• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:05
CEST 23:05
KST 06:05
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed14Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Weekly Cups (July 7-13): Classic continues to roll RSL Revival patreon money discussion thread Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL [ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Help: rep cant save
Tourneys
Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 716 users

Balance Update - August 13, 2020 - Page 3

Forum Index > SC2 General
331 CommentsPost a Reply
Prev 1 2 3 4 5 15 16 17 Next All
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
August 16 2020 08:04 GMT
#41
the thing i really don't like is that all the protoss buffs are for air units, which are the most boring unit types in the game
vibeo gane,
Zambrah
Profile Blog Joined June 2011
United States7291 Posts
August 16 2020 08:32 GMT
#42
Why not have more specialized Protoss gateway units, give Stalkers more AA range and flat damage against ground units or something, have Zealots be speedy anti-armored units, have Adepts have a low power bounce attack to be better versus masses of units.

I dunno, Protoss gateway units just feel bad to me. Except for Blink Stalkers. Love those guys.
Incremental change is the Democrat version of Trickle Down economics.
Snakestyle11
Profile Joined December 2018
191 Posts
August 16 2020 08:43 GMT
#43
Say what you want about zerg, Rogue almost always completely dominate his opponents. He makes it look not even close, even more so than serral and reynor do.

This guy might be the smartest SC2 player right now. His strategic choices are insanely good. He really knows how to play a series off like noone else.
ejozl
Profile Joined October 2010
Denmark3368 Posts
August 16 2020 10:54 GMT
#44
On August 16 2020 11:44 Wombat_NI wrote:
Brutally plagiarised from my own terrible posting history.

Hm, think we should just spitball preposterous asymmetric PvZ ideas at this stage. Terrans have EMP, which has other utility but has clear Protoss-specific dimensions. Overall Blizz don’t seem too found of interactions that only occur between two of the game’s races but I think investigating

WombaT’s Ridiculous IdeaTM
Sentry - New unit ability Creep Eradication Field

Active ability. Energy cost - Fuck knows /second.

Upon activation a field is generated that totally isn’t a recoloured guardian shield and can eliminate rumours without vision.

The rationale behind this change is to enable more gateway ‘sharking’ to control the spread of creep while enabling non-committal or committed aggression that is more smoothly. A Protoss player can open oracles off Stargate and keep them active in a harassment capacity for longer as they don’t need to be withdrawn to grant creep vision. Alternatively Protoss players can free up robotics production for units with more defensive or offensive capability by skipping observers at phases of the game and still being able to clear creep.

In theory this doesn’t greatly augment the Great Book of Protoss Bullshit too much either.

This actually got me excited. I took your ability a bit further in my head, but imagine if SC2 launched with an ability called Oracle(taken from Tassadar from HotS,) instead of Guardian Shield. Oracle looks just like Guardian Shield, is a small vision boost and adds Detection to the Sentry. I mean it's even called a Sentry. The ability would not grant high ground vision, since enough stuff already does that and it diminishes the advantage of high ground. Protoss would've been less deathbally from the get-go (because aura effects that buff combat promotes death balls) and Protoss would have an expensive, but early Cyber Core tech unit that adds temporary detection. The Oracle unit wouldn't have needed be a unit that adds detection to Star Gate tech, Protoss would just in general be able to branch out more. Honestly the Sentry is my favourite unit game mechanic wise, I admit I'm dirty, but I just love the utility FF's and Hallucination add, but Guardian Shield has always been a bit iffy. I don't agree with buffing Guardian Shield vs Melee from earlier in the thread, Zerglings need to be useful in ZvP.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2020-08-16 11:59:08
August 16 2020 11:55 GMT
#45
TvP is already hell to play, at least below pro level.

Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players.

But I doubt the void ray and tempest change will have much impact on pro level PvZ.

The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2020-08-16 14:58:35
August 16 2020 12:51 GMT
#46
On August 16 2020 13:19 tigon_ridge wrote:
Show nested quote +
On August 16 2020 10:27 Yoshi Kirishima wrote:
Note: Feel free to just read my TL;DR I just wanted to spill all my thoughts out.

Good adjustment, it is worrisome to continuously make units move faster and faster. Particularly air units, which can become very dangerous when massed due to stacking DPS and traversing terrain. Air units are already mobile because they fly, we really don't need to have so many units that have 5 speed, it is pretty insane, especially with the Void Ray being (at least historically/currently) a slower but stronger unit, compared to the weaker but faster Phoenix for example.

Baneling Change
Baneling change may or may not help a lot, but it is definitely a good place to shave off some Zerg power and help encourage them to try other comps instead of defaulting to Banelings all the time. Making them consider other units even ever so slightly more, can lead to them wanting to diversify their tech a bit more which can have a ever so slight effect on slowing Zerg's econ. Anyway, it's not a huge change, but any help is good and it doesn't really have any side effects. A few stalkers surviving with 10 health can be important. It will also make cyclone/hellion based mech die slightly less easily to ling bling muta, like last game of DRG vs Innovation this season, which I think is good.

Void Ray Deserves Better Design
Balance aside, another big issue is the Void Ray and Tempest simply aren't very fun or interesting units. Terran and Zerg have become very robust over time, with basically every unit having a role in most situations/MUs. However the Void Ray and Tempest are 2 of the least used and least useful units, both belonging to Protoss. While it is fine to find a role for them for the sake of balance, can we not try to find them more interesting roles that can provide other options for midgame for example? I suppose they are trying this by pushing Void Ray to be quicker and more cost effective, so that it can be a mobile map control unit as well as help defend zerg aggression, kind of like Terran's banshee. But a fast Void Ray + the ability it has, I don't know, it just doesn't feel very interesting, it feels like an awkard of forced design.

Biggest question I have for the Void Ray is, would it really be so bad to revert the early HotS change, and make it back to 3 supply? The reason for changing it from 3 to 4 supply in very early HotS was because the balance team said mass voids seemed to be problematic. However that was before HotS even released. The game has changed a TON. Zerg has parabomb for example to help deal with mass air. Would making Void 3 supply, and thus allowing Protoss to make a few more units in endgame army situations be so bad? It would help make Protoss very slightly stronger vs Zerg lategame. Also, it would help keep its purity as a Corruptor counter. Right now, Voids do counter Corruptors by cost, but in endgame scenarios, if you are taking 10 Corruptors, you can only have 5 Void Rays. The Void Rays will barely win, so it is not really a counter at all. Is it so bad to allow it to be 12 Corruptors vs 8 Void Rays? Zerg still has Viper/Infestor/Queen spellcaster spam + movable Spores, etc.

Old Raven Unnecessarily Gutted, and Replaced with Mass BCs with Warp
I also really question the new Raven. Again it feels like an awkward, forced design. Sorry this will be a bit of a dump of my opinions so feel free to skip it. It feels like a crime to make Raven basically just a detector in TvZ and very useless especially for a Mech player in that MU. Why couldn't they have come up with abilities that aren't so limited to the MU? It is OK for zerg to mass spellcasters lategame (combination of queen/infestor/viper), but it is not OK to make more than 3 Ravens anymore? Mass Ravens was certainly broken in HotS, but consider that Zerg did not have Parabomb, Corruptors were much slower, etc. They could have nerfed/reworked PDD and Seeker Missle in ways that kept their zoning traits, while making them scale much less hard lategame. They were unique and interesting zoning, positional tools, and they gutted them for much less interesting abilities. Another easy change was to make Raven 3 supply instead of 2, so that instead of having 30 Ravens you'd only have 20, unless you wanted to cut into your other army supply. It is OK for Zerg to spam spore forests and spellcasters lategame, and control huge areas of the map, but it is not ok for a Mech player to make 10-20 Ravens + Turrets + PFs to do something similar? Not saying I want super turtle styles, but positional battles can be very interesting and offer a unique way to play the game. I just feel like they really overreacted to Mass Ravens and overnerfed them, I do not understand why it is a unit they only want you to make 1-2 of, when no spellcaster is designed to be like that beside the hero Mothership. (Yeah, disable is really good in TvT and you can definitely make make 10 if you want, and having several Ravens for disable can be useful enough vs Protoss, but in TvZ there is basically nothing useful to disable, and Anti Armor missile is designed to compliment Bio way more than Mech, other than if you were to go mass Libs or mass BCs or such).

Another criticism is that the Auto Turret basically makes the Raven like some generic GtA harass unit, why does every Terran unit need to do harass in the form of killing workers? There are other types of harass possible you know? Liberator is already the "haha you didn't look for 3 seconds" harass unit for Terran, we don't need Raven Auto Turret to also basically be "did you pull your workers quick enough?". Because it is such a short duration with high dps, the only counterplay is to pull workers off temporarily. For example if it were reworked to last 20 seconds but do less damage, it would be more of a decision to try to kill the turret because maybe you don't want to waste 20 seconds of mining. Due to not being as punishing if you don't react quickly, it can be given 3 Range back. That and the duration buff would allow the AT to be more useful for Mech armies and can be used as a wall when pushing a position on the map, or it could be dropped to harass bases and threaten to kill buildings if not dealt with as it could do more total damage across its lifetime. The old AT was nice because it could be used in so many ways, the new one just makes the Raven feel like it has an awkward GtA attack. It also is very hard to use AT in situations other than harassing because of the very limited 2 range to place the turret. This is is another thing that makes it difficult to use to help supplement Mech positions on the map, it is too hard to place multiple turrets down at once.

With the Raven having so much more limited use, Mech strength growth really stops at the end of midgame, which is problematic because Mech should be a positional style that you need to either kill early or try to take the whole map and overwhelm them or win a war of attrition. If Mech is on a timer then it is much more 1 dimensional of a style, much like old Protoss being on a timer some needing to do some sort of all-in or deathball push. Of course, we now have the heavily buffed BC which offers immense endgame potential for Mech and Terran in general, but I feel BC Warp is quite toxic and problematic. BC is already the strongest straight up fighting unit, its weakness was its immobility but now it can even counter Tempest by just Warping on them? And being able to Warp so many BCs lategame makes it basically impossible to properly defend vs them as they can teleport anywhere. I guess Blizzard prefers warping BCs over being able to make 10-20 Ravens in endgame??? Idk. I think it would be much more fair if BCs were given energy bar back, since Feedback only does 0.5 damage per energy drained, and that way Terran would have to decide whether to spend energy more on Yamato or Warp. Right now BC is quite uninteresting because you basically just want to use your free Yamato+Warp back home whenever it's off cooldown, there's much less strategic decisions involved. I would prefer toning down BC and giving more ways to counterplay, and revert the Raven to its old self and simply rework the abilities to scale much less and increase its supply to 3 to specifically nerf it lategame. (Examples: Add cooldown to each PDD shot so you can only block 2 projectiles a second per PDD placed which allows the opponent to still do some degree of steady damage to you, perhaps increase PDD energy to 125, reduce Seeker Missile splash severely, increase Raven supply to 3, etc).

Sorry if that was a bit of a rant on the Raven, really wanted to talk about it, as it was my favorite unit, and feel there were many ways they could have toned it down and made it scale less hard lategame (supply, reworking abilities slightly), and would have been fine with Parabomb now being in LotV, it would be very potent vs Mass Ravens. Even Hydras have gotten buffed and they already did well vs PDD/Ravens in HotS.

Zerg Lategame + Spellcasters
Bringing it back more on topic, Zerg has the most versatile and strongest spellcasters. Terran only has 1.5, since Ghost and Raven are each mostly useless in certain MUs (depending on if you go bio or mech of course).They have the highest # of general use spellcasters that are effective each MU in all stages of the game, and overall the most amount of spells, and they also happen to be spells that offer a combination of great AOE/damage/crowd control. Protoss has HTs and Sentries, with ~3 spells, Oracle and MS can provide support but only Time Warp really is a "battle" spell. Zerg meanwhile has Abduct, Blinding Cloud, Parabomb, Neural Parasite, Fungal, Transfuse, and yes Microbial Shroud (lategame you only need 1-2 to provide significant support to support Hydras when fighting airtoss, like how Serral uses it). I think the number of potent Zerg battle spells is part of what makes lategame PvZ look so tough. (I'm not sure I really agree that PvZ lategame is fine and that it is just that it is difficult for Protoss to enter lategame on even footing, being able to abduct so many units and spam multiple AOE spells just seems so efficient and strong, when I feel that Zerg as the econ race should be designed to be strong due to being able to take a huge part of the map and overwhelm you despite being cost inefficient, rather than having lots of cost efficient low supply spellcasters). Protoss is the tech race and should have the strongest and most expensive endgame army. Terran is the army race and has versatile, efficient units.

Going along with that, I feel it is OK to buff Protoss endgame slightly. I mean, at worst, it becomes slightly Protoss favored, and is that so bad? I think it would be a fine dynamic because Zerg can grow so quickly early and midgame, so Protoss endgame army being stronger would put some pressure and incentive on Zerg to interact with and try to end Protoss, rather than put the entire burden on Protoss to try to slow Zerg and also end them early. Again I think changing Void back to 3 supply would be nice here so they can fit a few more units in.

Tempest Upgrade is Contrived and has Side Effects
As for the Tempest, this was supposed to be a cool capital ship unit, but it is so niche and cost inefficient. I really don't like the forced +40 building damage role it is being given. I am worried it will invalidate turtle styles in general. If someone wants to turtle, they are already giving up map control and risking drying up on resources in return for stability and easier defense. Being able to just poke at them from afar and kill buildings at a safe distance will be much more lame than the Protoss actually interacting through harass or attacks, right? So what if Tempest was just given another slight boost in damage, and perhaps give an upgrade where its ground range gets increased? That way you can safely kill spores without being abducted, and maybe the Tempest could be more usable in other situations. Yea, it'll be slow, but it doesn't matter if it's slow as long as it forces Zerg to actually do something and not just sit at their spores. Personally I feel it would be really cool to round out Skytoss by giving them 1 air unit with splash in the form of Tempest. The AOE could just be 1 matrix, like bile, and be relatively weak, but it would still help a lot vs marines and lategame vs air units. Random ideas aside, I feel they can push Tempest into a more interesting and useful role than just "oh upgrade this to kill spores lategame and I guess turtling mech players". Like, is this really the best we can do for the Tempest and Void Ray?

Guardian Shield to Block 1-2 Melee Damage to Buff Gateway Comp vs Zerg
I think buffing Protoss gateway vs zerg in some way is probably a good idea. Someone mentioned buffing Guardian Shield so that the +2 damage block also applies to Melee. This sounds great as it would make them much less weak vs plain Zerglings. However, would this be problematic for zealots in PvP? If not, I think that would be a great change no? Or make it so it gives +2 damage block to projectiles and +1 damage block to melee.

TL;DR
Sorry for the huge long post, haven't posted much recently but just had so many thoughts and wanted to put them out there... I am quite disappointed in the new limited, awkward Raven with such contrived spells, that unnecessarily was designed to just make 0-3 of in most cases and was redesigned into being an early GtA harass unit + early spellcaster. While I don't know a perfect solution, I'm sure something could have been figured out with the old Raven but simply tone down the scaling of its spells and increase supply to 3, with Parabomb now in the game. BC buffs do compensate and give Mech the powerful lategame scaling they need to not simply be a style that is on a limited timer and needs to do huge damage with its 2/2 push, but BC Warp in particular is very problematic and toxic and I say this as a Terran player, perhaps as much or more toxic than Mass Raven in HotS. Protoss could use slight help lategame PvZ without breaking anything by just reverting Void supply to 3 because mass Voids has not been a thing since HotS beta, and perhaps allowing Guardian Shield to block 1 or 2 melee damage to make Gateway comps stronger vs Zerg earlygame without ruining PvT or PvP as Zerglings would be by far the most affected.

I really worry about air units having their speed continuously buffed as that is very dangerous and Voids are already awkwardly fast and can chase down and kill Viking/Banshee due to its leash. Void Ray and Tempest deserve to have more love and not just pushed into awkward contrived niche roles. Especially the Tempest +structure damage upgrade seems problematic as it will have unwanted side effects in being a response to mech turtle styles in a very uninteresting way. Midgame turtling styles play a necessary role in the game, but Zerg lategame is too strong with its Spore Forest + spellcaster spam, so we need to make Tempest be able to discourage that without making them able to counter positional Mech styles by killing buildings safely from afar as it is very uninteresting and uninteractive. If they want to give Protoss more tools to respond to mass Spores, can they not just increase Tempest cost effectiveness, either in slight base damage buff, or some expensive upgrade that gives more overall damage or buff ground range to 14, so that it is only something you really have time and money to get in the lategame (or possibly midgame if you are committing to skytoss)? Or heck, what if Tempest actually had bonus damage to Biological? Then it wouldn't become toxic vs Mech, it would maybe be somewhat usable vs Bio, not ruin anything in PvP, and it would be much more useful vs Zerg overall as well as vs Spores.

My suggestions:
-Tempest some bonus +Biological damage for Bio and Zerg units and buildings
-Tempest to have some kind of lategame ground attack range upgrade to gently stop Zerg from sitting in Spore forests, and be more usable in MUs overall, instead of the suggested +Structure damage upgrade which will harshly counter Mech trying to be defensive in midgame
-Guardian Shield to block 1-2 melee damage to help vs zerglings without changing Zealots much in PvP
-Void Ray supply reverted to 3 to slightly buff PvZ lategame since mass Voids isn't and won't be a thing
-Personally I would also revert to old Raven, tone down PDD and Seeker Missile so they don't scale as hard into lategame anymore while keeping their identity as positional and zoning support spells, and nerf supply to 3
-To go with the above, I would nerf BC by bringing the energy bar back and making players strategize whether to use Warp or Yamato instead of just using braindead free Yamato->Warp combo whenever it's off cooldown

This post is really well-thought out, and I particularly like your ideas regarding Void Rays and Ravens. I think guardian shield being able to work on melee would be a little too much, but other that, all good ideas.


Thanks, I'm really happy someone read my post haha. Yeah GS +2 melee damage block would be way too much, I think +1 could be considered maybe since GS is just temporary, and Zerglings would still be useful for flanks / surrounds to catch Gateway units and let other units engage. Might make Zergs have to work a little harder and use some tactics to force energy on GS early and a combination of Zergling flanks/surrounds + other units to fight a Gateway army moving across the map? A tactic would be to surround the army and then snipe the Sentry with Roaches/Bile. Another option is to simply buff Sentry base stats, it wouldn't change much but, it wouldn't break any unit interaction, while making Gateway ever slightly stronger. I suppose back in WoL, Sentry needed to be weak and fragile because FF was so strong, so you can snipe Sentries and need other Gateway units for damage. But now there is Bile and such to play around FF, so maybe the Sentry can be buffed?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2020-08-16 14:58:19
August 16 2020 13:16 GMT
#47
On August 16 2020 20:55 MockHamill wrote:
TvP is already hell to play, at least below pro level.

Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players.

But I doubt the void ray and tempest change will have much impact on pro level PvZ.

The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play.


This is exactly how I felt about it. It might have a small effect on pvz, but in pvt are we going to see the resurgance of the shield batter proxy shenanigans? I say yes, and at minimum it's going to further constrain how terran can open up the game.
Tyrhanius
Profile Joined April 2011
France947 Posts
August 16 2020 14:09 GMT
#48
On August 16 2020 17:43 Snakestyle11 wrote:
Say what you want about zerg, Rogue almost always completely dominate his opponents. He makes it look not even close, even more so than serral and reynor do.

This guy might be the smartest SC2 player right now. His strategic choices are insanely good. He really knows how to play a series off like noone else.

T/P blame balance without even looking for the games. If someone abuse particular strategy, you can call that a balance issue, but we didn't see anything like this.
Jathin
Profile Blog Joined February 2005
United States3505 Posts
Last Edited: 2020-08-16 14:15:55
August 16 2020 14:14 GMT
#49
--- Nuked ---
skdsk
Profile Joined February 2019
138 Posts
August 16 2020 16:36 GMT
#50
On August 16 2020 23:09 Tyrhanius wrote:
Show nested quote +
On August 16 2020 17:43 Snakestyle11 wrote:
Say what you want about zerg, Rogue almost always completely dominate his opponents. He makes it look not even close, even more so than serral and reynor do.

This guy might be the smartest SC2 player right now. His strategic choices are insanely good. He really knows how to play a series off like noone else.

T/P blame balance without even looking for the games. If someone abuse particular strategy, you can call that a balance issue, but we didn't see anything like this.

Rogue abuses zerg larva mechanics, which have infinite potential compared to terran or protoss mechanics
RandomPlayer416
Profile Joined January 2019
84 Posts
August 16 2020 16:47 GMT
#51
On August 16 2020 20:55 MockHamill wrote:
TvP is already hell to play, at least below pro level.

Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players.

But I doubt the void ray and tempest change will have much impact on pro level PvZ.

The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play.



Agreed. I had already given up playing TvP before the patch, now I will give up playing Terran altogether.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
August 16 2020 17:10 GMT
#52
On August 17 2020 01:47 RandomPlayer416 wrote:
Show nested quote +
On August 16 2020 20:55 MockHamill wrote:
TvP is already hell to play, at least below pro level.

Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players.

But I doubt the void ray and tempest change will have much impact on pro level PvZ.

The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play.



Agreed. I had already given up playing TvP before the patch, now I will give up playing Terran altogether.


I'm curious about this because I never faced proxy voids, only a couple times proxy tempest with maybe starting with 1 void. It is annoying but it doesn't seem overly strong or anything as long as you respond quickly and don't get greedy. I suppose dragged out tempest proxy games can give them time to do the upgrade though, and that would be problematic. I really hope the tempest upgrade doesn't go through because it can potentially ruin Mech TvP in the midgame, when Mech needs to be turtling to an extent. If they want to address Zerg spore forest they need to think more carefully. An upgrade to buff ground range or give bonus Bio damage may be better while also giving more use in other situations. Or just reworking the Tempest completely once again since it isn't key for anything right now so there is a lot of freedom.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WombaT
Profile Blog Joined May 2010
Northern Ireland25095 Posts
August 16 2020 17:17 GMT
#53
On August 16 2020 19:54 ejozl wrote:
Show nested quote +
On August 16 2020 11:44 Wombat_NI wrote:
Brutally plagiarised from my own terrible posting history.

Hm, think we should just spitball preposterous asymmetric PvZ ideas at this stage. Terrans have EMP, which has other utility but has clear Protoss-specific dimensions. Overall Blizz don’t seem too found of interactions that only occur between two of the game’s races but I think investigating

WombaT’s Ridiculous IdeaTM
Sentry - New unit ability Creep Eradication Field

Active ability. Energy cost - Fuck knows /second.

Upon activation a field is generated that totally isn’t a recoloured guardian shield and can eliminate rumours without vision.

The rationale behind this change is to enable more gateway ‘sharking’ to control the spread of creep while enabling non-committal or committed aggression that is more smoothly. A Protoss player can open oracles off Stargate and keep them active in a harassment capacity for longer as they don’t need to be withdrawn to grant creep vision. Alternatively Protoss players can free up robotics production for units with more defensive or offensive capability by skipping observers at phases of the game and still being able to clear creep.

In theory this doesn’t greatly augment the Great Book of Protoss Bullshit too much either.

This actually got me excited. I took your ability a bit further in my head, but imagine if SC2 launched with an ability called Oracle(taken from Tassadar from HotS,) instead of Guardian Shield. Oracle looks just like Guardian Shield, is a small vision boost and adds Detection to the Sentry. I mean it's even called a Sentry. The ability would not grant high ground vision, since enough stuff already does that and it diminishes the advantage of high ground. Protoss would've been less deathbally from the get-go (because aura effects that buff combat promotes death balls) and Protoss would have an expensive, but early Cyber Core tech unit that adds temporary detection. The Oracle unit wouldn't have needed be a unit that adds detection to Star Gate tech, Protoss would just in general be able to branch out more. Honestly the Sentry is my favourite unit game mechanic wise, I admit I'm dirty, but I just love the utility FF's and Hallucination add, but Guardian Shield has always been a bit iffy. I don't agree with buffing Guardian Shield vs Melee from earlier in the thread, Zerglings need to be useful in ZvP.

I had also pondered that, I’d figured just outright giving Sentries would give them too much utility in shutting down other tech paths be it cloakshees or DTs or what have you.

I am quite fond of sentries myself and Oracles as being in a pretty good spot as genuine support units, agree with most of your post.

I’m not sure how one fills the rather gaping hole between Protoss early harassment and their big pushes, but they could do with something in that space in terms of posturing and additional harassment or clearing of creep etc.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2020-08-16 17:22:23
August 16 2020 17:20 GMT
#54
On August 16 2020 15:55 Beelzebub1 wrote:
3. Increase Stalker base damage? Give more HP? It's hilarious how awful Stalkers are vs. Zerg, they are almost on par with the Sentry, this unit has aged terribly.

I honestly think the changes they made to stalkers a couple years ago have made them much worse against zerg. They didn't used to do as much damage, but they attacked substantially faster so if you had a handful of stalkers they could at least hold their own against zerglings, especially with blink.

After the initial change where they slowed the stalker's attack period but gave them much more damage (and a bigger bonus versus armoured), they attacked much slower and were worse against zerglings but for the first time ever they were actually quite good against roaches, queens, etc., with micro. But then they did that weird half-measure change where they slightly sped up the stalker attack but gave them attack damage that was halfway between their old values and the changed values. This resulted in stalkers still being terrible against zerglings, but now they also were again poor against roaches, and ever since protoss has been back to relying on immortals to not get run over by mass roach, roach/ravager, and other roach compositions.

There've been so many changes they've done to protoss the last couple years that they've ended up rolling back half way and it has made the unit worse as a result. The exact same thing that happened to stalkers ended up happening to tempests.

I do think they need to look at the gateway units and protoss overall. Tinkering with void rays is not going to solve protoss being ridiculously fragile for chunks of the game.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
RandomPlayer416
Profile Joined January 2019
84 Posts
August 16 2020 17:34 GMT
#55
On August 17 2020 02:20 Ben... wrote:
e against zerglings, but now they also were again poor against roaches, and ever since protoss has been back to relying on immortals to not get run over by mass roach, roach/ravager, and other roach compositions.

There've been so many changes they've done to protoss the last couple years that they've ended up rolling back half way and it has made the unit worse as a result. The exact same thing that happened to stalkers ended up happening to tempests.

I do think they need to look at the gateway units and protoss overall. Tinkering with void rays is not going to solve protoss being ridiculously fragile for chunks of the game.



The void ray doesn't do a whole lot vs zerg early game and a speed buff isn't going to change that. What it is going to do is make them MUCH more effective vs Terran. The mobility will make them much more micro-able and safer against marines, thus forcing out early cyclones which will delay production of other units that you actually need to be able to do enough early game damage to the protoss player. So now the void ray all in becomes a void ray opener that is safe, low risk and effective and will force the Terran player to respect it. Just the threat of early void ray harass will have an impact.

There are other options to help protoss vs zerg that wouldn't effect the other matchup but this is what they chose to go for. Personally I think they could of buffed sentries, maybe make force fields last longer?? Maybe make them require 2 corrossive biles to break ?
Sprog
Profile Joined April 2010
New Zealand83 Posts
Last Edited: 2020-08-16 20:26:06
August 16 2020 20:04 GMT
#56
On August 17 2020 02:34 RandomPlayer416 wrote:

The void ray doesn't do a whole lot vs zerg early game and a speed buff isn't going to change that. What it is going to do is make them MUCH more effective vs Terran. The mobility will make them much more micro-able and safer against marines, thus forcing out early cyclones which will delay production of other units that you actually need to be able to do enough early game damage to the protoss player. So now the void ray all in becomes a void ray opener that is safe, low risk and effective and will force the Terran player to respect it. Just the threat of early void ray harass will have an impact.

There are other options to help protoss vs zerg that wouldn't effect the other matchup but this is what they chose to go for. Personally I think they could of buffed sentries, maybe make force fields last longer?? Maybe make them require 2 corrossive biles to break ?


Interesting that you mention biles in respect to FF. The current cool down for a bile is pretty low, maybe that could be look at biles in conjunction with a lower energy cost for FF?

I'm also liking the idea of some sort of anti creep tumor gateway tech ability.

WombaT
Profile Blog Joined May 2010
Northern Ireland25095 Posts
August 16 2020 20:33 GMT
#57
On August 17 2020 05:04 Sprog wrote:
Show nested quote +
On August 17 2020 02:34 RandomPlayer416 wrote:

The void ray doesn't do a whole lot vs zerg early game and a speed buff isn't going to change that. What it is going to do is make them MUCH more effective vs Terran. The mobility will make them much more micro-able and safer against marines, thus forcing out early cyclones which will delay production of other units that you actually need to be able to do enough early game damage to the protoss player. So now the void ray all in becomes a void ray opener that is safe, low risk and effective and will force the Terran player to respect it. Just the threat of early void ray harass will have an impact.

There are other options to help protoss vs zerg that wouldn't effect the other matchup but this is what they chose to go for. Personally I think they could of buffed sentries, maybe make force fields last longer?? Maybe make them require 2 corrossive biles to break ?


Interesting that you mention biles in respect to FF. The current cool down for a bile is pretty low, maybe that could be look at biles in conjunction with a lower energy cost for FF?

I'm also liking the idea of some sort of anti creep tumor gateway teach ability.


I’m still skeptical what it would do, despite being one who proposed giving sentries a specific creep-killing ability.

Even if they can shark and retract creep, can they do it in a phase of the game that actually impacts Zerg growth? Or would it still be too risky and you’d just see sharking squads get surrounded and wiped?

I dunno really. I’d like some experimentation. One of my favourite ideas others have suggested is a retractable shield battery that can raise or lower as required. I assume it wouldn’t actually regen shields when underground (or, to fit Protoss, phased out of existence)

I think in combination we could see a slowdown of Zerg growth with these few small tweaks.

I think cumulatively they could actually add up more than people realise, Protoss having to keep units in their walls, get well it’s only one unit. Yes but it’s kind of a big deal when it’s at a phase of the game where Zerg are severely skimping on units to drone hardcore.

I’m unsure what one would do with biles. PvZ looks bleak now for sure but I still vividly remember how silly forcefields on ramps were back in the day.

I’m not sure how much a cooldown increase would do in the mid to lategame when huge bane counts come into play. You only have to stomp the forcefields once to get in. It’s a weird dynamic where bile feels like it needs to be strong for earlier pushes, but is a bit strong against later pushes like the Collosus return we’re seeing lately.

Perhaps not making them instant-kill forcefields would do something, but a short delay with an animation of them dissolving or something.

Nothing huge by any means like a half or a quarter of a second but you’d introduce a timing element from setting up a surround, hitting the biles and pushing through the dissolving forcefields, or add a really, really short window where the Protoss can set up their forcefields again.

Just spitballing really, mostly awful ideas haha
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2020-08-16 21:43:40
August 16 2020 21:36 GMT
#58
I guess I need to write another article...

The elephant in the room here is the Viper. It's always been the Viper (it has negative consequences game design wise in TvZ too). Anything that takes Protoss along time to build (mostly units that don't come out of the Warp Gate) simply gets Abducted and killed and the rest of the Protoss army can't stand up to a Roach/Hydra/Lurker ball.

It has been this way forever. The more expensive unit you make that gets Abducted, the more it puts you behind, so why tech? Why go into late game? There is a reason we see timing attacks against Zerg. More counter play must be introduced to this mechanic for Protoss to have a chance in late game.

This has to be solved.

Buffing Void Rays is not the solution. It will only make other match ups and team games worse.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2020-08-16 22:29:10
August 16 2020 22:27 GMT
#59
On August 17 2020 06:36 BronzeKnee wrote:
I guess I need to write another article...

The elephant in the room here is the Viper. It's always been the Viper (it has negative consequences game design wise in TvZ too). Anything that takes Protoss along time to build (mostly units that don't come out of the Warp Gate) simply gets Abducted and killed and the rest of the Protoss army can't stand up to a Roach/Hydra/Lurker ball.

It has been this way forever. The more expensive unit you make that gets Abducted, the more it puts you behind, so why tech? Why go into late game? There is a reason we see timing attacks against Zerg. More counter play must be introduced to this mechanic for Protoss to have a chance in late game.

This has to be solved.

Buffing Void Rays is not the solution. It will only make other match ups and team games worse.


I agree, I've been feeling that Viper Abduct is pretty problematic. It's not interesting, watching it happen in pro games feels REALLY lame and honestly unfair. It gives me a bad feeling while watching a game when I should be excited and enjoying it. It's anticlimactic because it can decide whether a battle or game is won or lost, without the two armies actually engaging or poking in meaningful ways. You could use Feedback I suppose, but it doesn't seem to be too common, probably because it's usually too hard to have both Colossus and HT tech at a time when Zerg can have Vipers.

The cost of Abduct needs to be adjusted to account for them wanting to just abduct the most expensive units, or it needs to be changed so you can't abduct massive units. Then you can't abduct Colossus, Thors, BCs, Carriers, or Tempest anymore. It would also help Tempests be used to poke at Spores without worry of being abducted, and we wouldn't need the +Structure damage upgrade. I'm honestly surprised you can Abduct the Mothership too, what is with that?

Or what if Abduct only pulls Massive units half the range as normal?

Other ideas is that Abduct shouldn't be so instant, it should slowly drag the unit towards them, allowing you time to react and possibly snipe the Viper or poke back while the Viper is pulling.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SC-Shield
Profile Joined December 2018
Bulgaria818 Posts
August 16 2020 22:46 GMT
#60
Mass muta has been a thing vs stalkers since the beginning (2010). I know at pro level it's not done, but it's annoying when you play team games and occassional 1vs1 to lose to it when you have more stalkers than mutas. Stalkers NEED AA. The void ray buff is just for team games.
Prev 1 2 3 4 5 15 16 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub240
UpATreeSC 165
Nathanias 110
JuggernautJason47
CosmosSc2 36
StarCraft: Brood War
Sea 2286
Larva 907
TY 238
Mini 93
scan(afreeca) 36
League of Legends
Dendi1949
Counter-Strike
Stewie2K876
flusha268
oskar247
Heroes of the Storm
Liquid`Hasu493
Other Games
tarik_tv3694
FrodaN2498
ToD257
C9.Mang0186
RotterdaM148
Skadoodle125
ViBE87
Trikslyr64
Sick44
PPMD34
Livibee16
Liquid`Ken1
Organizations
Other Games
gamesdonequick2739
StarCraft 2
angryscii 39
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH225
• davetesta3
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21662
League of Legends
• TFBlade1066
Other Games
• imaqtpie1864
• Scarra505
Upcoming Events
Replay Cast
2h 55m
OSC
2h 55m
Epic.LAN
14h 55m
Big Brain Bouts
18h 55m
sebesdes vs SpeCial
Harstem vs YoungYakov
GgMaChine vs uThermal
CranKy Ducklings
1d 12h
Epic.LAN
1d 14h
CSO Contender
1d 19h
BSL20 Non-Korean Champi…
1d 20h
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
2 days
Online Event
2 days
[ Show More ]
BSL20 Non-Korean Champi…
2 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
4 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
5 days
Esports World Cup
6 days
Liquipedia Results

Completed

JPL Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 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.