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Protoss: My Life for Hire

Forum Index > SC2 General
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v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-05-29 09:16:30
May 29 2010 00:45 GMT
#1
There has been a troubling wind stirring all that is wicked, and to Protoss it has come.
[image loading]

I will be discussing the flaws of the Protoss race, the many things that seem to have been over looked, and the many ideas that were withdrawn from the Protoss arsenal. There are many players who like me, love Protoss, for whatever reason it may be. In Broodwar, I loved Terran and stuck with that, there was just something about those damned siege tanks that captivated me. The reason I play Protoss in SC2 is that they are sleek and ‘clean’ looking, and the overall design of Protoss is fascinating, also, I was around 12 when I played Broodwar, and now I just don’t feel the same way about Terran, although I still LOVE those siege tanks.
Ever since the beginning of beta, and even in design, Protoss has been ripped and pulled apart (removing so many needed/better designed Protoss units and abilities) in so many ways I really cannot fathom how so many Protoss players are comfortable with what Protoss has become. Protoss play has been marginally just Zealot, Stalker, Sentry (possibly even dropping one of these due to hard counter, few stalkers cause of marauders etc) and 1 other unit type; void ray, immortal, phoenix, high templar, dark templar, carrier. Protoss has many really strong units on paper but in a real game scenario; they are not designed to cope, baring almost absolutely no use at all, except in un-competitive play and team games/FFA. Some players say that it’s good enough that they are used in the team/FFA, and that in those, they can be quite overpowered. The exact reason for this is that this unit is one dimensional, have 20 or they’re useless, rush them or their useless, get speed upgrade and this upgrade or it’s useless.

I’m not comfortable at all with the mentality that’s been thrown around Protoss design; Making so many units that aren’t either viable, or logical to get at almost any point, this is also the case with late Protoss tech. The Templar Archives should not have divided the Dark Templar from it’s reaches, this just makes DT’s way less viable and hardly ever used except sprinkled in for specific harassment or having a few in your army to do some extra damage. We have to throw down 2 tech buildings just to get a decent (ground) harassment unit? Meanwhile Zerg has lings on t1 and Terran has Reapers and Hellions which ultimately serve the same role as a Dark Templar, perhaps way better considering their cost, mobility and strategic use. Lings, Hellions and Reapers also have upgrades, extending their use later on into the game. Dark Templar can only suicide to form an even more useless unit dubbed the Archon, and forget about Dark Archons or even the “Twilight” Archon, they do not exist in SC2.
[image loading]
The Twilight Archon

My goal isn’t to rant and rave about how the other races over power the Protoss in ways, this is all due to the fact Protoss after their Cybernetics Core is not very well rounded and designed so far. Protoss units have always been designed to be slightly stronger than their counter parts, meaning less smaller/weak units and more larger/stronger ones. This has obviously been taken way too far, as now Protoss is just riddled with all these large support units that barely have a role because there are just WAY too many Protoss support units. The Collosus is by far the best at its support job, along with the sentry. Carriers, Archons, Dark Templar, High Templar, Immortal, and the Mothership are all ‘support’ units either because of the changes to the unit specifically or because of their tech. Now, the worst part about this is that these units cannot even fill their own role as support, Carriers, Motherships and Archons spontaneously combust upon being seen, the Immortal and High Templar are the only other viable support units because of their necessary damage/abilities. Also, the Immortal and Collosus not being able to shoot or avoid air is really quite a problem because Immortals are almost useless versus +armored units and Collosus are so much money/time and die so easily to Viking or corruptors, the only counter is blink stalkers or air support (either of which will lose you the game 50% of the time because you have to devote so much) and those aren’t going to be doing much damage if you’re getting shot in the face with stimmed concussive shells whilst trying to kill the Vikings which are just A-moved onto your colossus. It doesn’t really seem fair at all in comparison to the other races which have units that compliment eachother; medivac and Viking/banshee, broodlord and corruptor/muta. Carrier and Pheonix? Why would you do that?! Carrier, Void ray? Little better? But I’d rather go Pheonix Voidray, which I still wouldn’t go. Any intelligent player would just go either Pheonix or Void ray to compliment their army, (If they were going for air support instead of ground)
[image loading]
The Collosus and Reaver

The largest issue with Starcraft 2 as a whole is the change from basic damage to all of this specific damage stuff; it’s obviously extremely hard to balance because 1 unit will always do BLAH against that type of unit. In my humble opinion, base damage needs to go up drastically in comparison to the specialty damage, higher tiered units being countered by t1 “specialized” units doesn’t seem at all balanced. There is far too much emphasis on specialty damage almost completely nullifying the fact there is different tier units that should just have a lot higher base damage and armor to some what counter masses of “specific damage” low tier units. This seems a lot more fair; rewarding and penalizing each strategic decision, not making one better than the other. But if Blizzard wants to keep it this way, so be it, I think there will be much more balance issues with specialty damage.

Now I know some of you say that Protoss is over powered, and I can agree with the logic; Protoss is a majority and Protoss relies heavily on those 3 early 3 warp gate units, which seem to be the most balanced area of Protoss so far. With these 2 ideas being said, it’s easy for many to think that Protoss is so strong because of the widely used strategy that is either 4gate or 3 gate robo, both counterable none-the-less they are still the most strongest pushes a Protoss has right now. For one, I think addressing the issues in this thread would open up Protoss tech diversity and overall unit viability, while bringing down the overburdening need of those 3 strong gateway units.

However, if the useless Protoss units do get changed, there would possibly need to be a stat rework of the gateway units and the immortal seeing that Protoss players have been holding their ground pretty well even with a huge disadvantage, Patch 13 was the last straw, making Terran without dispute the dominator of the other 2 races. If most of these Terran players were half as good as most of the Protoss players, the overall potential limit for Terran(over 9000) would be seen, and would be fixed, OR the other Races would have been brought to the same terms. It is going to be impossible to balance when the maximum potential for success of each Race is widely varied.

Other Protoss players have already brought up good points about certain ideas and I’d have to agree and share their ideas with you.

Edit:
Zealots
+ Show Spoiler +
Quoted from http://forums.battle.net/thread.html?topicId=25170777216&sid=5000

The upgrade for Zealots charge comes so late, but of course if it came earlier it'd be too strong.

Little known by some people, but the Charge upgrade on Twilight Council increases Zealots speed by about 20% (from 2.25, same as marauders and most units, to 2.75).

What I would like is if these upgrades are separated, and the +0.5 speed was researched at Cybernetics Core for really cheap, like concussive is. 50/50/60 sort of thing. Then Charge itself remains on Twilight Council for 150/150/140.

A lot of people have called for having charge itself on CyCore, or being cheaper, which I don't really think is called for..


I really can agree with this, Zealots are strong but serve a limited role aside from tanking until you get charge, the upgrade SHOULD be split or moved to cyber core, Protoss early game is dull, predictable and very limited, having the capability of a speed-zealot timing would be nice. The fault itself is the Zealots default speed and melee role which it cannot exactly fulfill without charge, which is a costly and a late upgrade.

Concerns on Mothership
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126490

“From a design standpoint, the Mothership is one of my biggest letdowns in SC2. Originally designed to be a super unit capable of changing the tide of the battle and being a crucial part of any late game protoss army, the Mothership had several highly original spells that have since been either removed or changed drastically or moved to other units, and currently is one of the most unoriginal and boring units in the game. When I first saw that there could only be one Mothership at a time, I thought (besides that "Mothership" is a horribly lame name and I STILL can't believe that it's still called that!) that it was a horrible idea that was completely "un-StarCraftey" and some stupid idea stolen from Command and Conquer or one of those “other” RTSs. As time passed though I thought it could be a neat idea. It definitely makes Protoss more unique from the other races, and if done right it could be really cool. Unfortunately I subscribe to the idea that the Mothership right now does NOT do it right and not only is a useless unit, but a horrible missed opportunity to make a really cool unit.

If the Mothership truly was what it was originally designed to be (a large super unit that was key to Protoss lategame), it would allow for several different playstyles and be accessible in the late game and also a viable follow-up to several early and mid-game strategies. I believe the Mothership should be able to serve several (or at least more than ONE) different roles in the late game (either as a great support unit AND a great defensive unit, or at least a decent one of each), and to truly make the investment to get a Mothership worth it.”

Throughout said thread, there are many good suggestions for the Mothership. My favorite is; giving it 2 or 3 different toggle-able abilities, psi field (immobile), cloak (mobile), and the controversial shield battery-esque ability. I’d definitely have to say I would prefer a stasis like ability instead of shield battery, but Statis/Vortex could also be transferred to another unit, so who knows.

Tweaking the Mothership’s speed alone would make this unit more viable in the way an Arbiter was, if the speed does not get changed it will remain a large death beacon only capable of defensive play(logically useless in other words)

Carrier Concerns
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=127452

“I had really completely forgot the unit is even in the game (Im 75 % Zerg Player, 25% Protoss). Mostly because it is one of the units that wasnt touched at all by patches and untaled and even UNPLAYED in nearly any high/pro level play.

Then I thought: Doesnt that mean that it can become TOO good because it wasnt really tested during beta so Blizzard never really saw there problem?”
This is 100% true, although the Carrier has undergone 1 public change during the design and that is replacing a unit called the “Tempest” which looked exactly like the current carrier. However, the Carrier in its current design is far from “too good” it’s actually really too bad to use in serious situations.


The Tempest (earlier idea for Carrier replacement)
"In comparison to the carrier, the tempest was slightly weaker, but cost fewer resources to build."
(^ already a huge reason not to doubt the viability of the Tempest)

The tempest had powerful shields and, while having no armaments of its own, carried a number of small fighter-type drones called shuriken that launched, surrounded and swarmed a target, doing little damage individually but significant damage when combined whilst maneuvering rapidly, making it difficult to destroy. The drones could be auto-built with a right click, a behavior which was carried over to the carrier.

The shuriken made melee attacks.

Special Shields

The tempest was strong against ground targets, but was ill-equipped to handle air-to-air encounters; it had poor air defense as its shields did not activate against air attacks, but the shields took little damage from ground attacks.

First thoughts are: This is a really cool replacement for the Carrier, and although it may not have “worked” in their eyes, the current Carrier is far less “working” than I think this idea would have been. During the beta especially, players will most definitely experiment with new units, coming to find a use for a unit that is far in the tech tree is vital for feedback purposes. The SC2 community was not even given the chance to experiment with this unit. For one, this unit is so similar in design that the only difference is the name, its interceptors were melee and the Tempest had way better maneuverability. Having this unit be almost the same as a carrier, but weaker and cheaper would support Protoss making phoenix and voidray for air support along with the Tempest to have something to combat A-A, and would also open up the possibility to get a Mothership because you now have air support. I cannot say if I want a Carrier or Tempest, because it should have been for the community to decide seeing as Carriers in SC2 are not nearly as formidable as in BW.

The major problem is not the unit themselves but the fact that nothing has been done to create a use for what seems like wasted pixels. Ultimately, this is almost the exact idea that should replace the current carrier, a weaker but more resource viable unit, also increasing the range slightly (If still too weak)of the Tempest would assist with many problems the Carriers currently face; being killed by ground units way too quickly. This being said there is hardly any risk anymore to micro and kill these larger, high tier air units whilst there is an opposing ground army aside from having some units force fielded (worst case scenario) or stormed (horrible in comparison to EMP or Fungal Growth)


According to Dustin Bowder, "the Tempest didn't feel right and that there was too much of an emotional connection with the original unit(Carrier)."

The “Carrier” and the “Tempest” are the idealistically, the same unit, deciding to keep its name should not warrant it’s own death because of its previous success and (more so) viability. Also, I think the emotional connection was to the design and look of the SC1 Carrier, the latter not being at all the same anyway.

Dark Templar/High Templar

Everyone knows the fix for HT/DT viability is making one tech building open these two units as it was in BW, the current tech route (Cybernetics Core -> Twilight Council -> Either Templar Archives (logical) or Dark Shrine (No upgrades, very situational) )for these two units is really quite a blunder to Protoss versatility and overall unit viability.
Archons

With no option of ‘Dark’ Archons, Archon viability and diversity has gone down the drain. Archons in Starcraft 2 are almost equally as much a waste of resources as a Mothership, both of which will be killed before almost any use can be made, the Mothership less so but still a sad development considering just one Arbiter did a hell of a better job than the Mothership, and it’s a fu$king Protoss MOTHER. SHIP.


Quotes on the versatility and diversity issue.
Artosis sits down with former SC1 Korean pro Tester to talk about his experiences with SC2, strategies, and the issue of balance.
+ Show Spoiler +
http://www.scforall.com/sctv/sc_tv01.asp?mNum=s03&movNum=437

Tester gives us a peek into the Korean servers and their views on the game, the
strategies, and balance. He states that Terran is virtually unstoppable right now if played right by someone coming from the SC1 world. When being asked about Void Ray builds against Terran, which have been slowly causing havoc in PvT since Patch 10, Tester shrugs it off like its no big deal. He states it isn't a big problem on the Korean servers because everyone knows how to counter it, since Void Rays were used since the beginning on the Korean servers.
Quote
If he [Tester] plays Terran, and if somebody uses Voids Rays against him, he'll say: "Thank you very much, I'll kick your ass”

“He states that Terran is virtually unstoppable right now if played right by someone coming from the SC1 world.”



Fragster.de interview with Idra
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=127980

I often heard players saying, that Protoss is to weak. What do you think about that?

IdrA: Personally, I feel that Protoss is very, very strong early game but, at least vs Zerg, becomes ridiculously weak as the game progresses. I don't know as much about the PvT matchup.

How would you rate the first patches Blizzard published? Did they make improvements?

IdrA: I've really disliked a lot of the balance changes Blizzard is making, actually. It feels to me like they've been balancing matchups by making one race overpowered early game, and the other overpowered late game. This made lead to a balanced win rate but it creates terrible game quality, and in the long term it'll be imbalanced as people get a better feel for early game defensive timings.


Quotes from Over-nerfed by Artosis
This talks about Zerg, but I would like to emphasize the idea that having less viable units can in-turn make certain portions a lot stronger, like how Protoss has been focused on the 3 early Warp Gate units + 1 other type.

+ Show Spoiler +
http://www.mymym.com/en/news/18583.html

This is a huge difference, especially when you consider that one of the Zerg units, the Ultralisk, is completely inferior to any other choice the Zerg have. This brings us down to eight units. Why does this make the Zerg better on the Asian server?

Streamlined learning. This is all that the Zerg has to work with. That means, the best units, ideas and strategies boil down much faster. There is simply less to test. StarCraft II is a very complex game, with many, many factors contributing to any situation. The Zerg have less of these factors. You have a very limited number of options. This doesn't make playing the Zerg easier, per sey, it just makes figuring out how to player the Zerg right easier. While other races are still around with three to five extra units, the Zerg already know what combination work and don't work. This makes every practice game a Zerg player plays worth more, as they are already past the testing phase.


These ideas as a whole are 99% true, Terran is the most refined, diverse and versatile race in Starcraft 2 right now, combined with the right player, you are 99% unstoppable because of how well every unit, upgrade and mechanic works and compliments eachother. Our goal as the Starcraft 2 Community is to see balance between race diversity and versatility, the two governing traits of any races overall design. All this talk about imbalanced units and such is nonsensical when what really matters is the much broader ideas, and they most definitely need to be polished and thoroughly looked at and discussed. Thank you very much for your time and patience listening to my feedback.

"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
emikochan
Profile Joined July 2009
United Kingdom232 Posts
May 29 2010 01:07 GMT
#2
Interesting read, though the problem doesn't seem too bad. Carriers do need a revamp really, to fill a niche the voidray doesn't. (I was one of the few that liked the Tempest, and it's delicious irony to hear people wanting it back)

Dark shrine would be ok if it had some more options, having some tech/upgrade/unit unlocks from it.

I'm calling it right now that dark shrine will get a lot more in the upcoming expansions (LotV imo)

Multiple archon types, I'm a bit more doubtful of, considering how reluctant they are to make archons into a real unit choice (even though they are still somewhat useful at the moment)


Mothership...makes me want to facepalm, don't remove arbiters if you're just going to replace it with an arbiter wannabe, replace it with the star relic or something, give it some linking attack (focusing beam weapons for example), pylon power, shield regen aura, whatever (then add arbiters back if you're desperate for cloak aura and recall...)
Probes need love too.
genotyrant
Profile Joined April 2010
Cambodia46 Posts
May 29 2010 01:11 GMT
#3
good read, I can tell you put a lot of thought into this and it really shows.
I dont use quotes
Perfect Balance
Profile Joined April 2010
Norway131 Posts
May 29 2010 01:15 GMT
#4
Great read. I agree that the problem is broader than simply unit balances. When playing the game, I get that Command & Conquer 3 feeling, when controlling my marines around. Zerg is the race that needs to be reworked, they are completely unfinished and lack interesting units. Terran are allright, and Protoss have an amazing scope of unit diversity, but needs a bit of tweaking.
"Do you REALLY want chat rooms?" - You're good Blizzard! I was just fakin' it!
btlyger
Profile Blog Joined February 2010
United States470 Posts
May 29 2010 01:26 GMT
#5
Wait. Isn't it my life for Aiur?

Oh thats right, puns.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-05-29 01:45:20
May 29 2010 01:43 GMT
#6
@ Emikochan
overall, not a hard or large problem, but when there are no changes being made, it kind of exacerbates the situation quite a bit.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Tone_
Profile Joined May 2009
United Kingdom554 Posts
Last Edited: 2010-05-29 01:50:14
May 29 2010 01:48 GMT
#7
Nice read. Whether people consider protoss to be overpowered or not, there is definitely something special lacking at the moment.

The versatility of terran play has increased dramatically over the last few weeks, with the one of each building, swapping tech labs / cores around, many different harassment techniques etc.

Zerg has had some real game changes with infestors, ultras, and even the roach, hydra, ling, baneling and muta differences are significant enough to create diverse tech paths that all have relevant late game applications.

Protoss however are becoming increasingly under represented in tournaments and are doing worse and worse in these competitions. I played toss for years through broodwar and naturally carried on in sc2, but since playing platinum level protoss I have swapped to zerg and terran play interests me more currently than protoss.

It's true that protoss has too much support / useless units and not enough specific tech paths. People will spam saying you can go immortals / colossus / vrs / phoenix / HT's / DT's, where's the problem? Immortals and colossus are support counters to specific units but largely the same tech pattern, whilst vr's aren't a viable "build only" build so require extensive warp gate support. You can't just build phoenix but this is a good example of a nice variation in build orders. HT's and DT's aren't great or worth the tech most of the time though, especially DT's.

It just seems that protoss has become a predictable, slow, uninventive bore, which is a real shame.

*Hell I'd love a sentry buff and sentrys requiring a below core level building the "Sentry Citadel" or something less shit.
Hasta La Victoria Siempre | 톤
moonman
Profile Joined June 2009
United States33 Posts
May 29 2010 02:12 GMT
#8
Interesting read, but I completely disagree that there are inviable units in the Protoss race. As a matter of fact I find that most units of the Protoss are very well rounded useful in most every situation, units. This is one of the reasons I don't buy into the 'hard counter' theory. While I will agree with you that Protoss has lost some diversity, I think this article is a stretch. The only units I have not found a use for in my adventures as a Protoss during the beta is the mothership and carrier. These opinions come from my experiences playing Protoss on the bronze and silver level.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
May 29 2010 02:21 GMT
#9
I think it's best that we come out with more ideas like this in order for blizzard to buff some units in the protoss arsenal. I kinda like the HT's more than the Collosi since I can use that awesome spam storms that placement of those is easy.

I agree with the Mothership having an overhaul. I mean BC's aren't totally useless, (been using them in TvT for destroying tanks and using Raven PDD's to infiltrate bases turrets) Unlike the Mothership which is a BM unit itself already if you ask me.
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
v3chr0
Profile Blog Joined April 2010
United States856 Posts
May 29 2010 02:22 GMT
#10
"As a matter of fact I find that most units of the Protoss are very well rounded useful in most every situation"

Please elaborate on what units, and how they themselves are viable, and also, I must point out "most" units, Protoss is still the only race with units that aren't used or viable, aside from the Ultralisk, which IS being looked at and atleast attempts have been made to fix it/help out.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2010-05-29 02:48:01
May 29 2010 02:46 GMT
#11
The main problem I have with the current protoss design is how damn weak i feel vs other tier 1/2 armies.

Zealots evaporate to anything that looks at them and are too slow for a unit that relies on being in melee. Charge is too expensive, how on earth is stim 100/100 to buff 2 ranged units enormously vs charge 200/200 to buff 1 unit's ability to do its job off a much higher tech building?

Stalkers are just mediocre at everything. Poor damage, poor harras, poor anti air, armored unit... Hate them. They try to do everything but fail miserably at all of them.

Sentries are awesome but you can only throw out so many forcefields. At some point you actually have to kill the other guy.

Tier 2:

Phoenix: Awesome unit, in fact my favorite opener vs terran and zerg on certain maps just wish they dint have such a huge +dmg to light on their dps budget or just 1 attack so armor dint rape their damage against armored targets such as vikings or corruptors.

Immortals: great vs armored units but terrible against anything else.
EMP just totally nullifies them. Zerg rarely makes roaches or ultras so.. In my experience their best usage is against other protoss that go mass stalker.

Void ray: was awesome for a while till people realized.... hey flying units actually do damage in sc2 i better counter it. They look great on paper but battles are usually over so fast that this unit feels weak unless you attack a base and charge up on some buildings first.

As a capital ship killer its pretty lacking. Yamato 1 shots them iirc, carriers are bad so who cares, good luck killing a broodlord with a void ray with 30 hydrass underneath them.
But my biggest complain about void rays is how retarded the charge up system is. If the target of the void ray dies before the charge completes it resets. Unless i micro every single void ray on to a high hp target (which are usually in the back of such army) they take ages to charge. If i focus all the void rays on 1 target it dies too fast to charge most of the time.

DTs are ok but as everyone seems to be asking they should be merged into templar archives.
They are nice specially late game to keep certain areas scouted / kill creep tumors with an observer buddy and keeping your enemy contained until he can get proper detection and even then they will have to keep some defense at their expos for the entire game. But dts don't work that well as an army support unit since they suffer from zealot sindrom. Instant combustion

Tier 3

Colossus are awesome. Only complain is they become visible to attackers on low ground that have no air units to spot for them. Being targetable by air is fine otherwise they would be imba

HTs are awesome (just wish storm did 81 damage so freaking hydras would die instead of standing there and living with 1 hp IT INFURIATES me seeing this in mid game where there's no colossus to happily sweep once and roast them. Feedback is godly vs certain terran builds and corruptors in super late pvz

Carriers are shit: expensive as hell, slow to build even with chrono and there's wayyyyyyy too many counters for them.

Mothership: I love the mothership as a defensive tool in super late game, gives you the freedom to strike anywhere on the map and if you don't like what you see you can recall to save yourself or simply to defend an important far expo.
But i would just rather have arbiters.

TLDR: until protoss gets to tier 3, the area damage tier. You can't fight the ranged balls of death once they reach critical mass.
Weasel-
Profile Joined June 2009
Canada1556 Posts
May 29 2010 03:13 GMT
#12
In order for the Mothership to be useful, it needs to move faster. At its current movement speed it is useless. I think it would also go a long way to helping out the Mothership if it got a spirit link for all protoss units in its cloaking field that only links units that currently have shields. That would be a pretty good reason to have a mothership with your army and would also partially incorporate the shield battery idea.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-05-29 03:30:23
May 29 2010 03:15 GMT
#13
It's because Blizzard never focused on the overall traits of each race's ARMY when designing units.

Protoss used to be the naturally strong, robust race while Terran was the very tactical race that relied heavily on good army control and positioning, and Zerg used to be the race that relied on staying alive with minimal units until drone count was high, and Zerg could afford to attack with large numbers of mobile units with more expansions. And each race's army functioned very differently, which is why we got very dynamic match-ups.

Now in Starcraft 2, armies function very simply, and none of the races represent their core traits:

1. Warpgates can pump out units quickly, resulting in an overall drop of Protoss Gateway unit solidarity and an increased reliance on support units.

2. Terran and Zerg each received robust units and buffs so they could easily deal with the Protoss armies from a PURELY NUMERICAL standpoint, and so lost the traits that made them unique and DIFFERENT from the Protoss.

3. Blizzard tried to emulate the balance caused by deep understanding of the game and good army control through NUMERICAL BALANCE, which requires very SHALLOW understanding of the game and little army control.

In other words, if Blizzard wants to save Starcraft 2, it needs to go through each race, mechanic, army, and unit to make sure that they function the way each race is SUPPOSED to function and maintain the FLAVOR of each unique race.

EDIT: I may have exaggerated on some points, but I still think the problem is dire enough to merit some exaggeration.
REEBUH!!!
bendez
Profile Joined February 2010
Canada283 Posts
May 29 2010 03:22 GMT
#14
Intersting read, but do you really want chat rooms?
Egnarts
Profile Joined April 2010
Denmark33 Posts
Last Edited: 2010-05-29 03:56:57
May 29 2010 03:28 GMT
#15
It's actualy "My wife for hire"...

I have to agree on the templar tech being split, it's such a huge problem for protoss.
In my eyes the only thing holding the protoss boat afloat is the tier one units and warpgates, the rest is pretty situational.


Arrian
Profile Blog Joined February 2008
United States889 Posts
May 29 2010 03:46 GMT
#16
I'm not sure I agree with you about designating "templar" and "colossus" and others as support units.

Look at BW PvZ. Basically, the Forge FE was a great way for Protoss to both build econ and tech safely. What were they teching to? Storm. Because Storm was the anathema to zerg. Storm in PvZ wasn't the support to the protoss army, it was the tip of the spear, the leading attack, the backbone and the most important aspect of the mid through late game PvZ army. Once a toss army runs out of storm and if the zerg is still coming, the toss army retreats.

It is in fact the units around the templar that are the support, the meatshields, the distractors. This is pretty much the same as the colossus and the immortal and storm again. Those are the lead attackers and the most important parts.

A sentry is a support unit. It doesn't do much damage, but its spells help other units be more effective, which is the definition of support. The guardian shield and the forcefield both make other protoss units more effective or opposing units less effective, not lead the attack.

Kind of flips a whole bunch of your argument around imo.
Writersator arepo tenet opera rotas
Feijichang
Profile Joined April 2010
China167 Posts
Last Edited: 2010-05-29 03:56:34
May 29 2010 03:52 GMT
#17
As a Protoss player, I've never ragequit so much in any game as when clumps of 50m Marines rape every single unit I can make. After crushing my way through my week of beta and moving up I've just run into a wall of Terran players that play the exact same way - never taking risks or any deviations.

Chargelots work, but oh wait the mass Marauders rip them apart with 50/50 Conc Shells and Stim.. Never mind blowing 200/200 for Charge, after having to get the tech building, Terran infantry are already in my base.

At first I hated the Stalker as I loved the Dragoon as the staple Protoss unit. After using it I started to actually like it, until I realized massing them doesn't work, at all, and the way they attempt to create a fucking British 18th century firing line just ends with them getting raped. 11 base damage compared to the old Dragoons base damage makes this thing eat shit to basic units like Marines as well. I actually like this unit, but it can't reliably do anything well. Not to mention their armor class gets them extra damage taken.

Immortals... 5 marines kill one of these, without the 150 gas and cost of a Robobay, and it cant even attack air, what a fucking joke for supposed to be living up to a god-like Dragoon risen from the dead for the second time. Slow firing, expensive, and has no real role other than having a couple of them in your control group for kill shots. I understand the theory behind it, but the Terran composition just nullifies its role. You cant close on Siege Tanks with this thing. Maybe its true merit is in attacking buildings.

The Protoss unit composition expected to counter the simplicity of Zerg macro and whatever it is you call Terran play now is just beyond reason with the expense and expectations of actually having enough to not get overrun by an attack move. At the current stage of the game Protoss are require to be extremely aggressive early on or pray your opponent makes a series of mistakes in mid and late game.

At the beginning of every game your forced to rush a Stalker or Zealots to counter 6 zerglings or 1 reaper from raping your entire mineral line, and then your forced to buy extraneous tech buildings for incredibly expensive upgrades to make your units even viable. My oh my if my tech came from my tech1 building and cost less than 200 or 150 minerals and Gas each.

Protoss gateway mass is not comparatively that weak I don't believe. However I believe that Terran expenses and ease of upgrades just hand Protoss its ass to easily. Beyond this point... the Terran has every option in the world to brutalize whichever dedicated tech tree the Protoss decides to rape his economy going down.

Rax, Fact, Techlab and you have Siege Tanks with siege.

CybCore, Robo Bay, Support Bay and you've got Colossus... at a ridiculously higher cost from the Bay itself, then the Colossus alone - not to mention then needing the range upgrade to still get raped by Siege Tanks.

Vikings are ridiculous air to air. Pheonix may rape Mutas, but they can't damage armored Air. These things not only can rape Colossus, but land and rape the rest of your ground forces from behind the wall of M&M.

Void Rays are neat, besides the fact everything rapes them and they're a support or gyp unit. Marines rape these things... and they're so expensive to go for while maintaining a presence on the map, nor can they hold their own in any circumstance unless base-raping. But good luck getting enough of these to be useful before your run over by Terran infantry.

tl;dr drunk protoss hates terran playground merry go round sandbox rubber tools
v3chr0
Profile Blog Joined April 2010
United States856 Posts
May 29 2010 03:56 GMT
#18
On May 29 2010 12:46 Arrian wrote:
I'm not sure I agree with you about designating "templar" and "colossus" and others as support units.

Look at BW PvZ. Basically, the Forge FE was a great way for Protoss to both build econ and tech safely. What were they teching to? Storm. Because Storm was the anathema to zerg. Storm in PvZ wasn't the support to the protoss army, it was the tip of the spear, the leading attack, the backbone and the most important aspect of the mid through late game PvZ army. Once a toss army runs out of storm and if the zerg is still coming, the toss army retreats.

It is in fact the units around the templar that are the support, the meatshields, the distractors. This is pretty much the same as the colossus and the immortal and storm again. Those are the lead attackers and the most important parts.

A sentry is a support unit. It doesn't do much damage, but its spells help other units be more effective, which is the definition of support. The guardian shield and the forcefield both make other protoss units more effective or opposing units less effective, not lead the attack.

Kind of flips a whole bunch of your argument around imo.


It really only reverses my comments about whatever units I said were support actually, which isn't most of my argument. My argument is that these units are so weak at their job alone they need to be there with other units and Protoss has too many units that rely on another or such late, or specific tech, this is the problem, lack of versatility drops the overall diversity that Protoss HAS but can't unlock unless you fast expand which currently isn't always possible. Regardless this changes nothing saying units are support or not, fact is they are used as 'support' because they do poorly alone at their role.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Antpile
Profile Joined March 2009
United States213 Posts
May 29 2010 04:07 GMT
#19
As a protoss and zerg player, I find no issues with Protoss units. Pretty much every single unit the protoss makes feels powerful and useful to me.

Sure, the mothership and carrier probably won't see a lot of use in 1v1s, but super units like that have always been rare in serious 1v1 in BW as well. Zealots are a superb mineral only unit (and my zealots always feel WAY more powerful than my zerglings) that becomes a really efficient unit once you get the charge upgrade. I've never understood why people complain about this upgrade as simply getting it and pushing with chargelots has won me many a game. Yes, it's expensive, but it's also more of a game changer than blink is. While blink is certainly handy, charge basically makes your zealots twice as efficient at killing with no micro required.

Templar tech is another tech I don't understand why people complain about. So, going templar tech obviously requires citadel which you are either going to get anyway (for upgrades) or if you are going this tech first allows you to get charge and blink very early, effectively making your already strong gateway units even stronger. Going this tech tree also allows you to go gate heavy before or after starting the tech because everything that comes out of this tech path is built from gateways. This adds a lot of versatility to your build and provides easy reinforcement since every unit you are making can be warped in. Then we have the templar. Once again, a unit everyone complains about and a unit that I find it is hard to lose with once it is out. These guys are very strong and intimidating to the enemy. Against zerg they just wreck entire armies and against terran they not only wreck bio-balls but they feedback the crap out of everything.

The biggest downside to a templar tech path is the lack of observers. While the lack of detection can screw you over for obvious reasons, the lack of scouting can be easily compensated for by researching hallucinate (a very under used ability) and making a fake pheonix now and then.

Robo tech has always been very strong and is weak only to opponents who invest heavily in airforce, and stargate has recently become the flavor of the month in most matchups. That pretty much covers the entirety of the Protoss army, and I find it all useful.

When it comes to zerg, I still find roaches useful as well even though most people now claim they suck. The ultralisk however, is and always has been terrible. Hopefully they'll fix that.
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
May 29 2010 04:09 GMT
#20
Damn thats one hell of a read, but one point I want to say is that carriers are just about as viable as battlecruisers yet no terran really complains about that. They're useless top tier units, it happens, they can be useful in some situations but they're not useful overall. Look, maybe protoss does have a lot of so called weaker units that are supposed to be massed, but thats just how the cookie crumbles, protoss also has advantages such as splash damage that almost no other units are in the whole game (colossus, archons, tons of storms, FF's). In the end toss has some disadvantages and some advantages and it all balacnes out. It's relaly not a big deal...
Follow me: www.twitter.com/zlasher
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