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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/starcraft by /u/HyperDiaper666 on 2024-10-26 09:32:00+00:00.

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The original was posted on /r/starcraft by /u/Careless_Negotiation on 2024-10-26 14:07:57+00:00.


Probe:

Health: 20 > 25

Mineral cost: 50 > 75

To stop widow mines from decimating protoss mineral lines, we've buffed the hp. However, we feel that protoss economy at all levels and stages of the game over performs by quite a bit, so this is to bring them back line.

Zealot:

Movement speed: 3.15 > 3.35

Gas cost: 0 > 25

Protoss need core units buffed to offset the never ending nerf to same units, so zealot is getting their old MS back, but we also know that Zealot cheeses exist and this is to prevent that from happening.

Archon:

Shields: 350 > 325

HP: 10 > 35

Shield Regen: 2 > 2.05

With this change Protoss are slightly less vulnerable to EMP, making archons more viable in the PVT meta.

High Templar:

Gas Cost: 150 > 175

With the buff to Archon, we wanted to make sure the investment was appropriate.

Adept:

Bonus Damage: +5 to mechanical

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The original was posted on /r/starcraft by /u/heavenstarcraft on 2024-10-26 13:47:20+00:00.


There's a pretty good chance that they keep current maps (the newer ones) in the pool.

I'm excited for some of the new maps to hit the ladder, but I think it would be really bad for the game if they keep Dynasty, Post-Youth and Amphion in the game.

Personally I'd really be down if with the new maps they added some classics from Legacy of the void.

Things like Lightshade, 2k atmosphere, Eternal empire, etc.

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The original was posted on /r/starcraft by /u/rustRoach on 2024-10-26 09:40:18+00:00.

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The original was posted on /r/starcraft by /u/ArtistMonkeys on 2024-10-26 09:06:15+00:00.

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The original was posted on /r/starcraft by /u/madumlao on 2024-10-26 02:26:46+00:00.


Not a buff/nerf, not a "sort of tweak redesign" just a flat unambiguous buff that perhaps, if the balance council pays attention, they could put on the docket to debate about and ignore.


The past couple years I've been floating the idea that Stalkers need a range buff for anti-air. ie, their ground and air range are not equal, they have 1 more range vs air than ground. It can help them catch drops better, deny air scouting, kill libs with less losses, even kite BCs.

I've also been wondering if the first shot (only) after blink should have an additional +2 range. Admittedly the 2 changes have a huge overlap in reasons, but also this "PartinG shot" would make blink micro a tiny bit stronger in the retreat or busting down key units like carriers, tanks, brood lords.

I dont get the warp prism cost. It was changed from 250 to 200 in a rare double nerf when the pickup range was reduced, but isnt that a bit much to go 2 for 2. It delays early/mid game timings a but Id like them to explore back to 200 given everything else that has changed.

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The original was posted on /r/starcraft by /u/Sloppy_Donkey on 2024-10-26 00:04:49+00:00.

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The original was posted on /r/starcraft by /u/Alex_Capt1in on 2024-10-25 23:56:15+00:00.


Greetings ladies and gentleman, a lot of people suggested to just play on ptr to gather more info, so I kind of decided to give it a try.

Disclaimer: my mmr right now is 5k on Europe and the difference between me and current top10 pro gamers is approximately as big as the difference between me and gold/plat players. So I am not saying that all the info you're about to see is 100% objective facts.

First 10 games were on ptr. 5 against Zerg, 1 against Terran and 4 against Protoss.

PvZ was 2-2, most definitely I just didn't adapt well enough and could've probably get faster storm at one point, one lose was against proxy hatchery from ~5300 random player alex007, we managed to both transition into macro with similar economy and I died against mutalisks switch, because I made reactive robo to deal with proxy and didn't have stargate or blink on a way. The other two games I played adept stalker into oracle into charge/sentry all-in from 3 bases, one time won, one time lost. I played one more to make it perfectly 18, it was on ptr vs 4650 zerg, his build was german taxy and I went oracle into double robo after scouting roach warren at 4 min. It didn't felt impossible or anyhow hard to defend on ptr balance, so I am starting to believe battery overcharge is definitely way more crucial in PvT than in PvZ. The last game was against baneling bust, I sent oracle and adept to defend third (unsuccesfully) and afterwards I spotted the green dudes that were about to blow my stalker in the wall, so I kind of played horrendously but still managed to win. I think in PvZ energy recharge is kinda stronger early on in this regard and I'd probably lose that game if not for it, because:

A) I didn't have a battery on natural ready in first place

B) Oracle is still a bit stronger than battery, since battery requires any "alive" units to heal.

At the same time I think oracles became worse at harass due to spore changes, but at the same time protoss in PvZ probably can play slightly different and perhaps a bit greedier? Overall I think meta was already dominated by stargate openers and now it would be pretty much nothing but stargates, but I don't think I'm competent enough to make any strong comments or suggestion on changes regarding high level PvZ.

In PvP can't make any comments at all. Previously I played ~65% of the games with gate expand, then approximately 1/3 with photon cannons and extremely rarely I played occasional nexus first on side delta if I knew my opponent loves to skip scout. Gate expand is kind of dead, trying to play robo all-ins or defending 2 robo all-ins from 2 gate openers also seems tricky, especially when half of your opponents are progamers/casters, so instead I just cannon rushed with 200+ ping. Lost 3 out of 4 and the guy that lost got a redemption but that's about it, overall I didn't spot a single map in a ptr pool that looked terrible nor borderline unwinnable for cannon rushes.

PvT on the other hand I played only one game and my opponent wasn't very high level and I just won with a pressure play. So instead of gambling on PTR I decided to play with my 5k Terran friend. But he said he hates starcraft, so I said I'd pay him 1$ for every game he takes off me. In-before our games in practices were 50/50. This time we ended our series 1-7 in his favor. Main differences between our games and games of pros were:

A) I am probably not as good as pros at scouting.

B) Unlike pro gamers half of the games from my friend was just 1 base all-ining me. And yes, I lost all of them. And yes, all of them I either played 2 gate or 3 gate openers before tech. And yes, I tried to make batteries, they're looking borderline useless.

The closest game against 1 base all-ins was some sort of weird 1 base stimpack marauder/marine timing, where he managed to kill ~7 out of 9 of my probes from natural, then proceeded to retreat, expand afterwards, I proceeded to kill his expand with 4 gates counterattack and "stabilize" at ~30 probes against 20 scv, and then he pooled half of the boys and I just died.

The worst ones were against tank lib pushes, I already struggled with them in the previous patch and in the new patch it wasn't even close to holding.

Also not a single game my friend played was 4 barracks or 2 racks marauders, so I can't comment on these ones.

From macro games the only thing I'd like to mention is that 3 racks doesn't feel nearly as strong as I'd expect it to be.

Overall out of these games I think the biggest protoss problem is that variety of strategies becomes lower. On current ladder patch a lot of the time you could go gasless nexus and be fine with it even if your opponent decided to make a pressure build, in new patch doing so is basically almost the same as instantly losing, so if somebody liked parting opener like I did sorry to bring bad news for you.

And yes, not a single game lasted till lategame, which on one hand doesn't imply anything because there is a too little scope to prove anything, but still it is kind of interesting, considering that on a normal balance I think half of my games usually get to 200 limit without any issues, including games vs my 5k terran friend I just mentioned.

TL;DR: Variety of openers dropped, midgame changed significantly (I am uncertain whether it became worse or better for P) and Terran's 1 base all-ins look scary and require extremely precise response from protoss side.

P.S. If you're interested you can check another post I made in-before playing on ptr.

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The original was posted on /r/starcraft by /u/Lolyoureamod on 2024-10-25 19:51:28+00:00.


It's almost like it's written in the code somewhere that Protoss can't have 50%+ WR at the highest level. That as soon as they even sniff a 50% win rate it's time to nerf them back to 3rd place where they belong. Like it's somehow just "the way it is and always should be" that Zerg and Terran naturally should be able to beat Protoss. Idk if that makes sense, but the very idea of maybe Protoss sporting a good win rate just shouldn't even be a thing. That maybe for a few months they can be "OP" as in slightly favored. Meanwhile Zerg and Terran especially have been over performing in tournaments and welp that's just StarCraft hurrr.

I keep hearing how Terran and Zerg players are just better. Well maybe let's buff Protoss and give those players a chance to prove that they are indeed better and they can theorycraft a way to beat a stronger Protoss.

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The original was posted on /r/starcraft by /u/zl0bster on 2024-10-25 18:22:36+00:00.


I understand they do not want to make range infinite so proxy oracle can show up in your base with 100 extra energy or prism can warp in HTs that can storm..., but I see no reason why range is not higher.

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The original was posted on /r/starcraft by /u/Gemini_19 on 2024-10-25 17:47:32+00:00.

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The original was posted on /r/starcraft by /u/Necessary-Fun8683 on 2024-10-25 14:39:47+00:00.


Example of changes to make them easier: spellcaster weak autoattack for raven, viper and infestor, qol stuff like select all queens/barracks etc. that don't matter at the pro level but help a bit below. The ones i listed are random examples that might not be great because I am not very creative, but they express the concept

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The original was posted on /r/starcraft by /u/Careless-Goat-3130 on 2024-10-25 17:38:12+00:00.

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The original was posted on /r/starcraft by /u/Starlight_Bubble on 2024-10-25 16:02:13+00:00.

Original Title: Protoss has lost so much of their identity, they're supposed to be the quality over quantity faction, why are they just getting weaker? Instead of changing/buffing/nerfing Protoss units directly, Why don't just give Protoss more upgrades instead?


I always find it weird that core Terran and Zerg units gets 2 upgrades and Protoss only gets 1. Marine, Maurader gets Stim, Combat Shield and Concussive Shells. Zerglings get speed and Adrenal Glands, Roaches gets Speed and Burrow Move, Hydras get Speed and Range upgrade. And what does Protoss get? Zealots get Charge and Stalkers get Blink and that's it.

Maybe instead of straight up buffing Protoss units, just give them more upgrades instead, make them stronger while also being expensive, such as:

"NEW" Twilight Council upgrades

*Sundering Charge*

-Bring back Chargelots 10 impact damage, like another 100/100 60 seconds (only unlocked after researching base Charge)

*Phase Reactor*

-Stalkers blink recharges shield by 20 over 5 seconds, from the campaign 150/150 120 seconds (only unlocked after researching base Blink)

Sentries can now regen ally units Shields like Medivacs, again like in the Campaign, probably 3 Shield per energy?

Revert the Mothership and Tempest Changes.

Mothership gets 400/400 8 supply and has passive Cloaking, and gets to attack 4 targets at once. Model size reverted back to being to the original. CANNOT BE ABDUCTED, It's a flying city ffs.

Tempest cost 300/200 6 supply, 15 range on both air and ground deals 60ish flat damage (+40 vs structures). Model size revert to the original size, its a capital ship, and moves slower (same speed as Carriers)

Personal note, I want my Protoss race to be slow, expensive but powerful, they are the epitome of quality over quantity, and it's the Terrans and Zerg that should utilize their cheaper but faster and more maneuverable units to split and peel away the Protoss army.

Now it's just painful and sad to see and hear people just expects and say that gateway units WILL just lose in a straight up fight against the same tier units from Terrans and (less so with) Zerg.

Also, revert the Ultralisk size to be bigger, it looks so goofy, small, and non-threatening, even the Ravager is almost as big as the Ultra, keep the ability to push away units, and just make it so Zerglings can walk underneath the Ultras like the Colossus.

and EMP should slow mechanical units attack and/or move speed (does not stack), but should only drains 50 shields and 50 energy.

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The original was posted on /r/starcraft by /u/juggernautjason on 2024-10-25 14:06:52+00:00.

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The original was posted on /r/starcraft by /u/Careless-Goat-3130 on 2024-10-25 13:21:53+00:00.


Or would they ignore and ramp the patch through?

After the release, the patch has been controversial. I watched most of the videos about the patch. While there are bright spots in the patch, like some community members (Heaven) think that energy overcharge could be fun in some scenarios, there are multiple misses (Liberator area buff, disruptors net nerfs, spore buff) that would ruin the pro scene, particularly protoss would be decimated again in tournaments. And I have a track record defending the previous patches, but this patch is a little too extreme.

PiG came out with a video expressing his concerns for protoss viability in the pro scene. ShoWTimE just expressed his frustration in his stream just now. He said that when he was in the balance council, he used to block the disruptor nerf (the one-shot nerfs in this patch) but once he left, they just added right back in.

When the patch is universally hated, believe the community. Just like broodwar infestor ruined the sc2 scene, this patch might just accelerate the demise of the sc2.

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The original was posted on /r/starcraft by /u/Several-Video2847 on 2024-10-25 08:28:20+00:00.


In lategame you can hammer down 20 mules or stack injectors.

Can we make it so doubling chronosboost one target just extends his time the chronoboost is on the target.

This does not change early game or timings but basically chronoboost gets the same treatment as mules, injects :)

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The original was posted on /r/starcraft by /u/heavenstarcraft on 2024-10-25 13:30:16+00:00.

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The original was posted on /r/starcraft by /u/heavenstarcraft on 2024-10-25 10:07:06+00:00.

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The original was posted on /r/starcraft by /u/JMDj21 on 2024-10-25 09:52:52+00:00.

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The original was posted on /r/starcraft by /u/MiraZuke on 2024-10-25 02:11:03+00:00.

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The original was posted on /r/starcraft by /u/Sacramentlog on 2024-10-24 22:02:15+00:00.

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The original was posted on /r/starcraft by /u/Amiaooghg on 2024-10-25 01:08:43+00:00.

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The original was posted on /r/starcraft by /u/Chuckdoodle8 on 2024-10-24 19:58:10+00:00.


Literally every pro Terran defaults into fast 3cc 1 gas opener into 4 base ghost turtle because there's no other point in playing aggressive builds. Look at Clem's EWC series vs Serral.

He went 3cc 1 gas cloaked banshees every single game. Did his banshees kill 10-15 drones every game? No. Top Zergs figured out the meta so well that it's just better to not play super aggressive committed builds like hellbats or 2-1-1 or 2CC into 1-1 timings. Hell pros don't even bother making cloak banshees. They just make cloakless banshees (Oliveira) to patrol for attack paths and to hold vs roaches.

Notice how Terran pros are getting 4cc 8 rax at 6 fucking minutes and ghosts at 10 minutes. Zergs literally drone straight to 90 drones and start Hive at 7-8 minutes. This is way too fast imo. Nowadays the midgame phase like biomine vs ling bane hydra or muta lasts just ONLY 2-3 minutes @ 6:00 -9:00 in game timer then it's ghosts and PFs. Pros don't bother going BC opener or classic liberator because they do 0 damage vs guys like Serral. Pros don't go hellbats, 2-1-1, or 2CC 2 base all ins because they are so figured out.

Remember peak Reynor vs Clem in 2020-2021 era? What happened to the good old days of prolonged action packed biomine Thor vs muta ling bane + some ultras that can last till 20 minutes fighting all over the map without having to turtle or make a single ghost?

What happened to repeated big scary marine tank pushes vs ling bane hydra viper that end games at 15 minutes we saw in 2018-2019?

What happened to crisp 2018 Maru marine medivac tank timings that absolutely demolished KR Zergs before 10 minutes?

What happened to fun cooked up mind game builds pros such as TY devised such as 2-1-1 hellbat or 2port BC? Remember when 3cc wasn't even the default TvZ opener? Remember when it was just a normal 2CC opener that was considered standard and 3CC was really greedy?

If you were Clem or Maru why bother doing committed aggressive early-midgame builds when they get insta held by Serral because he already figured everything Terran out when you can just do fast 3cc and have a better chance at lategame with mass ghost tank turtle?

As a 5k Terran who quit after getting tired of making ghosts every TvZ I play, I would be extremely happy if they nerfed or deleted ghosts while changing up the TvZ dynamics for first 10-15 minutes to allow for prolonged micro intensive midgame and more variety in early game builds instead of "omegalul I go 3cc 1 gas and make ghosts because I don't have any other option so we both suffer for 20-30 minutes for 10+ mmr omegalul." The pro TvZs should not be defaulting to same 20-30 minute ghost games. They should have tons of build variety and action that is fun to watch and to try replicate in our ladder games.

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The original was posted on /r/starcraft by /u/Sloppy_Donkey on 2024-10-25 01:26:38+00:00.

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