Regarding the test map. Protoss players, what would make you play the map more? What changes would you like (if any)?
So far all the streamers I've seen that play the test map seems to play very few protoss if at all, also both in reddit and TL most protoss players are of the opinion that the test map doesn't offer anything that interest them so they don't play it.
So I think iit should be discussed:
1.- Do you theres any changes that should be done to protoss for the test map.
2.- If so, what these changes should be?
So far theres doesn't seem to be a lot of feedback from the protoss side regarding changes to protoss themselves. Anything that should be considered?. I don't think theres any consensus regarding what it is needed (if anything) regarding protoss.
I've seen some more mentioned like MsC changes but it seems protoss players like the current MsC and a buff to stalkers, but theres hasn't been a lot of discussion so I'm not sure.
So what would protoss players would like to see tested?
(remember that is not only about balance but also about design)
Posted Sep 20, 2016, 11:15 PM UTC
Master 1 Protoss here:
Playing protoss in this mod feels very frustrating.Thus it is no wonder that most protoss players don't like to play this mod. Most of the protoss changes feel like nerfs, while both zerg and terran received buffs.
PvP didn't change significantly and most games are over before lategame, where some changes, i.e. new tempest, blink dts and carrier, can be explored. The only difference visible is the reduced vision on the adept shade, which feels very awkward. In summary playing PvP in the test mod isn't worth it. Luckily there basically no protoss opponents.
PvZ is the match up that plays out nearly as without the mod from the protoss perspective. With the significant difference that you will lose more often and lose to lesser players than you are used to. The reduced adept shade vision weakens glaive attacks, which is fine, but reduces the capability of early scouting as well - and perhaps more importantly - it feels very strange. Additionally there is the warpprism nerf, the hydra and the baneling buff. All shifting balance in favour of the zerg, which inevitably leads to the feeling of frustration as protoss player regardless of the actual justifivations of these changes. While the carrier might be better, I personally don't like playing it, as the resulting game is neither fun for me nor my opponent.
Playing against mech in PvT seems interesting on paper, as it lets you explore new situations and new playstyles. But the first thing you are likely to experience as a protoss player on this test mod is getting destroyed by a reactor cyclone opening. If this opening is executed correctly by the terran player, it is nearly impossible to hold and if you hold it you are likely behind. While it scales badly towards the lategame, the new cyclone is insane vs toss in the early and midgame. They kill everything including buildings in a blink of the eye. Instead of mech, we will most likely see stronger 1-1-1 builds coming up in TvP. Weirdly the mech player is able to be the aggressor in TvP... shouldn't it be the opposite? The Stalker became basically a no-build unit in PvT - even a viking wins a 1vs1 vs a stalker, thus reducing the protoss options drastically. Maybe mass carrier is the goto build in PvT, but as stayed before it doesn't produce interesting games.
You asked what will make me as a protoss player, play this test mod?
Well, despite testing new changes I would like to see less one-sided changes in terms of balance compared to the live version which is arguably quite well balanced. I would loved to see the mothership core being removed and gateway units being redesigned to compensate. I don't want see more spells and active abilities in the protoss arsenal - no blink dts, no storm on tempest. We already have the most active abilites of all the races.
Very well articulated. Patch does not offer much good changes for Protoss. So why play it?
For what I can gather from the post:
Cyclones are a bit ridiculous early game (what pretty much everybody thinks, as a terran weaker AG and better AA would be the way the go or something like that)
A buff to stalkers? How about making stalker do more flat damage while dealing the same amount of damage to armored? Makes stalkers better to defend adepts PvP, better against bio (marines and WM) and hydras and banelings (stuff buffed in the patch) queens and ravagers (stuff that gives problems to protoss in the midgame) and easier defense against mutas, would it be too broken? considering the amount of nerfs protoss got I think it would be fine, also it doesn't change much against mech (mech still have a lot of stuff that needs to be balanced anyway) Also if stalkers are buffed just right maybe PO could be nerfed/removed? And MsC used mostly for recall and maybe scouting (would then giving MsC the old HotS pre nerf vision could work?)
How about changing adepts so shade cooldown is longer but shades give more vision that they do right now (IE: Shade cooldown nerf and vision buff). Makes adepts better for scouting, they are still as strong for harass and big fights but crazy all ins with adepts are weaker. (not sure if this would be needed considering all the other changes, maybe worht testing)
Vikings I think are going to get nerfed anyway, 8+8 against mechanical is a bit too much even in mech vs mech.
Void change is good against mech in midgame, maybe buff them a bit more (maybe with an upgrade to avoid some crazy cheese if needed)
Anything else that would work? (I think tank, hydra and baneling changes need a bit more testing so shouldn't be changed just yet)
I don't know they're just crazy ideas, maybe stupid ones that make no sense lol.