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Reply Twilight Council: Game Mechanics, and Strategy Discussions
Protoss - The Nerf for Zealots.

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Do you think the nerf on Zealots to increase the build time by 38 seconds Good or Bad?
  A good thing.
  A bad thing.
  Not quite sure.
  Who cares about Protoss! For The Swarm!
  Don't really care.
  Don't know what a Zealot is.
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Drag0n Claw

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PostPosted: Thu Sep 30, 2010 5:17 pm


What do you guys think about the Nerf on Zealots to increase the time up to 38 seconds? Post on the thread to tell me why YOU think it is a good or even a bad thing.
PostPosted: Thu Sep 30, 2010 6:07 pm


Personally I think the nerf was so minor, and if it weren't for 6 pool rushes, the nerf would have been even more harsh, for the simple fact that it's become just SO easy to play as Protoss.

Players are 4 gating to the top ranks of the Diamond league because of just how easy it is, and the efficiency of a single zealot does not dwindle through the game, it remains a vastly powerful ground unit, especially with the charge boost. The speed and efficiency of the warp gates allow producing of zealots to be simple, fast and such a great way to mineral dump, that players were able to just spam zealot and mass numbers in no time.

The early game Zealot rushes were also just so painfully hard to protect against, with Zerg in particular, if you don't have your roaches out in time, because you opted to expand first, or perhaps tech to lair, or you're droning heavily, those zealots can walk into your base and slaughter all of your zerglings, without any problem, they also worked as a great contain, stopping zerg from grabbing an expo while Protoss grabs one themselves.

Zealots are still difficult to deal with now, the few extra seconds really hasn't made that big of an impact, it just gives players that extra couple of seconds to scout and react, and also decreases a few of the zealot overall numbers over the course of the game. Is it a drastic change in numbers? Not really, over the course of a 15 minute game this will probably only amount to 16 or less zealots overall, which is pretty minor overtime.

C4D
Captain

Newbie Noob


Evataph

PostPosted: Fri Oct 01, 2010 5:37 pm


I haven't really noticed much. I usually get roaches/Spine Crawlers out early enough to counter zealot rushes anyways. And I've been able to counter a few 4-gates too, but they didn't bother using sentries.

I find it strange that the protoss in my league never bother building immortals or colossi or teching up beyond void rays. They just stick to their stalkers and zealots while I rape them with roaches and hydras.
PostPosted: Thu Nov 04, 2010 4:56 am


Evataph
I haven't really noticed much. I usually get roaches/Spine Crawlers out early enough to counter zealot rushes anyways. And I've been able to counter a few 4-gates too, but they didn't bother using sentries.

I find it strange that the protoss in my league never bother building immortals or colossi or teching up beyond void rays. They just stick to their stalkers and zealots while I rape them with roaches and hydras.


Ah, the old days of low tech warfare...

kenjiro yume
Crew

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Twilight Council: Game Mechanics, and Strategy Discussions

 
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