First of all, my thought on the MilkiWay dronedrill:
Most people thought about this as a way for Zerg to break out from P or T cannon/bunker rush. But lots of people dont understand how this could also be used offensively in most of Z rush strategy. Let look at the 5 roach rush with speedlings 1 base ZvP for example: The best counter to this is to wall off your front with a Cyber-gate-pylon wall until you have enough sentries to block your ramp. You should get enough sentires out before the roach can snipe your wall with the overlord vision. However, if Z decided to pull, like, 5 of his mining drone, you can drill through the pylon much much faster before the 2nd sentry came out to help vs that cheese which make it almost unstoppable in some sense.
Something like this 5 roach rush or this 7 roach rush will become unstoppable with drone drill support.
Moreover, this mechanic bring in a meta game shift where Zerg can always go hatch first in PvZ and there is no way P can punish it if Zerg played correct/perfectly. It limits the Protoss choices early on which make the play style much more predictable therefore easy to counter. Im not sure if the change in drone attack AI in 1.4 can even buff this further more but if blizzard already fixed the ramp in the past to limit cannon rush instead of getting rid of it, they clearly want it exist in the game.
TLDR: It is broken and should be fix.
2nd of all: some thought about 1.4
PvP: This match up will become unpredictable in 1.4. The entire match up will need to be relearned. With the impossibility of executing a 4 gate to punish greedy play, people now can 14 gate 15 gas or gas first even and still be safe. 1 force field to stop blink/4gate meaning you can tech up 1 base safely and immortal buff simply make blink play with obs much much weaker to pure robo.
Now what does this mean? Most lower league would look at this and say: robo time. The Safeway to play a PvP, safe vs 4 gate vs blink vs DT, what else you want? But High level would look at this and say: PHOENIX time! Thats right, its all about air play now. With 3-4 phoenix, you can completely get map control and scouting information much better-accurate than having an obs. Also the option to harrass people with phoenix make it even better vs anysort of greedy early nexus play. I predict if 1.4 came out, PvP will simply turn back into ZvZ in BW with early game gateway dominance to get a nexus early and mid game mass phoenix. This in some sense create a possibility of 1 gate forge expand in the metagame shift but i think its still too early to predict that. This will simply cause the order of PvP in gas spending become: Phoenix > VR(or robo) > stalkers > phoenix.
As some of you might have met me on ladder or read my thread in strat forum about 1 gate forge phoenix. I have tested out a tons of phoenix play in PvP lately and i gota say it is completely viable. The question now is 'how many phoenix should i make?'. Mothership, carriers? Winning 1 phoenix vs phoenix battle will give you a tremendous advantage since (in case you have noticed) phoenix is the hard counter to phoenix itself (tons of bonus vs light). Will you cut your gas off 1 sentry to get the +1 air early? Will you use your phoenix defensively or offensively? if you play defensive what if the other guy tech switch?
Mark my words, 1.4 will be air PvP.
Early game prism buff is huge, something like sentry drop with blink stalker will simply be unstoppable vs a LingsFestor user. I sense once this style got popular on most maps, people will be forced to make roaches which then make the immortal buff come into place.
Will this catch on?
Will this catch on?
Mid game nothing really changed, the fugnal on zealots is slightly weaker but overall its the infested terran that all P was worried about. The energy cost for infested terran simply too cheap compare to their DPS and the fact that burrow forced robo tech make it even harder to catch the infestors after battle. Your army has no mobility at all if you really want to held off a 2 bases Z timing push into your 3rd with infested terrans and lings. Lets say if you have traded 1 HT for 1 infestors (which never happen), you still cant kill all the lings before they take down your nexus since you army has no gas units in it. Cannon? free expand for zerg...
Lategame, the ultra build time simply gona cause a lot of trouble. You will need to find a hole to squeeze in 2-3 stargates when you saturate your 3rd, getting your 4th. Immortal are not cost efficient enough simply due to the fact that you cant kill all the lings with them. Storm? you on 3 bases, where you get all those gas? not even counting the broodlord switch afterward. Again, the problem come out to zerg anti air option late game: infested terran. They are simply too cost efficient and should be nerfed.
sentry change will be huge, with 1/1/1 out of the table, everything will be back to normal again. I can see how nexus first could totally viable with the barrack build time increase. Otherwise 1 base robo still totally viable since the 'immortal timing' will be much stronger vs 1 rax expand from T.
Not sure if raven seeker missile can become a viable harassment but auto turret already last long enough to cause havoc in this match up. The hellion nerf simply will make mech play slighty weaker but its their HP that P care about, not the damage they dealt. Hellions are extremely hard to kill off due to their high HP and speed. As you can see in MLG, a lots of Protoss start trying to use phoenix plays to counter hellions but it simply impossible. 100 mineral units can force 150min 100 gas units? Regardless, hellions are not broken in term of balance wise but more about bad design. I could foresee an HP/build time nerf on it in the recent future but for now its fine the way it is.