I've been thinking about templars recently. I know there are several threads recently discussing the uselessness of templar in mid game matches because of robo bay units. I really only have on proposal, but I think it would definitely add to the usefulness of going for a templar archives early. Get rid of the dark shrine as a prerequisite for dark templar, instead just needing the templar archives to be able to build dark templar. The tech upgrades for the units would still stay in the dark shrine, but this would allow for some earlier DT aggression and would make it worthwhile to make the templar archives instead of just going robo. This could definitely help with early roach aggression because of lack of detection in zerg and terran doesn't have the detection either which could slow their huge pushes down. I definitely don't know if this is the best answer or not, and feel free to critique, but I think it could definitely help make early templar more viable.
Would this fix the templar problem?
Blogs > Jacobine |
Jacobine
United States174 Posts
I've been thinking about templars recently. I know there are several threads recently discussing the uselessness of templar in mid game matches because of robo bay units. I really only have on proposal, but I think it would definitely add to the usefulness of going for a templar archives early. Get rid of the dark shrine as a prerequisite for dark templar, instead just needing the templar archives to be able to build dark templar. The tech upgrades for the units would still stay in the dark shrine, but this would allow for some earlier DT aggression and would make it worthwhile to make the templar archives instead of just going robo. This could definitely help with early roach aggression because of lack of detection in zerg and terran doesn't have the detection either which could slow their huge pushes down. I definitely don't know if this is the best answer or not, and feel free to critique, but I think it could definitely help make early templar more viable. | ||
Chairman Ray
United States11903 Posts
In PvZ, DTs are later tech than overseers, but the thing we have to consider is when it would be a convenient time for Zerg to get overseers. Without the Dark Shrine, if Z starts building an overseer right as the DT starts killing drones, then the economic damage may be substantial. I think this is why they made Dark Shrines in the first place - you have to do significant economic damage for it to be worth it. After they get detection, DTs' usefulness is significantly dropped. In PvT, every time a scan goes down, that's at least one MULE that was not used. If the DT runs away at the first scan, Terran has to wait another 50 energy to scan again, and in that time, significant damage may be done. So the reason why they have a Dark Shrine is so that people have to sacrifice a bit of their economy in order to have a chance of destroying the opponent's economy even greater. In Starcraft 1, Zerg and Terran both had free detection, so DTs were not as big a threat. The more DTs you build, the more efficient the price of the Dark Shrine, but also DTs have diminishing returns after the first few, so having the initial few DTs cost more is perfect. | ||
seRapH
United States9706 Posts
observers give scouting info immortals taking huge amounts of damage and deal massive amount of damage to armored units. collossi are exceptionally good against massed tier 1 units. -- whereas templars are only good for a little bit of easily denied harass and being kinda good against massed tier 1 and massed air (sometimes) | ||
mOnion
United States5651 Posts
250gas and takes the shrine as long as a nexus (A FUCKING NEXUS) to build but really high templar are fine where they are, people are just trying to use them to kill marauders and roaches, which they are not good against, like tryin to storm ling/ultra. | ||
The6357
United States1268 Posts
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Jacobine
United States174 Posts
Anywho, I definitely appreciate the feedback and education, like I said I'm kinda clueless still, but am learning as much as possible. Also, would buffing archons some, basically adding a higher splash radius and maybe like +2 dmg make using templar more effective. I know in BW part of the reason to get templar was they were still useful after they used their energy by morphing into an archon, now it just seems like they're a big fat target, but they don't get used because they SUCK at doing dmg, so u can let the archons run wild because they're not going to affect the battle's outcome in any significant way. | ||
seRapH
United States9706 Posts
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Chairman Ray
United States11903 Posts
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Sadistx
Zimbabwe5568 Posts
Archons now require 1 dark templar and 1 high templar, Dark Shrine costs 50 less gass (200 now) and 10 less seconds to build (90 now) and has an upgrade for Archon range. What do you guys think? This addresses several issues: 1. Makes DTs cheaper to get initially 2. Has a use for DTs after they are done harrassing 3. Boosts P AA by boosting archon range via upgrade. 4. The tech building actually gets an upgrade instead of being retardedly empty. | ||
Jacobine
United States174 Posts
Hmm.. another idea that I had ( I know I'm having a lot, but lurking here for the last 4 months and having lots of time on my hands gave me lots to write about) is maybe making the length of storm a bit shorter so the DPS is raised would make it more effective, without making it overpowered. This would happen because you could cast it and the roaches would take more damage just because they can't maneuver out of the storm as effectively. I'm not trying to say that we should just buff toss constantly, but I hate watching toss play because their isn't an incentive at all to going templar tech and I miss the wonderful blue balls of death roaming the battlefield and owning up those puny zerg lol. | ||
Chairman Ray
United States11903 Posts
On April 22 2010 12:11 Sadistx wrote: I would be up for something like this: Archons now require 1 dark templar and 1 high templar, Dark Shrine costs 50 less gass (200 now) and 10 less seconds to build (90 now) and has an upgrade for Archon range. What do you guys think? This addresses several issues: 1. Makes DTs cheaper to get initially 2. Has a use for DTs after they are done harrassing 3. Boosts P AA by boosting archon range via upgrade. 4. The tech building actually gets an upgrade instead of being retardedly empty. I'm worried about the extreme gas cost. Getting both templar archives and dark shrine, plus the cost of a high temp and dark temp, is a very steep gas cost, and we may only see archons late game, this is if P can survive while forced to use both high temps and dark temps. | ||
Sadistx
Zimbabwe5568 Posts
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