With the new balance patch, I'd like to see two more adjustments to be experimented with: Reduce EMP shield reduction to 50. Reduce Viper abduction range on massive units by half.
honestly they shouldn't be able to abduct massive units at all. I know that removes the majority of their usefulness, but its such a gamey mechanic that has always felt off to me. Protoss relies on having a smaller number of big expensive units. Losing those big expensive units to abducts just feels awful.
@@jackinthebox301Can be countered by High Templar Feedback, having 1 more range than Abduct and can be used on multiple Vipers with enough energy. Not to mention Tempest (idk if people still use them in lategame Skytoss but I imagine they do) does have more range so could get some snipes off.
@@badtiming2208 Then make more vipers? Shin making one or two Vipers and then expecting them to be effective against an army full of HT was a mistake. On the other hand, requiring players to be *constantly* watching their army for prime feedback opportunities is a bad idea too. This game has strayed too far away from the 'strategy' part of Real Time Strategy.
I mean, there's massive, and then there's the mothership, which in lore is 3 _kilometers_ wide. They could easily justify just the mothership not being yoinkable, particularly because only one can be on the field at a time.
Yep ,cos mothership could be not able to fight as well, being only supporting ship if you ask me that would be also interesting giving mother ship more utility instead of. Firepower
@@wojtek5207a mother ship already has the utility and power to utterly win an otherwise game. It HAS game impact. letting it kill more than one target at a time isn't going to change that fact, it also isn't going to win a battle alone or significantly change a balanced battle. I think it's fairly balanced as is, but an ability like a channeled planet cracker to obliterate buildings would be cool but probably not impactful.
@@AlexanderMartinez-kd7cz I think its because the ability to warp in units under itself plays to the “Mother” part of the name “Mothership”. It would also be cool if the Mothership could be useful without being the first unit destroyed in every major battle.
@@xeanthomas5231it already is a massive unit. I feel like most people don't understand the 'massive' tag since it has very few interactions in the game
The fact that the last Protoss world champion was sOs back in 2015 and GSL Code S win was herO back in 2022. There have been 19 GSL Code S/Super Tournament wins out of a possible 69 for Toss over the course of SC2 with the vast majority of them being 7 or more years ago. And to clarify the herO win was off the back of him watching Has and discovering that he could in fact just eco cheese his way into being a budget Zerg for all of 2 Months.
He didnt macro win against Maru tho. He fully had 4 strat for 4 maps and applied them to the perfection... I mean, gold base steal ? Who even design that
22:15 when i started playing sc2 I didn't know any of the stereotypes around races but i knew something called "zergling rush" exists and so i assumed that zerg are the cheesy sweaty aggressive race. Thanks to that i """zergling rushed"""" my friends and that's how i became a zerg
I'd love actually if "mothership" could be a build in of itself, it it could have a more complex upgrade branch Essantially mothership could have several upgrades to make it a huge core unit It kind of already does this, but I'd love it if it was doubled down on.
I know the video was focused on the upcoming mothership but I wanted to point out the chunky damage the Spore was outputting at 6:25, reminder the damage was increased from 15 to 20 and those phoenix were taking some serious hits while drone harassing. While the queen nerf may bring back phoenix play I'm curious to see how long oracle harass will last if they're taking that much more damage when flying in.
Honestly, as a spectator, I'm okay if Oracle harass goes away, assuming there are emerging strategies that keep Protoss and Zerg on pace with one another.
As a viewer only perspective, I dont understand why Protoss have a Nexus' global cooldown skill. The mana of nexus is already a limitation to what skill should a Nexus will use at the moment, either chrono boost or energy charge (or shield overcharge if they plan to return it in the game). While Terran's CC can use its skill without global cooldown.
Things take either energy or a cooldown. Until the latest patch, the only thing that took energy (I think) was the chrono charge (building speed-up), and recall and BO were both cooldowns. Now only recall is a CD, and recall and the new skill use energy. Anyways, it _is_ interesting.
Maybe make shields protect energy from EMP so they both don't get wiped out at the same time? For example, 1 EMP has to drain the 40 shield off the HT then gets 60 energy. Would also indirectly buff Nexus/Shield Batteries for defense. This change won't impact Zerg matchups at all. Making Ghosts a light unit so they are more vulnerable to collosi might be interesting but also have a lot more unintended consequences in other matchups.
I've always thought EMP should be a temporary loss. After a few seconds it should go back to what it was when originally EMP'd. Yeah, Terrans could still chain EMP's together, but at least at that point its an active micro instead of one and done. Edit: There is no version of the EMP that is not capable of being abused. If it did a set amount of damage, Terrans would just use enough EMP's to destroy shields. Honestly its kind of a bullshit ability anyway. It should have never been a thing.
@@jackinthebox301theres an EMP thats a temporary loss. Its called Interference Matrix. Also targets psionic units. Targets one at the time and requires research.
@@brahmdorst5154 I'm not sure how to balance it properly. Realistically just giving shields the ability to "protect" energy would make the most logical option against Terran and we'd never see distruptors/collosi again. Also Terrans already just blanket Protoss armies with EMP so would it make a difference? If we did put it behind some gates where would we do it. Making it a mid-grade upgrade might not help stop 2 base pushes from just killing Toss.Or an upgrade that can be accessed early but has a long build time. Alternately, give the sentry an upgrade at the cyber core that allows guardian shield to reduce the impact of EMP somehow. I think there are definitely options to make some type of EMP resistance more micro/macro based. Ultimately, EMP and the Ghost are just too oppressive versus Protoss. How do you correct this while not impacting TvZ too much is the issue.
I choose to play protoss because it cool. not because it strong. Is it wrong if many people like to play protoss ? They should balance the game base on pro-player. They push their race to limit.
OBJECTION! Protoss has received a straight buff recently: in patch 5.0.13, the Pylon was given a sight range increase from 9 to 10. Balance council has a secret protoss cabal confirmed.
The method for buffing Protoss on the highest level only is simpel: introduce another energy ability that requires additional APM. Especially the sentury as the second spell-caster could be buffed to increase utilita in the lategame. Examples: 1. MOST IMPORTANT: sentry guardian shield protects against EMP! 2. If the sentury targets an air unit with the force field ability, the air unit is pulled to the ground and can be attacked by ground-units. This is nerfing the ghost "terran style". Other suggestions: 1. to improve vision further: A research for the observer called "quantum entangelement." After this, two observers get produced instead of one for the same price, but if one dies, both die. 2. introduce something like high impact mode for Colossus. Maybe for anti-air. 3.
(protoss needs a complete rework) The Starport opening allowed for sufficient scouting to play, provided harassment options (since otherwise Protoss has no harassment tools), and Phoenixes offered a defense against cheeses. The perma halluci-neix is great, but does it come at the cost of chronoboosts? Personally, the only technique I found to counter cannon rush + gates was to build a forge and block progression with cannons, then go for Void Rays with batteries, but without overcharge, that doesn’t work anymore. Many early Terran cheeses will be way too strong now-I don’t see how having Sentries will counter Marauders, mass Marines, or a 1-1-1 at 4-5 minutes. The problem with Protoss is that they have to play perfectly and wait for a major mistake from their opponent to win. Every choice Protoss makes carries a big risk. Terran can do almost anything without consequence. Mine drops? If they kill six probes, it's a free win; if they kill none (which is almost impossible), it’s no big deal. Hellion and Marine drops? No consequence, because there's a bunker and tanks. Tanks prevent any possible Protoss aggression, except for all-ins. It’s boring. The Fortress nerf is fine, but it changes nothing; Zealots will never be able to out-DPS SCV repair, and focusing SCVs is a bad choice because Zealots are a weak unit for that.
Something I've noticed is that P has no unit that you can park behind a wall and be a passive threat just sitting there. Put 2 - 3 tanks in your base, and now anything getting close is going to eat big chunks of damage. Colossi tickle unless in massive numbers, Disruptors do nothing if you're not looking at them. So when an early attack comes knocking, P is forced to dance frantically just to survive.
i have no clue about whether this is a factor for the balancing or has little effect... but i feel like protoss out of all the races have the least options in terms of build paths. Openers aside, look at all the mid-game armies. the zerg here displayed two very different armies, terran can do several as well, but protoss all seem to boil down to stalkers, HT/Archons and ... so many of their units are specialist fitting very niche purposes. Imho, the real balancing factor for protoss would be revive some of the old units. bring back dragoons as slower moving higher range anti-air, give us different options to zealot for pure mineral dump. The best balance changing factors that have happened for protoss in literal years... the addition of the adept and disruptor. More of that.
I have to agree with part of what you said about why they don't buff Protoss, I think they have been the seen as the cheesy race (ignoring queen highways, fast lings, reaper harass, raven turrent spam, proxy hatch) and if the buffed Toss a lot of ladder heroes or people who just watch your channel would take up arms, and the balance people just don't want the backlash.
First off, as others have said, Viper abductions should not affect Massive units. Second, give the Colossus and Carrier 1 shield armor, give the Mothership 2 shield armor, and give them all a slightly beefier shield. Third, increase their supply cost by 1 or 2 Fourth, increase the Fleet Beacon's the cost slightly, and production time by like 50% I feel like that would make them reasonably hard to rush and yet give them more staying power and solid footing in the meta for those players who can learn how to transition. It also gives players an incentive to fight earlier over resources to deny the SkyToss army. Further, it encourages early game Protoss aggression because Terran and Zerg can overrun you before you can get your heavy hitters out if left unchallenged.
My idea for EMP is just to limit it a bit. 1) limit its shield and energy draining to 100 max 2) it is cast to an area instead of a unit. This is more lore accurate and would be easier to dodge 3) the energy/shield draining happens over a time period which ends when the unit leaves the area and 4) the immortal should only have its hardened shield drained
We *can* buff P at high level without buffing P at low level. For example: 1. Sentries could gain a "Field Stabilizer" ability that splashes allied units in an EMP-sized area with an EMP immunity effect that lasts 2 seconds. Cooldown 8 seconds, energy cost 25. EMP becomes a rich ongoing interaction with counterplay, with each side trying to predict and bait EMP/Stabilizer. Only a buff to P (only vT) with high APM and smart decisions. 2. Sentries could gain a range buff, so that they can shoot from behind Stalkers. At all levels it's a QoL change that helps keep Sentries alive, but with high APM and good unit movement/positioning, it might let P do a little more DPS with less loss/committment in some situations (f.e., bunker rush, Vikings reaching Collosi, slow-pushing Liberators). 3. There should be a mid/late game upgrade to give the adept *shade* detection and bigger vision radius. Adept gains a use past early game. Gives P a detection option that's less vulnerable than Observers or Oracles (but still costs gas and has to be out on the map and manually micro'd to not lose). If you put this upgrade on Twilight Council without other requirements, it gives both Twilight and Robo openers better access to detection (Robo build time can be spent on other units). Only buffs P with high APM and smart decisions.
2 and 3 i agree. The first one tho is pointless. EMP needs rework. For instance targets one unit, or its effect is like psionic storm over time. Maybe it could explode after a while after throwing like reaper grenade. Even if it was removed, it would be allright. You can still snipe HT and every zerg unit. I would also make a robo unit that shoots up. Maybe return of a Dragoon, just little buffed for the time to build
The balance of 33/33/33 for the races up and down the leagues should be the goal. Like you have said before, the top level pros can beat almost anyone with any race
I've been saying for years, the best buff they can give the mothership would be to make it so the viper's yoink doesn't pull as much for massive units.
I feel like letting the disruptor move when firing would be a good change. Lower level players would move command them to death since they dont really control thier army, but the higher level players can micro them. This way the disruptor will be less oppresive at lower levels, while having more survivability at the higher levels
Yeah I wonder if they tried to target master league with these changes, since that’s where the imbalance is perceived to be As a lower-level Protoss myself I can’t say these changes will affect how I play 😂
I think its funny that maxpax has the terrans on the balance council so terrified that they refuse to buff an entire race, even though pax hasnt won a single notable tournament.
They could add a new area-size for the EMP's shield damage part. Like in MOBAs where the middle of the casts' zone does more output. Would be the same to neutralize enemy casters but would deal significantly less dmg to the protoss armies shields before fight due to smaller hit zone for the damage part.
"The NEW Mothership is awesome" More like 30 minutes and 42 seconds of why prottos should get a buff not changes. I do not mean it a mean way i love your videos and have been watching for years
@@LowkoTVI'm glad you went on a rant. The treatment of Protoss is crappy and for someone as well known as you are in this game saying something. Maybe something good will come out of it.
Can we stop talking about haxpax, it's pretty obvious what he doesn't show up to Lan events and the times that he does show up he loses to people one K MMR less. Hero is the only toss option we have.
I think the answer is give Protoss something with more micro potential late game. Like put some spell casting ability on dark templar. Take feedback away from high templar, give it to dark templar, make invisibility an energy-consuming spell, and make feedbacking enemy units an energy replenishment mechanism. Or, keep DTs permanently cloaked, and make feedback an energy replenishment mechanism for DT blink. And then buff High Templar autoattack. Whatever it is, it should scale utility with skill- and adding microability is the best way to make that continuous across all levels.
My fav suggestions here in the comments regarding Mothership: - unable to be abducted - passive pylon field - remove cloak ability - unique upgrades to the Mothership in Fleet Beacon My own suggestions: - bring back the planet cracker - can warp in probes - increased health, shields and armor (this thing is a giant Mothership, it should take a LOT of abuse before going down) - slower moving speed - more expensive - takes up more supply - takes significantly more time to build - mass recall range should be smaller (to avoid recalling a large army) Agree, Mothership was always a very fragile unit, slow, expensive, underwhelming, weak. They should make it a real threat on the battlefield, something that inspires respect. Not some fat lady that get's abducted and killed in a second before doing anything more relevant than lighting up the battlefield at night.
📌 Make Colossus HP and shields equal to HP of Ultralisk. It's ridiculous that Big Colossus dies faster than Ultralisk. Give Prism new ability, channeling energy from a shield-battery to a unit on the field. Mothership can land and collect minerals from 4 patches, 2-3 mineral per second each. During this time weapons are off and no energy recharge.
Let's not kid ourselves, the minor buffs Protoss got are FAR outweighed by the litany of nerfs. No shield overcharge crushes the defense protoss NEED to survive the early game, colossus loses survivability against everything BUT ghosts, mamaship doesn't have nearly enough impact to justify giving anyone running any of ghost/viking/thor/corrupter/infestor/viper a free 400/400 kill, immortals and disruptors losing damage when that's what they're there for. This patch is a sick joke.
collosus change is not really a nerf it has same 400 hp. Basicly for one final fight it's buff in PvT because it really gives 50 hp to fight with after EMP. In PvZ it wont change anything. However if we talk about few fights it will have less total hp because of less shield regenerated. Shield overcharge basicly was stupid button "no u don't" and any aggression in early game was possible to defend with like immortal and 6 stalkers, or at least win time till one more warp. mama shouldn't be immune to abduct because now zerg must put whole his army under attack for 8 supply and 400/400 unit. just make resists like 50% less pulled or even 25%, however it will leave vulnerability. So it's even good considering ghosts finaly being nerfed
Making toss shield upgrades add resistance to EMP would be a simple change. If after tier 3 shield upgrade units only temporarily lose 40% of shields, & EMP effect does not stack. Would think that change would lead to better games.
I would like dash to last longer, be a part of the hydra unit without an upgrade, and or give the hydra the ability to move and shoot when the dash is activated (like the phoenix). Just throwing this out there what if the dash gave 5-10 Hp over 10 seconds (double to triple regular regeneration over the cool down of the ability) That way it would be less glass cannony. They say they want the unit to stand up to air units like liberators, mother ships, carriers and tempest. In there current form they are too brittle for this. Maybe the new sticky infestor’s shroud will help. I like the dash idea but think it is a nerf currently with the base speed reduction.
(New Protoss Meta) Phoenix & High Templar mineral line drops will likely become the meta. Recall warp prism, charge templars, and storm the enemy counter.
It seems too me that protos has lacked a level of scouting that zerg and terran have. Terran got scans and intel gained from medivac drops. zerg got creep and ling runnbys. Like how can protos reliably scout like the others?
Toss can have hallucinations and observers; unfortunately missile turrets can easily negate all that. It's nearly impossible to scout terran base once missile turrets are up.
To give protoss a proper buff just double the motherships HP, would make them a scarier force in a way that's lore friendly while affecting every enemy attack without unbalancing anything else.. it should be able to stand like a main structure in its own right.
Mothership is balanced, cuz its a spellcaster, not combat unit. Leviathan and brutalisk are not kind of swarmy like rest of zerg, and terran doesnt need buffs.
Mama ,and the invisible man, Put a laser in Zergs head Lasers on lasers, now they dead Lowko. ooooo Didnt mean to say goodbye Someday the council comes back and nerfs the Protoss Carry on,carry on , only Starcraft matters..
Discussion of balance: it’s always been my belief you balance for the pro level, but you design so the low levels are having fun. Which is where I think the problem of Protoss comes in. On a fundamental design, things like disruptors, carriers, and warp prism swing the “fun” of low levels so wildly that it makes trying fix those pain points through balance tweaks is possibly impossible, and if not impossible, then damn near it.
everyone would realise that just by reading about it, but the balance council doesn’t. wtf is .71 seconds. even more, it’s after hive, what a joke. Marines get huge upgrades (stimpack and +20% health) right away, where's the logic in that?
I think it's purely intended to let Hydras get out of AoE and escape people chasing them down. They are pretty good offensive units, so this seems like a clever way to make them a bit more lasting long-term. I could see it lasting longer because it's Hive tech, or just making it Lair tech since both Terran and Protoss get high mobility abilities right away (Stim and Blink).
It honestly feels like a half hearted "Blink" with a longer cooldown and I'm not even sure it equals to the same distance covered as blink...and it's only available for upgrading after you get to Hive. I can't even think of many situations where it's applicable at that stage in a game.
With this Mothership buff, would love to see Elazer switch to Protoss, purely play builds that include the Mothership, and change his gamer tag to "Elazers"
Make the Mothership be able to heal Protoss buildings/units. That way it indirectly counters vipers because the protoss no longer need to send it to the front-lines and expose it to vipers to get value out of it. This also indirectly counters ghosts because EMP typically exposes the compounding hp damage the protoss take over a long mid to late game in a way that feel unfair. You can also recall it to a base for a mini 'battery overcharge' from the healing.
I feel like with these changes skytoss is going to b SCARY in tvz, I can’t see a Zerg army anymore that could deal with Mothership, 6 odd voids, carriers + high Templar but honestly that’s hype. The golden armada is so the toss fantasy
Seriously, mama got some brand new beams! Definitely love seeing more mother ships out there... also Lowko, just to say it, we don't mind you ranting. In fact, I actually like hearing people who do not often rant finally have a rant, they usually have some interesting insights... BUT... People who rant frequently just come off as attention seeking. You all good amigo, keep up the great work!
Balance council: we have to balance the game around the 0.1% because tournament level is what's significant! Also Balance council: Grandmaster league is preventing us from giving Protoss any buffs
I'd love to see minor tournament where pro players play their off-races. Might give us a better idea of how much of this is the race and how much of it is the player. Also, despite commonly being abducted he Mothership is apparently still worth building. I don't know if it really needs a direct buff to the interaction with Abduct. Perhaps mixing in a couple of Tempest could help deal with the Vipers? Their air-range is still bigger than their sight, they cost less supply and they are (supposedly) easier to micro now. Trying to get in range to Abduct (9 range) against Tempest with 13 range seems difficult. Especially since Zerg currently doesn't usually have more than 2-4 vipers at a time.
I am sorry Lowko, but the only person allowed to win off line prizes is Serral with zerg. Terran and other zergs are there to win when Serral can't go.
Not sure that concerns about protoss population in Grandmaster, a portion of the ladder the vast majority will never reach, can justify not adjusting the ghost which as a unit dumpsters everything protoss wants to do whilst every buff protoss gets comes with a nerf on the backside. Terran gets treated with the kiddie gloves after months of domination and Protoss is begging for the scraps off the balance councils plate Is there not an argument that more Protoss in Grandmaster could just correlate to those players enjoyment of the race? And is not a direct metric of the power of Protoss, If I play protoss, its evidently not because they are the strongest race but because I enjoy the playstyle.
Man lowko this is such a roller coaster. First a video bashing the liberator now a title like this. I can't handle the emotions! haha also... a disruptor shot doesn't one shot mauraders or roaches? why even keep it then?
maybe i'm just overly hopeful but i'd love to see the mothership made into a flying colossus. make those 6 beams cleave! it's a flying city. it should have insane firepower since you can only have one. it's already a priority target in any fight anyways.
After all the years since HoTS, Blizzard finally knows how to make the Mothership Core's spell 'Energise' work better in the game...... but for what prices
you know what would be really cool, if there were more massive units that changeup the gameplay without altering the unit composition. such as a more powerful mothership. or when then hive is fully upgraded it can sprout legs and and tentacle-like spines crallers on its back, and where ever it goes, it spreads creep like an overloard. and it can still spawn units etc. this way queens can stay with it, can heal it and it would be extremely cool. and the terans could make something like space marines but from 40k and they are melee as their late game(idk). whos to say.. but i think it would be really cool if it could happen.
Personally I think emp should work like this: • Units within the targeted area are silenced and unshrouded for 10 in game seconds. • The first N attacks to those units in the next 10 in game seconds hit through shields.
That's even worse than what it is actually. With that, archons die in one hit, immortals have half as much HP, zealots can't charge anymore, stalkers can't blink, a single one disables casters (while right now full energy casters can eat one EMP and still have a spell left). Silence against an army that is designed around spells is completely broken. Fungal prevents blink and deal 55 less damage than EMP and is already a death sentence for stalkers. Just make the EMP deal its damage/energy drain over a period of time on unit hit. Something like 3-4 seconds. Giving a chance to toss to disengage (would also prevent emp stacking).
What if Protoss shields recharged twice as fast? This would not buff the game for low level players because they can't micro enough to keep units alive. It would be a massive buff to GM Protoss which isn't ideal. But most importantly, it would give pro Protoss players a way to counter EMP passively when not fighting and allow top-tier micro to preserve units for a lot longer. I also like the suggestions by @nevermindthee : Reduce EMP shield reduction to 50. Reduce Viper abduction range on massive units by half.
To make Protoss viable. We need to look over their unit roster. their gateway has two useful ranged units and the Zealot, sentry, Templar, and Archons. Their robo has warp prism which is strong enough, the Colossus is super strong against light, the Immortal as super strong against armoured, and the observer which does nothing interesting but detect,. Their stargate has four units of its own for siege, anti air, Harassment and the carrier which is a DPS damage sponge and the tempest, a bad siege unit... Maybe a New Robo unit to let robo builds face air units evenly, with some ability to lock down mechanical units or something to prevent movement, because the abilities of protoss already lock down a lot of biological unit choices. Or perhaps we should give Protoss a mobile shield generator, just about anything to change their build compositions and generate utility for their armies. or better yet encourages splitting up the army into arcs instead of pushing out with deathball alone. Something benefiting micro, while being competently useful without.
Just my 2 cents on the balancing issue: If you balance the game at the pro level, a few things may happen: - You risk punishing the top most players, since they just might be on top because they're more skilled and not because of their race choice. - You risk preventing new top [race] players to arise since there might be a super-top player of that same race that singlehandedly got the race nerfed enough to be one of the only [race] players. It's OK to balance the game at lower levels. If there are enough tournaments at lower levels, that would give you a fair view of the state of the game in my opinion.
With the new balance patch, I'd like to see two more adjustments to be experimented with:
Reduce EMP shield reduction to 50.
Reduce Viper abduction range on massive units by half.
honestly they shouldn't be able to abduct massive units at all. I know that removes the majority of their usefulness, but its such a gamey mechanic that has always felt off to me. Protoss relies on having a smaller number of big expensive units. Losing those big expensive units to abducts just feels awful.
@@jackinthebox301Can be countered by High Templar Feedback, having 1 more range than Abduct and can be used on multiple Vipers with enough energy. Not to mention Tempest (idk if people still use them in lategame Skytoss but I imagine they do) does have more range so could get some snipes off.
Maybe instead of massive, maybe do a range reduction or can't abduct hero units, and make mamaship a hero units?
@@badtiming2208 Then make more vipers? Shin making one or two Vipers and then expecting them to be effective against an army full of HT was a mistake.
On the other hand, requiring players to be *constantly* watching their army for prime feedback opportunities is a bad idea too. This game has strayed too far away from the 'strategy' part of Real Time Strategy.
I mean, there's massive, and then there's the mothership, which in lore is 3 _kilometers_ wide. They could easily justify just the mothership not being yoinkable, particularly because only one can be on the field at a time.
A single widow mine with 28 kills is normal, mothership with 28 kills is remarkable.
Yep ,cos mothership could be not able to fight as well, being only supporting ship if you ask me that would be also interesting giving mother ship more utility instead of. Firepower
In top of that you can see some games with siege tank getting undred kills ...
@@wojtek5207a mother ship already has the utility and power to utterly win an otherwise game. It HAS game impact. letting it kill more than one target at a time isn't going to change that fact, it also isn't going to win a battle alone or significantly change a balanced battle.
I think it's fairly balanced as is, but an ability like a channeled planet cracker to obliterate buildings would be cool but probably not impactful.
Imagine if the Mothership could warp in Gateway units, like a mobile warp prism.
No reason why it shouldn't be able to, or be a "massive" unit, considering the cost and how slow it is.
in battle MS lives 5 secs if vipers or corrupters are there.
giving mothership a passive pylon energy field would be way cooler than it having the arbiter cloak aura for some reason.
@@AlexanderMartinez-kd7cz I think its because the ability to warp in units under itself plays to the “Mother” part of the name “Mothership”. It would also be cool if the Mothership could be useful without being the first unit destroyed in every major battle.
@@xeanthomas5231it already is a massive unit. I feel like most people don't understand the 'massive' tag since it has very few interactions in the game
The fact that the last Protoss world champion was sOs back in 2015 and GSL Code S win was herO back in 2022.
There have been 19 GSL Code S/Super Tournament wins out of a possible 69 for Toss over the course of SC2 with the vast majority of them being 7 or more years ago.
And to clarify the herO win was off the back of him watching Has and discovering that he could in fact just eco cheese his way into being a budget Zerg for all of 2 Months.
He didnt macro win against Maru tho. He fully had 4 strat for 4 maps and applied them to the perfection... I mean, gold base steal ? Who even design that
Make the Mothership not be able to be abducted by Vipers. I mean it's supposed to be massive, makes sense to me.
totally agreed...
The problem with this choice is that zerg doesn't have a way to del with the Mothershop aside from vipers
And 1/2 shield reduction on EMP
It would be funny if the Vipers get pulled to the Momaship instead and take damage in the collision XD
@@Sir_Bucket Not a big problem.
@15:00 is so true. I used to watch daily bc I'm a toss player. Today is the first day in 18 months I've watched a SC2 vod.
22:15 when i started playing sc2 I didn't know any of the stereotypes around races but i knew something called "zergling rush" exists and so i assumed that zerg are the cheesy sweaty aggressive race. Thanks to that i """zergling rushed"""" my friends and that's how i became a zerg
I'd love actually if "mothership" could be a build in of itself, it it could have a more complex upgrade branch
Essantially mothership could have several upgrades to make it a huge core unit
It kind of already does this, but I'd love it if it was doubled down on.
yeah, the fact it's a flying city and dies in 3 seconds is pretty underwhelming for its cost
And then have it yoinked by Viper, after all the upgrade it could be a -1000/-1000 😂
I wish it could have 6 room for passengers, that could drop or attack while boarded.
at this point why not just make it a flying nexus
@@PaulMichaelJohnson that's actually a cool idea. Have it be able to drop 4 zealots that have to teleport back inside within 10 seconds or something
I know the video was focused on the upcoming mothership but I wanted to point out the chunky damage the Spore was outputting at 6:25, reminder the damage was increased from 15 to 20 and those phoenix were taking some serious hits while drone harassing. While the queen nerf may bring back phoenix play I'm curious to see how long oracle harass will last if they're taking that much more damage when flying in.
True 6:15 on my video
Honestly, as a spectator, I'm okay if Oracle harass goes away, assuming there are emerging strategies that keep Protoss and Zerg on pace with one another.
The awesomeness of mamaship 27:04 (Lowko said it, not me)
thank you
As a viewer only perspective, I dont understand why Protoss have a Nexus' global cooldown skill. The mana of nexus is already a limitation to what skill should a Nexus will use at the moment, either chrono boost or energy charge (or shield overcharge if they plan to return it in the game).
While Terran's CC can use its skill without global cooldown.
Things take either energy or a cooldown. Until the latest patch, the only thing that took energy (I think) was the chrono charge (building speed-up), and recall and BO were both cooldowns. Now only recall is a CD, and recall and the new skill use energy. Anyways, it _is_ interesting.
Maybe make shields protect energy from EMP so they both don't get wiped out at the same time? For example, 1 EMP has to drain the 40 shield off the HT then gets 60 energy. Would also indirectly buff Nexus/Shield Batteries for defense. This change won't impact Zerg matchups at all. Making Ghosts a light unit so they are more vulnerable to collosi might be interesting but also have a lot more unintended consequences in other matchups.
I've always thought EMP should be a temporary loss. After a few seconds it should go back to what it was when originally EMP'd. Yeah, Terrans could still chain EMP's together, but at least at that point its an active micro instead of one and done.
Edit: There is no version of the EMP that is not capable of being abused. If it did a set amount of damage, Terrans would just use enough EMP's to destroy shields. Honestly its kind of a bullshit ability anyway. It should have never been a thing.
@@jackinthebox301theres an EMP thats a temporary loss. Its called Interference Matrix. Also targets psionic units. Targets one at the time and requires research.
@@scyrp ooh 😮 I like that idea. Are you thinking it would be a late game upgrade that makes Protoss shields resistant to EMP?
@@scyrp ooh 😮 I like that idea. Are you thinking it would be a late game upgrade that makes Protoss shields resistant to EMP?l
@@brahmdorst5154 I'm not sure how to balance it properly. Realistically just giving shields the ability to "protect" energy would make the most logical option against Terran and we'd never see distruptors/collosi again. Also Terrans already just blanket Protoss armies with EMP so would it make a difference?
If we did put it behind some gates where would we do it. Making it a mid-grade upgrade might not help stop 2 base pushes from just killing Toss.Or an upgrade that can be accessed early but has a long build time.
Alternately, give the sentry an upgrade at the cyber core that allows guardian shield to reduce the impact of EMP somehow. I think there are definitely options to make some type of EMP resistance more micro/macro based. Ultimately, EMP and the Ghost are just too oppressive versus Protoss. How do you correct this while not impacting TvZ too much is the issue.
I choose to play protoss because it cool. not because it strong.
Is it wrong if many people like to play protoss ?
They should balance the game base on pro-player. They push their race to limit.
I totally agree with you
OBJECTION! Protoss has received a straight buff recently: in patch 5.0.13, the Pylon was given a sight range increase from 9 to 10. Balance council has a secret protoss cabal confirmed.
So you're in favor of keeping it "status quo" of absolutely NO protoss players winning tournaments? I see...
@@starwalk3r One day you'll be able to detect sarcasm. Have a nice day.
@@gtk_retired3015 I wish, but I'm a bot.
Lowoko 2024: Make Protoss Great Again! 😂🤣😂 and that's why I hit the like button.
That colossus had 29 kills and more than 100 shields left over. He's a boss
mothership cleans zerling run by's quite well, one-shots several with just one auto attack, that's actually really useful
I like the idea of discussing balance with gameplay in the background :)
New mothership looks real fun. The weapons upgrade is gonna get so much value on that now.
It only looks fun, because its bugged and currently does 6x6 instead of 4x6, but I dont know if thats true for the modded version of the game rn
Thanks for the video, Lowko. The new Mothership looks very impressive! ❤
The method for buffing Protoss on the highest level only is simpel: introduce another energy ability that requires additional APM.
Especially the sentury as the second spell-caster could be buffed to increase utilita in the lategame.
Examples:
1. MOST IMPORTANT: sentry guardian shield protects against EMP!
2. If the sentury targets an air unit with the force field ability, the air unit is pulled to the ground and can be attacked by ground-units. This is nerfing the ghost "terran style".
Other suggestions:
1. to improve vision further: A research for the observer called "quantum entangelement." After this, two observers get produced instead of one for the same price, but if one dies, both die.
2. introduce something like high impact mode for Colossus. Maybe for anti-air. 3.
(protoss needs a complete rework)
The Starport opening allowed for sufficient scouting to play, provided harassment options (since otherwise Protoss has no harassment tools), and Phoenixes offered a defense against cheeses. The perma halluci-neix is great, but does it come at the cost of chronoboosts?
Personally, the only technique I found to counter cannon rush + gates was to build a forge and block progression with cannons, then go for Void Rays with batteries, but without overcharge, that doesn’t work anymore. Many early Terran cheeses will be way too strong now-I don’t see how having Sentries will counter Marauders, mass Marines, or a 1-1-1 at 4-5 minutes.
The problem with Protoss is that they have to play perfectly and wait for a major mistake from their opponent to win. Every choice Protoss makes carries a big risk. Terran can do almost anything without consequence. Mine drops? If they kill six probes, it's a free win; if they kill none (which is almost impossible), it’s no big deal. Hellion and Marine drops? No consequence, because there's a bunker and tanks. Tanks prevent any possible Protoss aggression, except for all-ins. It’s boring.
The Fortress nerf is fine, but it changes nothing; Zealots will never be able to out-DPS SCV repair, and focusing SCVs is a bad choice because Zealots are a weak unit for that.
Something I've noticed is that P has no unit that you can park behind a wall and be a passive threat just sitting there. Put 2 - 3 tanks in your base, and now anything getting close is going to eat big chunks of damage. Colossi tickle unless in massive numbers, Disruptors do nothing if you're not looking at them. So when an early attack comes knocking, P is forced to dance frantically just to survive.
@@Appletank8 Yes, that's the only thing I regret about Terrans. It's too hard to gain an advantage or punish them... the only way is with an all-in
@@Appletank8 What if colossi had an alternate fire mode (like Thors) with high single-target dps?
@Nick1Nintendo That might give them a new niche yes, but Immortals already do the high single target dps thing. I rather them have more distinct jobs.
The pro balancing versus everyone balance discussion is interesting, because I think the same thing about LOL.
That game is a shit show man
It's basically every game
Yes lowko. But do you remember the skytoss death ball and the “free unit” era. That’s why we should… buff ghost
As a lowly P1/D3 Protoss player, I appreciate your rants Lowko!
i have no clue about whether this is a factor for the balancing or has little effect... but i feel like protoss out of all the races have the least options in terms of build paths. Openers aside, look at all the mid-game armies. the zerg here displayed two very different armies, terran can do several as well, but protoss all seem to boil down to stalkers, HT/Archons and ... so many of their units are specialist fitting very niche purposes. Imho, the real balancing factor for protoss would be revive some of the old units. bring back dragoons as slower moving higher range anti-air, give us different options to zealot for pure mineral dump. The best balance changing factors that have happened for protoss in literal years... the addition of the adept and disruptor. More of that.
FYI Lowko, "to come up for someone" is Nederengels. In English it should be "to stand up for someone".
I have to agree with part of what you said about why they don't buff Protoss, I think they have been the seen as the cheesy race (ignoring queen highways, fast lings, reaper harass, raven turrent spam, proxy hatch) and if the buffed Toss a lot of ladder heroes or people who just watch your channel would take up arms, and the balance people just don't want the backlash.
Mamaship feels cool now.
First off, as others have said, Viper abductions should not affect Massive units.
Second, give the Colossus and Carrier 1 shield armor, give the Mothership 2 shield armor, and give them all a slightly beefier shield.
Third, increase their supply cost by 1 or 2
Fourth, increase the Fleet Beacon's the cost slightly, and production time by like 50%
I feel like that would make them reasonably hard to rush and yet give them more staying power and solid footing in the meta for those players who can learn how to transition. It also gives players an incentive to fight earlier over resources to deny the SkyToss army.
Further, it encourages early game Protoss aggression because Terran and Zerg can overrun you before you can get your heavy hitters out if left unchallenged.
27:30 Styropyro: my LASER sense is tingling
My idea for EMP is just to limit it a bit. 1) limit its shield and energy draining to 100 max 2) it is cast to an area instead of a unit. This is more lore accurate and would be easier to dodge 3) the energy/shield draining happens over a time period which ends when the unit leaves the area and 4) the immortal should only have its hardened shield drained
We *can* buff P at high level without buffing P at low level. For example:
1. Sentries could gain a "Field Stabilizer" ability that splashes allied units in an EMP-sized area with an EMP immunity effect that lasts 2 seconds. Cooldown 8 seconds, energy cost 25. EMP becomes a rich ongoing interaction with counterplay, with each side trying to predict and bait EMP/Stabilizer. Only a buff to P (only vT) with high APM and smart decisions.
2. Sentries could gain a range buff, so that they can shoot from behind Stalkers. At all levels it's a QoL change that helps keep Sentries alive, but with high APM and good unit movement/positioning, it might let P do a little more DPS with less loss/committment in some situations (f.e., bunker rush, Vikings reaching Collosi, slow-pushing Liberators).
3. There should be a mid/late game upgrade to give the adept *shade* detection and bigger vision radius. Adept gains a use past early game. Gives P a detection option that's less vulnerable than Observers or Oracles (but still costs gas and has to be out on the map and manually micro'd to not lose). If you put this upgrade on Twilight Council without other requirements, it gives both Twilight and Robo openers better access to detection (Robo build time can be spent on other units). Only buffs P with high APM and smart decisions.
2 and 3 i agree. The first one tho is pointless. EMP needs rework. For instance targets one unit, or its effect is like psionic storm over time. Maybe it could explode after a while after throwing like reaper grenade. Even if it was removed, it would be allright. You can still snipe HT and every zerg unit.
I would also make a robo unit that shoots up. Maybe return of a Dragoon, just little buffed for the time to build
The balance of 33/33/33 for the races up and down the leagues should be the goal. Like you have said before, the top level pros can beat almost anyone with any race
let us thanks to the terran council because stormgate would have not stand a chance
I've been saying for years, the best buff they can give the mothership would be to make it so the viper's yoink doesn't pull as much for massive units.
Or double energy consumption for big units
I feel like letting the disruptor move when firing would be a good change.
Lower level players would move command them to death since they dont really control thier army, but the higher level players can micro them.
This way the disruptor will be less oppresive at lower levels, while having more survivability at the higher levels
Yeah I wonder if they tried to target master league with these changes, since that’s where the imbalance is perceived to be
As a lower-level Protoss myself I can’t say these changes will affect how I play 😂
Serral really was a SCII monster when he appeared. You'd never seen anyone embody the Zerg so wholly
I think its funny that maxpax has the terrans on the balance council so terrified that they refuse to buff an entire race, even though pax hasnt won a single notable tournament.
They could add a new area-size for the EMP's shield damage part. Like in MOBAs where the middle of the casts' zone does more output. Would be the same to neutralize enemy casters but would deal significantly less dmg to the protoss armies shields before fight due to smaller hit zone for the damage part.
"The NEW Mothership is awesome" More like 30 minutes and 42 seconds of why prottos should get a buff not changes.
I do not mean it a mean way i love your videos and have been watching for years
I did go on a bit of a rant didn’t I 😅
True, but this video's title is more relevant to the content than your average youtube video title these days.
@@LowkoTVI'm glad you went on a rant. The treatment of Protoss is crappy and for someone as well known as you are in this game saying something. Maybe something good will come out of it.
Can we stop talking about haxpax, it's pretty obvious what he doesn't show up to Lan events and the times that he does show up he loses to people one K MMR less.
Hero is the only toss option we have.
To say that we can't buff Protoss because of MaxPax is to say we are balancing the game over 500,000 people play monthly around ONE GUY.
Do we even know if MaxPax is human? Might be someone having made an AI user.
I think the answer is give Protoss something with more micro potential late game. Like put some spell casting ability on dark templar. Take feedback away from high templar, give it to dark templar, make invisibility an energy-consuming spell, and make feedbacking enemy units an energy replenishment mechanism. Or, keep DTs permanently cloaked, and make feedback an energy replenishment mechanism for DT blink. And then buff High Templar autoattack. Whatever it is, it should scale utility with skill- and adding microability is the best way to make that continuous across all levels.
My fav suggestions here in the comments regarding Mothership:
- unable to be abducted
- passive pylon field
- remove cloak ability
- unique upgrades to the Mothership in Fleet Beacon
My own suggestions:
- bring back the planet cracker
- can warp in probes
- increased health, shields and armor (this thing is a giant Mothership, it should take a LOT of abuse before going down)
- slower moving speed
- more expensive
- takes up more supply
- takes significantly more time to build
- mass recall range should be smaller (to avoid recalling a large army)
Agree, Mothership was always a very fragile unit, slow, expensive, underwhelming, weak. They should make it a real threat on the battlefield, something that inspires respect. Not some fat lady that get's abducted and killed in a second before doing anything more relevant than lighting up the battlefield at night.
I love that protoss finally has a reliable way to scout that is lore accurate. Terrans can hide behind a wall and scout with impunity
I love to see Lowko using his powers for good! Advocate man
📌 Make Colossus HP and shields equal to HP of Ultralisk. It's ridiculous that Big Colossus dies faster than Ultralisk. Give Prism new ability, channeling energy from a shield-battery to a unit on the field. Mothership can land and collect minerals from 4 patches, 2-3 mineral per second each. During this time weapons are off and no energy recharge.
Let's not kid ourselves, the minor buffs Protoss got are FAR outweighed by the litany of nerfs. No shield overcharge crushes the defense protoss NEED to survive the early game, colossus loses survivability against everything BUT ghosts, mamaship doesn't have nearly enough impact to justify giving anyone running any of ghost/viking/thor/corrupter/infestor/viper a free 400/400 kill, immortals and disruptors losing damage when that's what they're there for. This patch is a sick joke.
Nah it's not ...I would say it's okish
collosus change is not really a nerf it has same 400 hp. Basicly for one final fight it's buff in PvT because it really gives 50 hp to fight with after EMP. In PvZ it wont change anything. However if we talk about few fights it will have less total hp because of less shield regenerated.
Shield overcharge basicly was stupid button "no u don't" and any aggression in early game was possible to defend with like immortal and 6 stalkers, or at least win time till one more warp.
mama shouldn't be immune to abduct because now zerg must put whole his army under attack for 8 supply and 400/400 unit. just make resists like 50% less pulled or even 25%, however it will leave vulnerability.
So it's even good considering ghosts finaly being nerfed
Making toss shield upgrades add resistance to EMP would be a simple change. If after tier 3 shield upgrade units only temporarily lose 40% of shields, & EMP effect does not stack. Would think that change would lead to better games.
Idea for making motherships unyoinkable: make it a building. That way it also can't be sniped.
11:30 I thought it was over but that colossos saved it
Tbh, I love watching Protoss matchups and I want more
I would like dash to last longer, be a part of the hydra unit without an upgrade, and or give the hydra the ability to move and shoot when the dash is activated (like the phoenix).
Just throwing this out there what if the dash gave 5-10 Hp over 10 seconds (double to triple regular regeneration over the cool down of the ability) That way it would be less glass cannony.
They say they want the unit to stand up to air units like liberators, mother ships, carriers and tempest. In there current form they are too brittle for this. Maybe the new sticky infestor’s shroud will help. I like the dash idea but think it is a nerf currently with the base speed reduction.
no Dark mention at 15:30 was criminal
First match I've tuned onto in a long time. Toss have needed a buff for years
(New Protoss Meta) Phoenix & High Templar mineral line drops will likely become the meta. Recall warp prism, charge templars, and storm the enemy counter.
It seems too me that protos has lacked a level of scouting that zerg and terran have. Terran got scans and intel gained from medivac drops. zerg got creep and ling runnbys.
Like how can protos reliably scout like the others?
Toss can have hallucinations and observers; unfortunately missile turrets can easily negate all that. It's nearly impossible to scout terran base once missile turrets are up.
yooo i noticed your upload wayyy before bed today :D now i get to enjoy the whole thing without sacrificing sleep
this game looks amazing, i like the new graphics and this vieo is the first thing i watched about stracraft for like 2 years or so. awesome
Emp becomes a single target ability for less energy
Give shield batteries 150 max energy, but still spawn with 100 energy. It will give back a little but only if you plan ahead.
Imagine how cool if the balance council unintentionally made protoss good LOL
it would be so funny seing their faces and they trying to backtrack.
To give protoss a proper buff just double the motherships HP, would make them a scarier force in a way that's lore friendly while affecting every enemy attack without unbalancing anything else.. it should be able to stand like a main structure in its own right.
20:14 SC2 has become a drama triangle where the terrans are the bullies, protoss are the victims and zergs are the saviors.
Make swarm hosts like a thor that needs to pick a siege style, flying zerglings or the current swarmlings. Seems like a fun change
The real solution is to add Leviathan/Brutalisk for Zerg and the Hyperion/Odin for Terran
Mothership is balanced, cuz its a spellcaster, not combat unit. Leviathan and brutalisk are not kind of swarmy like rest of zerg, and terran doesnt need buffs.
@@inzynierkaczka turn the sarcasm detector on
@@ashesofaranea ok 🙃
Mama ,and the invisible man,
Put a laser in Zergs head
Lasers on lasers, now they dead
Lowko. ooooo
Didnt mean to say goodbye
Someday the council comes back
and nerfs the Protoss
Carry on,carry on , only Starcraft matters..
Discussion of balance: it’s always been my belief you balance for the pro level, but you design so the low levels are having fun. Which is where I think the problem of Protoss comes in. On a fundamental design, things like disruptors, carriers, and warp prism swing the “fun” of low levels so wildly that it makes trying fix those pain points through balance tweaks is possibly impossible, and if not impossible, then damn near it.
The Council: now make it -500 -500
to the mothership against vipers how about it only afects them 50%, half the distance can be pulled.
I think a completely reasonable buff to the Mothership would be to make it immune to vipers pull (and if you want to, ghosts emp, fungal, etc.).
The hydra dash is so cool, maybe all uits should learn a unique activated skill
The dash ability from the Hidra lasts so little it barely has any impact. I think it should last at least 1.5 seconds or something like that.
It’s nice but certainly nothing amazing
everyone would realise that just by reading about it, but the balance council doesn’t. wtf is .71 seconds. even more, it’s after hive, what a joke. Marines get huge upgrades (stimpack and +20% health) right away, where's the logic in that?
I think it's purely intended to let Hydras get out of AoE and escape people chasing them down.
They are pretty good offensive units, so this seems like a clever way to make them a bit more lasting long-term. I could see it lasting longer because it's Hive tech, or just making it Lair tech since both Terran and Protoss get high mobility abilities right away (Stim and Blink).
It honestly feels like a half hearted "Blink" with a longer cooldown and I'm not even sure it equals to the same distance covered as blink...and it's only available for upgrading after you get to Hive.
I can't even think of many situations where it's applicable at that stage in a game.
Yeah don't believe the terran balance council's lies, the changes to hydras were a straight nerf
With this Mothership buff, would love to see Elazer switch to Protoss, purely play builds that include the Mothership, and change his gamer tag to "Elazers"
Make the Mothership be able to heal Protoss buildings/units. That way it indirectly counters vipers because the protoss no longer need to send it to the front-lines and expose it to vipers to get value out of it. This also indirectly counters ghosts because EMP typically exposes the compounding hp damage the protoss take over a long mid to late game in a way that feel unfair. You can also recall it to a base for a mini 'battery overcharge' from the healing.
Happy birthday Lowko! 🎉
8:20 - no it's not! protoss are aesthetically pleasing😂
Yeah, we're biased towards MaxPax and want to see him play vs. Serral
I feel like with these changes skytoss is going to b SCARY in tvz, I can’t see a Zerg army anymore that could deal with Mothership, 6 odd voids, carriers + high Templar but honestly that’s hype. The golden armada is so the toss fantasy
To buff a race in pro-league without unbalancing lower ladder points, just add new tricky to use, spells on existing casters.
Seriously, mama got some brand new beams! Definitely love seeing more mother ships out there... also Lowko, just to say it, we don't mind you ranting. In fact, I actually like hearing people who do not often rant finally have a rant, they usually have some interesting insights... BUT... People who rant frequently just come off as attention seeking. You all good amigo, keep up the great work!
Balance council: we have to balance the game around the 0.1% because tournament level is what's significant!
Also Balance council: Grandmaster league is preventing us from giving Protoss any buffs
I'd love to see minor tournament where pro players play their off-races. Might give us a better idea of how much of this is the race and how much of it is the player.
Also, despite commonly being abducted he Mothership is apparently still worth building. I don't know if it really needs a direct buff to the interaction with Abduct. Perhaps mixing in a couple of Tempest could help deal with the Vipers? Their air-range is still bigger than their sight, they cost less supply and they are (supposedly) easier to micro now. Trying to get in range to Abduct (9 range) against Tempest with 13 range seems difficult. Especially since Zerg currently doesn't usually have more than 2-4 vipers at a time.
I am sorry Lowko, but the only person allowed to win off line prizes is Serral with zerg. Terran and other zergs are there to win when Serral can't go.
Not sure that concerns about protoss population in Grandmaster, a portion of the ladder the vast majority will never reach, can justify not adjusting the ghost which as a unit dumpsters everything protoss wants to do whilst every buff protoss gets comes with a nerf on the backside.
Terran gets treated with the kiddie gloves after months of domination and Protoss is begging for the scraps off the balance councils plate
Is there not an argument that more Protoss in Grandmaster could just correlate to those players enjoyment of the race? And is not a direct metric of the power of Protoss, If I play protoss, its evidently not because they are the strongest race but because I enjoy the playstyle.
Man lowko this is such a roller coaster. First a video bashing the liberator now a title like this. I can't handle the emotions! haha also... a disruptor shot doesn't one shot mauraders or roaches? why even keep it then?
Maybe Protoss is just popular for non-balance reasons. They are the best looking race, the knights in shining armor of Starcraft after all.
maybe i'm just overly hopeful but i'd love to see the mothership made into a flying colossus. make those 6 beams cleave! it's a flying city. it should have insane firepower since you can only have one. it's already a priority target in any fight anyways.
Stalker damage being instant would be a significant buff. It should not be possible to dodge lasers! Its a physical impossibility.
After all the years since HoTS, Blizzard finally knows how to make the Mothership Core's spell 'Energise' work better in the game...... but for what prices
This commentary with the Protos simping and complaining about nerfs to Protos meanwhile in both of the games we see the Protoss clearly wins.. kekw
you know what would be really cool, if there were more massive units that changeup the gameplay without altering the unit composition.
such as a more powerful mothership. or when then hive is fully upgraded it can sprout legs and and tentacle-like spines crallers on its back, and where ever it goes, it spreads creep like an overloard. and it can still spawn units etc. this way queens can stay with it, can heal it and it would be extremely cool.
and the terans could make something like space marines but from 40k and they are melee as their late game(idk). whos to say.. but i think it would be really cool if it could happen.
Personally I think emp should work like this:
• Units within the targeted area are silenced and unshrouded for 10 in game seconds.
• The first N attacks to those units in the next 10 in game seconds hit through shields.
That's even worse than what it is actually.
With that, archons die in one hit, immortals have half as much HP, zealots can't charge anymore, stalkers can't blink, a single one disables casters (while right now full energy casters can eat one EMP and still have a spell left). Silence against an army that is designed around spells is completely broken. Fungal prevents blink and deal 55 less damage than EMP and is already a death sentence for stalkers.
Just make the EMP deal its damage/energy drain over a period of time on unit hit. Something like 3-4 seconds. Giving a chance to toss to disengage (would also prevent emp stacking).
Shield battery overcharge or energy boost , tie the over charge cool doen to the energy so have both options but not togther
What if Protoss shields recharged twice as fast? This would not buff the game for low level players because they can't micro enough to keep units alive. It would be a massive buff to GM Protoss which isn't ideal. But most importantly, it would give pro Protoss players a way to counter EMP passively when not fighting and allow top-tier micro to preserve units for a lot longer.
I also like the suggestions by @nevermindthee : Reduce EMP shield reduction to 50. Reduce Viper abduction range on massive units by half.
To make Protoss viable. We need to look over their unit roster. their gateway has two useful ranged units and the Zealot, sentry, Templar, and Archons. Their robo has warp prism which is strong enough, the Colossus is super strong against light, the Immortal as super strong against armoured, and the observer which does nothing interesting but detect,. Their stargate has four units of its own for siege, anti air, Harassment and the carrier which is a DPS damage sponge and the tempest, a bad siege unit...
Maybe a New Robo unit to let robo builds face air units evenly, with some ability to lock down mechanical units or something to prevent movement, because the abilities of protoss already lock down a lot of biological unit choices.
Or perhaps we should give Protoss a mobile shield generator, just about anything to change their build compositions and generate utility for their armies. or better yet encourages splitting up the army into arcs instead of pushing out with deathball alone.
Something benefiting micro, while being competently useful without.
Ah hero kicks him in the shin, the battle for the ages I tell yee!
Just my 2 cents on the balancing issue:
If you balance the game at the pro level, a few things may happen:
- You risk punishing the top most players, since they just might be on top because they're more skilled and not because of their race choice.
- You risk preventing new top [race] players to arise since there might be a super-top player of that same race that singlehandedly got the race nerfed enough to be one of the only [race] players.
It's OK to balance the game at lower levels. If there are enough tournaments at lower levels, that would give you a fair view of the state of the game in my opinion.
It has been 0 days since Lowko complained about the ghost.
The nice thing is this statement will always be accurate.