they kill structures way to fast is the issue, they also have lots of hp and are hard to kill and just blink a way. final verdict: dark templars are an op unit noone talks about.
Warning: This post is created by one of the whiniest creature from TCF (TERRAN CRY FORCE)
side note: the TCF members include as follow:
ShiaLaBeouf, CheeseTown, IIIIIIIII, Thyphoon, and PeekaChi
#ProtossLivesMatter #PLM
nice callout, enjoy your one day vacation
Theyre definitely not OP early game. I can see some argument to be made for lategame, however I just feel that a solution has yet to be found by Terrans for lategame Blink DTs. We are only recently seeing them get used after all.
hmmm and what would such a solution be?
Initially, I’m not certain - but one idea suggested by others was to limit the surface area DTs can blink onto. The less area that DTs have, the longer it takes to take down. Throwing up a wall around the OC/PF would also serve to screw with both Zealot and DT pathing as well in some cases, since supply depots don’t attack, they would be trying to target the Planetary behind the depots that they otherwise can only get to from one side. Obviously this depends entirely on how you’ve walled off as well, but it has some merit. Blink DTs can obviously bypass the wall to jump to the other side, but either way, you’re still limiting surface area and therefore damage.
Alternatively (and this is something TY mentioned in an interview last season), You double-planetary. More firepower, and if you keep them close together, again you limit the surface area, at least one one side.
no i think the issue is that they have more than double the hp of a marine and are hard to kill as they run away. if they are supposed to be a sneaky assassin than why should they need the hp, they have ridiculous dps and thats ok but i think they should be a glass cannon.
if you fire up the unit tester dark templar destroy zealots at equal supply even with detection, i understand the dts cost allot more but i still think this shouldnt be the case
Sure and cost 125/125, so 375 mineral that is the cost of 7 Marines…
It’s better to find something else to whine…
I don’t think the DTs are broken. However, the way that toss can get them and max out on them is broken.
And what leads to toss throwing away DTs . Its their eco lead.
And why do they have an eco lead. Becuase they alway have more bases than you.
And why do they have more bases than you. Because if you dont honor the many things they can out right lose to. There is not build order losses that toss has to worry about in PvT. so instead of losing in the 1st 5 mins of the game you lose in the 2nd 5 mins of the game due to being behind a base.
This match up broken because how it is designed.
Consider that they also cost 125 minerals and 125 gas though. They are glass cannons for their cost, all things considered. They don’t have any range, and have 40 hp and 80 shields. They have just under the total HP of a Marauder for 25 minerals more, and 100 gas more, without the range, whilst also getting a unit specific upgrade on top of that to allow them to close distance. Unlike Stim, getting Blink doesn’t mean that DTs can suddenly blink - if you want stalkers to blink, and DTs to blink, you need to research it for both units individually. And Shadow Stride costs 100/100 (100 second research, 50 with consistent chrono) on top of the initial expense for DT tech.
I don’t think they need an HP change.
Right now, I think it’s a game of wait and see. If things do need changing though, the risk/reward would likely be the needed change for late-game DTs.
They’re definitely not OP early game. Late game vs Terran in particular, they MIGHT be OP for harass, but only because Terran doesn’t get something like cannons or spines to defend against them. They have to dedicate army.
The late game blink DT harass hasn’t been meta long enough to make a definitive call.
As someone said, they are a glass cannon. The reason why no one talks about them being op is because they aren’t op. Sorry the voices in your head tell you otherwise
no man. watch pro games u see them being used late game they are super overpowered, i rarely play against them on ladder and im not sure why protoss players dont use them more they are super op.
Yeah I remember a game in particular where Neeb made a bunch of dark templar in the late game and just blinked on top of a planetary fort. It worked well in the short term, but they were useless afterwards. Overall a terribly inefficient trade. News flash - blinking your dts onto bio results in quicker evaporation of your dts. Why don’t you try massing dt vs a good T opponent and see how that works out for you?
DT Blinks have been used as an effective, albeit risky (expensive if you lose it) harassment tool at the highest level, in the late game. Nobody is going to fight with DTs into a critical mass of, well, anything though.
We’ll see if this one is figured out.
A correction here. Chrono is sequential and does not stack. For ech Chrono you gain 10 seconds. In a 100 sec upgrade you can put 3 Chrono and gain 30 seconds. Final upgrade if constantly chronoed is in the range of 72 seconds and never 50 seconds.
Ah, thanks for the correction. It’s a bit late here.
A lot of people conveniently forgot the fact that Stats did not (correct me if i am wrong) even build a Stargate and did not field a single air unit (and HT for that matter).
He managed to use an insane amount of DT only in that specific game and specific circumstance.
In a more standard balanced game no Protoss would afford to have that many DT.
All this brouhaha is a Tempest in a Teapot.
Why not enjoy the brilliance of Stats and stop whining for a start (this is directed to Peeka).
You’re saying terrans haven’t adapted to something new toss is doing??? Shocking! They sure are whining about it already though