What buffs do protoss actually want

Whatever buffs you guys propose, we need to take them crazy broken Observers down a notch or two to compensate.

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It’s why I suggested the Robotics Facility as a prerequisite for getting the energy upgrade, so it is delayed, but testing may prove it to be not a problem, given it costs 150g (gas is a precious commodity) and competes with Warp Gate, meaning you either have to wait for it to finish, delay Warp Gate research or get a 2nd Cybernetics Core, which then starts to eat into Immortal Production, for example.

I felt that the Robotics Bay is too far down the tech tree, and also rather restrictive in when you can get it.

There is an extension mod for the energy upgrade if you want to try it out - details are in the suggestion topic I linked above.

With this upgrade you could get WG first, start the sentry energy upgrade immediately after your robo and still hit a strong immortal or prism timing attack against Zerg now with even more forcefields.

There is an extension mod for the energy upgrade if you want to try it out - details are in the suggestion topic I linked above.

I’ve played it, which is why I’m saying what I’m saying.

I assume in this case that the Robo requirement doesn’t actually affect anything. If needs be, the requirement can be removed but the research time increased. What would you suggest?

Robo requirement changes nothing since Immortal-Sentry all-ins go that anyways.

Here is the question that the suggestion depends on. Would players build sentries in the mid-late game because of the energy upgrade?. Would they spend 150/150 for it?.

What I’m suggesting is that you take a look at the sentry stats itself and see what you could do with it. Maybe add a new ability or buff a stat or two?. Look over the balance patch history of the unit?

I know EMP is strong. I am conflicted! As a Terran, I use it so much that ti has just about become a crutch for me. On the other hand, I know it puts Protoss at a disadvantage lategame which forces them to all-in before it reaches that point.

I just don’t feel right letting the EMP get nerfed. I mean, once the detector ability is removed, Terran will have no way to stop the might observer. It will shred our armies! I will give up EMP only when Protoss gives up their most broken unit, the observer!

On a more serious note, EMP is a bit strong, but I think a buff to lategame P units should counteract it.

Buffs to non-zealot gateway units would since gateway units are what protects the robo and SG units.

I’m also open to buffs to the Oracle, Tempest and Mothership(It really needs to be made Frenzied already, its 400/400/8 and you can only build 1)

I’m still trying to process how after watching the WCS games, the Observer is what needs a nerf batting out of all things.

2 Protoss in Ro8?. That’s too much Protoss, time to nerf the Observer so Infestors are safe.

1 Terran in Ro8?. Time to nerf the BC since we wouldn’t want Zerg to worry about late game Terran.

Well duh, both Observers and Cattlebruisers are overpowered. Between the low cost, mapwide mobility, detection and powerful single target damage they can deal I really don’t see why you wouldn’t want to nerf both. They are essentially the same.

Well, the only ability I can think of is shield regeneration, aka. a portable Shield Battery, which I think will be overpowered, even if it is a 200m 200g research.

Given you’ve played the extension mod and you mentioned buffs to Oracles, how does the late-game energy upgrade perform? True, I can’t see it being overly useful, but something that is relatively harmless to get and would lessen the time before you charge up to 100 energy for 2 rounds of Revelation or a Stasis Ward + Revelation before it dies to a swarm of Corruptors etc.

The Oracle energy upgrade is good, but it should also make the Oracle be a detector to really help Protoss in the late game ZvP and PvT.

Like the sentries in campaign?.

The attack speed of a Siege Tank is not much better. The attack cooldown should probably be reduced further than that.

No, you can buff Protoss units as long as the buffs are delayed by upgrades or on tech units that are not typically used for all-ins.

Protoss units in particular are strong for all-ins because they tend to have a lot of health (which makes it harder for forces hiding behind walls or other defenses to kill them off). Warp-Ins and teleport mechanics like Blink and Shade are other factors. A buff to their early-game can easily make those all-ins broken.

In PvT in particular, Terran units are also delayed be upgrade or critical mass requirements to be effective, which makes Protoss all-ins particularly powerful.

Indeed so, like the Sentries in the campaign. True there’s some tactical choice in whether to disable auto-casting of it so you can save energy for Guardian Shield, but if you have a Sentry recharging an Archon in multiplayer, there might be problems.

I want to say that the energy upgrade for Sentries has potential, but may need tuning in regards to cost and research time.

Do you want to it to be a flat starting energy increase or would you want it to be an energy regeneration upgrade?.

That’s not completely true at all and Protoss doesn’t need dozens of upgrades for Gateway units, that would be just ridiculous.

Like Adepts, Oracles, Motherships, Sentries, High Templar, Dark Templar and Tempest.

Any buff to an underused unit, regardless whether it’s behind an upgrade or not, has the potential to transform it into an all in unit. You’ve seen what mere 1 damage reduction on Adept did.

are Protoss. Afterall, Observer is getting a nerf.

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With a nuclear nerf-bat.

Adepts are exactly the type of unit that was a problem in all-ins. That is exactly why they were nerfed and why Blizzard’s suggested buff coms in the form of an upgrade, not a stat change.

Several years ago. Now it’s a unit that is barely used even for all-ins these days.

They were nerfed because they could 2 shot marines and shade had a vision of 9.

You can still buff Adepts stat wise where they wouldn’t impact all-ins with the changes. It’s not even difficult. You just have to not touch the vs ground performance.

The purpose of an upgrade is to delay the strength of a unit so that it does not become a problem in all-ins.

No, Protoss units in particular are strong for all ins because they tend to be very durable, tend to have teleport mechanics, and can reinforce through Warp-Ins.

By contrast, all-ins involving Roaches, Zerglings, Banelings, Marines, Marauders, etc are much easier to kill off.

If Protoss had a glass cannon unit like a Marine or a Zergling, all-ins with that unit would not be as problematic.