TvZ:
Before I start ranting, a lot of zerg players have noted that terran has a lot of hellbat all ins due to the most recent TvZ patch. Even though it increased the terran winrates, it was through creating a lot of different all ins that are way less entertaining to watch than aggressive macro play because of commonly they are being used. While it may seem stupid right now, it will probably be figured out more and more over time and eventually hellbat all ins will become less and less common. The only positive thing I see about this change so far is that it gives terran more all ins to limit zerg greed as opposed to before where it was zerg and a few viable all ins vs terran with no viable all ins at the highest levels. Over time this change will probably looked at in a more positive way as people will realize the diversity it added to the early game of the matchup (but right now it is being way overused in order to avoid the late game due to the issues listed below).
There are two main problems in this matchup while playing bio (I'm only going to address bio mostly b/c Im biased against mech b/c its boring etc, and the game design is really far from favoring an entertaining aggressive mech style......). Lack of sufficent aoe vs large amounts of banelings in the later stages of the game and lack of terran mobility relative to zerg (creep spread, large amounts of mutalisks, hard for terran to get past 4 bases, large maps). This could be fixed by changing:
-Widow mines: Simply make them do more aoe, it does not have to be as extreme as what it was before, but it is definitely something to be looked into and tested in order to deal with large amounts of banelings in the later stages of the game. This would also allow zerg players to distinguish themselves skill-wise more clearly (i.e. Life at MLG around Hots release). In the end, it makes TvZ even better to watch (due to raising the skill-ceiling of engagement micro on both sides).
-Medivacs: Make them unload units faster, this was a great idea for both TvP and TvZ, but I am only going to explain the TvZ aspect of it in this part. Drops have become less and less effective as zerg players have become better (better creep spread, better overlord spread, better multitasking, better map control). Basically if a drop is spotted before the marines are unloaded at a zerg base, it is going to die very inefficiently while doing nothing more than pull a few zerg units out of position, so this will usually force the terran to unload the medivac and kill whatever is providing the zerg vision. If the medivac had a faster unload speed, it would not take as long to clean up the zerg vision which would force zergs to have to react faster to drops, thus making them more effective overall. Not to mention that when drops are getting chased by mutalisks it is always nice to be able to get a few extra marines out before the medivac dies, allowing the terran to damage/kill the mutas more often. This would also encourage more aggression and multitasking in TvZ which would raise the skill cap even further for both sides and make the matchup more entertaining/exciting.
-Creep: Make creep spread/recede faster but leave the tumor cooldown unchanged. This may act as a slight nerf (as the creep will not necessarily spread faster across the map b/c of the tumor cooldown being unchanged, but it could also spread faster with multiple tumors being planted at different times which could potentially increase the skill-ceiling of creep spread by making it more rewarding for better players), but it will help terran be able to push more efficiently and faster in the mid/late game with large pushes. Multitasking and map presence from the terran will be rewarded even more greatly by keeping creep spread back even further. A great example of this benefiting terran would be with the 11:00 2 medivac marine hellion push with a standard 3 cc opening. At this point in the game the zerg will usually not be able to contest the terran unless they cut tech/upgrades/economy. The terran will kill a lot of the creep and it will recede before the terran gets pushed back (hopefully) so that the zerg can not move up queens to replace the lost creep spread like they currently can. This would help terran limit zerg map vision/control so that they can be able to keep up with zerg mobility in the later stages of the game. This change would also make the game faster paced and more exciting for spectators to watch.
-Mech: Mass raven tank vs swarmhosts is really boring to watch, luckily this style of mech is only favorable on maps with 12 or less bases. I hope blizzard changes the game design in LotV to make mech more exciting and entertaing to watch in this matchup.
TvP:
Well I am not sure how to write about this matchup without being biased, so I do not feel like writing a very long description. It basically comes down to terran not being able to deal sufficient damage to protoss in the mid game to allow them to win in either the mid game or late game due to protoss players becoming better and using all of the new Hots perks to their fullest extents. Here are the things that I feel should be changed.
-Ghosts: Buff emp range/radius so that the terran will have a higher chance to emp the templar before being stormed, it will also increase the longevity of ghosts as they will not have to get as close to emp the protoss army. Currently it is very hard to land effective emps without taking heavy losses to your ghost count.
-Battlecruisers: Remove the energy requirement for the Yamoto cannon, and replace it with a cooldown instead. A huge problem with terran late game is that they do not have a beefy armored unit that does not die within seconds to immortals, but can withstand all the other protoss aoe (storms and collosi). Battlecruisers fly, thus negating collosi and immortals. Removing the energy of the battlecruiser would also allow them to retain more health (to last longer agaisnt storm), and they would actually be able to get off Yamato cannon shots against protoss (due to feedback canceling it). This would give terran a solid unit to transition into in the late game in order to trade efficiently with protoss in the late game.
Ravens: Now you are probably wondering, will battlecruisers just get rekt by tempests late game like the rest of the terran late game arsenal? This is where this change comes in. It is a very simple change. All they need to do is make point defense drones be considered as structures like auto turrets. Structures can neither be feedbacked nor do they take damage from storms. This will allow terran to be able to defend tempests if they are able to buy enough time. This change will probably make terran superior at the latest stages of TvP, but only on small maps. Terran will still have to survive to this point of the game, and survive while making the transition. On larger maps, protoss mobility will allow them to harvest more resources in the late game which will allow them to still win even if they trade less efficiently (not to mention them being able to constantly reinforce with gateway units during engagements which will help a lot). This will also provide mech with an efficient composition to transition into late game TvP, especially with the combined upgrades.
Edit:
On July 06 2014 14:25 intense555 wrote:
Battlecruisers really do seem like the answer and right now they currently are not being used at all in any matchup. I think this change should be implemented first out of the 3 changes above. All 3 together may be way broken. It may come down to ghosts defending pdds which in turn defend the bcs from tempests/stalkers which in turn defend the ghosts. It would be really cool to watch. But yea I probably went overboard with the TvP changes overall just because my blood was still boiling from the pigbaby/taeja series just now.
Battlecruisers really do seem like the answer and right now they currently are not being used at all in any matchup. I think this change should be implemented first out of the 3 changes above. All 3 together may be way broken. It may come down to ghosts defending pdds which in turn defend the bcs from tempests/stalkers which in turn defend the ghosts. It would be really cool to watch. But yea I probably went overboard with the TvP changes overall just because my blood was still boiling from the pigbaby/taeja series just now.
Hope you guys enjoyed the write-up, wanted to voice my ideas since I did not really like most other players' suggestions.