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Is WarpGate really the root of all evil? - Page 3

Forum Index > SC2 General
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Hildegard
Profile Blog Joined November 2012
Germany306 Posts
February 20 2023 16:54 GMT
#41
Just from the POV of a viewer: I think Blink is one of these abilities that distinguishes top players. Without it, Stargate seems necessary to defend Widow Mine drops or fight against Liberators, even in small numbers. Maybe an increase of the Stalkers anti-air damage would be helpful. Maybe this could even be an upgrade on the Dark Shrine. My armchair analysis from watching many pro-games - one of the most common times when Protoss collapses in TvP seems to be against Liberators.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
Galacsia
Profile Joined February 2020
Chile161 Posts
February 20 2023 19:16 GMT
#42
Gonna take the opportunity to propose the same thing I've been proposing since like 2011.

Don't remove Warp Gate. Swap the way the cooldowns work between Warpgate and Gateway once the warpgate upgrade has been researched.

Basically, once the upgrade has been researched, Gateways make a unit very fast and then you have a long cooldown to be able to make a unit again. While the Warp Gate would take a long time to warp in units at the benefit of it being able to make units anywhere with pylon power. After that, balance units accordingly.
BeSt / Bisu ftw!!
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
February 20 2023 20:03 GMT
#43
Not sure if this is a hot take or not, but I would go as far as to say that Warpgate has influenced Starcraft 2 more than any other mechanic in the game.

The only other mechanic that I would say is more influential than that is Spit Larva, however, that mechanic has stayed the same over the years while Warpgate (and consequently Warp Prisms) have been significantly changed.
LiquidDota Staff@BluemoonGG_
BisuDagger
Profile Blog Joined October 2009
Bisutopia19226 Posts
February 20 2023 23:53 GMT
#44
On February 21 2023 05:03 BluemoonSC wrote:
Not sure if this is a hot take or not, but I would go as far as to say that Warpgate has influenced Starcraft 2 more than any other mechanic in the game.

The only other mechanic that I would say is more influential than that is Spit Larva, however, that mechanic has stayed the same over the years while Warpgate (and consequently Warp Prisms) have been significantly changed.

For Terran I’d argue the mechanic of tanks was their biggest influence on balance and viable builds.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Sogetsu
Profile Joined July 2011
514 Posts
Last Edited: 2023-02-21 02:22:55
February 21 2023 02:00 GMT
#45
The moment I read the title I was 300% sure it was you Phantom lol, just enjoy the game

On February 19 2023 21:43 Beelzebub1 wrote:
Absolutely warp gate is the root of the issue, Blink is awesome to watch and is a skill cap intensive ability that contributes to the quality of the game. Turning Stalkers into Dragoons just seems bleh.

That being said, there are probably 20 more realistic and easier ways to give Protoss a tiny bit of extra strength in the early game, and WG changes are probably 100% off of the list. I still think the Sentry should be further buffed to be a better overall combat unit in the early game, it really seems like as long as Protoss can put the pressure on Zerg the MU is well balanced, but who knows how that will affect TvP where Terran early game already looks fragile against the multiple openings that Protoss can bring against them.

Simple reality is that just like in BW, Protoss just doesn't perform well in most tournament settings. I don't think anyone is happy about it, but there always has to be someone in last place unfortunately.



100% agree with you man, been saying this since the Sentry buff already, people stopped using it.
Since WoL day 1 players would roam the map with Sentry for FF early game and force defense on the enemy, specially Zerg, while teching into Robo or Templar usually, the idea was simple.
Of course you can get caught and annihilated but if that happens it means the Zerg made a stupid amount of units and you could play defensive for a while, you have FF, you have Recall! You can previously scout with Hallucination and Adept shades...
Damn not even for all in Protoss is using Sentries anymore and they are so damn good, the ravager nerf is a double buff for them, since if the bile goes for the FF then it doesn't hit on your army, on big engagements the Guardian Shield vs Roaches/Marines/Mutas/Hydras is so damn big I can't believe people won't warp 2 at least, same syndrome of Terran not going for Raven sometimes when the utility is so big it can completely change the game (Detection, Fly, Turrets, Harass, Matrix for disabling)
You see so many cookie cutter builds is like playing glass cannon constantly and making it worse since we have the "Terrible terrible damage" in SC2
Also why do Protoss players refuse to go for tech or splash/aoe? Like Terrans not going for Siege Tanks or something similar vs Zerg armies which can only be done if you outmicro them HARD.

I will wait for some pros to show the way as many did in the past, like others here stated in the top level the Protoss has the best winning rate but it can not shine on tournaments lately, however herO did quite well and only lost against Oliveira, we almost had a TvP finals as I was expecting.

This Protoss mentality of *I want to win by only using warpgate units without splash and aoe* is the same I had when I started playing Terran and thought stim was stupidly overpower so I played Bio without that, and got rekt constantly until I decided to switch and play Protoss, where I learn so much stuff like Sage TriStalker pressure, White Ra speshul taktics, the game gives a lot of tools and many builds has proven to be good even when no pro are using them but unless they are shown in the highest tournament getting validation by the scrubs then everyone will tell you they are not worth while still crying about imbalance in Diamond or Masters leage...
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
TequilaMockingbird
Profile Joined February 2013
Germany64 Posts
February 21 2023 07:41 GMT
#46
I vote for carriers
Edpayasugo
Profile Joined April 2013
United Kingdom2214 Posts
February 21 2023 08:29 GMT
#47
On February 19 2023 02:54 [Phantom] wrote:
But, what if we removed blink? I’m not saying we should, or that it would actually happen. This is just a thought experiment.



Interesting post, thanks.

What if there were an ability/upgrade that when researched replaced Blink with improved Stats for the Stalker? So you research and use Blink for the first 10m or so of the game, then research this and lose Blink but Gain x?

FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
Lexender
Profile Joined September 2013
Mexico2627 Posts
February 21 2023 10:02 GMT
#48
On February 21 2023 05:03 BluemoonSC wrote:
Not sure if this is a hot take or not, but I would go as far as to say that Warpgate has influenced Starcraft 2 more than any other mechanic in the game.

The only other mechanic that I would say is more influential than that is Spit Larva, however, that mechanic has stayed the same over the years while Warpgate (and consequently Warp Prisms) have been significantly changed.


The ammount of times some small tweak ended up becoming a hell scape of 1/2 base WP all ins that had to be patched out accordingly was amazing. The potential this mechanic had to make any little buff into an unstoppable all in is unrivaled in the game.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
February 21 2023 18:08 GMT
#49
On February 21 2023 19:02 Lexender wrote:
Show nested quote +
On February 21 2023 05:03 BluemoonSC wrote:
Not sure if this is a hot take or not, but I would go as far as to say that Warpgate has influenced Starcraft 2 more than any other mechanic in the game.

The only other mechanic that I would say is more influential than that is Spit Larva, however, that mechanic has stayed the same over the years while Warpgate (and consequently Warp Prisms) have been significantly changed.


The ammount of times some small tweak ended up becoming a hell scape of 1/2 base WP all ins that had to be patched out accordingly was amazing. The potential this mechanic had to make any little buff into an unstoppable all in is unrivaled in the game.

that's more or less where my head is at. the fact that they had to require a nexus/warpgate to pylon radius for improved warp-in speed says it all IMO.

such a cool mechanic in theory, but absolute hell to balance around.

On February 21 2023 08:53 BisuDagger wrote:
Show nested quote +
On February 21 2023 05:03 BluemoonSC wrote:
Not sure if this is a hot take or not, but I would go as far as to say that Warpgate has influenced Starcraft 2 more than any other mechanic in the game.

The only other mechanic that I would say is more influential than that is Spit Larva, however, that mechanic has stayed the same over the years while Warpgate (and consequently Warp Prisms) have been significantly changed.

For Terran I’d argue the mechanic of tanks was their biggest influence on balance and viable builds.


I think that tanks influence Terran gameplay for sure, but not to the degree as warp gate (see above). I can't recall a specific time where I was like "what is blizzard thinking" EXCEPT for that hot minute that medivacs could pick up and drop sieged tanks was so much fun but sooooo busted haha. I think that was only LOTV beta though and it never made it to live, IIRC
LiquidDota Staff@BluemoonGG_
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
Last Edited: 2023-02-21 18:23:41
February 21 2023 18:23 GMT
#50
On February 21 2023 05:03 BluemoonSC wrote:
I think that tanks influence Terran gameplay for sure, but not to the degree as warp gate (see above). I can't recall a specific time where I was like "what is blizzard thinking" EXCEPT for that hot minute that medivacs could pick up and drop sieged tanks was so much fun but sooooo busted haha. I think that was only LOTV beta though and it never made it to live, IIRC


No it was live. For a little over/under a year it was live. We had entire seasons of professional Starcraft where Tankivacs were part of the meta.
aka: KTVindicare the Geeky Bartender
Mizenhauer
Profile Blog Joined February 2015
United States1844 Posts
Last Edited: 2023-02-21 18:49:09
February 21 2023 18:48 GMT
#51
On February 22 2023 03:23 Vindicare605 wrote:
Show nested quote +
On February 21 2023 05:03 BluemoonSC wrote:
I think that tanks influence Terran gameplay for sure, but not to the degree as warp gate (see above). I can't recall a specific time where I was like "what is blizzard thinking" EXCEPT for that hot minute that medivacs could pick up and drop sieged tanks was so much fun but sooooo busted haha. I think that was only LOTV beta though and it never made it to live, IIRC


No it was live. For a little over/under a year it was live. We had entire seasons of professional Starcraft where Tankivacs were part of the meta.


And we really only got one great TvT out of it...



But, yeah, doom drop meta was hot garbage.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
February 21 2023 19:33 GMT
#52
fuck this feels like forever ago. i remember playing them in archon mode with a buddy and that micro being completely busted during the beta.

i think what i'm remembering is the fact that you could almost instantly get a shot off when you dropped the siege tanks during the beta. the live version made it so you had the full weapon cool down or so when they got dropped off by the medivacs right?
LiquidDota Staff@BluemoonGG_
ejozl
Profile Joined October 2010
Denmark3351 Posts
February 21 2023 21:16 GMT
#53
On February 20 2023 00:50 Slydie wrote:
Show nested quote +
You'd think splash damage would be the grand solution to this problem, but instead people in charge of the game continues to nerf splash damage, indirectly buffing clumped up units and f2 usage.


Because losing 30 supply in the blink of an eye to boom-balls because you were dropping mules is so fun🙄

It's not, but why should it be ok to be afk, while being ambushed. This is a war game, if you're gonna go and simcity, you should pull back your units, or at least take counter measures to what could happen. In this case split your units.

On February 20 2023 01:53 Nebuchad wrote:
Show nested quote +
On February 20 2023 00:50 Slydie wrote:
You'd think splash damage would be the grand solution to this problem, but instead people in charge of the game continues to nerf splash damage, indirectly buffing clumped up units and f2 usage.


Because losing 30 supply in the blink of an eye to boom-balls because you were dropping mules is so fun🙄


Would absolutely love a game where your core units aren't so strong that we are forced to go splash against them

No I think it's cool that splash counters the massing of units. Splash is for the most part what turns sc2 into a positional game and if we did not have that then it's just a sheer numbers game.

On February 20 2023 03:48 Beelzebub1 wrote:
Show nested quote +
The game is what it is and outside of minor tweaks don't think we're going to get anything else this late in the life cycle


Nor is anything else needed imo, the state of the game is good, Protoss just looks like they could use some very minor buff to early/mid game GW aggression to make Zerg's have to play a bit safer but not break early game TvP, obviously this is easier said then done.

I'm still on the buff sentries though, I really want to believe that if they were just a taaad bit better then Protoss early game as a whole would just feel better. Maybe buff Guardian Shield to also work against melee? Make Sentries do more damage? Make FF require 2 biles instead of 1?


I had an idea for Guardian Shield, but I'm not sure how good it is. Instead of reducing damage by ranged attacks by 2, it reduces all damage done to Shields by 2.

On February 20 2023 15:43 AxiomB wrote:
I swear all Protoss needs to be on par is to have charge for zealots give them a small speed buff and an activated charge that allows them to boost to speed they currently have upon attack. Naturally it would have a cool down, This would prevent zealots mass derping in small areas, it would allow zealots to cover ground more quickly to a selected location, it would allow charge for retreat and it would stop zealots charging whilst in the protoss death ball. But most importantly it would allow HIGH LEVEL micro for zealots by having to section your zealots into groups or sequentially activate their charge to allow for optimal engagements.

Depends how it is implemented. I don't mind derpy Zlots though and feel the same way about Ultralisks. The Zlot/Ultra spammer cannot do much, but instead it's a stress test on the defender to do the correct micro.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Slydie
Profile Joined August 2013
1913 Posts
February 21 2023 21:34 GMT
#54
Siege tanks are hard to balance, and is maybe the unit of the game which influences maps most. For long periods, it was close to a TvT unit only, which I think was a shame for such an iconic unit in the SC universe.

Tankavacs provided some fresh gameplay, but was too easy to abuse and took away the main weakness of the unit. I don't miss it now, and there were buffs when it was removed.

As for annoying TvT metas, I think the Helbat drop meta early HotS was even worse, and it was dominant all down to scrub level. Fortunately it didn't last that long.
Buff the siegetank
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