannon shenanigans, proxies, and base switching, perhaps even premaking Nexuses like Terran does.

Rest of discussion is great, there needs to be something intrinsically better about Gateway if you're going to nerf Warp/FFs. Just have to reconcile that. Because, let's say you find some way to jimmy your way into making Tempest carry the composition. You're stuck again because that Tempest would have to be so broken to cover 5 bases while the Gateways will die from dystentary for having their thumb up their ass for too long.

Immortal is probably fine with slight mobility, cost, or damage tweaks, mostly because I don't want Immortal to be the next Colossus in overuse. Immortal is already great for being a reliable unit in a sea of gimmick and I would like to see more Immortaless and Colossusless compositions vs. both Z and T.
The more you know, the less you understand.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 27 2014 16:44 GMT
#2777
On November 28 2014 01:07 Freeborn wrote:
The immortal will still be cost inefficient vs anything but armored. How can that be a solution?

I also agree that having disruptor and colo on the same tech rquirement is really bad.

Adding a new gateway unit that helps with toss early game weakness and lessens the dependance on robo play would not only help balance but simply be more fun. Protoss has nothing new early game and still only has the stupid unique msc for defence - now with a ground only photon overcharge...

Well, existing units might get tweaked. More microable, more skillable.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-27 17:08:29
November 27 2014 16:45 GMT
#2778
On November 28 2014 01:07 Freeborn wrote:
The immortal will still be cost inefficient vs anything but armored. How can that be a solution?

I also agree that having disruptor and colo on the same tech rquirement is really bad.

Adding a new gateway unit that helps with toss early game weakness and lessens the dependance on robo play would not only help balance but simply be more fun. Protoss has nothing new early game and still only has the stupid unique msc for defence - now with a ground only photon overcharge...


Yes your right in the sense that more changes are needed (than just to the Immortal). As an example, I believe that toss needs a general infastructure reduction nerf.

But robo units are per definition more cost-effective than gateway units. Warpgate units are more all-in or turtle'ish. So if you buff warpgate units, you will also buff warpgate allins, which isn't desireable IMO.

Instead, what I would like to see is protoss players moving out on the map easier without being all in Thus, I believe that Robo units needs a larger role in the game. But since both Immos and Collosus are kinda boring, they both need to be redesigned in order to be more microrewarding so players can enjoy playing toss with a larger emphasiz on robotich units.

Moreover note that for instance Zealots become kinda useless vs zerg in straight-up engagements. While I don't believe that warpgate units should be able to massed, I would work on two things with them: (a) improve their microability and (b) give them a more well-refined roles as the damage-tanker in all matchups.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 27 2014 16:48 GMT
#2779
On November 28 2014 01:07 Freeborn wrote:
The immortal will still be cost inefficient vs anything but armored. How can that be a solution?


It's just a counter-tank and counter-roach unit, nothing more. Poor design.

Adding a new gateway unit that helps with toss early game weakness and lessens the dependance on robo play would not only help balance but simply be more fun. Protoss has nothing new early game and still only has the stupid unique msc for defence - now with a ground only photon overcharge...


I think the problem is that zealot's and stalker's upgrades in twilight council come too late, much much later than T's stimpack and Z's zergling speed. Without the aid of sentry and MSC, it's very hard for P to push back early attacks and harassments. When you have to warp in a couple of sentries to help, the gas cost inevitably slows down your tech.
Make DC listen!
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
November 27 2014 17:14 GMT
#2780
On November 28 2014 01:48 TedCruz2016 wrote:
Show nested quote +
On November 28 2014 01:07 Freeborn wrote:
The immortal will still be cost inefficient vs anything but armored. How can that be a solution?


It's just a counter-tank and counter-roach unit, nothing more. Poor design.

Show nested quote +
Adding a new gateway unit that helps with toss early game weakness and lessens the dependance on robo play would not only help balance but simply be more fun. Protoss has nothing new early game and still only has the stupid unique msc for defence - now with a ground only photon overcharge...


I think the problem is that zealot's and stalker's upgrades in twilight council come too late, much much later than T's stimpack and Z's zergling speed. Without the aid of sentry and MSC, it's very hard for P to push back early attacks and harassments. When you have to warp in a couple of sentries to help, the gas cost inevitably slows down your tech.



Largely because in the case of the Stalker, as I mentioned earlier, faster blink just means overpowered blink all-ins.

In the case of the Zealot I'm pretty sure its because Stim MM vs Gateway units without charge is just about holdable through the use of force fields, highly defensive positioning and rushing to AoE; largely because Zealots are nice and tanky so you can keep them alive. Zerg things like speedlings are also holdable for the same reason. But the flip side isn't true, Terran and Zerg badly need to be able to run away from Zealots to a certain extent because Zealots are hard to take down and deal a boatload of damage if they can get into range; which means T and Z need those speed upgrades to finish first.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Prev 1 137 138 139 140 141 149 Next
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Masters Cup #150: Group A
davetesta70
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 505
White-Ra 221
UpATreeSC 115
JuggernautJason25
MindelVK 12
ForJumy 8
StarCraft: Brood War
Calm 2017
Shuttle 602
firebathero 198
Dota 2
Dendi1174
XcaliburYe145
League of Legends
rGuardiaN54
Counter-Strike
fl0m912
byalli838
FunKaTv 55
pashabiceps0
Heroes of the Storm
Liquid`Hasu12
Other Games
Beastyqt766
ceh9627
DeMusliM332
Fuzer 218
ArmadaUGS139
Grubby92
Trikslyr55
QueenE37
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Adnapsc2 4
• Reevou 3
• Dystopia_ 3
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• blackmanpl 45
• STPLYoutube
• ZZZeroYoutube
• HerbMon 0
• BSLYoutube
Dota 2
• C_a_k_e 3742
• WagamamaTV651
League of Legends
• Nemesis3199
• imaqtpie1575
• TFBlade828
Other Games
• Shiphtur308
Upcoming Events
Replay Cast
3h 54m
Replay Cast
13h 54m
OSC
16h 24m
Kung Fu Cup
16h 54m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 3h
The PondCast
1d 14h
RSL Revival
1d 14h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 16h
WardiTV Korean Royale
1d 16h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
BSL 21
4 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
5 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.