storm has been removed from the game
Then kick the blizzard balance workers too. We already see what havoc a interns at the hands of reforged patch team can cause.
If the Platinum Protoss Patrol says storm has been removed from the game then that means it has been buffed to the moon and we need to nerf it more. It’s called the Whine-to-Win Ratio (WtWR). Protoss players whine a lot when they win a lot and so if they are whining then they need more nerfs. Zergs by contrast have a very low WtWR and so if they go silent, don’t complain at all, it means they are concentrating hard at winning the next tournament and don’t have time to whine aka they are underpowered.
Really the essense of what the WtWR captures is free time. Protoss players win EZ PZ and so they have plenty of time to whine. They don’t feel the need to watch replays, practice, or consult other pro players for help. Nerf them until they have to actually practice and as a result they will zero time to whine.
IMO this is a HUGE buff for Protoss. They now have much much more map control and zoning out the zerg from attacking to play their turtle style. Massing high templars now is much better because the new storms allows for MUCH more survivability. This is going bad real quickly.
Just look at winters stream abusing this … its a f***ing joke.
Not only does this make Protoss defense 100x stronger, but when attacking it can trap opponent literally in their base or at a trapped location. This forces zergs to have to engage Protoss deathball when they attack which is the complete opposite of what is suppose to happen cuz Protoss maxed army is much much stronger.
TvP bio will be much worse with the same reasoning. They think this will force T to play mech vs Toss, o wait…mech isn’t viable vs toss…
a patch made and writen by blizz only, wich is obviously when you see how much they kiss a$$ the terrans, guess the leaking playerbase will turn into a flood now, if they want to have only the terran players left, just delete toss and zerg already, and rught when i sayd there are no worse devs and decision makers in the gaming world than the ones at ubisoft, bam, blizz strikes again
Seems like the response has been too much QQ despite the last 6 months being constant PvTs and no Zergs left in sight (bad weather, locked on 24/7) so here’s the obvious solutions to make the patch go on smoother.
Observer: Makes a noise when going into observer mode instead of visible.
Storm: has a secondary upgrade increasing damage that’s available way later, like after robobay or w/e
The rest of the changes are fine. If anything Zerg should’ve got way more fun toys.
- Siege Tank can no longer be abducted when in siege mode.
This is a no-no ![]()
Microbial Shroud is going to cause severe balance issues like this. Terran have no melee units and Protoss only have zealots/dark templar. Spell damage works but considering all the nerfs Protoss spell splash is taking and Terran lacking spell splash outside of mines…
Not good.
And Storm. My God. Storm isn’t going to do anything now because you can just run through it with near impunity.
The Observer change is weird too.
Finally Terran changes…Vikings do NOT need a cost reduction. They already screw over mechanical ground units. They don’t need more help with that nor are they in a bad spot vs air.
And not being able to abduct Tanks in siege is…definitely a choice lol.
EDIT: works like Dark Swarm so splash damage still works but it’s still pretty busted.
This is actually a massive buff to ladder Zergs. All they play is mass ling bane, so when they go to abduct a siege tank, it either gets thrown into a mass of banelings deleting 10 of them and sparing damage that would’ve otherwise gone on marines, or does a 360 no scope and nukes 15 banelings that were shift queued behind the terran army. Spotting hidden Zerg cabal buffs like.
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Big thumbs up on the patch. Siege tank not being abductable should be common sense, watching Zerg rip through an entrenched Terran was just sad.
Also, about time Protoss got some nerfs. Good.
It probably depends on how small the chokes are. Moving an army through a choke that is being stormed is going to result in, collectively, way more damage to the army. It will be less damage to each individual unit, but more damage collectively. So this might combo well with a colossus that then mowes through the remainder of the health.
It’s a buff to gm zergs who don’t play viper, like Ukko. Vipers were never my favorite unit either, I still played them a lot, but I have a lot of styles designed around never making them in ZvT.
I am 95% certain microbial changes will be a massive buff to swarm host infestor styles. We’re talking about not a giga-buff, but a terra-buff. Does it cut tank damage in half vs spines? The locusts don’t take damage from tanks until landed at which point they are protected by the microbial. Locusts waves don’t move much once landed and so microbial would combo well with that. Another thing is that fungal prevents movement so the locusts don’t have to move to intercept and take half damage.
I’m watching his stream tonight and he said it’s a huge nerf and it’s too much
Harstem just said 10 minutes ago “I don’t know why I’m pretending storm still has any value against anything… it doesn’t”
The streamers and the reactive hot-takers are in agreement: the storm nerf is definitely too much
therran a$$ kiss lover spotted
Nerf abduct range/pull distance or make it not work at all vs massive targets and maybe buff Zerg in other ways like by giving the casters a weak attack so that they’re easier to control…
The viper is a crutch; it’s too powerful in too small of numbers. Just 2 or 3 vipers out practically invalidates a lot of units as options from the opponent. No other unit counters units/compositions so effectively in such small numbers.
And nerf/remove energy overcharge (probably replace with something more generic that affects any/all of their units), so Protoss can’t spam stasis wards or kill everything with oracle beams to make Zerg early game timings a little bit better in the match up.
“If numbers are equal” = same supply (all of these units are 2 supply). Vikings and gateway units are all 2 supply - Stalkers and Vikings, post-change, cost the same as well, so a 6 vs 5 fight isn’t even balanced on resources…
It takes hitting a certain mass (probably more like 15 on each side), but Vikings do beat zealots in equal numbers after a point due to zealots being melee. Vikings are sort of like big, armored marines, and they scale well with numbers on the ground.
l2p noob
20 characters
Not a single PPP complaining about the supposed protoss “nerf”. You know what that means.
I’m really to see the problem with the pro Protoss players. **** like Harstem is so biased in favour of toss it’s not even an exaggeration to say even if Protoss has a 75% winrrate he will still complain about how bad Protoss is.
to be fair, there aint too many people here on the forums that defend toss, or play toss. Theres more terran zerg players who complain about protoss non stop. Just look at most of the top rated post on the forums, and the majority of them are people complaining about protoss, rather than toss complaining about terran or zerg.
Thats only because the people posting are monsters who like guns, so naturally theyd pick terran and zerg.
Many protoss streamers were convinced the last patch was a giga-nerf to protoss and what actually happened was that top protoss shot up to a 75% PvT win-rate (measured on equal skill) and average professional Protoss managed a 63% win-rate in PvZ (the highest of any matchup since 2011). What streamers say is often inversely correlated with the truth. Find the set of nerfs that makes them squeal bloody murder and you’ve found the changes that will make the game balanced.
When you get wrecked in game, losing over and over, and your mmr tanks by 10%, remember: Just play like AlphaStar. That’s what they told us the past several years. I’d also suggest to unbind F2 and learn to use hotkeys & multiprong.
In fact let’s make a list of ways Protoss “professionals” can improve:
- Stop forward blinks into meat grinders.
- Don’t blink without vision of what’s hiding in the fog of war.
- Don’t advance toward the enemy while looking away (when close to the enemy, only look away if retreating; if far away, only look away if you are stationary).
- Stop rallying robo units into the enemy army. Rally your robo somewhere sensible like your natural or third.
- Stop placing important tech buildings at the front of your natural / third. They die to easily to 2 base pushes.
- Stop taking 4th bases as Terrans are allining you.
- When you have no map presence please, for the love of all that is good in this world, split off a zealot or make an obs or something to see enemy counter attacks.
- Unbind F2 so you can split units up.
- Learn hotkeys, stop using control, use alt instead. Splitting your army is as easy as box select, alt+2, and then sending it to your other side to defend.
- Stop storming the middle of nowhere.
- Stop hitting your own army with your own disruptors. Use a micro training map in the arcade and don’t stop using it until you can actually use disruptors properly.
- Stop moving forward with zealots until you have split a zealot or two off to lead (to soak mine damage).
- We could keep going, but fixing these alone will tack easily a thousand mmr onto every professional protoss who reads this post.
All that said, the storm nerf is a bit too much. I suspect it’s implemented incorrectly because the damage ticks aren’t being applied often enough & this is cutting the damage output even more. It seems like units can walk through with no damage at all, and I don’t think that’s the intended effect (but I could be wrong).
Yes, Protoss are the peaceful race.