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Was Protoss given the same design focus?

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TaeTae
Profile Joined December 2011
United Kingdom97 Posts
December 10 2020 20:07 GMT
#1
I've had interesting conversations with my friends about whether Protoss received a fair design focus like Terran and Zerg have had. I'm curious what other people's thoughts are. Do you think Protoss was let down on the design floor and has had to rely on novel niche builds?
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
December 10 2020 21:03 GMT
#2
You'll only get speculative responses on that here. Who else but the insiders at Blizzard who worked on the design aspect of each race would really know? How would you define "fair" (man hours or some other metric)?
twitch.tv/duttroach
Andi_Goldberger
Profile Joined July 2018
Germany1608 Posts
December 10 2020 21:31 GMT
#3
I feel like in the WoL release it definitely was underdeveloped compared to the other races, especially terran. but like the other poster said, only the designers themselves can confirm this fully - maybe in some interview in 10 years..
~~~~~
RogerChillingworth
Profile Joined March 2010
Chad3110 Posts
Last Edited: 2020-12-10 22:18:32
December 10 2020 22:18 GMT
#4
Yes I agree. I always felt that Protoss was extremely underdeveloped in SC2. Even Zerg is underdeveloped, with Terran being the only race that got full attention--and it shows.

You can see the underlying problems in how Protoss has a long list of all-in strategies that involves massing a unit off 2-base and just going for it. Or proxies. They don't have any robust composition outside of deathball turtle splash damage.

What they needed wasn't the adept, in LotV, but some anchor unit that doesn't specialize in something tactical. Protoss is lacking the dragoon, in my opinion--or something like that. A sturdy, hardy unit that is something of a blend of the immortal and stalker without the high mobility or ridiculous anti-mech damage output.

But because we need new units and more units, we kept creating design forks and removing the "generic shooter" units that existed more in Brood War, like hydralisks and dragoons.

outside of the economy differences, i feel Brood War definitely has one up on SC2 in this department.
greenturtle23
Profile Joined August 2019
86 Posts
December 10 2020 22:25 GMT
#5
I feel we have discussed this before... warpgate made it so that gateway units had to be weak which made it so splash had to be strong which made for a bit of a boring playstyle.

I feel with LOTV things are somewhat improved with a stronger warprism, the introduction of the disruptor, and a weaker collosus.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2020-12-10 22:55:32
December 10 2020 22:54 GMT
#6
I am just gonna ramble and think aloud.

I think the design of the races has changed so much over the decade, but terran still plays somewhat similiar it always had. You want to know my theory why? Because Terrans have Marines and arguably Marauders. Core stable and probably too efficient units by every metric. Zerg in the beginning had Roaches and Hydralisks as core of their armies, but the race has moved away from this.

Protoss always felt off. When I switched from Protoss to Terran from Brood War to SC2, terran felt more akin to Brood War Protoss than Sc2-Protoss. Strong infantry units out of barracks, while Protoss relied on weak gimmicky units with force fields to even hold their choke. Its as if both races switched.
aka Kalevi
ejozl
Profile Joined October 2010
Denmark3477 Posts
December 11 2020 00:27 GMT
#7
LotV fixed it all man. Toss is the best designed race imo. There were needed changes for the Star Gate, but that has already been sort of fixed, with the new Void Ray and even the Tempest getting a more distinct role with it's building killing upg, making it more of a turtle breaker.
I think Terran could use more work, personally.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Falling
Profile Blog Joined June 2009
Canada11417 Posts
December 11 2020 00:33 GMT
#8
On December 11 2020 06:03 dUTtrOACh wrote:
You'll only get speculative responses on that here. Who else but the insiders at Blizzard who worked on the design aspect of each race would really know? How would you define "fair" (man hours or some other metric)?

It does end up being speculation, and ultimately it doesn't really get at 'wherein lies its goodness' or 'wherein lies its badness?' to borrow from CS Lewis' essay on criticism. It could very well be that it received the most amount of focus but intended up terribly designed, whereas another race received half the focus, yet ended up a better design.

So not only is it unanswerable with insider knowledge, but it doesn't really at the cause of what makes a design good or bad.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
rogzardo_
Profile Joined October 2020
24 Posts
December 11 2020 05:14 GMT
#9
I think all three races are unique and equal. Protoss offers something zerg and terran don't, and if you don't like it, play zerg or terran.
SootShade
Profile Joined October 2018
31 Posts
Last Edited: 2020-12-11 07:30:07
December 11 2020 07:28 GMT
#10
Not gonna lie, I can imagine that Terran was the initial race designed while mapping out the systems of the game, with how coherent its design is. Then Zerg was designed as its counterpart in the first asymmetrical match up, which just so happens to have been overall a very stable, interesting and functional one. And finally Protoss was added in to fill it out and given a bunch of gimmicks to distinguish it from the other two, but still lacks a coherent core design of the other two.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2020-12-11 11:11:16
December 11 2020 11:06 GMT
#11
On December 11 2020 05:07 TaeTae wrote:
Do you think Protoss was let down on the design floor and has had to rely on novel niche builds?


The warp gate mechanic sure feels under developed. Portals can warp units but other production buildings can't? Idk man, that's weird. You'd think they would at least have implemented a warp upgrade for the robotics facility in the robo bay and a warp upgrade for the stargate in the fleet beacon.

Portal units ? There you go, have a brand new, unique, macro mechanic for your portal units !
Stargate and robotic facility ? Nah, you'll just get the same production mechanic as terran with chronoboost as a replacement for reactors.

I wish they'd have been more ambitious with the warp mechanic. That's such a defining feature of Sc2 protoss compared to BW protoss.
rly ?
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2020-12-11 15:58:45
December 11 2020 15:56 GMT
#12
Whether or not they were given a 'fair' design focus at the beginning, they were definitely let down on many terms for gameplay design over the years.

Warp-in was clearly the big addition to the race that Blizzard intended, but it was rather poor in their attempt to balance & design around the mechanic. I wish they were more ambitious while at the same time, more thoughtful of it. I am someone who defend the concept of Warp-In and it is one of the big reason why I like playing Protoss. Though myself and many others could make a very strong case that the Warp-in mechanic is what lead to the Protoss in being such a race being heavily dependent on hard-counters and extreme cases as Blizzard were extremely hesitant to nerf Warp-In directly.

Addition to some poor choices to 'balance' the Protoss, they also basically became the race in which Blizzard decided they were the race of active abilities, therefore just kept adding active abilities to all of their units. Immortal's harden shield to Barrier. Void Ray attack charge to prismatic alignment. MSC and Nexus Overcharge/Photon Overcharge. Disruptor and their purification Nova. Oracle and basically most of their abilities (like Entomb or Pulsar Beam). The failed Carrier 'Release interceptor ability' or the numerous failed abilities for the Tempest, NOTE: I'm not saying all that I list here are bad design, just a overreliance on adding abilities.
:p <-- this is my sarcasm face
jpg06051992
Profile Joined July 2015
United States580 Posts
Last Edited: 2020-12-11 15:58:53
December 11 2020 15:57 GMT
#13
Yes they were, but the dev team was out of their league when it came to balancing the risk/reward of WG. Negating reinforcement time and in a sense, defenders advantage, is that Protoss gateway units had to be weaker by design. Obviously if the unit had to travel the length of the map to reinforce an attack on an opponent they would have to be stronger, and the opposite is true since Warp Gate makes reinforcement time all but non existent.

Gateway units have always been cost inefficient and pigeon holed. Zealots are not as tough as their BW counterparts, Stalkers suffer greatly against Zerglings and Marauders, both tier 1 units from the other race that hit the field very early, and while Adepts are kind of a blend, I almost wish that they hit air and had the shade taken away so that they felt like a more general usage unit like the marine.

Personally I think they should have removed WG back in HoTS and started from scratch, but hey, Protoss still has pretty good representation on ladder and tournmanets seem pretty evenly distributed as well, so I'm not going to complain, this topic is literally almost 10 years old now haha

edited for grammar @7:58 AM
"SO MANY BANELINGS!"
Clear World
Profile Joined April 2015
125 Posts
December 11 2020 16:20 GMT
#14
On December 11 2020 06:31 Andi_Goldberger wrote:
I feel like in the WoL release it definitely was underdeveloped compared to the other races, especially terran. but like the other poster said, only the designers themselves can confirm this fully - maybe in some interview in 10 years.

Will, we can confirm that the Protoss were probably the race last to be finalized with their concept and overall design. If you were to look at the battle report before Wings of Liberty launched, they probably had the most significant changes between those initial battler reports and launch.

A list of few of those changes
- Chrono boost was added, replacing another ability that was doing something to the probes.
- Immortal could no longer be warp-in (probably means Immortal used to be build in the Gateway).
- Remove the dark pylon (or whatever that green pylon was called)

That immortal change is definitely significant as it implies that Gateway composition was initially designed to be strong with the immortal, (a.k.a, Stalkers were probably not designed to be the main damage dealers for the gateway composition), but that was lost when it was moved to Robo.
:p <-- this is my sarcasm face
Xamo
Profile Joined April 2012
Spain884 Posts
December 13 2020 15:53 GMT
#15
In WoL Terran was clearly the most versatile and well-rounded race. But after that, Z and P were improved a lot with new units and building filling most of the wholes. To the point that now T feels to have less options (viable compositions) than the other two races.

I’d love Terrans having better options to go for defensive macro play, together with non-commital harassment. Tanks and Liberators are too static, a minor positional disadvantage is sometimes definitive. Mech does not provide good enough harassment options IMO.

For Zerg I’d like to see some form of reliable detection added.

Protoss feels well rounded after the addition of the shield battery.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
December 13 2020 16:15 GMT
#16
Just terrible design decision on top of terrible design decision. If anything they probably wasted more time with Protoss because of the massive problems caused by things such as warpgate.
Has foreign StarCraft hit rock bottom?
NoobSkills
Profile Joined August 2009
United States1602 Posts
December 13 2020 16:41 GMT
#17
I would say that after BW races kind of got muted in their design a bit. They all have units that do different things yes, but their identity in game was lost. Zerg doesn't swarm like it used to. Protoss isn't expensive, tanky, big dmg like it was. Terran lost their hard counter sort of. Like T can just MMMT against everything rather than having units that are better at knocking out certain things.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
December 13 2020 16:46 GMT
#18
Terran seems to have gotten worse since WOL, while Protoss got better.

All the new Terran units follow the same formula of "deploy - wait - deal massive ranged damage", and it results in really boring army compositions that are still 98% MMMT and a few of the new units for flavor.

Maybe that's actually "good" design, idk. Some people certainly prefer the consistency of making the same 4 units for 10 years straight, but in my subjective view that's insanely boring and a design failure.
Splynn
Profile Joined September 2011
United States225 Posts
December 13 2020 18:59 GMT
#19
We can't answer definitively, but we can sure as hell speculate. And I've felt like Protoss was poorly designed since WoL. Hell, since the beta. Every patch in the beta, I kept hoping I'd read about a re-design for Protoss from the ground up. That didn't happen.

When HotS came out, I thought it was probably the last chance to really redo Protoss design. They didn't do it, and I pretty much lost interest in playing the race. I messed around with Zerg/Terran, both of which were more interesting and more cohesive. Zerg especially really came together design-wise during HotS. The mothership core was, imo, Blizzard admitting that Protoss was broken, and here was a bandaid fix.

The problem with the race can probably be, as others have suggested, traced to Warpgate. Protoss either has to all-in or turtle into lategame and play super passively. Protoss has a few problems. Detection, mobility, and what I can only describe as an over-reliance on high tier units just to fight the basic units of other races.

There was a time during WoL where Protoss had to rush T3 to hold off a basic marine/marauder push. You could go HT or colossus, but colossus was better almost every time. The colossus hamstrings the entire race. People say its warpgate, but in a lot of ways it's actually colossus/immortal. Those units are SO strong that if WG units were as strong as they should be, protoss would win every engagement. Colossus is a braindead unit. Needs to be way slower somehow (like reaver, or it needs to siege to attack like tank/liberator), but can keep cliff walking.

This is where the WG stuff comes into play. You can't make robo units weaker and buff the WG units because all of those all-ins become way stronger. Blink meta and 4 gates are back. You can probably keep WG by tethering it to within x range of a Nexus.

I could talk about this forever. Still mad about it 10 years later!
Ben...
Profile Joined January 2011
Canada3485 Posts
December 14 2020 00:29 GMT
#20
Definitely Protoss design seemed neglected in the Wings of Liberty era. Not so much now. Back then there were huge gaps in the protoss's army that allowed things like broodlord/infestor to exist since Protoss simply could not counter them with the available units. Add to that the combination of bad maps and warpgate and it made many of these issues even worse since they prevented anything from being fixed properly. Many of these issues (other than warpgate existing) have since been fixed over the years. Protoss is now much more complete feeling than it was back in the day.

Terran has been the opposite. It was by far the best designed race out of the gate in Wings of Liberty but that has made it so very little has actually been needed to be done to the race over the years and as a result not a lot has been given to Terran other than newer forms of harassment and niche units. The base units were already so good that adding more similar units would have either been redundant or would have been too good (the warhound comes to mind. It was the mech equivalent of a meat and potatoes base unit but when combined with everything already available it was just too powerful). They've tried to fix the lack of variety in Terran over the years with varying degrees of success.

Zerg is the weirdest one because I think their initial design intent for Zerg was good and made sense but the race has been severely hampered by a bunch of rather poor design decisions post-release over the years. The first big mistake they made was rebalancing the queen to make it an early game Swiss army knife defence unit rather than addressing the gaps in Zerg's early game. A lot of Zerg's issues today stem from this decision. It's why we see Zerg make 10 queens and be able to drone much more than was likely intended since they can defend with minimal units. It was obvious at the end of Wings of Liberty that Zerg had some serious issues, especially those caused by the broodlord, but rather than attempt to address these issues properly they basically doubled down and added a unit that had the worst traits of all of the broodlord along with more spellcasters. This has left them in a place of trying to fix this massive mistake for years and it's only been this year that these design issues have been solved.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
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