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StarCraft II 5.0.2 Patch Notes (balance test changes) - Pa…

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Freeborn
Profile Joined July 2010
Germany421 Posts
August 17 2020 00:42 GMT
#161
On August 11 2020 03:38 Dedraterllaerau wrote:
It's good to see that Blizzard at least acknowledges Protoss is really weak at the moment.

Protoss has not been competitive in the late game in both PVT or PVZ for a long time now.

The Protoss race right now has been all about choosing a single build that has to do critical damage or kill the opponent and even then that is sometimes only enough to make it a even game when Protoss deserves to be ahead by a large margin considering the damage they have done.

Mules and mass drones in a single production cycle are comeback mechanics Protoss do not have, chronoboosted probes takes a considerable amount of time to pay off while the Terran and Zerg can maintain more stable economies if they take heavy economic damage.

On the protoss side of things losing worker amounts that Terran and Zerg can "live with" is a game ender for Protoss and if you have knowledge of Starcraft you already know the game is pretty much over already.

So Protoss is the most fickle race when it comes to taking economic damage yet they have the worst defense capabilities of all three races.

This is problem number one.


Problem number two:

Protoss is an expensive race, units are expensive, techpaths are expensive, take a long time to get and you can not just change your techtree as you see fit since the investments are huge.

This makes reactive play very difficult because it is to expensive and takes to long to make reliable tech that can counter your opponents army.

Pro players know Protoss are locked to the decisions they made early in the game (techpaths) and for players who know how to scout and know how protoss works, Protoss is the most predictable race in the game, the only unpredictable thing about protoss is how hard are they going to commit to an attack causing a defensive overreaction the opposite.

So you would assume the downside of having expensive units, supply expensive units, expensive slow tech paths to more powerful units would be balanced out by the strength of the units.

Well this is where Blizzard dropped the ball,

They want Zerg to by "Zergy" mass amounts of units overwhelm you fast teching, tech switches living true to Brood war game play and lore for those who care about that. They carried this over into SC2 it's still their key strengths

Terran also has its core elements from Brood war, extremely strong defensively, parade pushes, good at sieging bases using terrain to their advantage even acquired new strengths with the medivac mobility.

Now for Protoss, this is where I want you to think a bit and reflect see if you come to the same conclusion as me.

We still have the expensive buildings, upgrades, and units.

We are still locked into techpaths for longer because of this.

Now this is supposed to be compensated by the strength of the units you make, but this is not the case, protoss units are not very versatile and easily countered by a scouting opponent because of how predictable Protoss techpaths are.

You do not pay more for stronger units as a protoss, you pay more to hardcounter a specific unit of the enemy, which the enemy in turn Zerg and Terran can make easily obsolete because of how quick and how easy access they have to whatever tech they need.

Which means protoss units only perform when the opponent is not prepared for them.

So you are in fact not paying more for anything other then hoping your enemy was not prepared for that specific unit.

Which again reinforces the fact that protoss must play based on deception and outsmarting your opponent, there is no brute force like Terran and Zerg playstyles.

Now I know most people well say well this is not Brood war so what is my point?

My point is why do you give Protoss the core mechanics of expensive supply demanding armies with slow techfrom brood war, and then expect us to use deception to beat the opponent when they have even better tools of deception then Protoss have.

You have the most predictable easily read race in the game and you want us to rely on deception to win games?


All of these things contradict themselves and is the core reason why Protoss has been a poorly designed race and it needs some heavy reworking if its ever going to fit into this game and make for fun matchups like TVZ is getting closer too.




Smart Post.

Lots of people agreeing it seems, except for the Devs...
Freeborn
Profile Joined July 2010
Germany421 Posts
August 17 2020 00:55 GMT
#162
My ideas for protoss:

- Sentry: remove forcefield ability, reduce price to 25/75, Attack: +1 range, reduces enemy movement speed by 50% (1 sec duration).
- Warpprism: remove fast warpin and add as upgrade to robobay 150/150 121 sec
- Stalker: +3 base damage, attack upgrades give +2 damage, reduce starting range by 1, add upgrade at twilight to research range +1 (for 100/100 121 sec).
- Archon: add speed upgrade at templar archive 150/150 79 sec(equal to psi storm), speed equals speedlots - 4.725.
- Adept: starts with resonating glaives, psionic transfer needs to be researched now instead(same price, duration), psionic transfer can now be trigger manually before the duration runs out. OR start with glaives and psionic transfer and offer manual transfer trigger as upgrade (mabye lock part of the current cooldown behind the upgrade as well)
- voidray: starts with flux vanes, prismatic slignment need to be reserached instead of flux vanes (same price, duration), prismatic alignment grants +1 range while active. (The current patch proposals for the void are actually much better.)
- Tempest: 4 supply (Current patch proposals are very valid as well.)
- Mothership: removed
- New ability, researched at the dark shrine: cloak of shadows 100/100 50 sec, which allows oracles to cloak any one unit for 9 sec for 100 energy.

Intended Results:
- more dps early game(!!!) due to adepts starting with glaives and stalker having more dps and cheaper sentries
- reduced stalker range to not make them dominate early game with their increased dps, +1 range on twilight allows for early range or blink
- more mobile air defense & harrass options with speed voids (anti medivac + raven + mutas)
- no more forcefields, less abuse but also much weaker defense
- cheaper sentries have more range, slow down enemies can be more easily integrated into a high pure gateway army
- less brutal adept harrass without upgrade, but more potential to use adepts in regular gateway armies without requiring an upgrade
- more micro potential with manually triggered shades, after upgrade
- archon upgrade to open up more strategical build options and raise protoss mobility in the mid/late game (zealot archon mobile playstyle), better air defense vs mutas
- no early fast warpins, locking the power of offensive warp gate behind a second later game upgrade, accounting for early gateway units dps increase
- tempest not quite as terrible for their supply anymore and might find a place in late game as long range air support

SHODAN
Profile Joined November 2011
United Kingdom1161 Posts
June 08 2021 21:42 GMT
#163
* necro because I couldn't find a more recent / relevant balance discussion thread

I want to test changes to the nexus that might improve the state of TvP

new structure: Nexus. costs 400 minerals. does what a nexus does (build probes and chrono), but with no recall / battery overcharge

new upgrade: Arbitral Core. costs 50 minerals / 50 gas, 25 seconds build time, requires a cybernetics core. unlocks the recall / battery overcharge abilities. while upgrading, the nexus cannot build probes

feels like a decent way to stabilize the early-game where terran often gets far behind in economy. it would make P a bit more vulnerable while taking new bases
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