Was Protoss given the same design focus?
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TaeTae
United Kingdom97 Posts
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dUTtrOACh
Canada2339 Posts
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Andi_Goldberger
Germany1608 Posts
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RogerChillingworth
2799 Posts
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
86 Posts
I feel with LOTV things are somewhat improved with a stronger warprism, the introduction of the disruptor, and a weaker collosus. | ||
404AlphaSquad
839 Posts
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. | ||
ejozl
Denmark3331 Posts
I think Terran could use more work, personally. | ||
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Falling
Canada11294 Posts
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. | ||
rogzardo_
24 Posts
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SootShade
31 Posts
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algue
France1436 Posts
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. | ||
Clear World
125 Posts
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. | ||
jpg06051992
United States580 Posts
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 | ||
Clear World
125 Posts
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. | ||
Xamo
Spain874 Posts
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. | ||
Morbidius
Brazil3449 Posts
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NoobSkills
United States1597 Posts
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Sadistx
Zimbabwe5568 Posts
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
United States225 Posts
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...
Canada3485 Posts
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. | ||
Vitalik
1 Post
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Nebuchad
Switzerland11951 Posts
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Beelzebub1
1004 Posts
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vOdToasT
Sweden2870 Posts
On May 29 2023 00:39 Nebuchad wrote: No. The design of terran is really stupid and it's the core issue with the game. You shouldn't be able to force a tech up from the other side simply by building your core units. Brood War Terran: Sweats profusely Brood War Zerg: Sweats profusely against Protoss | ||
Archeon
3251 Posts
On May 29 2023 02:09 vOdToasT wrote: Brood War Terran: Sweats profusely Brood War Zerg: Sweats profusely against Protoss I'm really no expert on BW (but willing to learn), but aren't dragoons perfectly fine at least against non-stim BW bio? And IIRC zealots vs lings is perfectly fine too, it's mainly hydras that force a tech up and in return 1-2 hts with storm crush hydras. In Sc2 you need colossus with thermal lance or disruptors and you need a bunch of them cause else bio will just run over them. On the topic of the discussion I still think that it was a weird choice to decide that Protoss shouldn't have a backbone ranged unit that trades decently in most cases. According to Kim the dragoon was too good at too many things, but the stalker in return is kinda shit at almost all things. It's also a mind-boggling statement when the marine in it's current state made it. Although tbf one of the problems the devs had with the dragoon was that it didn't have a lot of micro potential which definitely isn't true for the marine. It's also pretty apparent that the devs didn't have a lot of interesting ideas for Protoss initially. Protoss new robo units in WoL are pretty boring to play and while the phoenix and the sentry offer more micro potential especially the latter also caused a lot of problems. HotS and LotV introduced more complex units and P is definitely more interesting to watch as a result. But when I look at terran where almost all units have their niche, timing, micro potential and unique quirk Protoss seems to have been the race that got a lot of medium-slow units that just can a-move and don't really pull their weight by themselves. | ||
dysenterymd
1172 Posts
It's not that there isn't pressure on T and Z to transition, but it feels like their windows to transition are more generous. | ||
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[Phantom]
Mexico2170 Posts
On May 29 2023 01:24 Beelzebub1 wrote: No, definitely not initially, but over time those design flaws were imo marginalized, or at least covered up by a different unit/composition's strengths. Protoss seems pretty versatile in their strategic repertoire lately and it's been fun to watch. Oh yeah, so versatile that for the past 2+ years the only viable opening in PvZ is stargate (and no, adepts aren't a viable opening). | ||
Yoshi Kirishima
United States10293 Posts
LotV Protoss feels they have lots of interesting/tricky builds and smart build orders you can go with. Back then, it was just like 1 or 2 base warpgate all-ins or rushes to a certain tech (DTs for example). But now with the economy differences + more abilities and more new units, and buffs to units like Warp Prism, it feels like Protoss has a wide arrange of strategies now. You may need to rely a bit on an element of surprise as Protoss with your tech, but I think that's totally fine and sets it apart from Terran (army production, micro'ing units) and Zerg (economy, massive macro). It creates a nice triangle with tech, army, economy. I feel like Zerg got much more fleshed out too now, if we look at Dark for example, he really shows how versatile the race is, and how you can "evolve" or keep switching your composition to adapt to the opponent, and he can come back as well with smart adaptations in the game and catch back up in economy. If we look at Protoss, players like sOs show how crazy and powerful Protoss builds and strategies can be. If we look at Terran, players like Maru show how resilient Terran can be and hold onto and claw back into games with high efficiency and micro. I feel all 3 races are quite fleshed out now, and Protoss and Zerg feel they definitely match how fleshed out Terran is now. Terran doesn't feel like it got much more fleshed out since WoL, just a little. It plays mostly the same still, the scope of what you can do doesn't feel too much wider or different. | ||
Fanatic-Templar
Canada5819 Posts
Did you know that the Colossus can walk up and down cliffs, you guys? | ||
WombaT
Northern Ireland24125 Posts
On May 29 2023 00:39 Nebuchad wrote: No. The design of terran is really stupid and it's the core issue with the game. You shouldn't be able to force a tech up from the other side simply by building your core units. These are all interlinked, but people continually point to Terran as the ‘well designed’ race. If your stock units pump out tons of damage and are far more microable than anything else in the game, how can that be mitigated? Well via the things people complain are bad design. Big, A-move friendly comps and AoE Protoss to some degree needed sentries in WoL, Mothership Core overcharge and shield batteries subsequently just to hold stock Terran bio-centric pushes. I don’t mind the idea of a ranged-centric kind of glass cannon faction. However, in SC2 things melt so fast when things scale that melee micro is pretty negligible. SC2 is pretty miraculously good considering some of the calls made way back for Wings. But future developers of RTS I hope steer clear of adopting, especially in making one race so asymmetric in micro demands/micro potential | ||
Chemist391
United States364 Posts
If shield upgrades provided some kind of defense/mitigation of EMP, that could help, too. | ||
BronzeKnee
United States5214 Posts
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)? I feel like this is a joke. The designers thought the Colossus would be this amazing cliff walking harass unit to decimate enemy work lines... I'm sure they thought everything was just fine. | ||
Slydie
1902 Posts
On May 29 2023 00:39 Nebuchad wrote: No. The design of terran is really stupid and it's the core issue with the game. You shouldn't be able to force a tech up from the other side simply by building your core units. No, and they don't. Stim, combat shields, concussive shells, +1+1, reactor medivacs, tanks and ravens are all tech. There were long stretches when Protoss could mass blink stalkers on 2 base and easily pick Terran defences apart. Fighting complete Triple-Splash-Toss Deathballs with bio is really hard too! | ||
Slydie
1902 Posts
On May 30 2023 11:37 BronzeKnee wrote: I feel like this is a joke. The designers thought the Colossus would be this amazing cliff walking harass unit to decimate enemy work lines... I'm sure they thought everything was just fine. I actually thought the idea of a ground unit which could be hit by air was really cool when I first saw it. The viking/colosseus dance can still be interresting, but it ended up a being a more boring unit than I hoped for. | ||
Comedy
453 Posts
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Nebuchad
Switzerland11951 Posts
On May 30 2023 17:19 Slydie wrote: No, and they don't. Stim, combat shields, concussive shells, +1+1, reactor medivacs, tanks and ravens are all tech. There were long stretches when Protoss could mass blink stalkers on 2 base and easily pick Terran defences apart. Fighting complete Triple-Splash-Toss Deathballs with bio is really hard too! Blink is also tech according to your definition then Medivacs, tanks and ravens are tech, and sure you're going to get those because why wouldn't you. But you're not forced to get those unless there's tech on the other side. If I make a bunch of zealots and stalkers with upgrades and you make a bunch of marines and marauders with upgrade, you're going to win. I don't have an option but to counter what you're doing. The design of terran forces the protoss to make an active choice to counter the standard build-up of a terran army, and the terran can then scout that choice and react accordingly. I'm sure we've seen Serral play for long enough to know that the person reacting has an advantage in this game. And for a sidenote, fighting complete triple-splash toss deathballs with bio shouldn't be really hard, it should be 100% impossible. It is a sign that terran is badly designed that it is really hard. | ||
Gattuzo
1 Post
On May 31 2023 01:08 Nebuchad wrote: Blink is also tech according to your definition then Medivacs, tanks and ravens are tech, and sure you're going to get those because why wouldn't you. But you're not forced to get those unless there's tech on the other side. If I make a bunch of zealots and stalkers with upgrades and you make a bunch of marines and marauders with upgrade, you're going to win. I don't have an option but to counter what you're doing. The design of terran forces the protoss to make an active choice to counter the standard build-up of a terran army, and the terran can then scout that choice and react accordingly. I'm sure we've seen Serral play for long enough to know that the person reacting has an advantage in this game. I recently came across a fantastic blog that focused on the top UX Design Agencies. It was a serendipitous find that opened up a world of possibilities for me. The blog featured in-depth reviews and case studies of various agencies, highlighting their expertise in creating exceptional user experiences. I was thrilled to discover a centralized resource that helped me understand the key players in the industry and their click here unique approaches to UX design. This blog has become an invaluable source of inspiration and knowledge as I navigate the field of user experience. And for a sidenote, fighting complete triple-splash toss deathballs with bio shouldn't be really hard, it should be 100% impossible. It is a sign that terran is badly designed that it is really hard. I agree, although the design here is actually the easiest. | ||
Ireland Kelly
1 Post
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AssyrianKing
Australia2111 Posts
I am aware that both units now have special abilities or more micro potential. But Marines/Zerglings are better already due to better pathing in Starcraft 2. I personally think the base units should be a bit beefier and then to balance Protoss around those changes. | ||
Slydie
1902 Posts
On July 23 2023 12:25 AssyrianKing wrote: One thing I always wondered was, the base units for Terran or Zerg have either similar strength or are a bit beefier, whereas for Protoss they have slightly less HP or Shields. I am aware that both units now have special abilities or more micro potential. But Marines/Zerglings are better already due to better pathing in Starcraft 2. I personally think the base units should be a bit beefier and then to balance Protoss around those changes. The goal of the race was always to make Protoss time and space manipulators. It turned out to be much harder to balance than expected, and a lot of abilities were too game breaking, like black hole/vortex, missile slow down field and even pylon warp-ins, which had to be heavily nerfed. I think the developers did necessarily give P less focus, but the whole concept of the race was much harder to get right when matched against the other two. Protoss still attracts players who enjoy a race with lots of trickery, the highest skillcap micro ability in the game, several devastating AOE options and massive air fleets. | ||
Fubika24
37 Posts
On July 23 2023 16:06 Slydie wrote: The goal of the race was always to make Protoss time and space manipulators. It turned out to be much harder to balance than expected, and a lot of abilities were too game breaking, like black hole/vortex, missile slow down field and even pylon warp-ins, which had to be heavily nerfed. I think the developers did necessarily give P less focus, but the whole concept of the race was much harder to get right when matched against the other two. Protoss still attracts players who enjoy a race with lots of trickery, the highest skillcap micro ability in the game, several devastating AOE options and massive air fleets. I think the issue is that the other 2 races also have all those tools, and they're better than what toss has. Imagine if nova did half of any units hp but it was instant, that's what ghosts feel like for example. | ||
Kyadytim
United States886 Posts
First we had the Sentry, because Protoss couldn't win fights without being all in or having Colossi. Most of Wings of Liberty PvT involved the Protoss camping at the top of their main or natural ramp and using forcefields to prevent any sort of engagement until they had Colossi. Then came the mothership core and photon overcharge, followed by the shield battery and battery overcharge. Because Protoss just does not have the tools to survive without over committing to defense outside of these clunky bandaids. One nice example of a specific counter unit is the Tempest, which were originally designed as having massive air to air splash to address Mutalisks, but eventually arrived as long range siege units with bonus damage to massive units as a solution to Brood Lords. They eventually gained a little versatility, but were not conceived of as anything except a solution to a single problem faced by Protoss. Later, when Mutalisk regeneration was buffed because of Widow Mines and Protoss started dying to massive flocks of Mutalisks, Phoenix range was increased and Anion Pulse Crystals was added. Both times, instead of addressing the issues in Protoss design that led to these problems, Blizzard gave Protoss a specific unit to build in response. Also, I'd like to give an honorable mention to Blizzard's handling of Chronoboost. It's hard to compare unit build times, but Protoss upgrade times are longer than the other races, and their research times are usually longer than comparable research from other races, too. For example, Extended Thermal Lance takes 100 seconds. Other siege unit ranges upgrades are Advanced Ballistics at 79 seconds and Seismic Spines at 57 seconds. It should really not surprise anybody that Protoss strategies are heavy on using chronoboost to rush out a single research for a timing attack or all in. Finally, I'd like to remind everybody of the time Blizzard told the community that they'd prefer to see Protoss players frustrated over barely losing an observer to a scan over Terran player's frustrated over barely not killing an observer as a reason for nerfing observer speed. We’d like to revert this change we made earlier in the year, as we feel the frustration caused by barely not catching Observers did not make up for the benefits of the speed increase. news.blizzard.comIn conclusion, while Protoss remains a (technically) functional race that can maintain representation in tournaments, I think it's pretty clear that the race never received the same attention, consideration, or polish that Terran and Zerg did. | ||
Beelzebub1
1004 Posts
On July 24 2023 07:08 Kyadytim wrote: I think it's always been pretty clear that Protoss never really received the same attention or consideration as Terran or Zerg. Major problems with the race's design were addressed by a series of bandaids and specific counter units. Early game fragility and inability to win early fights was a big one. First we had the Sentry, because Protoss couldn't win fights without being all in or having Colossi. Most of Wings of Liberty PvT involved the Protoss camping at the top of their main or natural ramp and using forcefields to prevent any sort of engagement until they had Colossi. Then came the mothership core and photon overcharge, followed by the shield battery and battery overcharge. Because Protoss just does not have the tools to survive without over committing to defense outside of these clunky bandaids. One nice example of a specific counter unit is the Tempest, which were originally designed as having massive air to air splash to address Mutalisks, but eventually arrived as long range siege units with bonus damage to massive units as a solution to Brood Lords. They eventually gained a little versatility, but were not conceived of as anything except a solution to a single problem faced by Protoss. Later, when Mutalisk regeneration was buffed because of Widow Mines and Protoss started dying to massive flocks of Mutalisks, Phoenix range was increased and Anion Pulse Crystals was added. Both times, instead of addressing the issues in Protoss design that led to these problems, Blizzard gave Protoss a specific unit to build in response. Also, I'd like to give an honorable mention to Blizzard's handling of Chronoboost. It's hard to compare unit build times, but Protoss upgrade times are longer than the other races, and their research times are usually longer than comparable research from other races, too. For example, Extended Thermal Lance takes 100 seconds. Other siege unit ranges upgrades are Advanced Ballistics at 79 seconds and Seismic Spines at 57 seconds. It should really not surprise anybody that Protoss strategies are heavy on using chronoboost to rush out a single research for a timing attack or all in. Finally, I'd like to remind everybody of the time Blizzard told the community that they'd prefer to see Protoss players frustrated over barely losing an observer to a scan over Terran player's frustrated over barely not killing an observer as a reason for nerfing observer speed. news.blizzard.com In conclusion, while Protoss remains a (technically) functional race that can maintain representation in tournaments, I think it's pretty clear that the race never received the same attention, consideration, or polish that Terran and Zerg did. This is a pretty good write up, I agree. Hope we get a balance patch soon, a slightly stronger Protoss would just lead to better tournament diversity anyways. I still would love to, at the least, see the Sentry get a bit of a buff, because I feel like they were never properly compensated for FF being so severely gimped in ZvP with Corrosive Bile. On top of that, Protoss looks really fragile in the early game against Terran and seem to have very limited opportunity to create map control outside of committed timing attacks. My proposal is simple, FF now requires 2 biles to destroy, forcing the Zerg to make a choice between eliminating the FF or attacking the army. And, Guardian Shield. -Increase bubble size from 4 to 5, allowing the Sentry to hang back a bit more and not be so exposed. -Increase ranged damage reduction from 2 to 3 to primarily strengthen Protoss early game vs. Terran, as the reduction would feel pretty useless against Zerg for the most part. One less damage from a Roach is meaningless and Hydras already excel against Gateway units as a whole and I don't think even 1 less damage per shot would really change the dynamic between GW armies and Hydralisks. -All units inside bubble gain 20% movement speed. An increase in damage would be too OP, this would allow GW armies to close the distance faster, and engage and retreat with a bit more agility in the early/mid game. | ||
WombaT
Northern Ireland24125 Posts
On July 24 2023 07:08 Kyadytim wrote: I think it's always been pretty clear that Protoss never really received the same attention or consideration as Terran or Zerg. Major problems with the race's design were addressed by a series of bandaids and specific counter units. Early game fragility and inability to win early fights was a big one. First we had the Sentry, because Protoss couldn't win fights without being all in or having Colossi. Most of Wings of Liberty PvT involved the Protoss camping at the top of their main or natural ramp and using forcefields to prevent any sort of engagement until they had Colossi. Then came the mothership core and photon overcharge, followed by the shield battery and battery overcharge. Because Protoss just does not have the tools to survive without over committing to defense outside of these clunky bandaids. One nice example of a specific counter unit is the Tempest, which were originally designed as having massive air to air splash to address Mutalisks, but eventually arrived as long range siege units with bonus damage to massive units as a solution to Brood Lords. They eventually gained a little versatility, but were not conceived of as anything except a solution to a single problem faced by Protoss. Later, when Mutalisk regeneration was buffed because of Widow Mines and Protoss started dying to massive flocks of Mutalisks, Phoenix range was increased and Anion Pulse Crystals was added. Both times, instead of addressing the issues in Protoss design that led to these problems, Blizzard gave Protoss a specific unit to build in response. Also, I'd like to give an honorable mention to Blizzard's handling of Chronoboost. It's hard to compare unit build times, but Protoss upgrade times are longer than the other races, and their research times are usually longer than comparable research from other races, too. For example, Extended Thermal Lance takes 100 seconds. Other siege unit ranges upgrades are Advanced Ballistics at 79 seconds and Seismic Spines at 57 seconds. It should really not surprise anybody that Protoss strategies are heavy on using chronoboost to rush out a single research for a timing attack or all in. Finally, I'd like to remind everybody of the time Blizzard told the community that they'd prefer to see Protoss players frustrated over barely losing an observer to a scan over Terran player's frustrated over barely not killing an observer as a reason for nerfing observer speed. news.blizzard.com In conclusion, while Protoss remains a (technically) functional race that can maintain representation in tournaments, I think it's pretty clear that the race never received the same attention, consideration, or polish that Terran and Zerg did. Solid writeup sir! | ||
Slydie
1902 Posts
On July 24 2023 06:18 Fubika24 wrote: I think the issue is that the other 2 races also have all those tools, and they're better than what toss has. Imagine if nova did half of any units hp but it was instant, that's what ghosts feel like for example. You mean like being hit by a NOVA in the middle of a bio ball? Except they all die, not only lose half HP. Yes, I know how that feels! Even Cure lost a PvT recently that way. | ||
Azzur
Australia6255 Posts
A possible solution would've been to make the gateway/warpgate a toggle and rebalance the units: - Units build quicker/cheaper if it's in gateway mode. - Warpgate allows quick reinforcements but with the cost of increased build times or maybe increased unit cost? Or maybe even get rid of the warpgate altogether and rebalance around that. | ||
AssyrianKing
Australia2111 Posts
On July 24 2023 15:18 Azzur wrote: Imo, the fundamental design issue with protoss is the warpgate. As it allows reinforcements to be delivered to the frontlines without travel time, negating the already perilous (e.g. high ground is not as powerful, compared to BW) defenders advantage. As this allowed protoss to conduct many powerful all-ins this meant that everything had to be designed around it, e.g. gateway units made weaker, etc. A possible solution would've been to make the gateway/warpgate a toggle and rebalance the units: - Units build quicker/cheaper if it's in gateway mode. - Warpgate allows quick reinforcements but with the cost of increased build times or maybe increased unit cost? Or maybe even get rid of the warpgate altogether and rebalance around that. From games that I've watched, this isnt so much of an issue anymore because it takes so long for the units to warp in, and they can no longer warp in on high ground? Also, because the Protoss Army is designed to be so deathbally, having warp-in is kind of needed? Just my thoughts. Wish I knew how to edit maps so I can implement my own ideas haha | ||
Yoshi Kirishima
United States10293 Posts
On July 24 2023 07:49 Beelzebub1 wrote: This is a pretty good write up, I agree. Hope we get a balance patch soon, a slightly stronger Protoss would just lead to better tournament diversity anyways. I still would love to, at the least, see the Sentry get a bit of a buff, because I feel like they were never properly compensated for FF being so severely gimped in ZvP with Corrosive Bile. On top of that, Protoss looks really fragile in the early game against Terran and seem to have very limited opportunity to create map control outside of committed timing attacks. My proposal is simple, FF now requires 2 biles to destroy, forcing the Zerg to make a choice between eliminating the FF or attacking the army. And, Guardian Shield. -Increase bubble size from 4 to 5, allowing the Sentry to hang back a bit more and not be so exposed. -Increase ranged damage reduction from 2 to 3 to primarily strengthen Protoss early game vs. Terran, as the reduction would feel pretty useless against Zerg for the most part. One less damage from a Roach is meaningless and Hydras already excel against Gateway units as a whole and I don't think even 1 less damage per shot would really change the dynamic between GW armies and Hydralisks. -All units inside bubble gain 20% movement speed. An increase in damage would be too OP, this would allow GW armies to close the distance faster, and engage and retreat with a bit more agility in the early/mid game. I agree with the Guardian Shield buff from 2 dmg reduction to 3. As you said it'd primarily target Terran. It'd help Protoss not fold to Hydralisks as easily in case the Protoss is a bit behind. It'd make Sentries stronger and more supply efficient, and require Protoss less Sentries to be effective, thus saving them gas. As for FF buff, I would suggest to allow the bile to only be able to clear 1 FF at a time, AND allow the FF to protect a building from bile. Imagine using FF to protect your shield batteries and battery overcharge from being sniped immediately. Also, you could use FF to potentially open with Forge Fast Expands again. I also propose Stalker damage be changed from 13 (+5 armored) to 14 (+4 armored). This would help Gateway armies vs MMM and help defend earlier pushes. This would also help Stalkers slightly more vs Mutalisks. To keep the Stalker vs Hellion dynamic, and to also give Mech a slight buff in versatility and mobility and compensate for the AA missile nerf, also change Hellion damage from 8 (+6 Light) to 9 (+5 Light). Good points from Kyadytim too, I don't like how Protoss is kind of forced into very specific responses like getting Phoenix + Range just to fend off Mutalisks, or getting Tempsts vs BLs/Liberators. And if they're a little behind or don't have the proper "counters" in place, their base units aren't good enough and they can easily die. It's very punishing, especially because even with Phoenix Range or the Tempests, it's not like you're rewarded with the investment+anticipation by being able to shut them down or hard counter them and get an opportunity to punish, it feels more like you need to do it just to fend it off and stay in the game on an even footing. I think buffing Stalkers would be a great way to help buff PvT early game and Gateway vs MMM, and make Protoss more resilient overall and rely slightly less on specific tech counters. It would also help Protoss Gateway armies vs Queens/Ravagers, and give more potential push power, making Zerg have to respect threats more and not blow their economy up as fast. It would work well as a slight buff to Protoss overall without leading to any degenerate strategies. | ||
Vision_
848 Posts
I also think P race lack a bit of design but it s mostly because creep issue, you can complete the pretty good answer of Kyadytim by the fact that 12 workers helped zerg to expand faster, so overall balance have been changed in adding 6 workers instead of 3. Then adepts units are slightly overlapping Stalkers role (with teleport or shade ability) that s why i m thinking adepts need a redesign to work out with sentry and detection of tumors. Actually adepts looks expensive for their price and they are mainly used for all-in or strategy varies, the goal of blizzard was to add a light unit mainly because of the unbalance number between light and heavy units but it doesn t work simply because any place for this kind of unit has been found. What make me say that Stalkers could eventually shift from heavy armored unit to light unit with some tweaks. Simple idea is oftenly the better PS : tweak also nova to a less idiot spell : insane damage => good damage + stun Stalker tweak Remenber Patch 4.0.0 and 4.1.4 Damage 10 + 4 armored to 15 + 6 armored then 13 + 5 (actually) Reverse to 15 + 6 and decrease hp from 80/80 to 70/70 (adept health pool) + Light armor A kind of new tournament could be created with trial tweak inside the tournament each month (race shift, terran, then zerg then protoss...) | ||
Beelzebub1
1004 Posts
On July 24 2023 16:21 Yoshi Kirishima wrote: I agree with the Guardian Shield buff from 2 dmg reduction to 3. As you said it'd primarily target Terran. It'd help Protoss not fold to Hydralisks as easily in case the Protoss is a bit behind. It'd make Sentries stronger and more supply efficient, and require Protoss less Sentries to be effective, thus saving them gas. As for FF buff, I would suggest to allow the bile to only be able to clear 1 FF at a time, AND allow the FF to protect a building from bile. Imagine using FF to protect your shield batteries and battery overcharge from being sniped immediately. Also, you could use FF to potentially open with Forge Fast Expands again. I also propose Stalker damage be changed from 13 (+5 armored) to 14 (+4 armored). This would help Gateway armies vs MMM and help defend earlier pushes. This would also help Stalkers slightly more vs Mutalisks. To keep the Stalker vs Hellion dynamic, and to also give Mech a slight buff in versatility and mobility and compensate for the AA missile nerf, also change Hellion damage from 8 (+6 Light) to 9 (+5 Light). Good points from Kyadytim too, I don't like how Protoss is kind of forced into very specific responses like getting Phoenix + Range just to fend off Mutalisks, or getting Tempsts vs BLs/Liberators. And if they're a little behind or don't have the proper "counters" in place, their base units aren't good enough and they can easily die. It's very punishing, especially because even with Phoenix Range or the Tempests, it's not like you're rewarded with the investment+anticipation by being able to shut them down or hard counter them and get an opportunity to punish, it feels more like you need to do it just to fend it off and stay in the game on an even footing. I think buffing Stalkers would be a great way to help buff PvT early game and Gateway vs MMM, and make Protoss more resilient overall and rely slightly less on specific tech counters. It would also help Protoss Gateway armies vs Queens/Ravagers, and give more potential push power, making Zerg have to respect threats more and not blow their economy up as fast. It would work well as a slight buff to Protoss overall without leading to any degenerate strategies. I would prefer a Sentry buff only because I feel like Stalkers already have a great place in the meta and the Sentry suffered alot from the transition between HoTS into LotV with things like Corrosive Bile severely gimping their primary ability and Terrans just, plain getting better over the years, devising all sorts of quick knife stab early game pressures that seem disproportionally difficult to hold for Protoss compared to Terrans required effort to execute the builds. That being said, I wouldn't frown over a Stalker buff (especially a very smart one like that) because Stalkers to me are kind of like the Marine for Protoss, kind of the general work horse unit and I've always hated how vulnerable Protoss feels to Mutalisk overall. If they gave a buff to either unit and it strengthened the race competitively, I'm all for it. Funnily enough, in Brood War it's the same thing, Protoss always opens (or used to for many years) Corsair/DT because the threat of Mutalisks was so severe. | ||
angry_maia
301 Posts
On July 24 2023 15:18 Azzur wrote: Imo, the fundamental design issue with protoss is the warpgate. As it allows reinforcements to be delivered to the frontlines without travel time, negating the already perilous (e.g. high ground is not as powerful, compared to BW) defenders advantage. As this allowed protoss to conduct many powerful all-ins this meant that everything had to be designed around it, e.g. gateway units made weaker, etc. A possible solution would've been to make the gateway/warpgate a toggle and rebalance the units: - Units build quicker/cheaper if it's in gateway mode. - Warpgate allows quick reinforcements but with the cost of increased build times or maybe increased unit cost? Or maybe even get rid of the warpgate altogether and rebalance around that. I think they should kill the warpprism and replace with some sort of modified shuttle. The warp in mechanic can stay, but imo it should only be used near a nexus. this should be accompanied with a buff for gateway units. | ||
Mutaller
United States1049 Posts
Protoss didn't end up getting a powerful long range unit like the dragoon, instead it was split between two units the colossus and the stalker. Even prior to LotV the gateway unit required sentries to create force fields to protect it. The mighty protoss army was fragile Thematically warpgate is awesome, and the LotV reveal trailer having warping in units was epic. I do think the mechanic kept a core part of protoss weaker than it should have been. Sure the units warping in your base is very difficult to deal with, but the army itself is weak. | ||
Curufinwe Feanor
Brazil91 Posts
Make warping units a little faster (a little!). there, solved. | ||
AssyrianKing
Australia2111 Posts
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Drahkn
186 Posts
If this happened we would see high tempo constant fighting in pvz and pvt because Protoss could go zealot stalker templar and you would see lots of trading all the time and the games would more naturally move to late game instead of like now where protoss either all inns or turtles to late game | ||
QOGQOG
819 Posts
On July 29 2023 00:07 Drahkn wrote: Blizzard just never had the balls to remove warpgate tech, if they did they could buff stalkers and zealots , make main usage of sentry guardian shield. Followed by removing force field from the game and buffing Immortals. If this happened we would see high tempo constant fighting in pvz and pvt because Protoss could go zealot stalker templar and you would see lots of trading all the time and the games would more naturally move to late game instead of like now where protoss either all inns or turtles to late game I don't think they should remove warpgate, but it should be a later game tech. If units were rebalanced around that idea. Who knows, maybe they could even make Zealots not terrible then. zealot/stalker/templar would get melted by banelings without forcefield. I'd like to see them un-nerf the shield battery (massively reduced the range of early game builds... for a race that relies on catching opponents by surprise). My dream would be for them to remove the Mothership and add in Arbiters (which are already in the game, just not in competitive) as a support for lategame ground. But as with significant changes to warp-ins that's unlikely to happen. | ||
Vision_
848 Posts
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aringadingding
472 Posts
And for me, i almost feel deflated by this point when it comes to toss. Rarely watch tourneys anymore. I know nothing will change. Not any meaningful changes. But it is interesting to see you guys who have the energy make suggestion, from a hypothetical standpoint. But apart from that, I just dont feel the same about the game anymore now, unfortunately. It is still the best game ever, but, alas, it has come to a point when it is extremely obvious that a toss win in a bigger tourney is a fun novelty. | ||
mayrain319
10 Posts
On July 29 2023 00:51 QOGQOG wrote: I don't think they should remove warpgate, but it should be a later game tech. If units were rebalanced around that idea. Who knows, maybe they could even make Zealots not terrible then. zealot/stalker/templar would get melted by banelings without forcefield. I'd like to see them un-nerf the shield battery (massively reduced the range of early game builds... for a race that relies on catching opponents by surprise). My dream would be for them to remove the Mothership and add in Arbiters (which are already in the game, just not in competitive) as a support for lategame ground. But as with significant changes to warp-ins that's unlikely to happen. Moving warpgate tech might be too much impact, probably adding a later game tech to buff gateway unit to the desired strength would be an alternate way. | ||
mayrain319
10 Posts
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mayrain319
10 Posts
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xPrimuSx
92 Posts
Terrain Control Zerg has creep, I don't think a lot more needs to be said. You do more than step on creep to clear a little out and you need to be prepared to fight or quickly run away. Creep also prevents your opponent from building anything on that territory until it has receded Terran has tanks, mines, turrets, depot walls, PFs, bunkers (mix and match as appropriate) to lock down territory they control. Protoss had cannons, batteries, and recall. Batteries just gotten nerfed, and both overcharge and recall are one time use on a global cooldown so can always be baited or waited out. Toss units are not sufficient strong or long ranged to be used in small units to support fixed positions like Terran or mobile enough to be reactive like Zerg. It's a big issue of more often than not needing your main army to push away aggression and not really being able to harass back in the same way. Then there is of course that Toss has no door. Passive scouting/map awareness Zerg has creep. Provides tons of map awareness without risking literally anything Terran has sensor towers, which just got nerfed, and scan. Early game scan is costly in terms of not having a MULE but in late game it's negligible. Building a tower is a cost of minerals and gas, but there's no supply cost so it doesn't affect your army strength for a player in position to start building sensor towers versus the benefit the information provides. Protoss has literally nothing. Revelation is a great spell but you need to be active with the oracle. If you're a little off, it can be picked off or outright yoinked and killed. Observers also are great, but they're slow (despite recent buff to speed still slower than they were when they got nerfed for being "frustrating" when they got away), cost gas, and take up supply. There's also Sentry technically but it's worse than the Oracle or Observer and still has the same negatives. Marco abilities - More is More Zerg has Queens and Hatcheries. The more of either one you have the better it gets. Queens are useful for macro, on defense, and in your army as support Terran has OC. While it took awhile to develop the play style, mass OC is basically always beneficial. MULES when energy for scan isn't needed to massively boost your economy or scan to collect information on your opponent they cannot counter in anyway Protoss has chrono, which is a wonderfully flexible tool, but as a result was nerfed by the developers so it wasn't too good. No one is building a macro Nexus for more chrono energy like you would extra queens (or hatches) or OCs. Armies of higher value than workers would allow Zerg has mobile spores and spines which they can use late game to support their main army as well as "instant remax" larvae to be able to function as though they are fielding an army of higher supply than should be possible. Terran has MULES (late game allows you to free up supply for army while maintaining eco) and spells that negate key enemy units and make their own units hit harder. One could argue similarly for Vipers and Zerg but their skills are more single target and require an army of support in order to actually be useful Protoss has no means of sidestepping worker requirements to support their army and their units all have high supply costs. To make matters worse warpgate actually encourages you to operate below 200 supply so you have some room to warp in additional units on defense or wherever else you might need them. Instead of spells functioning to make your army have greater value than your opponent, Toss needs spells to reach parity with your opponent. Some if not all of these key strategic areas would need to be addressed for Protoss to be playing on the same field as their opponents at the highest level. I think these are probably more important than any single unit buff/nerf to make Toss relevant at the highest level | ||
Slydie
1902 Posts
Warpgate is also a "macro ability", but one which can very easily be abused, and Toss units need to be weaker because of it. Protoss was always intended as a "trickery" race in SC2. Sentries, DTs, easy proxying, blink, warp prisms etc. etc encourage that playstyle. | ||
xPrimuSx
92 Posts
As to pylons, yes, sight range 9 compares to sight range 12 + 15 additional range for sensor. A sensor tower gives 1.8 times the visual range and factoring in the sensor range, gives 9 times the range for passive information gathering. By cost, a sensor tower is 325 resources (gas double that of mineral in value) so yeah, 3 pylons are not pulling in more info than a single sensor tower. Creep is even worse since after the initial investment it costs nothing, not supply or resources as it self-propagates. You could send your Queens to their doom the get the supply back if you really wanted, though I want to stress I think that's stupid and it's mostly to prove the point, and it's not like the creep suddenly vanishes As to Protoss being the "tricky" race. That doesn't really matter when every time they find a trick that works it gets nerfed out of existence, then you end up with a race that can't do anything. I also need to point out the "easy proxying" you bring up. Really? Easier than Terran with their buildings that can fly home? Maru became famous for his proxy barracks | ||
Yoshi Kirishima
United States10293 Posts
I guess mass Warpgate is a soft equivalent to mass OC or mass Queen. You could have 30 Gateways lategame and instantly be warping in 30 Stalkers while your army is still fighting. I had a crazy idea, what if instead of making a Battery overcharge ability, it was built into chronoboost? You could chronoboost multiple batteries or even canons to speed up their shield regen or attack speed. It would be weaker than a overcharge though ofc. It could open up new ways to balance things, you could even come up with a 3rd ability for the Nexus. | ||
WombaT
Northern Ireland24125 Posts
On August 17 2023 02:01 Yoshi Kirishima wrote: I agree it does suck that Protoss doesn't have something equivalent to mass OC or mass Queen, and they don't have a way to make their armies have higher value in the endgame, they at least can build forward batteries with a Nexus for Overcharge but that's it. I guess mass Warpgate is a soft equivalent to mass OC or mass Queen. You could have 30 Gateways lategame and instantly be warping in 30 Stalkers while your army is still fighting. I had a crazy idea, what if instead of making a Battery overcharge ability, it was built into chronoboost? You could chronoboost multiple batteries or even canons to speed up their shield regen or attack speed. It would be weaker than an overcharge though ofc. It could open up new ways to balance things, you could even come up with a 3rd ability for the Nexus. It’s just so crazy it might work! I quite like the idea, tbh I’ve always felt chrono was a bit weak anyway as a macro mechanic outside of optimising early BOs. Giving it some more utility would be nice. It just doesn’t keep up in scale with mules or inject/larva in lategame. Hell why not make it castable on certain units? It could act as a handy mana booster or something for when you desperately need dat storm. | ||
dysenterymd
1172 Posts
On August 17 2023 02:43 WombaT wrote: It’s just so crazy it might work! I quite like the idea, tbh I’ve always felt chrono was a bit weak anyway as a macro mechanic outside of optimising early BOs. Giving it some more utility would be nice. It just doesn’t keep up in scale with mules or inject/larva in lategame. Hell why not make it castable on certain units? It could act as a handy mana booster or something for when you desperately need dat storm. Chrono could even increase attack speed on big daddy immortals or collosi, or reduce cool down on disruptor shots. Would need some fine tuning, but it could be fun. There's a risk it would just make tricky all ins even stronger, so it could be locked behind some tech structure/research (requires a robo bay or a robo bay upgrade or something.) | ||
Yoshi Kirishima
United States10293 Posts
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DarkPlasmaBall
United States43937 Posts
On August 07 2023 18:26 Slydie wrote: The bias is strong there, hallucinated Phoenixes is a great scouting tool, as is planting pylons and letting them finish by themselves. Warpgate is also a "macro ability", but one which can very easily be abused, and Toss units need to be weaker because of it. Protoss was always intended as a "trickery" race in SC2. Sentries, DTs, easy proxying, blink, warp prisms etc. etc encourage that playstyle. Warpgate is great for having reinforcements quickly on the frontlines, but the fact that you can't queue warpgate units (the same way that you could queue barracks units) means that it's a lot more likely you'll mess up macro if you're preoccupied with fighting or doing something else. It's an interesting trade-off, but Protoss macro via warpgate units requires hitting timings more consistently than Terran barracks units, which makes Protoss macro harder to execute in general. | ||
xPrimuSx
92 Posts
Current CB is a flat 50% boost for 20 seconds at 50 energy. My idea would be something like Stage1: 20% boost -> Stage 2: 40% boost -> Stage 3: 80% boost, with chrono now lasting 15 seconds and costing 25 energy. Time averaged current CB gets you 50% boost for 60s with minimal effort for 150 energy, while my change would get you 55% over the same time at 100 energy and a lot more effort. However, every boost after that would be dramatically better, provided you have the energy to keep chrono going and don't miss a chrono and get reset to Stage 1. I think this could also help Toss pros with comeback potential since if you can stall for say 2 minutes you could chrono up multiple structures to rebuild whatever you might have lost. It would also be something that mostly rewards pros (the people with the APM to pull it off routinely) while reducing Protoss power in lower leagues | ||
Creager
Germany1886 Posts
On August 17 2023 12:47 DarkPlasmaBall wrote: Warpgate is great for having reinforcements quickly on the frontlines, but the fact that you can't queue warpgate units (the same way that you could queue barracks units) means that it's a lot more likely you'll mess up macro if you're preoccupied with fighting or doing something else. It's an interesting trade-off, but Protoss macro via warpgate units requires hitting timings more consistently than Terran barracks units, which makes Protoss macro harder to execute in general. While it's certainly interesting, you could also look at it like this: Since SC2's initial release Protoss players have always been opting for Warpgate over Gateway as apparently its advantages massively outweigh its shortcomings, it's of course also subject to the skill bracket we are talking here, as queueing units means no resources available when they might be needed elsewhere. I'd also like to add that Protoss has easier macro aspects when it comes to base building, which probably also contributes to the race being perceived as more gimmicky. | ||
Yoshi Kirishima
United States10293 Posts
On August 18 2023 16:11 xPrimuSx wrote: I've actually thought a lot about chrono and think a neat way to make it better and actually be reflective of "more is more" would be to make it stack in stages, kinda like the old Void Ray attack where if you don't keep chronoing the target you lose the benefits, maybe have something like, must chrono within 5-8 seconds, something that gives a decent window but isn't overly easy to maintain Current CB is a flat 50% boost for 20 seconds at 50 energy. My idea would be something like Stage1: 20% boost -> Stage 2: 40% boost -> Stage 3: 80% boost, with chrono now lasting 15 seconds and costing 25 energy. Time averaged current CB gets you 50% boost for 60s with minimal effort for 150 energy, while my change would get you 55% over the same time at 100 energy and a lot more effort. However, every boost after that would be dramatically better, provided you have the energy to keep chrono going and don't miss a chrono and get reset to Stage 1. I think this could also help Toss pros with comeback potential since if you can stall for say 2 minutes you could chrono up multiple structures to rebuild whatever you might have lost. It would also be something that mostly rewards pros (the people with the APM to pull it off routinely) while reducing Protoss power in lower leagues Definitely like the ideas behind this! Could give Protoss more potential to be threatening early on if the opponent fails to harass them and make them burn Chrono on remaking probes, if the Protoss wants to go for some specific creative timing. Would further flesh out Protoss's emphasis on tech (increasing trickery and focus on build order planning). Terran can do insane things by having a huge army (like having 190 supply army and mass MULEs lategame, or splitting the map and slowly winning the war of attrition with their strong defenses). Zerg can do insane things by having a huge economy (endlessly crashing banelings into your 4th/5th while taking the whole map, or massing mobile static defense lategame and instant remaxing). What insane things can Protoss do with tech? Protoss does have some cool things, with a lot of variety in build orders and strategies/timings in the early and midgame (in PvT at least, not sure anymore about the other MUs). They can do things like taking far away gold bases too thanks to Recall. But the potential for doing insane things with their tech doesn't seem as high. It really feels like Protoss's weaknesses are far more punishing than Terran and Zerg, while the strengths have a lower ceiling too. Another reason why I don't think it would at all be broken or unfair to buff the Mothership more, or at least buff Time Warp to actually be a bit stronger... even microbrial shroud can be very potent and it's on a much cheaper unit. A random idea: Might be fun if chronoboost can be used on units in addition to canons/batteries. For example, chronoboosting a HT to increase its energy regeneration, or a Disruptor to decrease its cooldown. It wouldn't be broken at all and would be more of a niche thing, but it could help comeback potential or be used in an endgame scenario when you have tons of Nexus energy massed up. Heck maybe you can chronoboost a unit to increase its attack speed (by 50% for 20 seconds). If you have tons of energy banked up you might be able to chronoboost 10 Carriers for a fight, that's not actually that insane considering what Terran can do with mass BC/OCs in the endgame, or what Zerg can do with mass spores/Queens/infestor/viper with mass bases. | ||
Kyadytim
United States886 Posts
On August 18 2023 21:57 Yoshi Kirishima wrote: Let's be realistic. One Protoss player would figure out a strong all-in or two involving this mechanic, get second place in GSL, and everything they did would immediately be nerfed into the ground.Definitely like the ideas behind this! Could give Protoss more potential to be threatening early on if the opponent fails to harass them and make them burn Chrono on remaking probes, if the Protoss wants to go for some specific creative timing. Would further flesh out Protoss's emphasis on tech (increasing trickery and focus on build order planning). | ||
Slydie
1902 Posts
On August 17 2023 12:47 DarkPlasmaBall wrote: Warpgate is great for having reinforcements quickly on the frontlines, but the fact that you can't queue warpgate units (the same way that you could queue barracks units) means that it's a lot more likely you'll mess up macro if you're preoccupied with fighting or doing something else. It's an interesting trade-off, but Protoss macro via warpgate units requires hitting timings more consistently than Terran barracks units, which makes Protoss macro harder to execute in general. Imagine a Terran running out of bio at the frontline, but retaining some midivacs. BOOM: 10 marauders are warped simultaneously directly into the frontline. They stim and wipe 2 colosseus and 5 stalkers before the Toss can do anything... It would be broken AF, but I think this illustrates why Gateway armies need to have major weaknesses. | ||
Sabu113
United States11037 Posts
And just to underline the point, people like mvp are hilariously overrated for a massive racial buff. | ||
xPrimuSx
92 Posts
On August 19 2023 23:44 Kyadytim wrote: Let's be realistic. One Protoss player would figure out a strong all-in or two involving this mechanic, get second place in GSL, and everything they did would immediately be nerfed into the ground. Consider that anything with chronoboost becomes super easily scoutable. If such an all-in was figured out you'd see it coming by scouting where chrono is used and that alone gives a lot of counter-play. Snipe the structure being chrono'd, force chrono elsewhere by attacking or killing probes, or just build a counter since you know what they're going for. Considering the time lag before you get a legitimate benefit it's not like the opponent can fake you out since it takes time to get to stage 3 and then continue getting the benefit from it. On August 20 2023 10:10 Sabu113 wrote: Lot of talk to get back to what was obvious when the warhound came out in wol beta. The design team was bad. Sc2 is a badly designed game. They failed to understand the value of constraints. And just to underline the point, people like mvp are hilariously overrated for a massive racial buff. The point wasn't to say Blizzard did a bad design, just to Protoss didn't get the same focus that the other races did. I do agree that the Warhound is a good example because it showed that Terran was super strong and a lot of potential things that you could put in for them ended up redundant or overpowered, look at how many units that were proposed for the expansions and then cancelled for Terran or how "new" units for Zerg were picked up pretty quick, while for Protoss they had to nerf the Colossus for the Disruptor to really see a lot more play. I think it goes to show, Terran was designed well from the start as the first race, Zerg was designed pretty fully with a good amount of focus on how to account for their weaknesses and flesh them out, and Protoss was "we have a random idea that looks cool so we'll put it here with some duct tape so it stays on." I mean the Replicant was a thing for Protoss because they initially could not even think of a unique unit to add. | ||
Slydie
1902 Posts
On August 20 2023 10:10 Sabu113 wrote: Lot of talk to get back to what was obvious when the warhound came out in wol beta. The design team was bad. Sc2 is a badly designed game. They failed to understand the value of constraints. And just to underline the point, people like mvp are hilariously overrated for a massive racial buff. Look up the basics before posting, please. The Warhound was a part of the "Heart of the Swarm" beta, and the difference is very important. That the unit was scratched is sign that the design team is at least not terrible, removing it after release would have been a real disastre. Remember how the Tempest was intended as a Muta counter with massive splash? Or the High Templar energy upgrade alongside Warp Gate? Or Motherships casting "planet cracker and "black hole"? Whichever idea gets tried in testing should not be held against the developers imo. | ||
Kyadytim
United States886 Posts
On August 21 2023 03:07 Slydie wrote: Look up the basics before posting, please. The Warhound was a part of the "Heart of the Swarm" beta, and the difference is very important. That the unit was scratched is sign that the design team is at least not terrible, removing it after release would have been a real disastre. Remember how the Tempest was intended as a Muta counter with massive splash? Or the High Templar energy upgrade alongside Warp Gate? Or Motherships casting "planet cracker and "black hole"? Whichever idea gets tried in testing should not be held against the developers imo. The expansion was wrong, but I think the point still stands. The Warhound made it into the closed beta with a stat block and cost that made mono-Warhound compositions perform better than bio. But if you really want evidence that the devs had no ability to forecast what balance changes or new units would do, look at the original warp gate research time in the WoL beta. Because the devs just... didn't think about Protoss players building pylons in the other player's base. | ||
Sofiachloe
United States1 Post
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