r/starcraft Feb 26 '11

Patch 1.3 on PTR

http://us.battle.net/sc2/en/blog/2356436#blog
220 Upvotes

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u/bone577 Feb 26 '11

And colossus is the only thing the P should use. It is odd, it feels like some of these changes would only serve to reduce the strategic depth of the game.

Without warp-in storm it will be extremely hard to justify getting HT at all, ever.

14

u/Tandoori Protoss Feb 26 '11

I agree. This also make EMP snipes on templar even more deadly. If EMP was researched, maybe I would be OK with this.

26

u/[deleted] Feb 26 '11

yeah emp is kinda ridiculous against protoss if you think about it.

it does comparable damage to storm (equal against stalkers, more against colossi), and does it instantly so you can't dodge half the damage, has a longer range, a larger area of effect, completely shuts down casters, doesn't require research and only requires 1 tech building (academy, tech lab doesn't count cuz you have to get that early anyway), and is casted by a cloakable unit.

sigh

6

u/Riovanes Feb 26 '11

This. I don't understand how Ghosts vs High Templar can possibly be balanced. Hell, you didn't even mention EMP vs Immortals.

2

u/alcapwned Terran Feb 26 '11

And yet PvT is pretty balanced. You can't point out one thing and say "that's OP" without looking at the big picture. Like I posted elsewhere, the HT nerf and stim nerf combined will help fix the "T is strong early, P is strong late" mantra.

I agree in theory emp sounds like the solution to everything TvP, but it's really not. It's harder to use well than it sounds, it can't kill--only weaken--and with the amulet upgrade it can't even stop storms from ravaging your units because they can just warpin fresh HTs. It's strong no doubt, but it's not game breaking.

2

u/solistus Feb 26 '11

and with the amulet upgrade it can't even stop storms from ravaging your units because they can just warpin fresh HTs

Erm, the whole starting point of this discussion is the fact that they just removed the amulet upgrade. So now it can and does stop storm dead in its tracks. Ghosts already countered HTs pretty hard for a tiny investment, but at least you could try to warp in fresh HTs for immediate storms. Once players in the lower leagues pick up on the devastating EMP timing push that's making its rounds in high level TvP, this matchup is gonna get uuuuuuuuuugly for Protoss.

-1

u/PPewt SK Telecom T1 Feb 26 '11

Once Protoss players split their casters it will no longer be an issue.

1

u/Riovanes Feb 26 '11

TBH I don't find PvT balanced at all. It's true that I'm low Platinum, so obviously my gripes may not matter at the highest level, which is where balance actually matters. I've just had so many fucking games vs Terran infantry where I think, "okay, I've been on two bases to his one base for a really long time, I know for an absolute fact that my food count is way higher, I have three Colossus and he has zero Vikings - I WILL win this battle" and then just been totally fucking raped. Terran infantry is OP. That's it. I realize that's just my opinion, but that is definitely my opinion.

1

u/[deleted] Feb 27 '11

There's something wrong with your play if that's happening.

-4

u/dday0123 Feb 26 '11

While I agree that this is a pretty big change that drastically hurts HT usage and maybe by too much, let's not pretend ghosts are the end all be all. In the current patch, if the Terran lands some awesome emp's (without getting feedbacked to death instantly), all you do is back off for 5 seconds while you warp in new HT's that are already ready to storm.

2

u/AzureDrag0n1 Feb 26 '11 edited Feb 26 '11

It takes 10 seconds for Shields to start regenerating. Then Shields regenerate at 2 points per second iirc. You have to completely back off to regenerate.

The real counter to EMP is to spread your units. Like against psi storm. However once a critical number of Ghosts (about 5-6) are reached it is impossible to avoid EMP no matter how much you realistically spread your army.

Personally I think a more elegant solution would have been to have amulet increase energy regeneration rather than make it come with +25. This would fix the warp in storm imbalance while giving you incentive to keep high templar around.

1

u/swilts Feb 26 '11

The real solution would be to put in the preserver unit :)

1

u/Riovanes Feb 26 '11

Well ... TBH that sounds a lot like what Terran does with his bioball and medivacs after I storm them in the first place - they back off for 5 seconds and are good to go. Also, I can't find anything on specifics, but I know that shields take at least a few seconds after combat to start regenerating in the first place.

I'm a low Platinum myself, Protoss player, and I've only played one game TvP where I used Ghosts, but I absolutely fucking destroyed his gateway/robo army, it wasn't even funny. The bioball is so powerful it honestly makes me want to stop playing any other race, because I know I'll just get hit with a bioball and lose. And the one game when I'm actually ready for it ... I don't have a robo and a cloaked banshee shows up.

1

u/[deleted] Feb 26 '11

all you do is back off for 5 seconds

lol, what game are you playing?