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?