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My Protoss balance/design ideas for LotV

Blogs > KalWarkov
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KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
September 15 2015 17:48 GMT
#1
i have some pretty simple ideas as of how i would like to see protoss at the LotV release, both balance and design wise.

Currently, Protoss seems to be pretty much unattackable earlygame both PvP and TvP due to pylon overcharge and the tank ability of adepts.

On the other hand, Protoss has a hard time dealing with midgame ZvP timings, because Lurkers dominate ground forces that arent (weaker) colossus and disruptors, and having a strong enough air force that beat hydras while building a 4th base is pretty hard.
Relying on stasis traps cannot be the answer.

PvT Lategame is incredible hard, because the Liberator dominates both air and ground of Protoss. I feel like the Liberator has to be addressed more to this issue than protoss itself.


Here some of the ideas that came into my mind:

Photon Overcharge
- Can only be targeted on Pylons within range of Nexus or Gateways (2 second warpin pylons)

Adepts
- Require Twilight Council to be available in Gateway/Warpgate
- 4 Adepts can morph into an Archon (or 2 Adepts / 1 Templar)

Zealot Charge upgrade
- cost reduced from 200/200 to 150/150, build time decreased from 140s to 110s

Colossus
- Base damage to 13x2 from 12x2 (HotS: 15x2)

Archon
- Model size reduced to the size of an Immortal

I'm ok with the current state of the Disruptor apart from PvP, since it decides every ground battle and honestly feels a bit dumb, but i have no clue how that could be changed as of now.
Air units seem kind of fine to me, some numbers could be tweaked, but im OK with their state. Tempest is a bit questionable, but i have too little experience with them to come up with something smart.


What do you guys think? What would you like, what would you not like?
Do you have different ideas?

*
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
September 15 2015 20:33 GMT
#2
Sorry, you want 4 Adepts (400/100/8 supply) to morph into an archon?? (currently either 100/300/4 or 250/250/4 or 175/275/4)
Other than sounding odd, that's a very low gas cost for the unit compared to its current costs.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
September 16 2015 10:51 GMT
#3
I like the idea of adding a bigger tech requirement for Adepts. But the other suggestions sound a bit outlandish
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
jalstar
Profile Blog Joined September 2009
United States8198 Posts
September 16 2015 20:53 GMT
#4
It's a decent idea, but I'd take it one step further and let 8 adepts morph into a carrier to ease the Protoss transition into late-game.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
September 17 2015 05:27 GMT
#5
We should have 16 adepts morph into a nexus and 6 probes so Protoss never have to experience draws due to base trades ever again.
ProgamerAustralian alcohol user follow @iaguzSC2
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