Why Are Adoops So Bad?

You only see them from allin against Zurg.
Otherwise they are the visble, protiss reaper.

I wouldn’t call them “bad” but they’re for sure nowhere near as strong as at the start of LotV. SC2 balance team liked to break things with a hammer whenever they decided to nerf anything, instead of making small safe nerfs.

is some one drunk as a skunk

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Because zealots do their job as meat shield better and cost no gas. So adepts are only good for all-in or early harass in pvp.

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Tl;dr: adepts suck because zealots are better in most cases. They also cost gas, and even the small amount adds up quickly.

It’s the difference between having them kill marines/scvs in 2 hits or 3. That’s why they were nerfed a long time ago. The change back then didn’t really affect Zerg to my knowledge. The main reason why they aren’t good is because they are easily countered by the T1 armored unit options (roach/marauder/stalker). They also cost gas - and overall cost is more than a roach and equal to a marauder. Zealots/marines/zerglings don’t cost any gas, and zealots can pretty much accomplish anything that an adept can. Adepts are cool for their shading ability, but that’s pretty much it. In most other cases, they are inferior to the zealot. Zealots have a little more overall hit points, move faster, scale better with armor upgrades, and do more damage even when adepts have the upgrade (?). I think adepts are the worst T1 unit when I think about it. It’s in close contest with the reaper for sure.

What’s the solution to making the adept better? Increasing its base damage and/or giving back its original light damage bonus attack. It will see much more use against Terran for sure. I don’t think this is good though, and I don’t think the adept can be fixed. It’s in an awkward spot and is pretty much doomed between being useless and broken.

Same for the reaper. 3 rax reaper was a terror strategy back in the day. That’s why it was nerfed multiple times from the depot requirement (?) to completely redesigning the unit. If you return some of its old strengths, it might be abused again. If you leave it in its current state, well you can see it’s only used as much as the adept.

problem of reaper or adept is the default utility.

marine/ ling/ zealot, become stronger via upgrade.

Giving the Adept a faster attack with slightly lower burst damage (18 or so versus light) might be a better option. The main sticking point seems to be the Adept’s ability to two-shot Marines/SCVs, which the current Adept is barely balanced around not-doing in the early-game.

That change would certainly help against Zerglings, although it might be less efficient against Hydralisks or specific other units depending on the exact cooldown adjustment.

You would not use adepts to harass against terran, because he can simply raise up supply, making himself fully protected against adepts.
If zerg sees that you play mass adept, he would always add roaches. Adepts would deal no damage to roaches, as well as have not enough range to reach hydras.

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Mass them vs Terran you’d be amazed how much fun you’ll have

People just aren’t creative enough. Parting’s 3:30 6 adept attack is free wins against terrans unaware of the build. They’re also able to bypass terrain compared to the zealot, just warp in 3 and they can dodge terran’s rally point.

So you mean that protoss should play 6 adepts and hope that terran would not scout as well as not be able to raise supply, as well as not build a bunker. I think these are the reason, why those builds would be played on specific map, against specific players and not generally on the ladder. As was already mentioned, adepts are good for early harass or all-in.

Innovation knew what parting was doing had a bunker on the high ground and the fastest possible tank and still lost. The build is bonkers strong that the least you can achieve is completely denying the natural. It’s not an all-in when you’re far ahead in economy.

Really the adept can’t be meaningfully buffed with the shade as-is, they would need to nerf the shade cd by like 4s to give the adept a lategame buff. In general mechanics like shade are very frustrating to play against while lacking complexity in that the counter is having to constantly build/cancel walls. That’s also why they should return ff’s to zvp meta by increasing bile cd by like 2s.

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I really had no intention of ever seriously responding to this thread as it’s a stupid crap-post. That being said I did make an adept change suggestion exactly like this with the math already done.

Sadly there won’t be anymore balance changes really.

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