Those EMPs over all the templars at 32:20 was why people “aren’t a fan of ghosts” anymore… May aswell make feedback AoE so target accuracy isn’t necessary and you can blanket an army’s entire caster force and render them useless in one fell swoop.
@@SoftWareWolf91 splitting wouldn't even help when Terran is building mass (5+) ghosts and can blanket your whole army. EMP not only takes away energy but also our shields. It is a way stronger spell than feedback AND its already AoE. Feedback on the otherhand, ONLY removes energy, but yet it's single target?? Either Feedback needs to become an AoE or EMP needs to only take away Half of our shields so that we actually have a chance and Archons would be useful in late-game again. With the way things are now there is literally no way for us to counter it.
@@SoftWareWolf91 Dude, EMP is instant. I don't know how in hell can you compare it to disruptor who needs to stand in place as a clearly visible ball flies around. Ghost just instantly sap all your energy. Disruptor ball is there FOR OVER 2 SECONDS before it blows up. Yes, it is a badly designed unit. But it is so much worse than ghost in every aspect. When it comes to storm... It doesn't instantly kill everything it hits, you have yet again time to just get out of the storm. EMP both does instant shield damage and it removes energy.
@@krispiasek6731 that not how game mechanic work. 1st , emp only do 100 damage of energy, HT stil storm after that. 2nd emp does not effect armor , zealot for example have 100 armor HP ad 50 shield HP, on top of that, they have 1 base armor +3 upgrade, so shield only accout for about 15 ist % of zelot tanking ability. even if your army being blanket by emp it didnot do much. Be blanket by disruptor in the other hand is not idea. Not to mention ghost are not an ideal standing army choice again protoss. As for feedback, they deal a shit load of damage( or outright kill them ) on top completelly disable enemy caster, that why they are single target, also HT still storm after EMP, it maxpact choice not to use them in favor of disruptor
@@SoftWareWolf91 lmao, most of the abilities Terran splits against gives them time to do so... Banelings needs to run at you, Disruptors needs to run at you, storms doesn't do all of its dmg instantly, you can run out of it. EMP? Instant, no cast time, aoe. but you keep coping I guess... the truth is, at our player level it doesn't matter at all, it only matters in the pro games, but when you have players from all ranks feel like ghosts are too strong EVEN PPL THAT DON"T PLAY THE GAME ANYMORE thinks ghosts are too strong? Maybe the collective are onto something. but you keep coping I guess
At this point protoss needs just to start copying terran technology and start mass producing machine gun zealots, ghost high templar, viking transformer phoenixes and healing warp prisms
@@WolfgangGaming-xq5rm I think Feedback should deal no damage, but it should give High Templar the energy drained so the HT may Storm immediately. The range may also need to increase a little, to 11 probably.
@@tacochaos5127 Them taking half damage or no bonus damage against armored from ground attacks would be a nice quirck keeping the same idea. (and help them in their anti light role against zealots/zerglings that they can't perform when those units reach melee (because hitting them one at a time for less damage than a pair of marines isn't how a 6 pop specialized anti-light unit should perform)
Kinda, with a good micro their speed boost can make them dodge everything. The biggest problem I see with terran is that they are the only race who's spellcasters can deal ton of damage by their own. At the point they can work by themselves. I miss the good old times when all the old spellcaster's area damage could stack. I also miss the infested marines.
I think a good strat for ZvT in the current balance patch is to use the overseer's ability to stop production on buildings. Target engi bays and armouries (and tech labs) to hinder their upgrades to stop their 2-2 timing attacks... It's way faster than trying to just destroy the production / tech buildings but can really hurt the tempo advantage than terran seems to have. I always see loads of energy from overseers being effectively wasted on changelings but a mass overseer fly-by could devastate production for quite a while. I also think winning the air in general is very important to beating terran atm. Stopping their medievacs which are serious force-multipliers is very important and winning the air also shuts down liberators. I'm always surprised that pro gamers use the reaper fast heal and the muta fast heal but never seem to capitalise on the roach fast heal (when burrowed) so that should be incorporated more into big matches. Finally, ANYTHING the opposition can do to waste terran scans - using burrowed units (especially burrowed banes) would be so advantageous as terran will have to be wasting valuable energy to move out rather than boost their eco with mules. Just my 2 cents...
Disruptors are such a badly designed unit. "Your opponent makes a mistake. Or have useless supply." Good luck! It's screwed up that in a situation where both players are playing correctly, the Disruptor essentially does nothing. It's so depressing that Toss is saddled with it forever. Hate it but what else is there?
Disruptors/Liberators/Swarm Hosts are IMO the three units sc2 doesn't need. Protoss shouldn't be relying on opposing micro mistakes (at least not on that scale) terran shouldn't have a FLYING SEIGE UNIT, and if something has to be kept purposefully underpowered that's a great sign it just shouldn't be there.
Add to it, the counterplay of a disruptor benefits a Terran doubly. By pulling back, they’re giving medivacs more time to heal the army for the next incursion.
Robotics Facility has always been my favorite building whenever I'm playing Toss. Immortals help me feel safe against roaches, tanks, marauders, stalkers... And aside from air, Colossus protects me from pretty much everything else. So powerful with shield batteries!
It's lackluster IMO, and suffers a lot from being the base for two utility unit (flying ones at that, lol). The robo need an anti air specialist to feel complete.
Ghosts are ridiculously op. Having the ability to cancel every spellcaster in the game plus taking away half of the HP of toss and basically being the hard counter of every late game zerg unit...
It is quite simple really. Just take the EMP away from Ghost and give it to the Raven. Why is there a fast potentially, invisible unit that has Snipe (which counters late game Zerg) a nuke (granted that is more meme than anything else) and also has EMP? You could also nerf the speed to HighTemp level and reduce EMP range. That way it would function more lke the infestor which cannot stay in the main army and has to sneak around.
I've said this a couple of years ago, Clem is really freaken good. Reynor is also quite fun to watch. Imo, Terran is also much stronger than the other races. Zerg is strong but requires such high APM and protoss is just under powered compared to the rest. T>Z>P
Yeah Terran has the flexibility of having many different units like the zerg, plus being able to easily play defensively. Protoss kind of need an update on how it's played at a fundamental level, probably easier to just buff certain units.
@@kosmosXcannon Yup, also for years I've said that ghosts are absurdly good against nearly everything, specifically against both P and Z. Abilities that answer lurkers and literally all protoss units while still being able to DPS is crazy. But lately I've actually been thinking that the real issue are med-evacs, merging medics with dropships is actually wild. Their pickup speed being near instant makes punishing the unit incredibly difficult, that paired with Marines' overall strength makes the unit feel like yet another Terran unit that just does so much for so little. Meanwhile, Zerg units need so much maintenence and Protoss units are meant to trade well but need so many resources - resources that are finite.
@@kosmosXcannon Yeah the big issue is protoss was designed as a qualitative defensive race that needs time to snowball. But now it's forced to play zergly with its expensive high supply and resource cost units that he's forced to use like cheap units. Sure protoss units are tankier but they are 50% tankier but with 100% less DPS compared to their supply and resource cost. The simple fact protoss doesn't have walls is nuff said about how much the balance teams cares about protoss.
@@shinzoux5912 Yeah I agree the med-evacs aside from ghosts are one of the main problems. I really don't like how it can instantly pick everything up and run away.
The longer the game goes the more imba mules become. Especially in PVT. As terran, if you feel you can't do a successful push, you can go up to 66-70 SCVS (no more) and the max out with an army. Finally, push out and obliterate the toss army while simultaneously dropping mules and CC's uncontested. Here is what happens. I terran can efficiently attack you, but you can't efficiently attack me. At the highest level, PVT favors terran by a high margin. It's very hard to slow terran down like zerg does.
@@Grendich You can't really fix SC2. It's set in stone. It was fun while it lasted, and it’s still a playable game, but at the highest level, it’s more of a TvZ game, with Protoss feeling like a third wheel. If you want to see balanced gameplay, take a look at some PvT Brood War matches, like Snow vs. Flash. It’s not a one-sided matchup. Typically, Protoss is the aggressor, and Terran is the defender, holding out until they're strong enough to steamroll. The idea for Protoss is to apply pressure (gracefully) and expand while slowing Terran’s progress as much as possible. SC2 deviated from this. Now, Terran is the aggressor, and Protoss is stuck defending as if they had Terran mechanics (turtling). The logic just doesn’t work that way. If it ain't broke, don’t fix it.
So, from another Lowko comment section. I believe it bears repeating. Let's do a quick comparison between EMP and its closest Protoss parallel: psionic storm. The storm: -Deals 80 damage over a little less than 3 seconds. -Can be kited. -Has a radius of 1.5 -Must be researched first -Costs 75 energy -Doesn't stack with itself -Comes from a weak af unit with zero combat utility. Now for EMP: -Deals 100 shield damage instantly. No ifs, no buts -Cannot be kited -Has a radius of 1.75 -Doesn't require research -Also costs 75 energy -Does stack with itself in quick sucession -Comes from a unit without any weak (light, armoured) tags, tanky and that can actually fight -ALSO burns 100 energy from any and all units affected that have it -ALSO uncloaks any and all invisible units affected for about the same amount of time as a scan So, the only advantage storm has over EMP, is that it deals HP damage, but is objectively inferior in any other regard. It's basically storm + feedback rolled into one but better, since for example, Zerg can clump up overseers along with infestors or vipers, to force HT to hit those at random with feedback; this is a non-issue for EMP which just hits any and everything at once. Now, let's address the point Lowko is making: ghosts are expensive. Again, for comparison, let's use their parallel: The High Templar goes for 50m 150g. So 200 total resources. The Ghost goes for 150m 125g. So 275 total resources. So at first glance, it seems like we're on to something, since the Ghost IS indeed, more expensive. But total resources don't tell the full story. As Lowko himself has said, gas is often the limiting resource during mid and lategame, not to mention it's the least abundant of the two, and also Terran is usually floating minerals like crazy thanks to mules. Shall the need arise, Terran can simply go 4, E, E, E, E, E, E, E, E and double the enemy's resource production with half the workers. And also, there's cost efficiency. A ghost will unarguably, inevitably, every single time, win a 1v1 against any other spellcaster because they're not only a spellcaster, but a fighting unit as well. They also don't require any research whatsoever to be useful in the battlefield; EMP and steady targeting are already HUGE against Protoss and Zerg, respectively.
thats not really the issue. I mean I am for making emp last over 3 seconds and also non stackable, that way it drains the same amount of energy and shields, but if you move away and only get clipped, its not as deadly. but I think a bigger issue is how good the viking is against protoss. it doesnt just counter collosi, which are the only consistent aoe unit protoss has, 10 of them many ANY number of collosi obsolete, and unlike with other counter dynamics, they also counter every protoss air unit cost for cost, and outrange anything except tempests, which also are worse head on. if you look at the last 20 maxpax vs clem games, you can tell that even if he plays just as good, there is no way to protect collosi from vikings. so everytime they play, 3 collosi get build, then 10 vikings get build, and then in almost any game, the collosi get picked of with no way to fight back, and then protoss is pretty much forced to play zealot stalker disruptor, which gets bullied by bio ghost lib, and really is not meant to beat it. there is no way to beat 10+ libs with ground units with even skill, micro and economy. you cannot build collosi, you can not build archons, you cant build templars, and air is also not an option. again, the issue is not just that they are countered, the issue is that they are countered too hard with no way to counter back. the only games that maxpax has won against clem from that position involved having a much larger economy, and then using dark templars in every base for minutes. and this is, unlike typical balance complains, not a skill issue. you can tell that the game is even at similar army sizes, tech and economy, until vikings get builld and remove the collosi, and from that point on, the protoss just can not fight the terran with libs head on, and literally all the protoss wins involve the protoss dealing so much early game damage that it never gets to that stage because he is capitalizing on the advantage at some point. so my proposal would be to cut the bonus damage of vikings against massive in half, so that you simply need longer and more resources to get to a number of vikings that can overwhelm, and reduce their range by 1 or 2, or reduce their acceleration speed so that they can not quite as well, so that stalkers can actually punish them. its painful to see that because air units also just die against vikings, they have to use stalkers, which can barely hit vikings, and if they do, they have to get so close to the bio that there is just a huge disadvantage. gateway collosus against bio viking at similar economy, army supply, upgrades and micro should look even, which it doesnt.
Which is more possible between these 2 scenarios? (1) At the highest level, all the Toss players are consistently worse than Terran/Zerg in skills, strategies and whatnot, or (2) It's simply a fucked up race
Its (1)... sort of. In reality (3) Protoss is actually stronger at pro level overall (which it is according to official balance stats: PvT:56% ). But at the very top (like top 10 on earth) Terran is strongly favored because the race has a higher skill ceiling. Everybody has known this for years but noobs & casuals don't know anything about this game.
New PvT strat I'm brewing, first you use a blowdart to inject some anesthesiac into the oponent's neck bia dart, then you hope it was enough for them to fall asleep and let you hit their ghosts with your disruptor balls, it's been working out great so far!
I think the balancers are starting to realize that at highest levels, Protoss really isn’t as viable. Weakest spells, no energy attack units, slow to move. They need another patch, skill issue or not.
I don't know how you balance EMP so long as it wipes out Protoss shields. Decreasing the range or the area of effect makes it less useful as a counter to enemy casters, but keeping it as is makes the AOE overpowered against Protoss.
Make it deal damage over time like fungal growth and storm. EMP stick to units hit and eat their shield/energy over time rather than all at once. It would still be a "disengage now or lose your army" button but not a "you just instantly lost your army" button.
No they do not. If they did then terran would win every tournament against protoss. Noone was complaining about im a terran until clem beat serral 5-0. Now terran is imba, and everyone refuse to believe he may simply be better at the game
@@genjiplayz590 fuck off, ppl have been complaining about all the terran bullshit for ages. many different opinions on what about it is op, but almost everyone agrees that ghosts are part of the problem
I am also kinda tired of this solved game. Most of the time, it seems like the only way to win is if the opponent messes up. Not that fun to watch. I miss the time when strategy was a part of the game and not just execution of a playbook. I wish we would see more scrappy games.
That's what I dislike about some Protoss units. They require the enemy to "make a mistake" in order to work. At this point, after all these years, I'd be thinking of a Disruptor rework tbh. The AoE could be decreased in exchange for a faster projectile. Marines and marauders can in fact run away from the Disruptor ball when they stim if they are not closer to the unit than less than 1.5 distance units and this consideration is under the assumption that the battlefield they fight in is straight with no ramps, no obstacles, no curves. Before anyone says "This game is no excel sheet bro have you even watched the video before commenting?", mathematics is THE backbone of Starcraft 2. You wouldn't have Build Orders if someone didn't to stuff like this. You don't even have to be that careful since we're no longer playing Brood War map pools, just stim away with all army hotkey and you'll lose 2-3 marines or 2 marauders at max. Sure, stim isn't "free" but the medivac energy is. In this level of Starcraft, Protoss just looks unresponsive as a race since all casters give the enemy so much time to run away. Storm gives 3 seconds to go somewhere else or to snipe or to abduct or to feedback or to rush down (not even considering how slow HT moves with this one), Disruptor gives 2 seconds to rush down or to abduct or to go away but then you have Ghost who just clips your shields with one projectile and snipes your units after 1.43 seconds so even in the longest spell, the Ghost is faster by 25% (comparing to Disruptor ball for Protoss due to the fact that it's the fastest damaging AoE spell + Storm deals some damage until you get out).
Just found out emp starts at the same radius as psi storm, before getting its 33% radius increase. the fact that its impossible to see doesn't help either
@@yupop-oz5mg What 33% radius increase were you referring to ? But yes, they were even more broken before, and surprisingly, people did not complain as much about them as they do today.
Lowko, please get an interview with MaxPax. Even if it's audio or just text only, the people love him and want to hear from him. I would love for him to play Serral in a major tournament like Zeratul intended. It's the match up SC2 lore nerds need and demand ;)
When both play as close to perfect as possible, Terran will win in 4 of 5 games on average. Winning a game versus Terran depends on ~80 % player skill, ~15% balance issues (Terran is overpowered and everyone who doesn't see that after 14 years has my condolences) and ~5 % luck.
Speaking as a casual viewer who doesn’t play the game, Ghosts ruin my enjoyment in watching the game. Ghosts enable Terran to play the same strategy and unit comp every game since they counter almost every late game unit and have no counter themselves. Currently I’m at the point where I only watch TvP or TvZ with players I really like(Maxpax or Dark mostly) because these matchups just aren’t fun to watch.
I really really hope that one day we get crazy patches like what happens in dota 2. Add units, remove units, completely rework some, add new abilities, new mechanics etc etc. Just throw balance out of the window for 1 patch a year. Yes this will need more balance patches so more work is needed. But I really think this will just bring a lot of fun stuff games watching the pros adjust to big changes.
Tempest are incredibly expensive and weak vs marines if they don't have static or something to retreat to, not worth it just to kill medivacs, clem could just jump on him even harder
in a nutshell, all 3 videos are slow animations of Toss getting wiped by Ghots, ...thank god that ghost is a slow-moving target requiring only pure skill to use his abilities as they are not AOE based
Can someone help me understand something? I don't really understand why MaxPax doesn't switch to SkyToss when he sees the Liberators come out. He must _know_ his Disruptors have a short shelf life at that point, so why not switch to producing Tempests to counter the Libs? He had the economy to support it and supply available. I just don't understand the thought process of seeing Liberators, but continuing to press the Disruptor key. I feel like that was a winnable game.
yes! I love MaxPax and Clem! thanks SC2 Expert :D I hope MaxPax plays offline, but I don't know....word is that he's been practicing with handling crowds....but, who knows? wait a second, I just had a thought....what if Clem has wrists issues in the future, like BuyN did? hmm....something to think about...now that he's playing faster......
Here is my suggestion... Nerf ghost again. Drop the radius on emp and drop the energy regen rate. Bring back toss zealot damage when they do their running attack (damage as soon as they hit). Make the disruptor instant damage with same radius and same speed of the emp projectile. Give disruptor energy and make their cooldown very similar to emp. Make the warp prism regen very slowly to units below it when it's energy is deployed (can warp in units). As a zerg main i am fine with these changes ghost late game is ridiculously cost effective. Every time i am late game zerg or toss it's like insane trying to kill bio balls. Maybe even nerf medivac regen rate until they get the medivac upgrade. I think terran regen is overpowered. The amount of damage that emp does to clumped up toss is way more than you can do with disruptor nova or infestor fungal. It's one of the strongest spells in the game and only takes 30 seconds to cooldown?? o yea... let's drop the slowdown rate of maurader shots. It's ridiculous. Like way way too slow. you can't even attack them without blink.
I've felt for a long time Protoss need some more ground based anti-air. Vikings eradicate colossus. Protoss ground units without anti-air: Zealot, Adept, Hi-templar (storm needs research and is an ability; not an 'attack), Dark Templar, Immortal, Colossus, Disruptor. Flying we have the Observer (makes sense), Warp Prism, and Oracle. (compare to Terran: Reaper, Marauder, Siege Tank, Hellion? That's 4 vs 7 for ground units with no AA). Things *with* G2A for Protoss: Archon: short range, and vs Terrans: hi Ghost EMP. Sentry: tickles; range not amazing either. Stalker: ok. Options: things like giving Sentry some more range (6? 7?), and at least decent anti-air damage (the +4 bonus vs shields now also is bonus vs air? or an anti-air ability like Parasitic Bomb? An air-shut down like the Raven's matrix? Or a deploy anti-air turret? Note: vikings can just land..), OR give an anti-air ability with some decent range to immortal or Colossus. Most likely Immortal as Viking and Corruptors are hardcounters to Colossus. Heck, disruptors would be fine too. Perhaps Colossus isn't worth 500 resources either. -25 minerals & gas cost?
Clem doing very well. His intensity from early mid to end is pretty much unmatched. Whereas you may see maru who is happy to settle into late game. Only raynor seems to be keeping him on his toes.
To beat Clem is to take out his reinforcements. One hit squad to take out runners and one to take out barracks. His weakest is his reliance on marines and tanks. Like have overseers slow down building time. So get speed and currerupters to defend against air, one or two broodlings for ground. Force him to spread his army more than you. As protoss it's tempest one carrier and and one or two phoxics.
Hi Lowko, what do you think about that you have to research the ghost-abilitys. You just start without snipe and without emp, like the ultra. so you have to research to make them work?
EMP needs to effect a single unit. Plain and simple. Now it's no longer a "put into protoss ball because even if you miss the templar, they lose half HP", it's a I need to hit something good or these guys are gonna die. It becomes a skill spell.
Watching games isn't fun anymore. MaxPax and Hero get hardly stomp and there is still people saying Terran is ok. Until Terran nerf or Protoss and Zerg buff (Even Zerg is a bit under powered compare to terran), i think i'm out.
Zerg will be getting buffed. Ghosts might be nerfed but Protoss will be getting nerfed because they are strongest at pro level. See for yourself on the official Balance Report stats page on aligulac.
Ghosts are fun because of the big red button (nuke), but the professionals use them for something useful like the emp. so yeah, in high level games ghosts are kinds boring.
Zerg is all about swarming and overwhelming their opponents send wave after wave and stop your opponents from expanding as much as you can and starve them and keep attacking. Terran is more about cost efficiency and maximizing the use of their units. Toss is more about using their spell casters and setting up traps and getting big victories. Balance change ghosts don't need nerfed.....maybe their auto damage could be nerfed, but disrupters should be buffed so they have an easier time to hit their novas, increase the range they can go making it harder to dodge them effectively. And let's increase toss shield regen out of combat except probes nerf probes shield regen a bit. The idea of increasing their shield regen out of combat is mainly for terran if they get emp and terran don't jump on them shortly afterwards than toss can get out of that bad situation and regroup without having to do a full on retreat.
IMO even as a predominantly terran player, think ghosts need a heavy nerf. There probably should be a limit of around 5 ghosts out at any time, (like the limit of only one mothership) or the emp ability should require full energy, or make the auto-atack on par with the high templars auto-attack. Maybe even making them "armored" or some other debuff would be a solution. Again I will say I prefer terran. But we all know ghosts are op and by orders of magnitude, the best units in the game. Nothing even comes close right now
There is too much power in the Ghost I agree, but Terran would need considerable buff to compensate. PvT is 56% at pro level (Protoss favored). So Protoss is going to get nerfed as Zerg are actually the weakest race right now.
Clem is an insane player but I can't help but feel the good position of Terran over the other 2 races is propping him up a bit. I find it hard to determine if Serral or Clem are better... But I am more inclined to think Serral for the moment
Been wondering something for awhile. In these replays, is there an option to see what exactly is going on the players screens? Would be interesting to see a cast, of just watching one of the players screens and see how they react to things and see if you can properly call what they might do next.
@@efml1815 probably a hard format to pull off correctly and the views don't justify. Much easier to cast with global map awareness. Only slightly interested because of how often Lowko brings up their action speed.
You can certainly do this, but the problem with only watching a player's perspective is that they either jump around so much or are just clicking the minimap and not really looking at it on-screen that it makes watching it really difficult for the average spectator.
the big problem protoss i think tend to have is playing against critical mass, there is 2 solutions for this and it's maxing and remaxing and losing out on value but winning the fight eventually by being economically wasteful or try being extremely efficient economically using very high tech units to deal with critical mass however it's very risky and is extremely flimsy and very slow. but for terran and zerg all they do is go for critical mass which isn't that high of a threshold, and so for them when they face each other it's more positional outplay. this is why i think protoss plays typically revolves around early game harrassment and cheese because they get stomped mid to late game by terran and zerg because they simply have better critical mass units and so protoss have to basically constantly deal critical blows to the enemy throughout or try to cheese away with disruptors or psionic storms mid to late game because there's no gateway army that can fight toe to toe with any terran or zerg critical mass army. however i think it's possible if protoss are able to split the enemy army wide enough that gateway units can be enough to actually start working because zealots and stalkers are good against zerg and terran in low number skirmishes, but it's basically you have to keep up constant aggression and expand and be more greedy to pretty much beat the enemy into submission, everything else seems just weak i think in the protoss arsenal.
Reducing ghost movement speed by like 0.5 or 0.4 would be enough honestly orrrr crazy concept make "steady aim" the snipr a basic attack but reduce damage and make it like every 10 seconds so that a smapl ammount of ghosts cant just line up like a dozen snipes
MaxPax is likely an AI with limiters created by the Protoss community since they never win. They're keeping it realistic as to not raise any red flags, but within a year or two he will surpass everyone winning all online events, and then he will disappear.
Honestly watching pro players, with the insane ability and control they have, its really not a control problem, its the way the protoss attack the disruptor ball. The ball needs to be moving towards a position to take the space, and the DPS units that support it must be a threat at the same time of the launch, while for me personally impossible , I AM SURE these pros (based on what i see them do with their control at all times on a regular basis have the ability, but they keep tackling the problem by A, having the disruptor ball go into threatening range and being the only threat and thus just stim and run away trade maybe 1-2 bio units for a shot that skims a unit. Or B. They put the threatening support units into combat, the terran kites back and deals with the support threat only, and the balls are far behind and actually threaten the zealots more than anything, or do nothing at all until all the support is demolished and then thee protoss comp breaks down. The protoss players really need to impliment the BLITZCRANK mentality in league of legends, blitz crank uses his move speed to pushtowards enemies who run slower than him, and FORCE the player to either already use the dash to get far enough for the juke, or to flash if they dont have such an ability, while blitz crank every second he DOESNT hook, hes moving towards his target making it easier and easier for him, if the protoss can make the support units threatening ( IE collosus / stalker zealots ) while moving the balls into a "Siege tank position" tthen use the balls during the heavy trade period when the bio HAS to dps, because the support is threatening their bio ball hard (ie collosus / stalker / zealot ) then the balls would be extremely annoying, either landing large balls or forcinbg lots of micro and splitting, which allows the stalkers and collossu to get prime targets easier ( or slow down the dps of the bio by making them run around instead of A move control every .1 seconds, you could increase each fire interval by a bit ) honestly T dps > Protoss units hard late game and its very clear, and the ghost counters the reliable aoe (storm ) the viking counters the reliable other source of aoe (collosus) so the answer has to be better use of the disruptor, or some serious over hall changes in game design ( ie ghost nerfs, maybe not remove shields only mana) Hi im kudohlol
Those EMPs over all the templars at 32:20 was why people “aren’t a fan of ghosts” anymore…
May aswell make feedback AoE so target accuracy isn’t necessary and you can blanket an army’s entire caster force and render them useless in one fell swoop.
this unit needs a buff tbh
@@SoftWareWolf91 splitting wouldn't even help when Terran is building mass (5+) ghosts and can blanket your whole army. EMP not only takes away energy but also our shields. It is a way stronger spell than feedback AND its already AoE. Feedback on the otherhand, ONLY removes energy, but yet it's single target?? Either Feedback needs to become an AoE or EMP needs to only take away Half of our shields so that we actually have a chance and Archons would be useful in late-game again. With the way things are now there is literally no way for us to counter it.
@@SoftWareWolf91 Dude, EMP is instant. I don't know how in hell can you compare it to disruptor who needs to stand in place as a clearly visible ball flies around. Ghost just instantly sap all your energy. Disruptor ball is there FOR OVER 2 SECONDS before it blows up. Yes, it is a badly designed unit. But it is so much worse than ghost in every aspect. When it comes to storm... It doesn't instantly kill everything it hits, you have yet again time to just get out of the storm. EMP both does instant shield damage and it removes energy.
@@krispiasek6731 that not how game mechanic work. 1st , emp only do 100 damage of energy, HT stil storm after that. 2nd emp does not effect armor , zealot for example have 100 armor HP ad 50 shield HP, on top of that, they have 1 base armor +3 upgrade, so shield only accout for about 15 ist % of zelot tanking ability. even if your army being blanket by emp it didnot do much. Be blanket by disruptor in the other hand is not idea. Not to mention ghost are not an ideal standing army choice again protoss. As for feedback, they deal a shit load of damage( or outright kill them ) on top completelly disable enemy caster, that why they are single target, also HT still storm after EMP, it maxpact choice not to use them in favor of disruptor
@@SoftWareWolf91 lmao, most of the abilities Terran splits against gives them time to do so... Banelings needs to run at you, Disruptors needs to run at you, storms doesn't do all of its dmg instantly, you can run out of it. EMP? Instant, no cast time, aoe. but you keep coping I guess... the truth is, at our player level it doesn't matter at all, it only matters in the pro games, but when you have players from all ranks feel like ghosts are too strong EVEN PPL THAT DON"T PLAY THE GAME ANYMORE thinks ghosts are too strong? Maybe the collective are onto something. but you keep coping I guess
At this point protoss needs just to start copying terran technology and start mass producing machine gun zealots, ghost high templar, viking transformer phoenixes and healing warp prisms
Just make feedback AoE and do 25% of the units HP as damage! Crap, we just made another EMP…
@@WolfgangGaming-xq5rm Wow, that's ridiculous. Just make immortals have a static mode that gives them AOE damage with range across the map.. Oh wait
@@shinzoux5912siege tanks are not the problem here it’s the fact that toss is dog shit against Terran emp
@@sailadun6603 We're joking around. Nope, It's the fact that toss is dog shit overall
@@WolfgangGaming-xq5rm I think Feedback should deal no damage, but it should give High Templar the energy drained so the HT may Storm immediately. The range may also need to increase a little, to 11 probably.
Clem, MaxPax and Serral... guess we got all SC2 races covered.
"If you say enough words at some point you will accidentally be funny" - Lowko
"what if it's nova???" *realises the awkwardness of the situation "no, actually... No"
I died laughing at the clem nerf comment about his finger 😂. Love the dark humor
I see MaxPax = Like 👍
30:43 sent that stalker straight to heaven
If they gave the emp to the raven, that would be great. I miss the science vessel.
Colossus shouldn't be targetable by anti air or should be able to return fire. Protoss units are so easy to counter
I miss the science vessel as well. I'm still bitter that they made ac2 so cartoony
@@tacochaos5127 Them taking half damage or no bonus damage against armored from ground attacks would be a nice quirck keeping the same idea. (and help them in their anti light role against zealots/zerglings that they can't perform when those units reach melee (because hitting them one at a time for less damage than a pair of marines isn't how a 6 pop specialized anti-light unit should perform)
Or if vikings can easily counter colossus, then phoenix should hard counter vikings, but vikings counter phoenix too
I made this suggestion too. It would bring back Ravens in more matchups which would be fun.
Stimmed Bio Army with it's insane damage + instant Medevac healing is totally overpowered.
Kinda, with a good micro their speed boost can make them dodge everything.
The biggest problem I see with terran is that they are the only race who's spellcasters can deal ton of damage by their own. At the point they can work by themselves. I miss the good old times when all the old spellcaster's area damage could stack. I also miss the infested marines.
New Ability: Archon
-hardened sheilds
°like the immortal ability but triggered against energy damage
I think a good strat for ZvT in the current balance patch is to use the overseer's ability to stop production on buildings. Target engi bays and armouries (and tech labs) to hinder their upgrades to stop their 2-2 timing attacks... It's way faster than trying to just destroy the production / tech buildings but can really hurt the tempo advantage than terran seems to have. I always see loads of energy from overseers being effectively wasted on changelings but a mass overseer fly-by could devastate production for quite a while. I also think winning the air in general is very important to beating terran atm. Stopping their medievacs which are serious force-multipliers is very important and winning the air also shuts down liberators.
I'm always surprised that pro gamers use the reaper fast heal and the muta fast heal but never seem to capitalise on the roach fast heal (when burrowed) so that should be incorporated more into big matches. Finally, ANYTHING the opposition can do to waste terran scans - using burrowed units (especially burrowed banes) would be so advantageous as terran will have to be wasting valuable energy to move out rather than boost their eco with mules. Just my 2 cents...
Disruptors are such a badly designed unit. "Your opponent makes a mistake. Or have useless supply." Good luck! It's screwed up that in a situation where both players are playing correctly, the Disruptor essentially does nothing.
It's so depressing that Toss is saddled with it forever. Hate it but what else is there?
Bring back the reaver! T ^T
Disruptors/Liberators/Swarm Hosts are IMO the three units sc2 doesn't need. Protoss shouldn't be relying on opposing micro mistakes (at least not on that scale) terran shouldn't have a FLYING SEIGE UNIT, and if something has to be kept purposefully underpowered that's a great sign it just shouldn't be there.
@@amiablereaperYESSS I completely agree
Add to it, the counterplay of a disruptor benefits a Terran doubly. By pulling back, they’re giving medivacs more time to heal the army for the next incursion.
@@WolfgangGaming-xq5rm and the of the protoss army can't use the space to move up because the ball kills them too
Robotics Facility has always been my favorite building whenever I'm playing Toss. Immortals help me feel safe against roaches, tanks, marauders, stalkers... And aside from air, Colossus protects me from pretty much everything else. So powerful with shield batteries!
Yes immortals imo strongest unit
Just a few and u are rly covered against armored units
It's lackluster IMO, and suffers a lot from being the base for two utility unit (flying ones at that, lol). The robo need an anti air specialist to feel complete.
Ghosts are ridiculously op. Having the ability to cancel every spellcaster in the game plus taking away half of the HP of toss and basically being the hard counter of every late game zerg unit...
Shield upgrade should give 33/66/100% emp reduction.
@@AimRobot IMO it should fo flat damage instead of 100% shields, so it's still good against gateway balls but it doesn't just Negate Archons
Also they cost so little and take up so little supply. Mass ghosts counter nearly everything. Also in TvZ.
@@amiablereaperdon’t they lose 100 shields
It is quite simple really.
Just take the EMP away from Ghost and give it to the Raven.
Why is there a fast potentially, invisible unit that has Snipe (which counters late game Zerg) a nuke (granted that is more meme than anything else) and also has EMP?
You could also nerf the speed to HighTemp level and reduce EMP range. That way it would function more lke the infestor which cannot stay in the main army and has to sneak around.
I've said this a couple of years ago, Clem is really freaken good. Reynor is also quite fun to watch.
Imo, Terran is also much stronger than the other races. Zerg is strong but requires such high APM and protoss is just under powered compared to the rest. T>Z>P
Yeah Terran has the flexibility of having many different units like the zerg, plus being able to easily play defensively. Protoss kind of need an update on how it's played at a fundamental level, probably easier to just buff certain units.
@@kosmosXcannon Yup, also for years I've said that ghosts are absurdly good against nearly everything, specifically against both P and Z. Abilities that answer lurkers and literally all protoss units while still being able to DPS is crazy.
But lately I've actually been thinking that the real issue are med-evacs, merging medics with dropships is actually wild. Their pickup speed being near instant makes punishing the unit incredibly difficult, that paired with Marines' overall strength makes the unit feel like yet another Terran unit that just does so much for so little.
Meanwhile, Zerg units need so much maintenence and Protoss units are meant to trade well but need so many resources - resources that are finite.
@@kosmosXcannon Yeah the big issue is protoss was designed as a qualitative defensive race that needs time to snowball. But now it's forced to play zergly with its expensive high supply and resource cost units that he's forced to use like cheap units. Sure protoss units are tankier but they are 50% tankier but with 100% less DPS compared to their supply and resource cost.
The simple fact protoss doesn't have walls is nuff said about how much the balance teams cares about protoss.
@@shinzoux5912 Yeah I agree the med-evacs aside from ghosts are one of the main problems. I really don't like how it can instantly pick everything up and run away.
@@kosmosXcannon Yup, and like Lowko said, they just got a late-game buff lol
Mules are unbalanced as well..allows for unfair higher army supply
The longer the game goes the more imba mules become. Especially in PVT.
As terran, if you feel you can't do a successful push, you can go up to 66-70 SCVS (no more) and the max out with an army.
Finally, push out and obliterate the toss army while simultaneously dropping mules and CC's uncontested.
Here is what happens.
I terran can efficiently attack you, but you can't efficiently attack me. At the highest level, PVT favors terran by a high margin.
It's very hard to slow terran down like zerg does.
imo it's not the mule specifically, but just the late game OC spam in general. infinite mules and infinite scans both are a problem.
It also allows them to continue on and win games after losing a lot of SCVs since they pretty much always have income no matter what.
stop talking nonsense.
@@Grendich You can't really fix SC2. It's set in stone. It was fun while it lasted, and it’s still a playable game, but at the highest level, it’s more of a TvZ game, with Protoss feeling like a third wheel.
If you want to see balanced gameplay, take a look at some PvT Brood War matches, like Snow vs. Flash.
It’s not a one-sided matchup. Typically, Protoss is the aggressor, and Terran is the defender, holding out until they're strong enough to steamroll.
The idea for Protoss is to apply pressure (gracefully) and expand while slowing Terran’s progress as much as possible.
SC2 deviated from this. Now, Terran is the aggressor, and Protoss is stuck defending as if they had Terran mechanics (turtling).
The logic just doesn’t work that way. If it ain't broke, don’t fix it.
So, from another Lowko comment section. I believe it bears repeating.
Let's do a quick comparison between EMP and its closest Protoss parallel: psionic storm. The storm:
-Deals 80 damage over a little less than 3 seconds.
-Can be kited.
-Has a radius of 1.5
-Must be researched first
-Costs 75 energy
-Doesn't stack with itself
-Comes from a weak af unit with zero combat utility.
Now for EMP:
-Deals 100 shield damage instantly. No ifs, no buts
-Cannot be kited
-Has a radius of 1.75
-Doesn't require research
-Also costs 75 energy
-Does stack with itself in quick sucession
-Comes from a unit without any weak (light, armoured) tags, tanky and that can actually fight
-ALSO burns 100 energy from any and all units affected that have it
-ALSO uncloaks any and all invisible units affected for about the same amount of time as a scan
So, the only advantage storm has over EMP, is that it deals HP damage, but is objectively inferior in any other regard. It's basically storm + feedback rolled into one but better, since for example, Zerg can clump up overseers along with infestors or vipers, to force HT to hit those at random with feedback; this is a non-issue for EMP which just hits any and everything at once.
Now, let's address the point Lowko is making: ghosts are expensive. Again, for comparison, let's use their parallel:
The High Templar goes for 50m 150g. So 200 total resources.
The Ghost goes for 150m 125g. So 275 total resources.
So at first glance, it seems like we're on to something, since the Ghost IS indeed, more expensive. But total resources don't tell the full story. As Lowko himself has said, gas is often the limiting resource during mid and lategame, not to mention it's the least abundant of the two, and also Terran is usually floating minerals like crazy thanks to mules. Shall the need arise, Terran can simply go 4, E, E, E, E, E, E, E, E and double the enemy's resource production with half the workers.
And also, there's cost efficiency. A ghost will unarguably, inevitably, every single time, win a 1v1 against any other spellcaster because they're not only a spellcaster, but a fighting unit as well. They also don't require any research whatsoever to be useful in the battlefield; EMP and steady targeting are already HUGE against Protoss and Zerg, respectively.
thats not really the issue. I mean I am for making emp last over 3 seconds and also non stackable, that way it drains the same amount of energy and shields, but if you move away and only get clipped, its not as deadly.
but I think a bigger issue is how good the viking is against protoss. it doesnt just counter collosi, which are the only consistent aoe unit protoss has, 10 of them many ANY number of collosi obsolete, and unlike with other counter dynamics, they also counter every protoss air unit cost for cost, and outrange anything except tempests, which also are worse head on.
if you look at the last 20 maxpax vs clem games, you can tell that even if he plays just as good, there is no way to protect collosi from vikings. so everytime they play, 3 collosi get build, then 10 vikings get build, and then in almost any game, the collosi get picked of with no way to fight back, and then protoss is pretty much forced to play zealot stalker disruptor, which gets bullied by bio ghost lib, and really is not meant to beat it. there is no way to beat 10+ libs with ground units with even skill, micro and economy. you cannot build collosi, you can not build archons, you cant build templars, and air is also not an option. again, the issue is not just that they are countered, the issue is that they are countered too hard with no way to counter back.
the only games that maxpax has won against clem from that position involved having a much larger economy, and then using dark templars in every base for minutes. and this is, unlike typical balance complains, not a skill issue. you can tell that the game is even at similar army sizes, tech and economy, until vikings get builld and remove the collosi, and from that point on, the protoss just can not fight the terran with libs head on, and literally all the protoss wins involve the protoss dealing so much early game damage that it never gets to that stage because he is capitalizing on the advantage at some point.
so my proposal would be to cut the bonus damage of vikings against massive in half, so that you simply need longer and more resources to get to a number of vikings that can overwhelm, and reduce their range by 1 or 2, or reduce their acceleration speed so that they can not quite as well, so that stalkers can actually punish them. its painful to see that because air units also just die against vikings, they have to use stalkers, which can barely hit vikings, and if they do, they have to get so close to the bio that there is just a huge disadvantage. gateway collosus against bio viking at similar economy, army supply, upgrades and micro should look even, which it doesnt.
Both things are true. Toss is just outgunned right now.
Which is more possible between these 2 scenarios?
(1) At the highest level, all the Toss players are consistently worse than Terran/Zerg in skills, strategies and whatnot, or
(2) It's simply a fucked up race
According to most Terran and Zerg players, it's a playerbase problem
(1)
terran/zerg fucked em up
Its (1)... sort of. In reality (3) Protoss is actually stronger at pro level overall (which it is according to official balance stats: PvT:56% ). But at the very top (like top 10 on earth) Terran is strongly favored because the race has a higher skill ceiling.
Everybody has known this for years but noobs & casuals don't know anything about this game.
Exactly
New PvT strat I'm brewing, first you use a blowdart to inject some anesthesiac into the oponent's neck bia dart, then you hope it was enough for them to fall asleep and let you hit their ghosts with your disruptor balls, it's been working out great so far!
I think the balancers are starting to realize that at highest levels, Protoss really isn’t as viable. Weakest spells, no energy attack units, slow to move. They need another patch, skill issue or not.
“That flank was very ballsy”. Extra points for saying it, and double extra points for being amused at how it came out accidentally and accurately.
I don't know how you balance EMP so long as it wipes out Protoss shields. Decreasing the range or the area of effect makes it less useful as a counter to enemy casters, but keeping it as is makes the AOE overpowered against Protoss.
Yeah it's an incredible amount of aoe instant burst damage ON TOP of what's already a really good ability
It shouldn't affect energy
Have like 25% of the shields stay so it does 75% shield health as damage
Make it deal damage over time like fungal growth and storm. EMP stick to units hit and eat their shield/energy over time rather than all at once. It would still be a "disengage now or lose your army" button but not a "you just instantly lost your army" button.
@@TyphoonJig true
As a fan of high level Starcraft, that series made me slightly nauseous at how terrans units; at every tier; hard counter Protoss..
No they do not. If they did then terran would win every tournament against protoss. Noone was complaining about im a terran until clem beat serral 5-0. Now terran is imba, and everyone refuse to believe he may simply be better at the game
@@genjiplayz590 fuck off, ppl have been complaining about all the terran bullshit for ages. many different opinions on what about it is op, but almost everyone agrees that ghosts are part of the problem
@@genjiplayz590 Toss hasn't won a world championship in like 5 years. Look at replays on this channel, it's like 70% Terras wins in TvP
I am also kinda tired of this solved game. Most of the time, it seems like the only way to win is if the opponent messes up. Not that fun to watch. I miss the time when strategy was a part of the game and not just execution of a playbook. I wish we would see more scrappy games.
@@Darknos6350That’s so accurate. Timing and execution is everything. Strategy doesn’t really matter anymore.
That's what I dislike about some Protoss units. They require the enemy to "make a mistake" in order to work. At this point, after all these years, I'd be thinking of a Disruptor rework tbh. The AoE could be decreased in exchange for a faster projectile.
Marines and marauders can in fact run away from the Disruptor ball when they stim if they are not closer to the unit than less than 1.5 distance units and this consideration is under the assumption that the battlefield they fight in is straight with no ramps, no obstacles, no curves. Before anyone says "This game is no excel sheet bro have you even watched the video before commenting?", mathematics is THE backbone of Starcraft 2. You wouldn't have Build Orders if someone didn't to stuff like this. You don't even have to be that careful since we're no longer playing Brood War map pools, just stim away with all army hotkey and you'll lose 2-3 marines or 2 marauders at max. Sure, stim isn't "free" but the medivac energy is.
In this level of Starcraft, Protoss just looks unresponsive as a race since all casters give the enemy so much time to run away. Storm gives 3 seconds to go somewhere else or to snipe or to abduct or to feedback or to rush down (not even considering how slow HT moves with this one), Disruptor gives 2 seconds to rush down or to abduct or to go away but then you have Ghost who just clips your shields with one projectile and snipes your units after 1.43 seconds so even in the longest spell, the Ghost is faster by 25% (comparing to Disruptor ball for Protoss due to the fact that it's the fastest damaging AoE spell + Storm deals some damage until you get out).
0:54 i guess this is about to change...
Just found out emp starts at the same radius as psi storm, before getting its 33% radius increase. the fact that its impossible to see doesn't help either
You know that the increased EMP radius upgrade was taken out of the game a few years ago right ?
@@liliancolin9945 wait, you mean they used to be even more OPed? how do terrans manage to lose
@@yupop-oz5mg What 33% radius increase were you referring to ? But yes, they were even more broken before, and surprisingly, people did not complain as much about them as they do today.
Thanks for the video, Lowko. This video is an excellent start to the week. ❤
Maybe Mules should cost supply.
Lowko, please get an interview with MaxPax. Even if it's audio or just text only, the people love him and want to hear from him. I would love for him to play Serral in a major tournament like Zeratul intended. It's the match up SC2 lore nerds need and demand ;)
When both play as close to perfect as possible, Terran will win in 4 of 5 games on average. Winning a game versus Terran depends on ~80 % player skill, ~15% balance issues (Terran is overpowered and everyone who doesn't see that after 14 years has my condolences) and ~5 % luck.
Cant wait fo rthe next patch to adjust ghosts by giving them the banelings 5 hp when they get their cloaking field upgrade
I check under my bed for Nova every night, and every night I am disappointed.
you check under there and finnaly see that cloak vfx andd stab
Take EMP away from Ghosts, give it to the Raven
Speaking as a casual viewer who doesn’t play the game, Ghosts ruin my enjoyment in watching the game. Ghosts enable Terran to play the same strategy and unit comp every game since they counter almost every late game unit and have no counter themselves. Currently I’m at the point where I only watch TvP or TvZ with players I really like(Maxpax or Dark mostly) because these matchups just aren’t fun to watch.
13:07 "if you say enough words at sone point you will be accidental funny" 😂 quote of the year
Whoever balances Terran is sometimes deaf. Buffing the widow mine unburrow speed and adding the medivac upgrade is kinda weird.
I really really hope that one day we get crazy patches like what happens in dota 2. Add units, remove units, completely rework some, add new abilities, new mechanics etc etc. Just throw balance out of the window for 1 patch a year. Yes this will need more balance patches so more work is needed. But I really think this will just bring a lot of fun stuff games watching the pros adjust to big changes.
Ghosts should be turned into terrain high templar. Frail and slow, instead of tougher than a marruder with tons of abilities and a cloak.
great games! great series!
The backbone of the Terran army is the medivac, maby Tempest dedicated to shot them down could be an addition to maxpax army
Tempest are incredibly expensive and weak vs marines if they don't have static or something to retreat to, not worth it just to kill medivacs, clem could just jump on him even harder
in a nutshell, all 3 videos are slow animations of Toss getting wiped by Ghots, ...thank god that ghost is a slow-moving target requiring only pure skill to use his abilities as they are not AOE based
When are we going to see VenomClem or PunishedClem?
That's a later evolution. First he needs to evolve to SolidClem, then SolidusClem, and then NakedClem. Final evolution will be BigClem.
Mules and scans should cost 75 energy. Orbital commands start with 75.
Max energy and energy generation unchanged
If there's a ghost under my bed it needs therapy by now.
Lowko I thought you were secretly Maxpax!! 😂😂
Im sure if they revamp alot of how protoss unit works, we will see new good players for the protoss
Dude really asked to get Macron on the line 🤣🤣
Lowko says MaxPax hasn't really been losing to anyone except Clem..but I haven't seen a game casted that he won in like 2 years.
Did you watch anything since 2 years? Because i can't remember when i saw him lose since december
only 20?
you almost got me there LowMystery...
Can someone help me understand something? I don't really understand why MaxPax doesn't switch to SkyToss when he sees the Liberators come out. He must _know_ his Disruptors have a short shelf life at that point, so why not switch to producing Tempests to counter the Libs? He had the economy to support it and supply available. I just don't understand the thought process of seeing Liberators, but continuing to press the Disruptor key. I feel like that was a winnable game.
yes! I love MaxPax and Clem! thanks SC2 Expert :D
I hope MaxPax plays offline, but I don't know....word is that he's been practicing with handling crowds....but, who knows?
wait a second, I just had a thought....what if Clem has wrists issues in the future, like BuyN did? hmm....something to think about...now that he's playing faster......
Here is my suggestion... Nerf ghost again. Drop the radius on emp and drop the energy regen rate. Bring back toss zealot damage when they do their running attack (damage as soon as they hit). Make the disruptor instant damage with same radius and same speed of the emp projectile. Give disruptor energy and make their cooldown very similar to emp. Make the warp prism regen very slowly to units below it when it's energy is deployed (can warp in units). As a zerg main i am fine with these changes ghost late game is ridiculously cost effective. Every time i am late game zerg or toss it's like insane trying to kill bio balls. Maybe even nerf medivac regen rate until they get the medivac upgrade. I think terran regen is overpowered. The amount of damage that emp does to clumped up toss is way more than you can do with disruptor nova or infestor fungal. It's one of the strongest spells in the game and only takes 30 seconds to cooldown?? o yea... let's drop the slowdown rate of maurader shots. It's ridiculous. Like way way too slow. you can't even attack them without blink.
I've felt for a long time Protoss need some more ground based anti-air.
Vikings eradicate colossus.
Protoss ground units without anti-air: Zealot, Adept, Hi-templar (storm needs research and is an ability; not an 'attack), Dark Templar, Immortal, Colossus, Disruptor. Flying we have the Observer (makes sense), Warp Prism, and Oracle.
(compare to Terran: Reaper, Marauder, Siege Tank, Hellion? That's 4 vs 7 for ground units with no AA).
Things *with* G2A for Protoss: Archon: short range, and vs Terrans: hi Ghost EMP. Sentry: tickles; range not amazing either. Stalker: ok.
Options: things like giving Sentry some more range (6? 7?), and at least decent anti-air damage (the +4 bonus vs shields now also is bonus vs air? or an anti-air ability like Parasitic Bomb? An air-shut down like the Raven's matrix? Or a deploy anti-air turret? Note: vikings can just land..),
OR give an anti-air ability with some decent range to immortal or Colossus. Most likely Immortal as Viking and Corruptors are hardcounters to Colossus. Heck, disruptors would be fine too.
Perhaps Colossus isn't worth 500 resources either. -25 minerals & gas cost?
Clem doing very well. His intensity from early mid to end is pretty much unmatched. Whereas you may see maru who is happy to settle into late game. Only raynor seems to be keeping him on his toes.
MAXX PAXX
Maxpax isn't a robot. We all know he's an australian shepherd named Witgenstein, and the secret heir to the stroopwaffel fortune.
When he said "like" the button glowed. TH-cam pulling out the tricks
To beat Clem is to take out his reinforcements. One hit squad to take out runners and one to take out barracks. His weakest is his reliance on marines and tanks. Like have overseers slow down building time. So get speed and currerupters to defend against air, one or two broodlings for ground. Force him to spread his army more than you. As protoss it's tempest one carrier and and one or two phoxics.
Protoss never wins
Google has pretty much ruined YT with the constant add interruptions!
Don't trust the robots, Lowko - they make mistakes on purpose to pretend they're human. Both Serral and MaxPax are like that, along with a few others.
Hi Lowko, what do you think about that you have to research the ghost-abilitys. You just start without snipe and without emp, like the ultra. so you have to research to make them work?
When you see Clem “chilling” while also behind and then he just wins… probably an imbalance 😂😂 argue with a wall
I think the disruptors should have the Advanced BALListics upgrade
Large lack of Storms from Protoss in this video.
Storm is viable for about a minute or two, before ghosts come out.
Why don't you put HTs in warp prism?
It get sniped and you lost 4 HT
EMP needs to effect a single unit. Plain and simple. Now it's no longer a "put into protoss ball because even if you miss the templar, they lose half HP", it's a I need to hit something good or these guys are gonna die. It becomes a skill spell.
Ferran is so imbalanced. Here is an example. A medvac with 4 marines and marauders on dope can beat 10 zealots
After 5 tries i THINK i saw the blur... Godsdamn
In France we don't have mandatory military service anymore, FYI.
Hear me out, the medivac buff is what has made Clem OP
Clem the guy who got the Ghost nerfed😂😂😂😂
Ghost is too strong for the past 5 years.
They nerfed the other spellcasters years ago but did not touch the Ghost for way too long.
Cuz Terran players would never accept a nerf @@1337Jogi
"if you say enough words you will accidentally be funny". Not my experience, this is definitely your stuff.
50:58 guys... Do you think Lowko likes ravens?
The medivac got a buff, because it needed a pick me up lol
Ghosts are imba
Watching games isn't fun anymore. MaxPax and Hero get hardly stomp and there is still people saying Terran is ok. Until Terran nerf or Protoss and Zerg buff (Even Zerg is a bit under powered compare to terran), i think i'm out.
Zerg will be getting buffed. Ghosts might be nerfed but Protoss will be getting nerfed because they are strongest at pro level. See for yourself on the official Balance Report stats page on aligulac.
@LowkoTV Nice games but where is the mass robo? I didn't see it in this vid
Ghosts are fun because of the big red button (nuke), but the professionals use them for something useful like the emp. so yeah, in high level games ghosts are kinds boring.
Terran are just a joke if terran dont use planetary fortress they have orbital cc with 20 extra workers collect faster minerals than regular scv
Ghost should be Cloaked only for the Nukes. And the EMP should be a little delayed, not instant IMHO.
I saw the blur (after rewatching the scene for 4 times)
He probably didn't see the blur but it's protoss chances are he just brought his army there he probably left an observer
Zerg is all about swarming and overwhelming their opponents send wave after wave and stop your opponents from expanding as much as you can and starve them and keep attacking. Terran is more about cost efficiency and maximizing the use of their units. Toss is more about using their spell casters and setting up traps and getting big victories. Balance change ghosts don't need nerfed.....maybe their auto damage could be nerfed, but disrupters should be buffed so they have an easier time to hit their novas, increase the range they can go making it harder to dodge them effectively. And let's increase toss shield regen out of combat except probes nerf probes shield regen a bit. The idea of increasing their shield regen out of combat is mainly for terran if they get emp and terran don't jump on them shortly afterwards than toss can get out of that bad situation and regroup without having to do a full on retreat.
This replay deserves a spoiler.
30:12 🤣🤣🤣🤣
IMO even as a predominantly terran player, think ghosts need a heavy nerf.
There probably should be a limit of around 5 ghosts out at any time, (like the limit of only one mothership) or the emp ability should require full energy, or make the auto-atack on par with the high templars auto-attack. Maybe even making them "armored" or some other debuff would be a solution.
Again I will say I prefer terran. But we all know ghosts are op and by orders of magnitude, the best units in the game. Nothing even comes close right now
There is too much power in the Ghost I agree, but Terran would need considerable buff to compensate. PvT is 56% at pro level (Protoss favored). So Protoss is going to get nerfed as Zerg are actually the weakest race right now.
I'm here for the Phoenix and Mutalisk revival of 2024
39:16 - midscreen Iron Monger takeoff
Clem is an insane player but I can't help but feel the good position of Terran over the other 2 races is propping him up a bit. I find it hard to determine if Serral or Clem are better... But I am more inclined to think Serral for the moment
Been wondering something for awhile. In these replays, is there an option to see what exactly is going on the players screens? Would be interesting to see a cast, of just watching one of the players screens and see how they react to things and see if you can properly call what they might do next.
Yes, you can do that, I've seen it with some serral's games where you even follow his camera. But sadly is not a very popular format
@@efml1815 probably a hard format to pull off correctly and the views don't justify. Much easier to cast with global map awareness. Only slightly interested because of how often Lowko brings up their action speed.
You can certainly do this, but the problem with only watching a player's perspective is that they either jump around so much or are just clicking the minimap and not really looking at it on-screen that it makes watching it really difficult for the average spectator.
the big problem protoss i think tend to have is playing against critical mass, there is 2 solutions for this and it's maxing and remaxing and losing out on value but winning the fight eventually by being economically wasteful or try being extremely efficient economically using very high tech units to deal with critical mass however it's very risky and is extremely flimsy and very slow.
but for terran and zerg all they do is go for critical mass which isn't that high of a threshold, and so for them when they face each other it's more positional outplay.
this is why i think protoss plays typically revolves around early game harrassment and cheese because they get stomped mid to late game by terran and zerg because they simply have better critical mass units and so protoss have to basically constantly deal critical blows to the enemy throughout or try to cheese away with disruptors or psionic storms mid to late game because there's no gateway army that can fight toe to toe with any terran or zerg critical mass army.
however i think it's possible if protoss are able to split the enemy army wide enough that gateway units can be enough to actually start working because zealots and stalkers are good against zerg and terran in low number skirmishes, but it's basically you have to keep up constant aggression and expand and be more greedy to pretty much beat the enemy into submission, everything else seems just weak i think in the protoss arsenal.
Terrian is too OP.... Needs a nerf
I think it deserves more than just a nerf lmao
Maybe Macron will see Clem's matches and pick him up to be a drone commander or something.
Could you imagine drone swarms with Clem's micro?
28:19 I rewound a few times and I STILL didn't see the blur. I also appreciate the blue blue blue sound effect.
Bring back reavers! Disruptors were a mistake.
EMP NERF PLEASE. And also, nerf MULES/scans. Make it cost more energy….or less visibility duration for scan by 2 seconds.
Reducing ghost movement speed by like 0.5 or 0.4 would be enough honestly orrrr crazy concept make "steady aim" the snipr a basic attack but reduce damage and make it like every 10 seconds so that a smapl ammount of ghosts cant just line up like a dozen snipes
MaxPax is likely an AI with limiters created by the Protoss community since they never win. They're keeping it realistic as to not raise any red flags, but within a year or two he will surpass everyone winning all online events, and then he will disappear.
Honestly watching pro players, with the insane ability and control they have, its really not a control problem, its the way the protoss attack the disruptor ball.
The ball needs to be moving towards a position to take the space, and the DPS units that support it must be a threat at the same time of the launch, while for me personally impossible , I AM SURE these pros (based on what i see them do with their control at all times on a regular basis have the ability, but they keep tackling the problem by A, having the disruptor ball go into threatening range and being the only threat and thus just stim and run away trade maybe 1-2 bio units for a shot that skims a unit.
Or B.
They put the threatening support units into combat, the terran kites back and deals with the support threat only, and the balls are far behind and actually threaten the zealots more than anything, or do nothing at all until all the support is demolished and then thee protoss comp breaks down.
The protoss players really need to impliment the BLITZCRANK mentality in league of legends, blitz crank uses his move speed to pushtowards enemies who run slower than him, and FORCE the player to either already use the dash to get far enough for the juke, or to flash if they dont have such an ability, while blitz crank every second he DOESNT hook, hes moving towards his target making it easier and easier for him, if the protoss can make the support units threatening ( IE collosus / stalker zealots ) while moving the balls into a "Siege tank position" tthen use the balls during the heavy trade period when the bio HAS to dps, because the support is threatening their bio ball hard (ie collosus / stalker / zealot ) then the balls would be extremely annoying, either landing large balls or forcinbg lots of micro and splitting, which allows the stalkers and collossu to get prime targets easier ( or slow down the dps of the bio by making them run around instead of A move control every .1 seconds, you could increase each fire interval by a bit ) honestly T dps > Protoss units hard late game and its very clear, and the ghost counters the reliable aoe (storm ) the viking counters the reliable other source of aoe (collosus) so the answer has to be better use of the disruptor, or some serious over hall changes in game design ( ie ghost nerfs, maybe not remove shields only mana)
Hi im kudohlol
Well that was a game and a half