• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:33
CEST 17:33
KST 00:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy15ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research7Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone Behind the scenes footage of ASL21 Group E BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1617 users

New SC2 Balance Test Mod (along with new map pool) - Page 11

Forum Index > SC2 General
238 CommentsPost a Reply
Prev 1 9 10 11 12 Next All
Athenau
Profile Joined March 2015
571 Posts
September 01 2023 03:08 GMT
#201
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
September 01 2023 03:30 GMT
#202
On September 01 2023 12:08 Athenau wrote:
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.


You're right, 89 sec is much faster than the ~125 secs it took to regen 100 energy. You could be a lot more active and make a lot more plays, like attacking on one side then recalling to the other side. It will be a lot more challenging to split your army to be able to prepare for that.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Vision_
Profile Joined September 2018
875 Posts
September 01 2023 09:09 GMT
#203
Do you know when the next tournament is ? (with balance patch)
Harris1st
Profile Blog Joined May 2010
Germany7139 Posts
September 01 2023 12:21 GMT
#204
On September 01 2023 18:09 Vision_ wrote:
Do you know when the next tournament is ? (with balance patch)


Typically HomestoryCup Winter Edition (December'ish) is the first tournament using a new patch meta. Before that, Wardi usually does some new beta patch/ maps tournament (November'ish).
Go Serral! GG EZ for Ence. Flashbang dance FTW
Drahkn
Profile Joined June 2021
196 Posts
September 01 2023 13:57 GMT
#205
On September 01 2023 12:30 Yoshi Kirishima wrote:
Show nested quote +
On September 01 2023 12:08 Athenau wrote:
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.


You're right, 89 sec is much faster than the ~125 secs it took to regen 100 energy. You could be a lot more active and make a lot more plays, like attacking on one side then recalling to the other side. It will be a lot more challenging to split your army to be able to prepare for that.




I wouldn't worry to much , it is protoss we ar talking about , if something is a little strong it will get nerfed within a week or two
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
September 01 2023 15:43 GMT
#206
How about reducing the number of starting workers? WoL/HotS games had a better dynamic than LotV
John 15:13
TossHeroes
Profile Joined February 2022
281 Posts
Last Edited: 2023-09-01 17:24:27
September 01 2023 17:21 GMT
#207
On September 01 2023 07:10 WombaT wrote:
Show nested quote +
On September 01 2023 04:55 Athenau wrote:
On September 01 2023 04:51 WombaT wrote:
I’m still unsure why when P is clearly the lagging race why there’s so much focus on trying to bolster Terran mech

I mean I don’t super disagree with the latter by any means as a goal but it seems a curious focus

You can do two things at once, and this arguably the only change aimed at making Mech more viable. And you don't need to redesign a unit to buff Protoss anyway.

Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper?

Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined


Terrans always have the most design focus. Also cause there are more terrans fans compare to the other 2 races

More terrans advancing in tournaments results in more “views”.

It’s also a business decision (whether we like it or not)

Throughout history anything that appears OP or disadvantage to Terrans, gets nerfed instantly. Anything OP from terrans results in the other 2 races to just “deal with it” or “adapt” (took a whole expansion to nerf widow mines invisibility issue)

User was temp banned for this post.
xPrimuSx
Profile Joined January 2012
95 Posts
September 01 2023 17:27 GMT
#208
The biggest thing I'm not a fan of with these patches is the duplicative work (combining Hydralisk upgrades, Baneling health nerf) and the loss of unique identity to units (Broodlord into Guardian, Mothership into weaker and still single build Arbiter). I liked the idea behind most SC2 units, even if the execution sometimes fell flat. With all this extra time and player experience you'd think we could preserve the identity and still having something fun and balanced.

As to some of the potential changes, since Cyclones seem to be the cause du jour might as well post my own idea. I was thinking of echoing the Roach-Ravager relationship with a little bit of Corsair thrown in.

Base Cyclone is short ranged with low damage and fast attack for high overall DPS. It also has full splash in a short radius around the target and move while shooting. With lock-on, attack and move speed are significantly reduced but range and damage per shot greatly increased, lock-on would be a researchable upgrade and have a cooldown

The goal would be to have a unit that can tear through units, particularly most early game units, when numbers are small but has a natural drop off due to range in larger numbers as many would just not be firing. This is compensated for and provides greater support for positional mech play later when the army itself is slower by being able to target and kill high priority enemy units at range so that the opponent needs to back off or throw everything into the fight. You can also have a semi-recreation of blink micro with the front Cyclones using normal firing and rear ones using lock-on. Once lock-on is expended have the groups switch places so the former front line can lock-on and the former back line can attack as regular while waiting for lock-on to come back.

I acknowledge this is similar to the tornado blaster but there are some differences that hopefully would be meaningful enough to work

WombaT
Profile Blog Joined May 2010
Northern Ireland26498 Posts
September 01 2023 18:13 GMT
#209
On September 01 2023 12:08 Athenau wrote:
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.

I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree.

Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage?

Not sure myself, as more games are played I guess we’ll find out.

Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?

To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2023-09-01 19:48:01
September 01 2023 18:23 GMT
#210
On September 02 2023 03:13 WombaT wrote:
Show nested quote +
On September 01 2023 12:08 Athenau wrote:
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.

I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree.

Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage?

Not sure myself, as more games are played I guess we’ll find out.

Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?

To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky

TBH, I think the mothership is a dumb unit, and they should just bring back the arbiter. In every case where there's a BW unit and SC2 unit that overlaps (reaver/disruptor, mothership/arbiter, vulture/hellion, guardian/broodlord, defiler/viper) I think the BW design is unequivocally superior.

But IMO the redesign is still a buff, and I wouldn't object to restoring perma-cloak, though I'm not convinced it ever made much of a difference since detection is so abundant in the lategame.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2023-09-01 18:48:13
September 01 2023 18:33 GMT
#211
On September 02 2023 03:13 WombaT wrote:
Show nested quote +
On September 01 2023 12:08 Athenau wrote:
I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button.

I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree.

Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage?

Not sure myself, as more games are played I guess we’ll find out.

Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?

To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky


Totally down to push chronoboosting being usable on units, canons, and batteries!

1 Chrono gives 50% boost, so if used on a Battery it would heal 75 shield per second at 4.5 shield per 1 energy, which is the rate of Overcharge, up from 50 shield per sec at 3 shield per 1 energy). If stacking chrono is too strong, then we can just keep it at 1 chrono per unit/building. Overcharge could be removed if it's too strong or too redundant.

If stackable, the maximum buff could be at double. So canons could fire 2x as fast, batteries heal 2x as fast, unit cooldowns 50% as long. Would allow for more aggression and timings, and the opponent would need to respect harass options more due to less predictable timings. Or let chronoboost stack a total of 2 times. (If used twice, it would give a flat 50% + 50% boost, it wouldn't stack like 50% * 50% = 125% boost).

It's pretty crazy what you can do with 10 OCs, and pretty crazy what you can do with 200 larva.
Recall doesn't really scale lategame since the AOE is pretty limited and meant more for early/mid game. Overcharge doesn't scale. Chronoboost falls off and becomes almost useless once you've researched most things already. Chronoboosting your 20 Gates isn't that effective, and isn't really even worth the APM.
Would be cool if you can chronoboost your Colossus or Disruptors, or your 20 Carriers/Tempests so they can fight mass BC on more even ground.

I guess the biggest issue is that chronoboosting units to attack faster isn't really a macro mechanic anymore.
Maybe it can just be used to chronoboost units to regen energy and shields 100% faster. This could help HTs get energy to defend early timings. It could be used to help Batteries regen energy 100% faster too. So in 1 chronoboost it'd allow a HT or battery to regen like 32 energy instead of 16. It'd not be super impactful but it'd have its niche uses I'm sure, and help provide more of a defender's advantage and some comeback potential (more anti-snowball is good for SC2).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
xPrimuSx
Profile Joined January 2012
95 Posts
Last Edited: 2023-09-02 01:03:17
September 02 2023 00:56 GMT
#212
On September 02 2023 03:13 WombaT wrote:
Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?


Pretty much this. However unlike what some people have said I don't think making chrono apply to units is a good idea. Still buffing Chrono would be good. In the Protoss design focus thread I posted a idea on that, reposted here

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. To move from one stage to another you need to boost the target structure within 5-8 seconds of the last CB expiring. 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.

Another way to buff Nexus would be to add a variable to Strategic Recall's cooldown based on how many Nexus you have. The more Nexus the shorter the cooldown (within reason). Probably balance it out so that at 3 base it's basically the same and afterwards it's better. Say baseline cooldown is 160 seconds and it is reduced by 15 seconds for each additional Nexus you have after the first one. At a standard 3 base that gets you back to current cooldown of 130 seconds, but at 7 bases (normal max on a map) it's a staggering 55 second cooldown and would help defend multiple bases and incentive picking off a Nexus or potentially building "macro" Nexuses. Now 55 seconds is kinda ridiculous so you'd probably want to add a ceiling to the effect, like it counts the 2nd Nexus up to the 5th Nexus (cooldown max of 100 seconds)
bela.mervado
Profile Joined December 2008
Hungary407 Posts
September 02 2023 01:26 GMT
#213
i like the stacking chrono ideas.
( for my taste the simple flat up to 3 times stack seems to be the best, +50,+100,+150% speedups, independent 20s timers for each cast )

and probably warp units without shields if they are not close to a nexus.

i also like Yoshi's chronoed battery with the removed overcharge (so there's no cooldown on battery chrono, you can do it again and again if you have the energy)
Nexus could receive some fun spells like
* f.ck you / next time you pull out: stasis everything for ~20s (probes, marine drop) around nexus (r~10)
* f.ck me / oh no the 2 base push again: effective around nexus (r~10) for every friendly unit: add 25 shield and start shield regen immediately

Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2023-09-02 10:41:13
September 02 2023 08:36 GMT
#214
Tag armor ground units count in end game (without spell caster)

Protoss : 1 L, 4 A, 1 N
Terran : 3 L, 4 A, 1 N
Zerg : 2 L, 3 A, 2 N

There are a balance problem if you wanna something clear and read-able. Only one light armor protoss is a serious problem.

If we add cyclones and balance a little bit with hellions (which will be useless in end game with this new patch, my bet) suddenly you can check now Terran have as many armored units as Protoss but only one light armor unit (while Terrans have three).

There s an obvious uniformity problem, so Stalkers have to be tweaked like armored units then the ratio between Light and armored will be 66% or 75% (in the case of terrans)

PS : someone can open a discuss thread on the ratio between light and armored by race if he wants
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2023-09-02 21:05:07
September 02 2023 10:56 GMT
#215
Stalkers tweak :

+ Armored tag removed, Stalkers is now Light units

+ hit points and shield from 80 / 80 to 65 / 65
+ base damage from 13 (+1) to 11 (+2)
+ dps increased from 1.34 to 1.00 (Previous patch 4.00)

Then marines with shield with 1 armor upgrade need the same amount of shots (5) for being killed by stalker (with 1 attack upgrade). With two attack upgrade then, Stalkers 4 shots marines even if they have 2 armor upgrades.

Something like that....

In term of philosophy, Protoss represents Order and Evolution, their gateway units are now all light and robotics units are now all armored
WombaT
Profile Blog Joined May 2010
Northern Ireland26498 Posts
September 02 2023 13:00 GMT
#216
On September 02 2023 09:56 xPrimuSx wrote:
Show nested quote +
On September 02 2023 03:13 WombaT wrote:
Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?


Pretty much this. However unlike what some people have said I don't think making chrono apply to units is a good idea. Still buffing Chrono would be good. In the Protoss design focus thread I posted a idea on that, reposted here

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. To move from one stage to another you need to boost the target structure within 5-8 seconds of the last CB expiring. 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.

Another way to buff Nexus would be to add a variable to Strategic Recall's cooldown based on how many Nexus you have. The more Nexus the shorter the cooldown (within reason). Probably balance it out so that at 3 base it's basically the same and afterwards it's better. Say baseline cooldown is 160 seconds and it is reduced by 15 seconds for each additional Nexus you have after the first one. At a standard 3 base that gets you back to current cooldown of 130 seconds, but at 7 bases (normal max on a map) it's a staggering 55 second cooldown and would help defend multiple bases and incentive picking off a Nexus or potentially building "macro" Nexuses. Now 55 seconds is kinda ridiculous so you'd probably want to add a ceiling to the effect, like it counts the 2nd Nexus up to the 5th Nexus (cooldown max of 100 seconds)

Macro Nexuses has been the dream for forever for me haha

You’re just swapping a gas expensive floating paperweight for a mineral only structure, if we’re just talking for recalls.

A Chronoboost boost that’s tied into a lategame scenario I like. That way it’ll only help Protoss in lategame scenarios where they have some issues, but not augment big timing attacks via letting them get extra robo units or upgrades out any earlier.

I also like a Chronoboost boost that is on some kind of timer and can’t be just used indiscriminately, like Zergs have to hit their inject timings right. Those scenarios where you trade pretty evenly only for Zergs and Terran to remax out faster than you could be mitigated with good targeted chrono on Robos and Stargates. But if you don’t do it optimally you’ll be in essentially the same position as you’d be in now.

Yeah I like these ideas for sure.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
Last Edited: 2023-09-02 13:41:55
September 02 2023 13:40 GMT
#217
6 worker start + better defenders advantage = game fixed
:D

On a more serious note, new Goliath looks really strong, but I always thought the whole point about mech play is positional play rather than Bio's multitasking play?
John 15:13
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2023-09-03 20:05:13
September 03 2023 20:04 GMT
#218
Just had an idea how to make Hellion/Hellbats slightly less specialized, since we're nerfing the Hellbat damage slightly (+3 damage nerf overall vs Light at +3 damage).

Instead of giving +5 vs Light to Hellions and +12 vs Light to Hellbats, it could be +2 damage (+3 vs Light) to Hellions and +4 damage (+8 vs Light) to Hellbats.

The difference is that with the proposed Hellbat nerf, it'll do +3 less damage vs Light. With my proposed Blue Flame buff, the net result would be Hellions do +2 damage vs non-Light, and Hellbats do +4 damage vs non-Light but -3 damage vs Light.

Hellions/Hellbats will be stronger in the midgame vs Roach/Ravager, Marauder, Tanks, buildings, etc.
This wouldn't be imbalanced because Hellions have lots of counters and are still flimsy and supply inefficient, and Hellbats are immobile - Hellbat drops for probe harass might be slightly better, Hellbat drop micro ontop of armies would be a little more rewarding, otherwise the damage bonus would mainly be relevant when you attack into a Mech army, cus Hellbats can't chase.

I'm proposing adjusting the Blue Flame damage because i feel it's likely the Cyclone will be reverted back to what it currently is, maybe (hopefully) with a slight buff. The hellion could be a decent skirmisher instead. Not the type that outright kills things, but can poke and threaten harass, and give your Tanks more space to move around and setup.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WombaT
Profile Blog Joined May 2010
Northern Ireland26498 Posts
September 03 2023 21:26 GMT
#219
Yeah I think those proposed tweaks thread the needle pretty well between neutering them too much vs units they already have a defined role against, giving them some more utility and making them too strong and versatile against everything
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
xPrimuSx
Profile Joined January 2012
95 Posts
September 04 2023 21:03 GMT
#220
On September 02 2023 22:00 WombaT wrote:
Show nested quote +
On September 02 2023 09:56 xPrimuSx wrote:
On September 02 2023 03:13 WombaT wrote:
Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly.

Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead?


Pretty much this. However unlike what some people have said I don't think making chrono apply to units is a good idea. Still buffing Chrono would be good. In the Protoss design focus thread I posted a idea on that, reposted here

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. To move from one stage to another you need to boost the target structure within 5-8 seconds of the last CB expiring. 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.

Another way to buff Nexus would be to add a variable to Strategic Recall's cooldown based on how many Nexus you have. The more Nexus the shorter the cooldown (within reason). Probably balance it out so that at 3 base it's basically the same and afterwards it's better. Say baseline cooldown is 160 seconds and it is reduced by 15 seconds for each additional Nexus you have after the first one. At a standard 3 base that gets you back to current cooldown of 130 seconds, but at 7 bases (normal max on a map) it's a staggering 55 second cooldown and would help defend multiple bases and incentive picking off a Nexus or potentially building "macro" Nexuses. Now 55 seconds is kinda ridiculous so you'd probably want to add a ceiling to the effect, like it counts the 2nd Nexus up to the 5th Nexus (cooldown max of 100 seconds)

Macro Nexuses has been the dream for forever for me haha

You’re just swapping a gas expensive floating paperweight for a mineral only structure, if we’re just talking for recalls.

A Chronoboost boost that’s tied into a lategame scenario I like. That way it’ll only help Protoss in lategame scenarios where they have some issues, but not augment big timing attacks via letting them get extra robo units or upgrades out any earlier.

I also like a Chronoboost boost that is on some kind of timer and can’t be just used indiscriminately, like Zergs have to hit their inject timings right. Those scenarios where you trade pretty evenly only for Zergs and Terran to remax out faster than you could be mitigated with good targeted chrono on Robos and Stargates. But if you don’t do it optimally you’ll be in essentially the same position as you’d be in now.

Yeah I like these ideas for sure.


Haha, yeah I've felt Protoss really lost out on macro that way seeing how the game developed and have wanted something done to the Nexus to make it more valuable as the number goes up. I wrote this long post about the strategic ways Protoss has the short end of the stick in the design focus thread from a few weeks back. Overall, tactically I feel Protoss is fine. They have good tools, could they be stronger? Sure, but to a very large extent what needs to be there is there. The bigger issue is on the strategic front, the things, big and small, that help you to use those tactics where they are lacking.




On September 02 2023 10:26 bela.mervado wrote:
i like the stacking chrono ideas.
( for my taste the simple flat up to 3 times stack seems to be the best, +50,+100,+150% speedups, independent 20s timers for each cast )


Honestly you really need to be careful buffing Protoss macro because of the risk of cheese and unstoppable timing attacks. At lower levels buffing chrono too much means every toss player just rushes out some units and has may more than their opponent can be expected to stop. Stacking that straight forward would likely end up being massively overpowered without rebalancing unit and upgrade build/research times across the board. Chrono used to give a much larger boost that was progressively turned down over time. As much as possible we should look at the changes that have happened in the past so we're not doing +/- 10 seconds on bunker build time
Prev 1 9 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:45
Group B
WardiTV770
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech126
StarCraft: Brood War
Britney 32945
Calm 5907
Bisu 2509
Horang2 2490
Sea 2408
Mini 1211
Soma 952
EffOrt 932
Stork 514
Hyuk 450
[ Show more ]
ggaemo 419
actioN 404
Rush 396
Snow 296
firebathero 281
Soulkey 245
hero 153
PianO 93
sorry 67
Sea.KH 63
Hyun 39
Aegong 37
Terrorterran 26
Shinee 26
910 20
Rock 18
Movie 17
scan(afreeca) 17
IntoTheRainbow 12
Hm[arnc] 10
soO 9
Noble 9
Sexy 7
Dota 2
Gorgc5189
canceldota120
Counter-Strike
oskar82
pashabiceps31
Heroes of the Storm
XaKoH 129
Other Games
singsing1752
B2W.Neo1247
FrodaN849
hiko586
Beastyqt432
crisheroes262
DeMusliM219
KnowMe189
QueenE59
Trikslyr31
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3311
• TFBlade1227
Upcoming Events
OSC
8h 27m
RSL Revival
18h 27m
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
1d 8h
RSL Revival
1d 18h
Maru vs MaxPax
BSL
2 days
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
3 days
Afreeca Starleague
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.