When someone uses the new liberators I can see the freedom circle all the way to my house accompanied by artosis saying this is fair and balanced while raging about the spine crawler "buff"
@@Floxxoror Well sure. Why not listen to the people whose livelihood depends on it. They sure wont try to use their power to further their own needs. I think workers should also just straight up decide their own wages and also should check themselves wether it was justified or not. I get it, pros have a bit more insight than silvers, but it doesnt mean they are objective or that they actually have any talent in GAME DESIGN.
@@tossedtripod6458 Toss cannot heal, every shield taken its a big nerf Oh yeah the shield battery, it would be funny if they had a flying mobile version of that but that would be too op i guess hehe
@@llamadelreyii3369that's what I'm trying to say, the nerfs to shield health on things like the Colossus and buffs to health were indirect EMP nerfs. Technically EMP does less damage at the cost of permanent hull damage. That could be mitigated by making guardian shield negate EMP shield damage.
@@tossedtripod6458 Thats a nerf for protoss regardless, this is like making the zerg regen weaker in exchange for move move speed on creep. They are fast already, but now retreating has less benefits because they will take forever to regen. In protoss case its permanent damage that cannot be undone lol
@@llamadelreyii3369 You could argue it's a nerf vs zerg (but even that is questionable, since a lot of protoss units have base armour but none have base shields, meaning hull hp is worth more). Against terran it is definitely a buff. It's just a very small one.
I can't tell if that first hold vs the 4 cyclones was because of the guardian shield or just bad control on clem's part, but it looked sick and i love how you get to scout during that with energy overcharge.
I know I know, people like screaming about the changes, but this looks pretty fun. The energy abikity of the nexus and having to fight out on the map looks great.
There's an exchange towards the beginning, where harstem's army is much more expensive, he uses 3 separate spells while terran uses zero, and still has to trade inefficiently with his "defenders advantage" to push terran back. If terran had the advantages in that fight the game would have been completely over. Balance council - seems legit.
@@cobble3231 any particular reason for this conclusion? Or you just don't want to think that much. Protoss has to outmicro terran the entire game. If terran ever gets ahead the game ends.
Protoss energy is sooooo much more dynamic and interesting to see and play. But more Protoss units need to be made more playable I feel. Terran ghost is too strong but without them, Terran bio and mech gets bulldozed. Lib range is obscene 😭
Isnt it interesting that now as part of your macro cycle youre going back to warp in all the time..? The whole point of toss is that the can warp in on the battle field.. but as it turns out due to the fragility of the warp prism and removing that ability from pylons.. weve just added an extra step to toss macro. I mean sure you probably should have just got a warp prism and were "tunnel visioning" a bit. But still.
Build a Nexus+Pylon+Battery on the terran 4/5th as part of the attacks. + I just thought of a fun balance boost for the Mothership! Give it a sighe mode were it acts like a Nexus.
Ghosts: Not nerfed Liberators: Buffed You should have done an interview with Clem about how he thinks these changes, or lack there-of are justified and needed. We all know the top pro's are all on the council, so i am personally blaming Clem for this. Hold his feet to the fire Harstem!
The fact that the Colossi keep defaulting to attacking buildings makes me so mad honestly -.- especially when there are units in view. How hard is it to program the auto targeting to prioritize the nearest unit not nearest structure/unit.
Idea for utilizing the energy overcharge in the new patch for BGMWSS. See if you can make an opponent quit by scaring them with a big hallucinated army.
Will they ever fix the marine glitch that clem has awesome control over? Its obvious when watching clems games. He is the only one who consistently and reliably makes his marines shoot backwards while running away. It happens with anyone who stutter steps with marines, but clem is an expert with that glitch, like serral was with the broodlord range glitch years ago. Before you think im full of crap, watch closely to clems stutter stepping marines, and try it yourself. If timed perfectly you can be running away, while shooting backwards at the same time. (The marine is running forward while dealing damage to the unit its running from. Instead of having to stop to shoot) It happens in almost all terran games, its just difficult to see unless you watch in slow-mo, or are looking for it. 6:10 to 6:40 in the game time is an example. Marines are clearly shooting forward while running away, but hitting units behind them. 9:06 (game time) is an even better example
The marines actually stop and turn around but the animation of shooting is too long. It’s like a probe hitting a zergling running away from it - you will see a long beam to a zergling but it doesn’t mean a probe can shoot 5 units away.
@postmaster6414 i thought so too until I tested it. Its difficult to do more than once in a while, usually on accident but it's not just visual. Sometimes you can get marines to shoot while running backwards, instead of stopping to shoot like intended. Try it yourself
Clem made harstem win to not show how much protoss nerfed .. (Which means clem winning more) Harstem said it, its unbelievable with 20 supply ahead he can barely match up with Clem.. Protoss became unplayable unless you can micro like harstem !
Clem is ironically one of the players who said that Ghosts should be nerfed. Also, being 20 supply ahead and still struggling against Clem would be normal even in a TvT game, given Clem's micro.
If you nerf a unit like the disruptor, that shouldn't be built, you can actually help players because they won't build it as much. You want colossus (protected by air not stalkers) and then whatever is best at tanking in front of them like a few immortals and zealots.
and then harstem wins with colossus :) Did use stalkers but made it work. Stalkers are good at low army supplys in the early game, but are complete crap in the late game.
@@firestarter000001 templar are fine but my point is to not build disruptors, and the colossus is the similar option. I watch a lot of pro games and the protoss does better than most people think if they don't build a lot of stalkers and disruptors.
@@AntiDoctor-cx2jd Disruptors are the answer to ghosts and vikings. You can try to live without them but you will fail most of the time. They may miss most of the time, but zoning and stalling are very important against aggressive Terrans because Protoss needs time to recharge the storms and to reposition. In a continuous attrition war Protoss will always lose because their base units are just worse in cost benefit.
Somehow everybody forgot about the 20% size increase. Reminder: as long as youre shooting ghosts, marines and mines the disruptors got buffed! Them now barely not killing marauders is such a bad interaction though that i still think it´s probably overall a nerf.
This is his only victory vs Clem :D Dude was just playing around it seens, didn't use half of his stuff Besides this, Clem also said Ghosts need nerf so yeah.
Why is everyone angry about the patch? Like storm is op aswell and nobody cares but when turret can be salvaged (means nothing honestly) everyone is angry? Oh and i mean the ghost may be annoying but its a must have, without it terran just get flattened in late game, so yeah idk why poeple are so angry.
Becase terran has map hacks, supply hacks and mineral hacks. Also their buildings can fly and they have nukes. So they have many more opportunities to win accidently, to scout with no effort whatsoever, and to come back from seemingly lost situations, all of which zerg and toss dont. And this is clearly reflected in how much terran win at the top level. So everyone is just a bit annoyed that terran is being buffed again, in light of this. Also they have ghosts. Which are a gg unit. (Edit: ghosts just need to have their abilities split. Emp sent to raven, and make ghosts light units.)
The turret change is pretty much inconsequential, but the patch notes stated they wanted to reduce "turtle" play styles, and then gave terran an incentive to spam turrets and then refund them. Whether it is good or not, probably not, but it seems strange to make defences like that more effective in any way when the patch notes indicated they would be doing the opposite.
Largely because of perception. In a patch where they claimed to reduce turtling, only Protoss turtling was definitively weakened. Everyone else had compensating buffs (planetary nerfed, but salvage added to turrets, sensor weakened, made cheaper, queens more expensive, static d buffed). This is while Protoss loses most games in the first ten minutes and protoss players are unable to take tournament wins. That being said, Protoss generally has a positive winrate in both match ups at all levels of the game (they are currently lowing to Zerg at Plat/Diamond/Lower Masters, but winning in silver/gold/gm and basically always have a positive winrate against Terran). As a result, the nerf to Protoss is controversial, but it's a complicated problem.
@@matthewclark7955 protoss also have a maphack by just building a single sentry and using hallucinated phoenix to scout, and they have obs too. Zerg have overlords, creep spread and can throw a few lings on the map since they are very fast and cheap. I honestly don't see a problem with the ghost it TvP since ghosts and HT are just counters to each others. The rapid fire snipe on the other hand is kinda broken against zerg since it counter every zerg unit, now to be honest, i'm master 3 and in high dia/low master i rarely see people using ghosts at all and even less using rapid fire. On the other hand I see a lot of protoss not pre spliting their HT at all when they scout the ghosts while terrans very often move on the map pre spliting their army
Nobody beats Harstem 701 times in a row
And gets away with it...
Harclem hate-hate relationship on the ladder
lmao made my day
14 years after launch and only the try-hardest memers populate the community
“I have been attacking this third base… For thirty minutes!!!”
Ah yes, good old Loki :)
Less turtling am I right? 😀
@@tuck295qClem wasn't turtling he was just under constant pressure but tried to counter when he could
Harstem finally beats Clem. Looks like we over buffed Toss boys.
Clem has the incentive to make people believe that toss is buffed, so the patch gets accepted xD
LoL 😆 good one!
harstem: "hahaha, we did it!"
clem: "just as planned."
Protoss OP!
I love that Harstem can post a video about beating Clem, and ends the video saying nothing but how awesome Clem is
The world champion of starcraft can't even keep a 700:0 record against the captain
Idk about everyone else but I think the defence with the hallucinated archon was low key impressive
the whole use of hallucination was
Which was moot since he scanned it
@@something8127
Not really, one scan = one less mule. On 2 base terran? That 1 mule means significantly more
@@something8127Still the hallucination almost lost all its shield so it tanked quite a lot of damage'
The whole early defense was brilliant
Shout out to the editor. He does an awesome job and I love the little jokes added.
hamster
When someone uses the new liberators I can see the freedom circle all the way to my house accompanied by artosis saying this is fair and balanced while raging about the spine crawler "buff"
No matter if he is correct or not, why not watch patch videos from sane people that actually play the game?
i think artosis said he thinks the buff is too much
@@Floxxoror Well sure. Why not listen to the people whose livelihood depends on it.
They sure wont try to use their power to further their own needs.
I think workers should also just straight up decide their own wages and also should check themselves wether it was justified or not.
I get it, pros have a bit more insight than silvers, but it doesnt mean they are objective or that they actually have any talent in GAME DESIGN.
@@notrather5514 Workers deciding their own wages? Doesnt seem like a bad idea to me 😊
I love Harstem, only pro star craft player that explains what he is doing and why he is doing it, keep it up Captain your awesome!
... WHILE he is doing it
Loses to Clem like 100 times...posts the one victory. You love to see it
Incredible game, el captain, this is the year of Harstem for sure
All they need to do is make units under guardian shield not able to take shield damage from emp
Beacuse a lot of the buffs to unit health, are kind of an indirect emp nerf anyway
@@tossedtripod6458 Toss cannot heal, every shield taken its a big nerf
Oh yeah the shield battery, it would be funny if they had a flying mobile version of that but that would be too op i guess hehe
@@llamadelreyii3369that's what I'm trying to say, the nerfs to shield health on things like the Colossus and buffs to health were indirect EMP nerfs. Technically EMP does less damage at the cost of permanent hull damage. That could be mitigated by making guardian shield negate EMP shield damage.
@@tossedtripod6458 Thats a nerf for protoss regardless, this is like making the zerg regen weaker in exchange for move move speed on creep. They are fast already, but now retreating has less benefits because they will take forever to regen.
In protoss case its permanent damage that cannot be undone lol
@@llamadelreyii3369 You could argue it's a nerf vs zerg (but even that is questionable, since a lot of protoss units have base armour but none have base shields, meaning hull hp is worth more). Against terran it is definitely a buff. It's just a very small one.
this was beautiful. he came back so hard, he was like a boss that you have to beat twice!
So Harstem what are you going to do today?
Harstem: do what I do everyday, lose to Clem
I can't tell if that first hold vs the 4 cyclones was because of the guardian shield or just bad control on clem's part, but it looked sick and i love how you get to scout during that with energy overcharge.
I was at the edge of my seat the whole game long - way to go, Harstem! :D
Those were some juicy storms + colossus combos
In next week's patch :
"Stalkers cost raised to 200/100"
Sportsmanship, "you love to see it"
Wasn't expecting the Paul Simon. Especially that one.
I know I know, people like screaming about the changes, but this looks pretty fun. The energy abikity of the nexus and having to fight out on the map looks great.
Fun when you are watching it from RUclips, not when you play the game
It's a cool design, it's just questionable whether it is good balance...
Well it's a good change for more dynamic gameplay and spectator engagement, whether it needs to be finetuned is another question.
There's an exchange towards the beginning, where harstem's army is much more expensive, he uses 3 separate spells while terran uses zero, and still has to trade inefficiently with his "defenders advantage" to push terran back. If terran had the advantages in that fight the game would have been completely over. Balance council - seems legit.
They're frauds. Including FARTSTEM
You don't understand the game at all!!!!
@@cobble3231 you don't understand math
@@cobble3231 any particular reason for this conclusion? Or you just don't want to think that much. Protoss has to outmicro terran the entire game. If terran ever gets ahead the game ends.
Good job beating Clem finally!
Protoss energy is sooooo much more dynamic and interesting to see and play. But more Protoss units need to be made more playable I feel.
Terran ghost is too strong but without them, Terran bio and mech gets bulldozed. Lib range is obscene 😭
ayo 2024 year of harstem
At 5:30, I believe Harstem lied, I feel like I have seen him beat Clem at least once in exhibition matches maybe I am wrong
Good job man !!
Isnt it interesting that now as part of your macro cycle youre going back to warp in all the time..? The whole point of toss is that the can warp in on the battle field.. but as it turns out due to the fragility of the warp prism and removing that ability from pylons.. weve just added an extra step to toss macro. I mean sure you probably should have just got a warp prism and were "tunnel visioning" a bit. But still.
I think he warps in high templars at his base because they can collect energy during their way across.
@@alien256 and you can give them an extra 100 from the nexus now
golden mouth
Build a Nexus+Pylon+Battery on the terran 4/5th as part of the attacks.
+ I just thought of a fun balance boost for the Mothership! Give it a sighe mode were it acts like a Nexus.
You can warp in on Python, what do you mean?
Those storms were amazing
Congrats!
Congratulations!
Keep an eye on this Clem fellow, kid could really be something one day.
Proud on you 😀
Did you charge your temperla with your nexus?
gg wp Harstem
Trading out disruptor for high templar. Good call!
Imagine playing against the best player in the world and still flaming yourself for closely throwing the game
Ghosts: Not nerfed
Liberators: Buffed
You should have done an interview with Clem about how he thinks these changes, or lack there-of are justified and needed. We all know the top pro's are all on the council, so i am personally blaming Clem for this. Hold his feet to the fire Harstem!
The Terran Balance Council knows best what's best for the game.
They are Cheats.
Clem literally tweeted on this about GHOSTS needing nerfs SPECIFICALLY. Blaming clem is like shooting your one actual supporter.
@@eshwarprasad9218 Yeah, dude its getting the flak while he is probably the one sane person in there.
Clem actually says Ghosts need nerf
can you make some sort of absurd-fast storm drop using new ability to get energy for high templar?
The fact that the Colossi keep defaulting to attacking buildings makes me so mad honestly -.- especially when there are units in view. How hard is it to program the auto targeting to prioritize the nearest unit not nearest structure/unit.
GG!
A good day to be a harstem fan!
Impressive Mr Harstem.
nice man
harstem for president!
Wow. He’s The world champ for a reason.
colosi adjustment is huge vs. terran....
i wonder vs. zergs.
Idea for utilizing the energy overcharge in the new patch for BGMWSS. See if you can make an opponent quit by scaring them with a big hallucinated army.
60 second cooldown, global
It's nice Clem let you win 1 game. :P GG
Toss over powered in new patch!
You have not enough minerals!
Strange.....in my games it's saying : You have too much minerals !
You MUST construct additional pylons.
@@atifarshad7624 Yeah....what if I want to be supply blocked ?!
It should say "you may want to construct more pylons"
GG
GG.
The “Harstem” patch
clem did you the honor of playing 1 handed. or....decided to not do any drops. fun to watch non the less....
Honestly they didn't go far enough with the patch. Marines, zerglings, and zealots should all just be immune to damage. Just for fun
Honestly would be fun as a goofy gamemode.
Will they ever fix the marine glitch that clem has awesome control over?
Its obvious when watching clems games. He is the only one who consistently and reliably makes his marines shoot backwards while running away. It happens with anyone who stutter steps with marines, but clem is an expert with that glitch, like serral was with the broodlord range glitch years ago.
Before you think im full of crap, watch closely to clems stutter stepping marines, and try it yourself. If timed perfectly you can be running away, while shooting backwards at the same time. (The marine is running forward while dealing damage to the unit its running from. Instead of having to stop to shoot)
It happens in almost all terran games, its just difficult to see unless you watch in slow-mo, or are looking for it.
6:10 to 6:40 in the game time is an example. Marines are clearly shooting forward while running away, but hitting units behind them. 9:06 (game time) is an even better example
The marines actually stop and turn around but the animation of shooting is too long. It’s like a probe hitting a zergling running away from it - you will see a long beam to a zergling but it doesn’t mean a probe can shoot 5 units away.
Idk man, I think it's just a visual thing
@postmaster6414 i thought so too until I tested it. Its difficult to do more than once in a while, usually on accident but it's not just visual. Sometimes you can get marines to shoot while running backwards, instead of stopping to shoot like intended. Try it yourself
@anamorfoplasis they don't always stop. Try it yourself. Its hard to do but when timed right you will feel so op if you pull it off in a match
@@anamorfoplasis they are supposed to be stationary while shooting before they can move again. Try it yourself
ggggggg nice one.
Clem made harstem win to not show how much protoss nerfed ..
(Which means clem winning more)
Harstem said it, its unbelievable with 20 supply ahead he can barely match up with Clem..
Protoss became unplayable unless you can micro like harstem !
Clem is ironically one of the players who said that Ghosts should be nerfed.
Also, being 20 supply ahead and still struggling against Clem would be normal even in a TvT game, given Clem's micro.
gg
Protoss OP!
engagement
By posting your one and only win against Clem, IMO you forfeit your right to make fun of Rank Roulette players only sending in wins. GG WP, Captain.
Off cooldown*
If you nerf a unit like the disruptor, that shouldn't be built, you can actually help players because they won't build it as much. You want colossus (protected by air not stalkers) and then whatever is best at tanking in front of them like a few immortals and zealots.
and then harstem wins with colossus :) Did use stalkers but made it work. Stalkers are good at low army supplys in the early game, but are complete crap in the late game.
@@AntiDoctor-cx2jd Imho he won more because of the storm then the collosus, tough in truth both were needed
@@firestarter000001 templar are fine but my point is to not build disruptors, and the colossus is the similar option. I watch a lot of pro games and the protoss does better than most people think if they don't build a lot of stalkers and disruptors.
@@AntiDoctor-cx2jd Disruptors are the answer to ghosts and vikings. You can try to live without them but you will fail most of the time. They may miss most of the time, but zoning and stalling are very important against aggressive Terrans because Protoss needs time to recharge the storms and to reposition. In a continuous attrition war Protoss will always lose because their base units are just worse in cost benefit.
Somehow everybody forgot about the 20% size increase. Reminder: as long as youre shooting ghosts, marines and mines the disruptors got buffed!
Them now barely not killing marauders is such a bad interaction though that i still think it´s probably overall a nerf.
Protoss so OP
How come my friend
Toss was 20 supply ahead and barely matched up with terran in this specific game ..
@@yasedky was being sarcastic lol
Come on, I am a Terran, and I still think Protoss need buffs.
Why is the whole community crying about the new patch toss good
This is his only victory vs Clem :D Dude was just playing around it seens, didn't use half of his stuff
Besides this, Clem also said Ghosts need nerf so yeah.
why are you complaining, you can beat clem even if you walk through all his mines with your army
He is so much better, AND TERRAN OP, it's insane
yes it's crazy I watched Harstem lose to Clem like for 2 hours on stream the other day lol just no way to hold as protoss anymore
Hard to watch, looked like you are too scared against him to the point it makes you play worse
Get a prism you tool
Why is everyone angry about the patch? Like storm is op aswell and nobody cares but when turret can be salvaged (means nothing honestly) everyone is angry? Oh and i mean the ghost may be annoying but its a must have, without it terran just get flattened in late game, so yeah idk why poeple are so angry.
Becase terran has map hacks, supply hacks and mineral hacks. Also their buildings can fly and they have nukes. So they have many more opportunities to win accidently, to scout with no effort whatsoever, and to come back from seemingly lost situations, all of which zerg and toss dont. And this is clearly reflected in how much terran win at the top level. So everyone is just a bit annoyed that terran is being buffed again, in light of this.
Also they have ghosts. Which are a gg unit. (Edit: ghosts just need to have their abilities split. Emp sent to raven, and make ghosts light units.)
The turret change is pretty much inconsequential, but the patch notes stated they wanted to reduce "turtle" play styles, and then gave terran an incentive to spam turrets and then refund them. Whether it is good or not, probably not, but it seems strange to make defences like that more effective in any way when the patch notes indicated they would be doing the opposite.
Largely because of perception.
In a patch where they claimed to reduce turtling, only Protoss turtling was definitively weakened. Everyone else had compensating buffs (planetary nerfed, but salvage added to turrets, sensor weakened, made cheaper, queens more expensive, static d buffed).
This is while Protoss loses most games in the first ten minutes and protoss players are unable to take tournament wins. That being said, Protoss generally has a positive winrate in both match ups at all levels of the game (they are currently lowing to Zerg at Plat/Diamond/Lower Masters, but winning in silver/gold/gm and basically always have a positive winrate against Terran).
As a result, the nerf to Protoss is controversial, but it's a complicated problem.
@@matthewclark7955and then ghost are the most useless unit of the game and ravens become op
@@matthewclark7955 protoss also have a maphack by just building a single sentry and using hallucinated phoenix to scout, and they have obs too. Zerg have overlords, creep spread and can throw a few lings on the map since they are very fast and cheap.
I honestly don't see a problem with the ghost it TvP since ghosts and HT are just counters to each others. The rapid fire snipe on the other hand is kinda broken against zerg since it counter every zerg unit, now to be honest, i'm master 3 and in high dia/low master i rarely see people using ghosts at all and even less using rapid fire. On the other hand I see a lot of protoss not pre spliting their HT at all when they scout the ghosts while terrans very often move on the map pre spliting their army
biased opinions
first
first
Ratio x2