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Colossus receive an unannounced patch (+ range) - Page 3

Forum Index > SC2 General
56 CommentsPost a Reply
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Beelzebub1
Profile Joined May 2015
1004 Posts
July 16 2023 18:31 GMT
#41
On July 17 2023 01:21 Vindicare605 wrote:
Show nested quote +
On July 17 2023 01:02 Beelzebub1 wrote:
On July 17 2023 00:52 Vindicare605 wrote:
On July 16 2023 18:32 Ciaus_Dronu wrote:
Any protoss buff needs to be one that only helps the likes of herO / Classic / MaxPax etc.
Buffing the range on a straight up a-move deathball unit of the race that is already ridiculously overpopulating the lower echelons of tournament play is asinine.

But who knows if it is even intended


Unfortunately there's not many ways to do that with the way Protoss is designed.

I completely agree with you, but what Protoss needs is a fundamental redesign to make it more rewarding to play at higher levels and harder to play at lower levels, and we're not going to get that with a balance patch.

So if all we have are tweaks on stats and abilities, we're stuck working with Protoss as its designed now, and its fundamental design is deeply flawed.


"but what Protoss needs is a fundamental redesign"

Not only is that totally out of the question, but I also respectfully disagree. Targeted nerfs and buffs can have big ramifications in this game. While the openings are pretty stagnant with SG being the overwhelmingly more stable and safe way to play ZvP, the Queen Transfusion nerf really made the match up feel alot more balanced overall. And as bad as Adept openings are, top Protoss can still get usually some drone kills and/or secure a third. Hero and Dark have played like 10 + series over the last few months and he always seems to bop Dark with an aggressive Twilight opening, even if SG as said is way more stable.

On that note, it's an older game, eventually there is going to be an optimal opening and an optimal way to play a MU so I don't get too bent out of shape that the openings are kind of stale.


I'm sorry but if you think that all Protoss needs is a few more drone kills in the early game to fix PvZ then I disagree.


Isn't Protoss more so struggling with Terran at the moment?

I mean, Aligulac has PvZ as of June with 4% in favor of Protoss and unless I'm mistaken or just reading (Wiki)HerO(jOin) Hero's stat sheet wrong, but isn't it saying that in 2023 alone Hero has won 3 Major, 1 Premier, and took 3rd in another Premier? Besides Serral and Dark there are currently 6 Zerg in the top 20, 6 Protoss, and obviously 8 Terrans so Idk, how hard are they really struggling right now exactly? If there were 8 Protoss and 6 Terran, but it were still only Hero and MaxPax in the top 10, would the scenario be the same?

And by that I mean, how hard are they struggling in the sense that I do agree Protoss could stand to be buffed a tiny but further, specifically vs. Terrans, but large scale buffs and redesigns? Even if such things were possible, are they really necessary? Or do we just need to revert the shield overcharge nerfs and maybe give the Sentry a buff?







Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2023-07-16 18:56:48
July 16 2023 18:55 GMT
#42
On July 17 2023 03:15 Vindicare605 wrote:
Show nested quote +
On July 17 2023 01:37 SharkStarcraft wrote:
On July 17 2023 01:01 Vindicare605 wrote:
On July 17 2023 00:57 SharkStarcraft wrote:
On July 16 2023 00:56 Poopi wrote:
Oh so that’s what Rotti was talking about during goblin vs ByuN. Hopefully it’s just a bug and they revert it back, buffing an a-move unit / unit comp is a bad idea


Yes we really need to keep the incredibly dominant and overpowered Protoss race in check, otherwise, one of them might make the ro16 at a premier tournament real soon!!


I significantly doubt this change is going to be very meaningful for Protoss winrates in tournaments. Collosus are only effective in timing attacks at the pro level. Vipers make them almost completely irrelevant in late game PvZ, and their immobility and high supply cost make them a liability on large maps against Terran multipronged harassment not to mention late game air units.

Incidentally this change WILL have a much more felt impact on the lower leagues because Collosus are much more powerful there. Therein lies the problem with Protoss design that is causing it to have such a miserable run at the higher levels.


well if you doubt this changes anything we might as well make their range 15 right?! what kind of argument is that... of course buffs affect the game at pro level... they normally do small buffs and nerfs and they effect the metagame quite substantially... and a range buff of 1 is a pretty good buff i'd say... should help against terran a lot I believe as kiting bio will become more manageable, thus making the colossus a realistic, non-fringe alternative to the disruptor

also i'm sorry but the "uhhh protoss dominates the ladder!!" argument is so stupid. As if they'd balance the game around a few platinum scrubs with 60 APM. At the pro level, toss has struggled immensely for the longest time now, so buffs are overdue. My advice at those whining about lower level winrates would be twofold:
1. get
2. gud


No one is whining about Protoss dominating the ladder, people are simply stating that if you're making a change that does more for the ladder than it does for tournament matches that it probably isn't a good change because it isn't being targeted at areas where Protoss is struggling.

Giving the race a bunch of buffs that don't matter, are just going to make it so that when they actually DO get around to changes that target what should have been targeted in the first place, that the race is now overtuned because they got all of these other minor buffs that they didn't need earlier in the pipeline.

This is how Zerg ended up in such a stupid spot from 2018-2020.

As for making Collosus range 15, that's a retarded idea. I'm simply pointing out that targeting the Collosus with ANY buffs is probably not the best place for changing it since it's a bad unit at the pro level just in general. It's not going to make the race OP on its own but if they start doing things like buffing Gateway units, suddenly a 10 range Collosus backing up a stronger Gateway army is going to get really oppressive really quickly, when all that was needed in the first place was a buff to a different place in the roster.

You get it now?

Most earlier units affect all-ins much more than colossuses and disruptors got nerfed this year. The only three units which are comparably lategame are carriers (which everyone seems to hate), Tempests and HTs. Of these only the HT is a more micro-heavy unit and while I wouldn't mind buffs to both feedback (say +1 range) and storm (f.e. +15% dps) it's also a rising unit that has seen more play recently again.

Obviously there are other ways to buff toss, f.e. giving recall a shorter channeling time or giving phoenix a bit more base damage in return for less anti-light so they actually deal damage to units that aren't lifted.

But generally in PvT P at the highest level struggle to poke a terran that slowly moves forward and I've seen f.e. Maxpax just loose cause he couldn't drive back bio that was covered by liberators. Having a range more on collosus would help in these situations and tbh I think it does more for a player with good control that can control spacing than a diamond level player.
low gravity, yes-yes!
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
July 16 2023 19:21 GMT
#43
On July 17 2023 03:31 Beelzebub1 wrote:
I mean, Aligulac has PvZ as of June with 4% in favor of Protoss and unless I'm mistaken or just reading (Wiki)HerO(jOin) Hero's stat sheet wrong, but isn't it saying that in 2023 alone Hero has won 3 Major, 1 Premier, and took 3rd in another Premier?


What Premier did he win? I thought his top (and only noteworthy) 2023 result was IEM Katowice top 4?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
July 16 2023 19:43 GMT
#44
The reason I said to buff the immortal is because I don't think buffing gateway units is the way to go due to all ins, and Protoss needs something in the mid game to hold out better vs terran agression.

Other than that I think the race is ok.

Well, I'd also either increase tempest Anti ground atack range (which is shorter than its anti air atack), or make them turn faster so they can kite better vs the improved vikings, BL and BC.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Elentos
Profile Blog Joined February 2015
55553 Posts
July 16 2023 19:44 GMT
#45
On July 17 2023 04:21 Fanatic-Templar wrote:
Show nested quote +
On July 17 2023 03:31 Beelzebub1 wrote:
I mean, Aligulac has PvZ as of June with 4% in favor of Protoss and unless I'm mistaken or just reading (Wiki)HerO(jOin) Hero's stat sheet wrong, but isn't it saying that in 2023 alone Hero has won 3 Major, 1 Premier, and took 3rd in another Premier?


What Premier did he win? I thought his top (and only noteworthy) 2023 result was IEM Katowice top 4?

And Liquipedia has successfully confused another person by listing a team tournament (WTL) under player achievements.
Every 60 seconds in Africa, a minute passes.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
Last Edited: 2023-07-16 19:55:55
July 16 2023 19:53 GMT
#46
I kinda wish Phoenixes could be built faster/cheaper. I think they're a fun unit, and they're skill intensive, but they require so much of a commitment right now, if you could replace lost Phoenixes more easily, I'd like to seem them used more consistently over the course of a game.

That said I have nowhere near the knowledge necessary to predict all the consequences of such a drastic change. I'm just spitballing on what units I'd like to see more often in games. I have no clue how to make it happen in a realistic way.

EDIT: Maybe increase the cost of Graviton Beam, but give it a discount on Light units, so mass Phoenixes can't just neutralise important tech units too easily?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10347 Posts
Last Edited: 2023-07-16 20:20:39
July 16 2023 20:13 GMT
#47
Agreed with Vindicare, so many units that are good vs (or bad vs) the Colossus got buffed.

If we have an option though, it may be better to buff units that are not AOE units or spellcasters as they're really strong in SC2. With the exception of the Sentry. With the 12 worker start, sentries aren't as prominent anymore. I think if we want to allow Protoss to move out on the map and be able to do those early gateway pushes like back in WoL/HotS when Protoss was actually scary, then we could buff the Sentry slightly more as they fall off in usefulness when armies get larger anyway. (And buffing them would make them slightly more worth keeping around a few later in the game).

Another point I want to mention, it doesn't seem like the 10 colossus range is really causing any issues. Also, having the same range as Lurkers I feel allows them to be a viable soft counter to Lurkers because you can have multiple colossus pick at 1-2 lurkers at a time, forcing them to reposition. And because the colossus will be in an arc and have high HP, colossus are surprisingly durable vs Lurkers. It isn't a way to just outright kill the lurkers, but to push them back positionally.

Some other changes I think we can consider:

1) Since Overcharge got nerfed and Raven got buffed and thus Defense Matrix is even better now which helps disabling Colossus, we could really give Protoss some buff to compensate. Batteries could heal slightly more, or could have a slight rework to have faster regeneration so it encourages players to be more active and use the energy instead of banking up on it. Overcharge could also give a battery +150 shield HP or something, because it's too easy to snipe with biles. Alternatively, overcharge could be given a buff in range to make it easier to keep the battery safe.

2) Fix/improve Battery Overcharge AI. Currently, if you have 1 normal battery and 1 overcharge battery, sometimes the normal battery starts healing a unit first, and the overcharge doesn't take priority and thus it gets wasted, even if it's the only unit that needs healing. Protoss has enough units and abilities to manage when defending, let's make this easier for them. Also, if you have a building that needs to be healed, currently you have to manually heal it even if there are no units that need healing by the overcharge. This could also be improved which would help protoss use it to defend their nat walls in early pushes, or defend early expansions.

3) Make it so that Ravager Bile only takes out 1 FF at a time. Also, make it so that FF can be used to protect buildings. You have to clear the FF first before damaging the building. This might give Protoss a way to help protect their Overcharge and static defense from being sniped by Biles immediately, and give Sentries more prominence.
This might also allow forge fast expands to be viable again which would just be good for build variety.

4) Stalker could be buffed from +13 (+5 armored) damage to +14 (+4 armored) damage.
This would help Protoss against Mutalisks, which can be game ending and are difficult to deal with overall.
This would help gateway armies not be as weak against Roach/Ravager. It would also help Protoss fight Queen armies or defend against Queen nydus-allins or Queen overlord drops. It would also be a direct buff to help gateway armies vs MMM. If we rework this, we can do the same to the hellion to make them just slightly more viable as a map control + fighting unit like vultures, and to maintain the power dynamic between Stalkers and Hellions.

5) Nerfing concussive shell just slightly. Concussive is a big reason gateway armies get destroyed by MMM, and concussive isn't as important in bigger fights later. But also in cases where the Terran has the lead and can kite forever, this would also help weaken the snowball effect of concussive shell.

6) Viper Abduct should be reworked because this isn't WoL anymore, deathballs are no longer the problem of the game. We have so many tools to discourage deathballs, like more powerful splash, and the Lurker/Liberator/Disruptor which are multi-purpose units that can help hold positions on the map, harass, defend pushes and discourage deathball/clumping, and force players to be more slow/methodical when they fight instead of just a-clicking head on. Abduct is just really lame and anti-climactic to watch, especially with having Consume. Why can't we just make it so that Abduct only pulls massive units half the distance? Or maybe Viper takes 2x the time to pull it in so they're more vulnerable? (1.4 sec instead of 0.7).
SC2 spellcasters are a bit too powerful, we already gutted the Raven over and over saying it should be a support unit you only get 1-2 of, but some reason it's actually viable and OK as zerg to build 20-40 infestors lategame? Infestors and Vipers each have 3-4 very powerful abilities.

7) We could make Charge something that you can target on the ground so that you can use it to retreat as well, or for example to go in a certain direction to block a unit from escaping, or to set up flanks better etc. This would give more micro to zealots which are one of the few melee units in the game. Melee micro can be very interesting, think WC3 for example. Charge makes engagements inconsistent and having more ways to retreat might be nice, especially if we don't nerf Concussive.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
meadbert
Profile Blog Joined October 2010
United States681 Posts
July 16 2023 20:32 GMT
#48
On July 16 2023 06:50 bulldozer06701 wrote:
Is Protoss struggling on the ladder? Doesn't look like it at all

[image loading]

Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2023-07-16 20:46:54
July 16 2023 20:38 GMT
#49
It's absurd that Viper abduct has stayed in its current state for so long. A 9-range 75 energy instant kill ability on a fast flying spellcaster that increases its own energy regen, wat? The presence of this unit in sufficient numbers almost singlehandedly shuts down both Colossus and Disruptors, and it's amazing in ZvT as well.
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
July 16 2023 20:46 GMT
#50
On July 16 2023 01:44 [Phantom] wrote:
Honestly, good. the colossus might be boring, but if you're nerfing the disruptor you need to compensate somehow. I think it's a decent change.

Maybe I'd buff the immortal. Or give him an upgrade.



I agree with this. Immortals needs a movement speed buff to make it easier to micro and be able to retreat somewhat easier as well.
CicadaSC
Profile Joined January 2018
United States1769 Posts
Last Edited: 2023-07-16 20:59:17
July 16 2023 20:58 GMT
#51
a certain protoss was streaming today and I asked him if the +3 range was a ninja buff or a bug and he confirmed it was a bug and will be removed soon
Remember that we all come from a place of passion!!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10347 Posts
Last Edited: 2023-07-16 22:08:24
July 16 2023 22:03 GMT
#52
On July 17 2023 05:38 Athenau wrote:
It's absurd that Viper abduct has stayed in its current state for so long. A 9-range 75 energy instant kill ability on a fast flying spellcaster that increases its own energy regen, wat? The presence of this unit in sufficient numbers almost singlehandedly shuts down both Colossus and Disruptors, and it's amazing in ZvT as well.


Yeah abilities like Abduct, Interference Matrix, etc... things that easily take out positions on the map, really discourage positional play, and make it harder to have games be like BW where there is a lot of spread out action ongoing simultaneously.

Tanks, Disruptors, etc. are units that help hold positions in the map, slow the game down and allow for more methodical play and culminating in taking more of the map, so that games don't end early with just 1 big deathball fight.

Interference Matrix has made it so that building a few Ravens can let you dismantle positions easily, and it makes it harder to hold positions of the map with few units (it's been a big goal in LotV with the addition of Disruptor/Liberator/Lurker to help hold positions and trade efficiently in small numbers, to make the game more BW-like with lots of smaller fights spread out).

Abduct does similar. Instead of giving players so many easy tools to just dismantle a position and punish the opponent for trying to siege a position up or zone an area of the map out, players should be trying to put great effort into creating methodical plans to carefully dismantle defenses or positions on the map if they truly want to break that position. And if
they don't want to invest that time/resource, they should be playing the positioning game with their army until they find an opening.

This would slows the game down to be more like BW where it takes more time to do things, and thus there's much more of a feeling of multi-tasking, fights spread out around the map, and enough time for each player to intercept or anticipate each player's moves during the process. Instead of just getting a big clump of army and A-clicking an expansion down when your opponent is not in position, it's more about investing into specific units and energy ahead of time to find a specific weakness in that base's defense, which also gives the opponent time to intercept or anticipate it and counter.

Players should not be so incentivized to attack right into fortified positions which took effort to setup (whether it be a sieged position with zoning units and static defense, or just the opponent's main army holding a choke). They should be encouraged to try to find a positional way to outplay their opponent and keep them on the move.

Ofc the other problem with Abduct is that it's not just good at countering positional play, it's also just good in a straight up deathball vs deathball fight because you can instant kill key units. Abduct is super outdated and was designed specifically to counter units like Colossus in the WoL era where colossus balls were OP. In LotV, it instead works against one of the core goals which is to encourage players to split their army up more and try to hold more bases and more of the map, because it makes it easy to take out small positions trying to be held by Tanks/Liberators/Disruptors/Lurkers.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
MJG
Profile Joined May 2018
United Kingdom1197 Posts
Last Edited: 2023-07-17 09:34:33
July 17 2023 09:33 GMT
#53
Being able to tickle Marauders from slightly further away isn't that much of a buff!



But it's definitely a bug and will be fixed soon.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Peplum
Profile Joined February 2021
2 Posts
July 17 2023 15:47 GMT
#54
On July 17 2023 05:13 Yoshi Kirishima wrote:
Agreed with Vindicare, so many units that are good vs (or bad vs) the Colossus got buffed.

If we have an option though, it may be better to buff units that are not AOE units or spellcasters as they're really strong in SC2. With the exception of the Sentry. With the 12 worker start, sentries aren't as prominent anymore. I think if we want to allow Protoss to move out on the map and be able to do those early gateway pushes like back in WoL/HotS when Protoss was actually scary, then we could buff the Sentry slightly more as they fall off in usefulness when armies get larger anyway. (And buffing them would make them slightly more worth keeping around a few later in the game).

Another point I want to mention, it doesn't seem like the 10 colossus range is really causing any issues. Also, having the same range as Lurkers I feel allows them to be a viable soft counter to Lurkers because you can have multiple colossus pick at 1-2 lurkers at a time, forcing them to reposition. And because the colossus will be in an arc and have high HP, colossus are surprisingly durable vs Lurkers. It isn't a way to just outright kill the lurkers, but to push them back positionally.

Some other changes I think we can consider:

1) Since Overcharge got nerfed and Raven got buffed and thus Defense Matrix is even better now which helps disabling Colossus, we could really give Protoss some buff to compensate. Batteries could heal slightly more, or could have a slight rework to have faster regeneration so it encourages players to be more active and use the energy instead of banking up on it. Overcharge could also give a battery +150 shield HP or something, because it's too easy to snipe with biles. Alternatively, overcharge could be given a buff in range to make it easier to keep the battery safe.

2) Fix/improve Battery Overcharge AI. Currently, if you have 1 normal battery and 1 overcharge battery, sometimes the normal battery starts healing a unit first, and the overcharge doesn't take priority and thus it gets wasted, even if it's the only unit that needs healing. Protoss has enough units and abilities to manage when defending, let's make this easier for them. Also, if you have a building that needs to be healed, currently you have to manually heal it even if there are no units that need healing by the overcharge. This could also be improved which would help protoss use it to defend their nat walls in early pushes, or defend early expansions.

3) Make it so that Ravager Bile only takes out 1 FF at a time. Also, make it so that FF can be used to protect buildings. You have to clear the FF first before damaging the building. This might give Protoss a way to help protect their Overcharge and static defense from being sniped by Biles immediately, and give Sentries more prominence.
This might also allow forge fast expands to be viable again which would just be good for build variety.

4) Stalker could be buffed from +13 (+5 armored) damage to +14 (+4 armored) damage.
This would help Protoss against Mutalisks, which can be game ending and are difficult to deal with overall.
This would help gateway armies not be as weak against Roach/Ravager. It would also help Protoss fight Queen armies or defend against Queen nydus-allins or Queen overlord drops. It would also be a direct buff to help gateway armies vs MMM. If we rework this, we can do the same to the hellion to make them just slightly more viable as a map control + fighting unit like vultures, and to maintain the power dynamic between Stalkers and Hellions.

5) Nerfing concussive shell just slightly. Concussive is a big reason gateway armies get destroyed by MMM, and concussive isn't as important in bigger fights later. But also in cases where the Terran has the lead and can kite forever, this would also help weaken the snowball effect of concussive shell.

6) Viper Abduct should be reworked because this isn't WoL anymore, deathballs are no longer the problem of the game. We have so many tools to discourage deathballs, like more powerful splash, and the Lurker/Liberator/Disruptor which are multi-purpose units that can help hold positions on the map, harass, defend pushes and discourage deathball/clumping, and force players to be more slow/methodical when they fight instead of just a-clicking head on. Abduct is just really lame and anti-climactic to watch, especially with having Consume. Why can't we just make it so that Abduct only pulls massive units half the distance? Or maybe Viper takes 2x the time to pull it in so they're more vulnerable? (1.4 sec instead of 0.7).
SC2 spellcasters are a bit too powerful, we already gutted the Raven over and over saying it should be a support unit you only get 1-2 of, but some reason it's actually viable and OK as zerg to build 20-40 infestors lategame? Infestors and Vipers each have 3-4 very powerful abilities.

7) We could make Charge something that you can target on the ground so that you can use it to retreat as well, or for example to go in a certain direction to block a unit from escaping, or to set up flanks better etc. This would give more micro to zealots which are one of the few melee units in the game. Melee micro can be very interesting, think WC3 for example. Charge makes engagements inconsistent and having more ways to retreat might be nice, especially if we don't nerf Concussive.


One thing that always bothered me about Defensive Matrix on Colossus is it made them walk into the enemy, I assume because it thinks it has no range while on an attack command all of a sudden. I always felt they should still think they have their normal range and be trying to attack from it sort of, even if it's not working.

You're concussive idea just made me wonder if it would make sense if they weren't impacted by it when they had shields?
Charoisaur
Profile Joined August 2014
Germany15973 Posts
July 17 2023 17:02 GMT
#55
On July 18 2023 00:47 Peplum wrote:
Show nested quote +
On July 17 2023 05:13 Yoshi Kirishima wrote:
Agreed with Vindicare, so many units that are good vs (or bad vs) the Colossus got buffed.

If we have an option though, it may be better to buff units that are not AOE units or spellcasters as they're really strong in SC2. With the exception of the Sentry. With the 12 worker start, sentries aren't as prominent anymore. I think if we want to allow Protoss to move out on the map and be able to do those early gateway pushes like back in WoL/HotS when Protoss was actually scary, then we could buff the Sentry slightly more as they fall off in usefulness when armies get larger anyway. (And buffing them would make them slightly more worth keeping around a few later in the game).

Another point I want to mention, it doesn't seem like the 10 colossus range is really causing any issues. Also, having the same range as Lurkers I feel allows them to be a viable soft counter to Lurkers because you can have multiple colossus pick at 1-2 lurkers at a time, forcing them to reposition. And because the colossus will be in an arc and have high HP, colossus are surprisingly durable vs Lurkers. It isn't a way to just outright kill the lurkers, but to push them back positionally.

Some other changes I think we can consider:

1) Since Overcharge got nerfed and Raven got buffed and thus Defense Matrix is even better now which helps disabling Colossus, we could really give Protoss some buff to compensate. Batteries could heal slightly more, or could have a slight rework to have faster regeneration so it encourages players to be more active and use the energy instead of banking up on it. Overcharge could also give a battery +150 shield HP or something, because it's too easy to snipe with biles. Alternatively, overcharge could be given a buff in range to make it easier to keep the battery safe.

2) Fix/improve Battery Overcharge AI. Currently, if you have 1 normal battery and 1 overcharge battery, sometimes the normal battery starts healing a unit first, and the overcharge doesn't take priority and thus it gets wasted, even if it's the only unit that needs healing. Protoss has enough units and abilities to manage when defending, let's make this easier for them. Also, if you have a building that needs to be healed, currently you have to manually heal it even if there are no units that need healing by the overcharge. This could also be improved which would help protoss use it to defend their nat walls in early pushes, or defend early expansions.

3) Make it so that Ravager Bile only takes out 1 FF at a time. Also, make it so that FF can be used to protect buildings. You have to clear the FF first before damaging the building. This might give Protoss a way to help protect their Overcharge and static defense from being sniped by Biles immediately, and give Sentries more prominence.
This might also allow forge fast expands to be viable again which would just be good for build variety.

4) Stalker could be buffed from +13 (+5 armored) damage to +14 (+4 armored) damage.
This would help Protoss against Mutalisks, which can be game ending and are difficult to deal with overall.
This would help gateway armies not be as weak against Roach/Ravager. It would also help Protoss fight Queen armies or defend against Queen nydus-allins or Queen overlord drops. It would also be a direct buff to help gateway armies vs MMM. If we rework this, we can do the same to the hellion to make them just slightly more viable as a map control + fighting unit like vultures, and to maintain the power dynamic between Stalkers and Hellions.

5) Nerfing concussive shell just slightly. Concussive is a big reason gateway armies get destroyed by MMM, and concussive isn't as important in bigger fights later. But also in cases where the Terran has the lead and can kite forever, this would also help weaken the snowball effect of concussive shell.

6) Viper Abduct should be reworked because this isn't WoL anymore, deathballs are no longer the problem of the game. We have so many tools to discourage deathballs, like more powerful splash, and the Lurker/Liberator/Disruptor which are multi-purpose units that can help hold positions on the map, harass, defend pushes and discourage deathball/clumping, and force players to be more slow/methodical when they fight instead of just a-clicking head on. Abduct is just really lame and anti-climactic to watch, especially with having Consume. Why can't we just make it so that Abduct only pulls massive units half the distance? Or maybe Viper takes 2x the time to pull it in so they're more vulnerable? (1.4 sec instead of 0.7).
SC2 spellcasters are a bit too powerful, we already gutted the Raven over and over saying it should be a support unit you only get 1-2 of, but some reason it's actually viable and OK as zerg to build 20-40 infestors lategame? Infestors and Vipers each have 3-4 very powerful abilities.

7) We could make Charge something that you can target on the ground so that you can use it to retreat as well, or for example to go in a certain direction to block a unit from escaping, or to set up flanks better etc. This would give more micro to zealots which are one of the few melee units in the game. Melee micro can be very interesting, think WC3 for example. Charge makes engagements inconsistent and having more ways to retreat might be nice, especially if we don't nerf Concussive.


One thing that always bothered me about Defensive Matrix on Colossus is it made them walk into the enemy, I assume because it thinks it has no range while on an attack command all of a sudden. I always felt they should still think they have their normal range and be trying to attack from it sort of, even if it's not working.

That's not the case anymore, that was fixed in the last patch
Many of the coolest moments in sc2 happen due to worker harassment
Luolis
Profile Blog Joined May 2012
Finland7115 Posts
July 17 2023 17:35 GMT
#56
Honestly theres no issue with this. I hope they keep this buff in the game. Protoss is kinda dog atm anyway.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Xamo
Profile Joined April 2012
Spain880 Posts
July 19 2023 21:42 GMT
#57
On July 17 2023 05:58 CicadaSC wrote:
a certain protoss was streaming today and I asked him if the +3 range was a ninja buff or a bug and he confirmed it was a bug and will be removed soon

Any buff to Protoss is a bug.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
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