Holy sh!t how out of touch are you that you actually genuinely think this???
8 minutes is the time limit terran has to kill a protoss in the live version. There’s a reason it’s “All in or die trying” right now, and why 85% of TvPs seem to end in pulling the boys and the Terran either dying because storm, charge, blink etc, or the Protoss dying due to gross incompetence.
Byun’s TvP seems to be the exception to this, as he really seems to be one of the few who is actually playing past that point, even though he loses 95% of those late game situations.
The reason for this is that, beyond the 8 minute mark, Protoss effectively explodes on the map. Everything they could do before suddenly becomes infinitely harder to deal with, because they can - and regularly do if the game goes past that 8 minute mark - hit 7 bases to the Terran’s 4, and there’s basically nothing that the Terran can do about it.
This isn’t opinion, this is what we see in almost every pro TvP game currently.
Widow mine harassment is negligible and nearly irrelevant if you’re not a potato, because you have a fairly solid time to react to them.
Gas first builds are solid right now, but require you to get damage done or you’re just behind.
Beyond that, Terran maybe gets the opportunity to drop. Maybe. Because Protoss has blink timings, charge timings, gatewayman styles, fast third bases and insane econ. They have recall, warp gate, warp in storms, literally infinite scouting with hallucinations, which means that a Protoss should literally never be out of position or caught out in the first place.
Both of these are just… weird changes that don’t need to happen.
One, they really don’t, their AA is already incredible. If you’d said their ground anti-air is weak, I might have agreed, but even that’s not as bad as people make it out to be.
Two, the mothership is actually getting buffed. Yes, the speed is a nerf. No, the health nerf hasn’t happened, however the bug fixes that applied to the mothership ultimately result in it being significantly better than it was (proper - longer - range, properly targeting multiple units, not incorrectly targeting lower prio units etc). It doesn’t need to be stronger.
No??? Same problem as Siege tanks not being abductable. It’s bad game design.
Again, why?
Yeah, have to agree.
170 is definitely to long, I think 120 is honestly better. 90 is… probably a little low.
Which is more frustrating because it seriously reduces their effective range. I get that it’s frustrating but from a gameplay perspective, having base liberators not being able to use their full sieged range, which, I might add, is a tiny fraction of what other siege units can use and hit and see, is pretty insane. It’s fine for Advanced balistics, but on base, unupgraded liberators it’s incredibly stupid.
It’s still incredibly stupid. The unit is 150/125 and at that cost, prohibitively expensive to get out more than a couple at a time; you’re basically only going to use them for harassment early, and this basically removes that functionality. It’s not even a problem as it currently is.
Agree, though I would like observers to just generally be more visible - stationary observers are honestly pretty hard to see even with the animation changes previously.
Can we not, please? Adepts were problematic when they could 2 shot Marines and SCVs, to the point that it made the early game completely unplayable for Terran. This isn’t something that should be considered outside of an upgrade post Glaives.
Yeah not so sure about that tbh. Stripping armour on a unit that can easily and quickly apply the armour strip repeatedly through auto-attacks - especially when you consider that this would negate armour upgrades too - would be brokenly strong IMO.