We got so close. This has a couple massive steps in the right direction with the disruptor nerf, immortal nerf, spore buff (to stop oracle harassment), and of course the removal of battery overcharge. Not to mention the numerous buffs to Z and T. Maybe next patch Protoss will be removed completely.
@@chloesmith4065 Don't forget the stealth buff to ghosts by removing battery overcharge, they couldn't EMP battery overcharge, but they can EMP energy overcharge targets
Oracle taking 8 shots instead of 11 is painful. That Thor buff seems wild. I'd have to see it in different situations, but it looks like 3-4 thors could just about kill any number of grouped up air units.
Mass archon destroys all your battlecruisers they're actually cheaper then reversed to a void rush/edge your toast while they make 8 immortals and 2 collosus
@baloocallout678 i let them then they literally offed all their archon over it fell back into micro robotic bay cannan defense then you insane vikings thats after multiple attacks on my expansions
They need to give disruptor less cooldown to compensate for this nerf…. Or give shield battery a general healing buff… or give protoss units more dps or tankyness so we don’t need splash to survive
Like, forget EMP for a moment, shields take full damage from EVWRYTHING! None of the units have a natural armour on the shields either and some units have up to half their total hp as shields. I'm ok with those facts, but the cost of the sheild upgrade is MORE than any of the other ground based ones! Like lowering that cost alone might help a little, or added the units natural armour to apply to shields as well, *something* to make them tankier!
I'd settle for larger purification nova radius (the current "buff" to it is barely noticeable) to make it a non-energy reliant tool for taking out mass marines, aka it doesn't get shut down hard by Ghosts like HTs do. Larger splash for less damage sounds like a good tradeoff, except the actual ratios of these are ridiculously skewed right now.
I dont play sc2 anymore but this is just ridiculous what they did with all these patches slowly removing protoss from the game this is genius just do it one step at a time and no one will notice Good Job terran council
totally not a conflict of interest at all LOL Especially when pro players openly say things in their streams like if I was on the balance council I would just try to buff my race and no one else's
First the colossus was guttedt to make disruptors the premiere non-energy ground splash unit Now the disruptor is getting dunked too Can't wait to see storm eventually nerfed after years of remaining unchanged because protoss is not allowed to have anything nice
@@Sir_Bucket besides zerg doesn't build static D anyway because it costs drones This patch is a direct 25*(queens-hatcheries) less minerals for zerg every game
@@amiablereaper tbh I did the math and it makes it so a 8 queen build would produce 7 queen instead for the same price. So that's not too big of a difference, we'll see how it plays out I guess.
Bro why do I need a big ball that dont kill anything having that absurd cooldown? Disruptors are now useless. I dont give a f*** if they have bigger radius if THEY... DONT... KILL. NOT EVEN MARAWDERS WTF???
To lower marauder HP so their flying shield batteries can bring them back to full health soon. Gives Terran a nice micro opportunity to move their marauders back until they heal. To lower roach/Rav hp so the Zerg can micro them back and burrow to Regen. Another cool micro interaction and opportunity for Zerg. Also to tickle lurkers. Some people found disruptors frustrating to play against so we changed them to be more fun for Z and T players. P players might not like the change but the overall happiness and satisfaction of the player base has gone up, so it was a good change.
@baloocallout678 it's original point was to clean chaff, Roaches and Marauders are not chaff, Marines and Zerglings are. It has gotten better at killing marines and Zerglings, only now you need to fire 2 to kill marauders and roaches. The issue, especially with Blizzard and their balance people, they don't look at the plebs, they only look at the professional scene. In the professional scene, you rarely see lone disruptors unless they are a last ditch, and when you do have more disruptors, they are always fire them in pairs to kill tanks and lurkers. So, professionally, it means toss players can kill more Bane/ling, and Marine/Maruader while not affecting the TTK of other things. But, for us plebs, they have a finger for us, and it ain't a polite one.
Mothership attacks looks like how it should be without the cost increase and disruptors are still 4 supply after the changes which is criminal. As a zerg player I'd also be up for reducing lurker hp by 3 or so, lol
@@Gemini19you didn't include the Zerg player just burrowing the roaches so they're back to full hp in 5-6 seconds while your purification nova is still on cooldown and you have no battery overcharge. (Yes this actually happened to me on PTR, yes I did switch to Terran.)
oki, I am uninstalling, I have no energy to deal with roach all ins with slower shooting immortals, the weaker disruptors or with the now heavily nerfed 3 oracle build that's so stable nowadays. It took a lot, and I've been not happy with protoss since like 2018-19, but now it's just straight stupid. Thank you Gemini, and good luck to all of you that will keep playing
Xd, how oracle was nerfed with new energy ability? Because of spor buff and queen nerf? I don’t think it is a nerf overall to this opening. Idk if you realize but outside top players Protoss is easy so if you have problems holding roach all ins maybe play better.
@@pawepietraszko1238 without batter overcharge, playing better won't save us. defending will just be insane now. did you know that you can dodge oracle stasis with lings. and ravagers kill force fields. what do we have to defend all ins now?
@@pawepietraszko12383 spore shorts and the oracle is out of shields. Oracle dies completely in 8 hits. One spore now totally shuts down harassment. It doesn't matter if you have 100 more energy, the unit will be dead before it does any damage.
@ruebuh I like how you didn't even mention no battery overcharge. I uninstalled too, then two days later reinstalled and am playing Terran. Already gained 300 MMR, what a joke.
@@pawepietraszko1238 I know you are baiting, but for people that actually wonder how the patch affects the 3 oracle opening -> The idea pre-patch is that with the 3 oracles you force static defense and queens. If you play a good zerg, they will probably lose not more than a couple of drones unless you commit and lose an oracle so their all in loses steam and it forces a macro game instead. This idea is also reinforced by things like a non upgraded adept poke. The oracles also try to scout things like gas timings, Lair, tech, the fourth base, unit comp. When you can't kill any drones, because the zerg played it well, you are probably dying to a hydra ling all in/ queen roach/ +1 ling bane/ nydus or something like that on 40/50/60 drones. Why is that? Because when zerg can go up to those drone counts uncontested, they can max out way faster making it impossible for you to take your fourth base in the best case and in the worst, just straight up die. This happens from the low levels where I play (5-5.4k mmr), to the tourney level. So, at my level, I can mostly always find damage if I do my tactics and movement well enough, and when I can't because I am not playing good I normally have a hard time, as I should. The cool thing about this build is that, you level the plane so that it 'forces' a macro game. Next thing you'd do would be to chrono blink, so you can force more units in the case of macro, and help defend the all ins if they do them even with the damage that they have sustained. You could still die depending on the micro of the zerg, so you need Splash. If they are going roach, you could try to mass shield batteries and go immortals but you will die a lot; You could go colossus but roaches are just better when they are maxed out and you are 130 supply of stalker-colossi, leaving no gas for things like sentries; so the more realistic thing to do is to go disruptors, even one good shot makes the allin much holdable. You can still die even there, but it forces the zerg to either just micro their heart out and try to kill you, or to attempt to transition. From there is a macro game and there a lot of transitions for both of the players but zerg is challenged because the creep is not out of control thanks to revelation; because even if they didn't commit to the aggro, their economy did not follow a path straight to 80 drones and hive; and because this style is super not turtly, the toss is supposed to get map control, which is very unique to this build; most other modern builds are gimmicks, all ins or 'try to defend everything while surviving' --------------------------- In this patch: You can no longer commit to sacrificing an oracle in case zerg is playing great and you have not found any dmg. I've tested this at length, the oracles just die too fast. It really feels like a change made specifically for the oracle, is really really weird. Zergs might have one less queen for every 6 they build, which is so dumb to even say. This change only affects specific roach hydra all ins vs toss and I would have to see if Dark stops doing those tbh So, dmg is too hard to find but you still decided to open oracle. What follows? you know it, roach all ins (hydras will stop being a thing in all ins I think). So you could do immortals but those shoot slower, killing one less roach for 10 shots they do in a situation when they are maxed out and you are 130 supply. So could do the new colossus but they were not surviving with battery overcharge, they are not surviving without it. You could still try to go disruptors. The change feels a bit like an EMP, so you EMP 1 third of their army as they swarm you with the rest of their 200/200 roaches, good luck. -------- All of this mucho texto was only for the 3 oracle build which was the only stable macro build we had pre patch. So now PvZ will revert to either try to survive on 3 bases; all ins that will be quickly figure out since nothing changed that would make them stronger in any way (chargelott/adepts etc) My prediction is that people will revert to dt openings since the spores have not as much hp. Zergs will build 2 more spores to compensate for that, and go to mutas or roach counters. So dt builds will be good 3 weeks max and then we go back to Showtime builds. -------- So yeh, finally, the new nexus energy thing. I guess that will help a little with stasis defenses which is super easy to account for once you know toss is doing that. 2 more forcefields will do nothing in a world were ravagers exist. 1.5 storms would be good if hydra all ins were still a thing, but since the speed was nerfed let's be real, zergs are only going for roaches. ---------- Final thoughts. I doubt people will read this since it's too long and not really well redacted, but that's why I uninstalled. I rather do anything else for entertainment than trying to figure out this shit in PvZ and dying to random 1-2 base all ins from terran. At least opening storm drops might be a thing again.
There is an anonymous source that said there are two representatives per race. Terran is the most vocal, Protoss goes along with what is being changed and Zerg is silent about their chances. Whether this is true or now, this patch shows the results based on whos being vocal and who isn't
This patch was terrible. Time to disband the "patch council" and just have Blizzard do the balance changes from now on with feedback from the community. Pro-gamers are ruining this game.
Rest in peace to the Gemini Disruptor drop. With the new patch, Disruptors can no longer 1-shot Roaches and Marauders, and Protoss players everywhere are feeling the pain. No more satisfying zap as entire armies get deleted in one shot. It's the end of an era. Pour one out for Protoss and the shattered dreams of glory. 💀🍷 #NeverForget
collosus loosing all shields from 1 emp is a sneaky nerf in a way now they wont have to cover the area with 2 emps for additonal damage and you cant heal it back later on. But in the end none of this matters.
Whoa, I love the new mothership lasers! It'll tickle the roaches & missile turrets 4 at a time! Totally worth the additional cost of 100/100/2 to make it "feel" more true to its lore.
@@Gammawatt The damage is exactly the same and the only thing that changed is the radius which isn't much of a difference. You can see how little it changed from the other two clips.
Are you sure the tempest change is because of the damage point change or because you have to travel less distance to move command behind the tempest since the range is lower lol.
@@DelawareBrooks I'm not really sure what you mean but in the clips I'm showing I'm microing within range both times, not outside of it, to ensure I get the proper snap back micro.
It doesn't matter anything to me. I left this game several years ago because of the shitty feeling. It doesn't matter how balance the game is to me. All that matters, is this game is not fun for me.
For the very first one, why not have a shield battery in the "After" section? Protoss still has shield battery and WILL have one in normal games, so that comparison doesn't really show anything
I suspect to counter balance the need for 100 more gas for the 2nd unit set (initially, then even more for 2 more stalkers). having 100 extra gas that early requires slowing down your economy a lot; so you need to cut a corner elsewhere for the build to make sense
That post patch comparison actually costs way more gas and minerals. Even if you have the same setup with an additional sentry for the post patch it gets destroyed hard. Not to mention not every natural base has a 1 ramp spacing setup for force fields.
@@Toxicfluwhat really happens is ravager destroys the forcefield and toss dies. Or Terran gets in their flying shield battery drop ship and flies over it.
The immortal change is just an attack speed nerf so you can apply that to any other unit. I was just showing a side by side of how much different the attack speed works.
You must be the only player that likes TvT. The Protoss changes don't really matter, they were already not a viable race, they had not won anything in years. This patch just means that instead of TvZ we will have more TvT.
This is actually an amazing patch, love how things weren't just straight up nerfed but got balanced. Mothership finally feels like a proper ultimate airship, disruptor splash increase but not nearly as much damage, ultra push priority, and pf armor decrease. All things that should have happened. Also really like how they are experimenting and adding new things like the supply depot health upgrade which is somewhat niche but also very cool.
Amazing patch by the balance council. I'm just sad they didn't go all the way and straight up remove the protoss race.
This is golden
We got so close. This has a couple massive steps in the right direction with the disruptor nerf, immortal nerf, spore buff (to stop oracle harassment), and of course the removal of battery overcharge. Not to mention the numerous buffs to Z and T. Maybe next patch Protoss will be removed completely.
I heard probe warp in ability is so OP that their price will be increased to 75 minerals and 25 gas next patch
pathetic proto be happy only when give him "press to insta win" button
@@chloesmith4065 Don't forget the stealth buff to ghosts by removing battery overcharge, they couldn't EMP battery overcharge, but they can EMP energy overcharge targets
U put more effort into this video then the actual balance council to this patch
Oracle taking 8 shots instead of 11 is painful.
That Thor buff seems wild. I'd have to see it in different situations, but it looks like 3-4 thors could just about kill any number of grouped up air units.
Bug Fixes:
- Protoss has been removed from competitive play
Protoss weakest race in pro scene
@@miEye1 I'm not even part of the scene anymore and I'm feeling angry :D
Mass archon destroys all your battlecruisers they're actually cheaper then reversed to a void rush/edge your toast while they make 8 immortals and 2 collosus
@@Impaled_Onion-thatsmine Below Average Terrans blaming the other races despite having insurmoutable advantage 😢
@baloocallout678 i let them then they literally offed all their archon over it fell back into micro robotic bay cannan defense then you insane vikings thats after multiple attacks on my expansions
They need to give disruptor less cooldown to compensate for this nerf…. Or give shield battery a general healing buff… or give protoss units more dps or tankyness so we don’t need splash to survive
Like, forget EMP for a moment, shields take full damage from EVWRYTHING! None of the units have a natural armour on the shields either and some units have up to half their total hp as shields.
I'm ok with those facts, but the cost of the sheild upgrade is MORE than any of the other ground based ones! Like lowering that cost alone might help a little, or added the units natural armour to apply to shields as well, *something* to make them tankier!
I'd settle for larger purification nova radius (the current "buff" to it is barely noticeable) to make it a non-energy reliant tool for taking out mass marines, aka it doesn't get shut down hard by Ghosts like HTs do. Larger splash for less damage sounds like a good tradeoff, except the actual ratios of these are ridiculously skewed right now.
@@theyellowjestersemp insta kills shields anyway
I dont play sc2 anymore but this is just ridiculous what they did with all these patches slowly removing protoss from the game this is genius just do it one step at a time and no one will notice Good Job terran council
Thanks for the comparisons, makes it clear.
Players on the balance council need to be fined or removed from pro play they are clearly corrupt.
totally not a conflict of interest at all LOL
Especially when pro players openly say things in their streams like if I was on the balance council I would just try to buff my race and no one else's
First the colossus was guttedt to make disruptors the premiere non-energy ground splash unit
Now the disruptor is getting dunked too
Can't wait to see storm eventually nerfed after years of remaining unchanged because protoss is not allowed to have anything nice
"storm is frustrating to play against"
MMM, Siege Tanks, and Liberators are frustrating to play against 🙄@@chloesmith4065
Darn. Protoss was already badly weak.
Stop nerf Protoss pls.
toss was pain to watch
Truly the Protoss are a diminishing power in the galaxy ..
thank you for making this comparison. Maybe now the balance council can actually see how they've deleted toss from all tournaments.
Interesting stuff Gemini. Love to see some high effort SC2 content
Lol who the hell is representing Protoss?? This is nuts
Double agent Reynor.
Stalker dps for their cost is just pitiful.
So basicly they deleted one race ..
Remove the disruptor, and return the Reaver you cowards.
Great presentation. Really helps visualize the changes.
The balance council is brain dead. They literally let the pro players with the biggest ego let his ideas thru.
exactly, who in the right mind would buff zerg defense and liberators even further why nerfing toss at the same time.
That's an interesting claim but do you have any information that makes you come to this conclusion?
@@TheBikeOnTheMoon zerg defense was buffed to counterbalanced the price upgrade of the queen that wasn't shown here (150 to 175).
@@Sir_Bucket besides zerg doesn't build static D anyway because it costs drones
This patch is a direct 25*(queens-hatcheries) less minerals for zerg every game
@@amiablereaper tbh I did the math and it makes it so a 8 queen build would produce 7 queen instead for the same price. So that's not too big of a difference, we'll see how it plays out I guess.
Bro why do I need a big ball that dont kill anything having that absurd cooldown? Disruptors are now useless. I dont give a f*** if they have bigger radius if THEY... DONT... KILL.
NOT EVEN MARAWDERS WTF???
They can still kill marines. Now you have two t3 robo bay units that die to marauders - the Colossus needed a friend to join him in useless world.
Just delete disruptor. What is even the point of that unit anymore?
To lower marauder HP so their flying shield batteries can bring them back to full health soon. Gives Terran a nice micro opportunity to move their marauders back until they heal.
To lower roach/Rav hp so the Zerg can micro them back and burrow to Regen. Another cool micro interaction and opportunity for Zerg.
Also to tickle lurkers. Some people found disruptors frustrating to play against so we changed them to be more fun for Z and T players. P players might not like the change but the overall happiness and satisfaction of the player base has gone up, so it was a good change.
oh no protoss doesn't oneshot an entire group of tanky units with one dude. unplayable!
@@GraveUypoI mean, that's its original point?
It wasn't that good before the patch, but now it's straight up useless.
@baloocallout678 it's original point was to clean chaff, Roaches and Marauders are not chaff, Marines and Zerglings are. It has gotten better at killing marines and Zerglings, only now you need to fire 2 to kill marauders and roaches.
The issue, especially with Blizzard and their balance people, they don't look at the plebs, they only look at the professional scene. In the professional scene, you rarely see lone disruptors unless they are a last ditch, and when you do have more disruptors, they are always fire them in pairs to kill tanks and lurkers. So, professionally, it means toss players can kill more Bane/ling, and Marine/Maruader while not affecting the TTK of other things. But, for us plebs, they have a finger for us, and it ain't a polite one.
Mothership attacks looks like how it should be without the cost increase and disruptors are still 4 supply after the changes which is criminal. As a zerg player I'd also be up for reducing lurker hp by 3 or so, lol
Or just make ruptor do like 120 if they have to nerf it
Thanks for the demonstration gg
2:27 💔 i can’t with this change
@@marmellohh I audibly cringed when I saw what it did to a roach ravager ball 😔
@@Gemini19 😮 that was tragic.
@@Gemini19you didn't include the Zerg player just burrowing the roaches so they're back to full hp in 5-6 seconds while your purification nova is still on cooldown and you have no battery overcharge. (Yes this actually happened to me on PTR, yes I did switch to Terran.)
congratulations protoss your mothership is slightly better at attacking, everything else got worse though so fair is fair.
Well I think we’ve seen the last Protoss prem tournament winner (hero 2022) . Probably was anyway without this insane patch
oki, I am uninstalling, I have no energy to deal with roach all ins with slower shooting immortals, the weaker disruptors or with the now heavily nerfed 3 oracle build that's so stable nowadays.
It took a lot, and I've been not happy with protoss since like 2018-19, but now it's just straight stupid. Thank you Gemini, and good luck to all of you that will keep playing
Xd, how oracle was nerfed with new energy ability? Because of spor buff and queen nerf? I don’t think it is a nerf overall to this opening. Idk if you realize but outside top players Protoss is easy so if you have problems holding roach all ins maybe play better.
@@pawepietraszko1238 without batter overcharge, playing better won't save us. defending will just be insane now. did you know that you can dodge oracle stasis with lings. and ravagers kill force fields. what do we have to defend all ins now?
@@pawepietraszko12383 spore shorts and the oracle is out of shields. Oracle dies completely in 8 hits. One spore now totally shuts down harassment. It doesn't matter if you have 100 more energy, the unit will be dead before it does any damage.
@ruebuh I like how you didn't even mention no battery overcharge. I uninstalled too, then two days later reinstalled and am playing Terran. Already gained 300 MMR, what a joke.
@@pawepietraszko1238 I know you are baiting, but for people that actually wonder how the patch affects the 3 oracle opening
-> The idea pre-patch is that with the 3 oracles you force static defense and queens. If you play a good zerg, they will probably lose not more than a couple of drones unless you commit and lose an oracle so their all in loses steam and it forces a macro game instead. This idea is also reinforced by things like a non upgraded adept poke. The oracles also try to scout things like gas timings, Lair, tech, the fourth base, unit comp.
When you can't kill any drones, because the zerg played it well, you are probably dying to a hydra ling all in/ queen roach/ +1 ling bane/ nydus or something like that on 40/50/60 drones.
Why is that?
Because when zerg can go up to those drone counts uncontested, they can max out way faster making it impossible for you to take your fourth base in the best case and in the worst, just straight up die.
This happens from the low levels where I play (5-5.4k mmr), to the tourney level.
So, at my level, I can mostly always find damage if I do my tactics and movement well enough, and when I can't because I am not playing good I normally have a hard time, as I should.
The cool thing about this build is that, you level the plane so that it 'forces' a macro game. Next thing you'd do would be to chrono blink, so you can force more units in the case of macro, and help defend the all ins if they do them even with the damage that they have sustained. You could still die depending on the micro of the zerg, so you need Splash.
If they are going roach, you could try to mass shield batteries and go immortals but you will die a lot; You could go colossus but roaches are just better when they are maxed out and you are 130 supply of stalker-colossi, leaving no gas for things like sentries; so the more realistic thing to do is to go disruptors, even one good shot makes the allin much holdable. You can still die even there, but it forces the zerg to either just micro their heart out and try to kill you, or to attempt to transition.
From there is a macro game and there a lot of transitions for both of the players but zerg is challenged because the creep is not out of control thanks to revelation; because even if they didn't commit to the aggro, their economy did not follow a path straight to 80 drones and hive; and because this style is super not turtly, the toss is supposed to get map control, which is very unique to this build; most other modern builds are gimmicks, all ins or 'try to defend everything while surviving'
---------------------------
In this patch:
You can no longer commit to sacrificing an oracle in case zerg is playing great and you have not found any dmg. I've tested this at length, the oracles just die too fast. It really feels like a change made specifically for the oracle, is really really weird.
Zergs might have one less queen for every 6 they build, which is so dumb to even say.
This change only affects specific roach hydra all ins vs toss and I would have to see if Dark stops doing those tbh
So, dmg is too hard to find but you still decided to open oracle. What follows? you know it, roach all ins (hydras will stop being a thing in all ins I think).
So you could do immortals but those shoot slower, killing one less roach for 10 shots they do in a situation when they are maxed out and you are 130 supply.
So could do the new colossus but they were not surviving with battery overcharge, they are not surviving without it.
You could still try to go disruptors. The change feels a bit like an EMP, so you EMP 1 third of their army as they swarm you with the rest of their 200/200 roaches, good luck.
--------
All of this mucho texto was only for the 3 oracle build which was the only stable macro build we had pre patch.
So now PvZ will revert to either try to survive on 3 bases; all ins that will be quickly figure out since nothing changed that would make them stronger in any way (chargelott/adepts etc)
My prediction is that people will revert to dt openings since the spores have not as much hp. Zergs will build 2 more spores to compensate for that, and go to mutas or roach counters. So dt builds will be good 3 weeks max and then we go back to Showtime builds.
--------
So yeh, finally, the new nexus energy thing.
I guess that will help a little with stasis defenses which is super easy to account for once you know toss is doing that.
2 more forcefields will do nothing in a world were ravagers exist.
1.5 storms would be good if hydra all ins were still a thing, but since the speed was nerfed let's be real, zergs are only going for roaches.
----------
Final thoughts.
I doubt people will read this since it's too long and not really well redacted, but that's why I uninstalled.
I rather do anything else for entertainment than trying to figure out this shit in PvZ and dying to random 1-2 base all ins from terran. At least opening storm drops might be a thing again.
There is an anonymous source that said there are two representatives per race. Terran is the most vocal, Protoss goes along with what is being changed and Zerg is silent about their chances. Whether this is true or now, this patch shows the results based on whos being vocal and who isn't
This patch was terrible. Time to disband the "patch council" and just have Blizzard do the balance changes from now on with feedback from the community. Pro-gamers are ruining this game.
Rest in peace to the Gemini Disruptor drop. With the new patch, Disruptors can no longer 1-shot Roaches and Marauders, and Protoss players everywhere are feeling the pain. No more satisfying zap as entire armies get deleted in one shot. It's the end of an era. Pour one out for Protoss and the shattered dreams of glory. 💀🍷 #NeverForget
Could have at least decreased protoss cannon build time cause we won't survive mid game.
clown council
Amazing video. Thanks for sharing.
2:35 why this happens? zerg hp mechanic?
yep, regeneration begins the instant they take damage, and the 1 HP regen is enough to survive if both shots don't happen on the exact same time
Shit patch for a neglected game. Sad
collosus loosing all shields from 1 emp is a sneaky nerf in a way now they wont have to cover the area with 2 emps for additonal damage and you cant heal it back later on. But in the end none of this matters.
No, see, it's a big buff to make it EMP resistant!!! (It also makes it worse vs Zerg)
solo veo nerf a protos? en serio odian a protos, estan matando a los protoss
ASCO DE PATCH, el peor que han sacado
Why blizzard hate protoss so much?
this patch shouldn't go live
I don't know man I still see protoss in last two days of tournaments, might need more nerfing than this
i don't play sc, but watch it. the most entertaining change for me was the ultralisk push
Hearing protoss tears drop :D
Whoa, I love the new mothership lasers! It'll tickle the roaches & missile turrets 4 at a time! Totally worth the additional cost of 100/100/2 to make it "feel" more true to its lore.
Always Protoss is the victim.
Well what actually fuck.
Regarding Thor change, I really don't understand why Terran needs another Anti Air splash buff?
I used to play zerg, and even I would say that the protoss got screwed. Perhaps they want to discontinue StarCraft 2.
Starcraft needs a union
Yeah may as well delete the whole Protoss race. Balance my ahh
I play only Terran, now I'm happy !!
Sums it up lol. Even Maxpax will switch to Terran after this
No one asked for changes but they made Lib range increase is disgusting.
u forgot immortal pvt, before and after battery overcharge ;p
Should have done a pre and post of disruptor versus toss as well
@@Gammawatt The damage is exactly the same and the only thing that changed is the radius which isn't much of a difference. You can see how little it changed from the other two clips.
Are you sure the tempest change is because of the damage point change or because you have to travel less distance to move command behind the tempest since the range is lower lol.
@@DelawareBrooks I'm not really sure what you mean but in the clips I'm showing I'm microing within range both times, not outside of it, to ensure I get the proper snap back micro.
@@Gemini19he means that you have to move your mouse less post patch when you go from right clicking the target to right clicking behind the tempest.
Even though the tempest change is an overall buff, I love how they included a nerf to it as well
What's exactly custom tester is it?
ATP forced me to say if we want to get ATL S4; TvP is balanced and fine in lower leagues
they could have removed protoss and zerg from pvp, but choose to buff liberator
It doesn't matter anything to me. I left this game several years ago because of the shitty feeling. It doesn't matter how balance the game is to me. All that matters, is this game is not fun for me.
0:40 3 units lost and need warp
Omg UThermal got the planetary fortress nerfed 😂
For the very first one, why not have a shield battery in the "After" section? Protoss still has shield battery and WILL have one in normal games, so that comparison doesn't really show anything
I suspect to counter balance the need for 100 more gas for the 2nd unit set (initially, then even more for 2 more stalkers).
having 100 extra gas that early requires slowing down your economy a lot; so you need to cut a corner elsewhere for the build to make sense
That post patch comparison actually costs way more gas and minerals. Even if you have the same setup with an additional sentry for the post patch it gets destroyed hard. Not to mention not every natural base has a 1 ramp spacing setup for force fields.
and that was vs an AI that just sits at the force fields taking damage stupidly.
@@Toxicfluwhat really happens is ravager destroys the forcefield and toss dies. Or Terran gets in their flying shield battery drop ship and flies over it.
Protoss shit.
Only terran game
Terran craft
you forgot immortal pvt
The immortal change is just an attack speed nerf so you can apply that to any other unit. I was just showing a side by side of how much different the attack speed works.
Just give insta-win to terrans
Name map?
Advanced Unit Tester
@@Gemini19 ty
Stop neft Protoss plz. My fav race.
Remove PROTOSS!!!
Very interesting patch. For sure switching to Zerg from Toss. But maybe there is potential for some energy dependent cheeses
what do you suggest? faster storm? triple stasis ward? more hallucinations?
Protoss stronger than ever
People not realizing zlot runbys are now a legit threat to terran buildings.
Only to PFs. Not all terran buildings had armor reduced.
This all sounds amazing!
Nerfing protoss is always good.
I might get back into SC2 now!
You must be the only player that likes TvT. The Protoss changes don't really matter, they were already not a viable race, they had not won anything in years. This patch just means that instead of TvZ we will have more TvT.
Protoss can still a move cry more 😂
Immortal basically the same just cheaper
Do you mean, weaker?
10.6% lower DPS.
@@chloesmith4065 did u watch the video
@@chloesmith4065 I'm going off the video barely had any change
This is actually an amazing patch, love how things weren't just straight up nerfed but got balanced. Mothership finally feels like a proper ultimate airship, disruptor splash increase but not nearly as much damage, ultra push priority, and pf armor decrease. All things that should have happened. Also really like how they are experimenting and adding new things like the supply depot health upgrade which is somewhat niche but also very cool.