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On July 19 2015 09:42 Cloak wrote: What's the true harm of uncapping MsC? Multi pronged recall seems like an attractive goal. They also don't stack that well.
The MsC is already one of the strongest spell casters there is, having 1 Msc is already a lot, having more than 1 would be too broken. Specially recall, there shouldn't be a spell that allows for a player to take bad positions with just 1 button to save all his units.
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I really hope they address and give protoss the big buff it need to survive with zerg and terran. I don't understand why remove FF's, buff collsi, nothing feels strong. Adepts are a harass unit. Terrans and zerg will have excuses to why protoss is 'ok'. There a big reason why you almost never see protoss in LoTV tournaments or being played much. I hope they fix the game. I know it's a beta but why are Zerg and Terran so strong? and Protoss is clearly weak. They never got buffs in HoTS and the community complain about 'power of protoss'. Feel like there alot of bias players out there being the most vocal. And not Open minded honest players that really want to see the race on a fair playing field as the other 2 races. It their own expansion. It's very disappointing to see.
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Czech Republic12129 Posts
On July 20 2015 13:55 Lexender wrote:Show nested quote +On July 19 2015 09:42 Cloak wrote: What's the true harm of uncapping MsC? Multi pronged recall seems like an attractive goal. They also don't stack that well. The MsC is already one of the strongest spell casters there is, having 1 Msc is already a lot, having more than 1 would be too broken. Specially recall, there shouldn't be a spell that allows for a player to take bad positions with just 1 button to save all his units. Recall was added to T1 because Protoss doesn't have any retreat possibility. Both sentry and zealot are slower than marines or zerglings/roaches(on creep). And one of the 1st upgrades in the game is research of speed buff to these mentioned units(stim, speed bufs). (and not mentioning idiotic concussive shells)
Otherwise we would return to WoL level, where you could go only early game all in(especially in PvZ where you cannot retreat with sentries which are tons of gas).
It's a stupid fix and everyone knows it, there's a reason why recall was so far in tech tree in BW/WoL.
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Russian Federation54 Posts
one thing about recall, that i think needs to be removed in lotv is after-recall-lag. I understand why it is in hots, but protoss need this to defend bases in lotv.
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I got some thoughts on this.
What if the colossus had a manual cast only attack that cost 25 gas to charge? Maybe a single laser that does 70 damage. 5 seconds to charge the attack with some animation for the opponent to see. I'm thinking something like this would help make them more effective in small numbers to help support a buffed gateway army, but not worth the expense to rely solely on colossi to smash through everything.
On warp gate. I have a vision of a warp gate that works more like nydus worm. Say you would turn only one gateway into a warp gate, and you would put units into it to be able to warp them around the map. Units would warp out in the order they went in. Would it be OP if this wasn't limited to only gateway units? Like you could put other non massive units in and warp around probes and immortals.
I also think it would be neat if it was possible to warp units out of a warp prism while it is immobile. Imagine being able to send colossus back home from a failed attack if you can warp them back to your base before the prism gets shot down. This assumes the mothership core and/or recall doesn't exist.
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On July 16 2015 16:57 TedCruz2016 wrote:Show nested quote +On July 16 2015 15:04 Quineotio wrote: Warpgate: make it take longer to warp-in units than to build them from a gateway. What warpgates do is shorten the resupply route, but at the moment they have no down-side. Making gateways build faster allows you to choose between getting units out faster (but having to reinforce from across the map), or getting units where you want them immediately (but less often). This change wouldn't effect a passive protoss, but would make protoss all-ins weaker.
Totally agree with this. Some fundamental changes should be made on warpgate mechanic. In the early game, Z, when with a handful of larvas, has to choose between a round of workers and zerglings; to T, it's mules or scans. P shouldn't make an exception. It should make a similar choice between a passive style - with gateway - and an aggressive style - with warpgate. That could certainly diversify P's strategies throughout the whole game.
What I'd really like to see (although it would require a lot of rebalancing)
Gateways (and Stargates) give you a unit instantly and then cool down (similar to a warpgate), but it gives you the unit at the same location. To warp it in anywhere under Pylon power requires 1. a longer cooldown And/Or 2. an investment in each individual warpgate (ie 100 gas to change 1 Gateway into 1 Warpgate)
[Stargates could have the ability to warp a unit directly to the Mothership]
That way something uniquely Protoss (cooldown based production) could be expanded (mostly compensated for by longer time to build the buildings and advanced units coming out 'unready'..Templars need more energy & Carriers need more interceptors)
But it would avoid the advantage of 'location independence' being something you get easily and automatically
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Tossing out another Colossus change idea, bringing back something I thought was interesting about its original presentation with the single target fire. The Colossus loses its auto-attack and gains an active ability instead. [Insert SC2 is not a MOBA arguments here]. The Colossus ability would have it scan an area, identify all enemy units present, and then it would fire on each one until it kills it.
Once the scan ability is off cooldown the Colossus can scan again to identify additional units but will keep firing on previously scanned units. New units entering would not be fired upon until scanned, and old units would not be fired upon if the unit previously disappeared (was picked up, runs outside of the Colossus' attack range, burrows, cloaks, recalls away, etc...), otherwise the Colossus does not stop firing until either it or its target dies (the lore does state it caused an accidental genocide afterall). This ability also gives multiple areas for balance like the cooldown duration, the scan radius, the speed of the scan, the cast range, the attack range, and the DPS.
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On July 12 2015 22:09 weikor wrote: In addition to that, probes are the weakest to harass - considering certain units even do bonus damage to shields and they have 40 hp as opposed to 45 of other races. Probes also cost 50 minerals - against terran and mules, a protoss is considered on even footing, only if he has a significant lead in probes. If both players get harrassed stronly, it will end up with the terran ahead - since the loss of workers can usually be absorbed by mules. Also consider that 22 probes also cost 1.100 minerals - which is more than a 50% mineral patch of lotv.
Uh. No. Just no.
1) The drones have 40 hp. The 5 bonus hp for scvs barely changes anything. The bonus damages to shield isn't an issue. Indeed, if you didn't pay attention, whatever went in your mineral line, you're doomed. Mines or not mines. And I think that you shouldn't lose 3 probes every 40s when you let a medivac enter your mineral line without pulling the probes. You should take reasonable damages for this.
2) The MULE. PLEASE, stop arguing about how OP the mule is, just stop. The protoss is considered on even footing when is has more probes. WELL, that's the point of chronoboosting and the production time of the OC. The protoss is always ahead in probes.
"If both players get harrassed stronly, it will end up with the terran ahead - since the loss of workers can usually be absorbed by mules."
No. A : number of workers represented by mules : 3-4
Protoss worker count before harass : 50 Terran worker count before harass : 43 + 2A
Both lose 20 workers.
Protoss : 50 - 20 = 30 Terran : 43 + 2A - 20 = 23 + 2A
I mean, that's basic maths here.. Mules DON'T absorb the loss of workers, it only works in late game when the terran reaches the protoss worker count, around 70 workers. However, the protoss will have faster upgrades and production thanks to the chronoboost. It is even.
3) Consider that 22 scvs and drones also cost the same that 22 probes.
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@tokinho
I appreciate your thinking here, it went way further than the basic stuff about how mules are OP (see above).
However, there is one thing I didn't understand. In the "Game breaking changes in Legacy" part. You explain a good number of changes, and most of them are seen as negative. However, the fifth part "adept oracle openers" seem to be the only one that is not. It seems that these openers are very strong, as they counter the classical defense against oracle.
What I don't understand is : How such builds could be dealt with as terran if the first adepts come earlier, the protoss don't have a mineral fallout, with a small boost on probes with the starting nexus, cheapers adepts, adepts stronger against their "counter", the colossus comeback, an already very strong storm boosted, a third source of AOE and... less effective drops ?
I mean, I'm okay with these, but terrans won't be able to do anything. As I recall, the cyclone is going to be nerfed and will lose its ability to attack without vision. You need two mines deal with oracles (a protoss should be able to see there's no marines in the mineral line, so if you can't see the one mine in the mineral line, it's probably hidden behind the vespene thing. Just go on top of the CC and kill every scv, if the mine doesn't move, it's lost, and when it does, you just have to move where it isn't burrow to finish the job..) But if you rush mines, can you defend the early stuff ? If you go full marines, how can you deal with adept/oracles ? More important, if you rush mines and your opponent go for an early expansion, what do you do ? He will be able to defend whatsoever, and probably scouted your early gas. Can you defend it without commiting too much with turrets/ebay ? (you will probably lose some workers anyway, if you spent as many ressources in the defense as the protoss, you're losing)
I'm afraid we can't really answer to these questions with such protoss buffs.
EDIT:
I forgot. If you go for marauders against adept with turrets against oracles. Say the protoss keeps producing oracles and adepts. How do you expand ? Mines would be pretty tough to use because of the adepts. Marines are obviously not the answer. Few adepts' shot will kill enough marines for oracles to kill the whole army. And turrets...Don't move. I hope I won't have to wait for fusion core + cylcone upgrade to expand.
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On July 21 2015 18:45 Plantarbre wrote:Show nested quote +On July 12 2015 22:09 weikor wrote: In addition to that, probes are the weakest to harass - considering certain units even do bonus damage to shields and they have 40 hp as opposed to 45 of other races. Probes also cost 50 minerals - against terran and mules, a protoss is considered on even footing, only if he has a significant lead in probes. If both players get harrassed stronly, it will end up with the terran ahead - since the loss of workers can usually be absorbed by mules. Also consider that 22 probes also cost 1.100 minerals - which is more than a 50% mineral patch of lotv.
Uh. No. Just no. 1) The drones have 40 hp. The 5 bonus hp for scvs barely changes anything. The bonus damages to shield isn't an issue. Indeed, if you didn't pay attention, whatever went in your mineral line, you're doomed. Mines or not mines. And I think that you shouldn't lose 3 probes every 40s when you let a medivac enter your mineral line without pulling the probes. You should take reasonable damages for this. 2) The MULE. PLEASE, stop arguing about how OP the mule is, just stop. The protoss is considered on even footing when is has more probes. WELL, that's the point of chronoboosting and the production time of the OC. The protoss is always ahead in probes. "If both players get harrassed stronly, it will end up with the terran ahead - since the loss of workers can usually be absorbed by mules." No. A : number of workers represented by mules : 3-4 Protoss worker count before harass : 50 Terran worker count before harass : 43 + 2A Both lose 20 workers. Protoss : 50 - 20 = 30 Terran : 43 + 2A - 20 = 23 + 2A I mean, that's basic maths here.. Mules DON'T absorb the loss of workers, it only works in late game when the terran reaches the protoss worker count, around 70 workers. However, the protoss will have faster upgrades and production thanks to the chronoboost. It is even. 3) Consider that 22 scvs and drones also cost the same that 22 probes.
Another reason that BLZ gave mule to T is that in the early game T always has at least two scvs working on construction of new buildings, so the overall worker count is always a bit lower and the mule is somewhat a compensation. Also, since MMM is mineral-intensive, that extra income that mules bring forth is well needed.
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I don't think the uncapping of Mothership Core would be that imba, considering the recall can only be used to defend bases. Feels like it deserves some testing.
Maybe remove the slowing field thing (anti-micro and just boring), uncap the unit limit and give it faster speed so it can be used with faster units all over the place, instead of just one big slow deathball.
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On July 19 2015 09:42 Cloak wrote: What's the true harm of uncapping MsC? Multi pronged recall seems like an attractive goal. They also don't stack that well. Yeah, you know when you have 8 sentries, 20 stalkers and a msc, and youu can kill 50 roaches by cutting them off 10 at a time? But you die if there are 80 roaches? But you can only force field, blink AND slow time once, or at most twice, because you only have one msc. If you could bring like 4 msc, you could go FF, blink and slow time as many times as you want, so that the fight with the roaches and lings become a bit more fair also the fifth engagement. Yeah, that'd make more fair, fun and entertaining games.
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Finnaly some discussion about the MSC and Mothership. I think they are some very iconic units, but fit in gameplywise poorly, especially in LotV. So to begin my thoughts, i'd like a replace of Photon Overcharge (for both) with Energy boost:
- Ability that quadruples the Energy regeneration of an allied unit for 30 seconds (hots time). It would cost 25 Energy and gives around 50 over that time. Note: can't be casted on the mothership or msc itself. This ability could be used on a nexus for more chrono boosts, sentries to defend or to increase potential of an oracle. I think it fits Protoss fine and there must be better ways to strengthen toss' defenses than Nexus Cannon.
To build on that, I would also like the Mothership to change its role drasticly. My proposals:
- Costs less (the morph maybe 150/150) - Requires only Stargate - Lowered stats (keeps MSC attack and lower Hitpoints to about 200/200) - Smaller Model - No more cloaking field (most deathball promoting passive there is)
Now let's talk about the abilities. It keeps timewarp and Energy boost from the MSC, it would feel inconsistant if you lose abilities. Replaces Mass Recall with Teleport Beacon:
- For 75 Energy you can create a 100 hp, 100 shield structure on a pylon field. Lasts 3 minutes. This Teleport Beacon may cast Recall once, teleporting a group of units from any point on the map to the Beacon. It dies after the cast. Because it must be cast on a pylon field it is harder to abuse than the old WoL Recall, but also it overcomes limitations of the MSC Mass Recall. There can be multiple Teleport Beacons on the map, which allows you to not only teleport one big army once. Also you can leave the Mothership behind to boost your macro.
Another ability I thought about to fit a different, more macro orientated role of the Mothership is a speed built Nexus. For a higher cost the Mothership creates (or "warps in") a Nexus in a few seconds, much like the Tiny Great Hall for Orcs in Frozen Throne. It seems like a bandaid to the hard impact of Mineral Fallout in LotV, but on the other hand it fits perfectly the role of a mothership lore-wise, right? Creating new homes, colonizing and stuff. Together with Teleport Beacon it allows Protoss to expand faster and more secure.
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Czech Republic12129 Posts
On July 21 2015 21:29 Insidioussc2 wrote: Finnaly some discussion about the MSC and Mothership. I think they are some very iconic units, but fit in gameplywise poorly, especially in LotV. So to begin my thoughts, i'd like a replace of Photon Overcharge (for both) with Energy boost:
- Ability that quadruples the Energy regeneration of an allied unit for 30 seconds (hots time). It would cost 25 Energy and gives around 50 over that time. Note: can't be casted on the mothership or msc itself. This ability could be used on a nexus for more chrono boosts, sentries to defend or to increase potential of an oracle. I think it fits Protoss fine and there must be better ways to strengthen toss' defenses than Nexus Cannon.
To build on that, I would also like the Mothership to change its role drasticly. My proposals:
- Costs less (the morph maybe 150/150) - Requires only Stargate - Lowered stats (keeps MSC attack and lower Hitpoints to about 200/200) - Smaller Model - No more cloaking field (most deathball promoting passive there is)
Now let's talk about the abilities. It keeps timewarp and Energy boost from the MSC, it would feel inconsistant if you lose abilities. Replaces Mass Recall with Teleport Beacon:
- For 75 Energy you can create a 100 hp, 100 shield structure on a pylon field. Lasts 3 minutes. This Teleport Beacon may cast Recall once, teleporting a group of units from any point on the map to the Beacon. It dies after the cast. Because it must be cast on a pylon field it is harder to abuse than the old WoL Recall, but also it overcomes limitations of the MSC Mass Recall. There can be multiple Teleport Beacons on the map, which allows you to not only teleport one big army once. Also you can leave the Mothership behind to boost your macro.
Another ability I thought about to fit a different, more macro orientated role of the Mothership is a speed built Nexus. For a higher cost the Mothership creates (or "warps in") a Nexus in a few seconds, much like the Tiny Great Hall for Orcs in Frozen Throne. It seems like a bandaid to the hard impact of Mineral Fallout in LotV, but on the other hand it fits perfectly the role of a mothership lore-wise, right? Creating new homes, colonizing and stuff. Together with Teleport Beacon it allows Protoss to expand faster and more secure. What is so wrong about cloaking field? Arbiter was a fun unit and I would really appreciate its return and getting rid of stupid mothership hero unit. Mothership is just a hero version of arbiter(with a huge model) anyway.
Edit: I mean, the reason why you go deathball with mothership(core) is because it is only one and you must have it with you otherwise the recall is not working. Back in WoL where recall worked differently you could sent 2 killing squads of insanely expensive units to snipe 2 different bases and then recall them back to you. You could do really fun things with MS(MS rush with recall into base ) Now you cannot do this because recall works differently :/ The same applies to the cloaking field. it doesn't work unless you are with the one and only Chesney Hawks... oh, sorry,... with the one and only MS
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On July 21 2015 23:42 deacon.frost wrote:Show nested quote +On July 21 2015 21:29 Insidioussc2 wrote: Finnaly some discussion about the MSC and Mothership. I think they are some very iconic units, but fit in gameplywise poorly, especially in LotV. So to begin my thoughts, i'd like a replace of Photon Overcharge (for both) with Energy boost:
- Ability that quadruples the Energy regeneration of an allied unit for 30 seconds (hots time). It would cost 25 Energy and gives around 50 over that time. Note: can't be casted on the mothership or msc itself. This ability could be used on a nexus for more chrono boosts, sentries to defend or to increase potential of an oracle. I think it fits Protoss fine and there must be better ways to strengthen toss' defenses than Nexus Cannon.
To build on that, I would also like the Mothership to change its role drasticly. My proposals:
- Costs less (the morph maybe 150/150) - Requires only Stargate - Lowered stats (keeps MSC attack and lower Hitpoints to about 200/200) - Smaller Model - No more cloaking field (most deathball promoting passive there is)
Now let's talk about the abilities. It keeps timewarp and Energy boost from the MSC, it would feel inconsistant if you lose abilities. Replaces Mass Recall with Teleport Beacon:
- For 75 Energy you can create a 100 hp, 100 shield structure on a pylon field. Lasts 3 minutes. This Teleport Beacon may cast Recall once, teleporting a group of units from any point on the map to the Beacon. It dies after the cast. Because it must be cast on a pylon field it is harder to abuse than the old WoL Recall, but also it overcomes limitations of the MSC Mass Recall. There can be multiple Teleport Beacons on the map, which allows you to not only teleport one big army once. Also you can leave the Mothership behind to boost your macro.
Another ability I thought about to fit a different, more macro orientated role of the Mothership is a speed built Nexus. For a higher cost the Mothership creates (or "warps in") a Nexus in a few seconds, much like the Tiny Great Hall for Orcs in Frozen Throne. It seems like a bandaid to the hard impact of Mineral Fallout in LotV, but on the other hand it fits perfectly the role of a mothership lore-wise, right? Creating new homes, colonizing and stuff. Together with Teleport Beacon it allows Protoss to expand faster and more secure. What is so wrong about cloaking field? Arbiter was a fun unit and I would really appreciate its return and getting rid of stupid mothership hero unit. Mothership is just a hero version of arbiter(with a huge model) anyway. Edit: I mean, the reason why you go deathball with mothership(core) is because it is only one and you must have it with you otherwise the recall is not working. Back in WoL where recall worked differently you could sent 2 killing squads of insanely expensive units to snipe 2 different bases and then recall them back to you. You could do really fun things with MS(MS rush with recall into base  ) Now you cannot do this because recall works differently :/ And nonetheless, heroic unit is not a thing of Starcraft, even for Protoss of which the basic conception is "quality over quantity".
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On July 21 2015 23:42 deacon.frost wrote:Show nested quote +On July 21 2015 21:29 Insidioussc2 wrote: Finnaly some discussion about the MSC and Mothership. I think they are some very iconic units, but fit in gameplywise poorly, especially in LotV. So to begin my thoughts, i'd like a replace of Photon Overcharge (for both) with Energy boost:
- Ability that quadruples the Energy regeneration of an allied unit for 30 seconds (hots time). It would cost 25 Energy and gives around 50 over that time. Note: can't be casted on the mothership or msc itself. This ability could be used on a nexus for more chrono boosts, sentries to defend or to increase potential of an oracle. I think it fits Protoss fine and there must be better ways to strengthen toss' defenses than Nexus Cannon.
To build on that, I would also like the Mothership to change its role drasticly. My proposals:
- Costs less (the morph maybe 150/150) - Requires only Stargate - Lowered stats (keeps MSC attack and lower Hitpoints to about 200/200) - Smaller Model - No more cloaking field (most deathball promoting passive there is)
Now let's talk about the abilities. It keeps timewarp and Energy boost from the MSC, it would feel inconsistant if you lose abilities. Replaces Mass Recall with Teleport Beacon:
- For 75 Energy you can create a 100 hp, 100 shield structure on a pylon field. Lasts 3 minutes. This Teleport Beacon may cast Recall once, teleporting a group of units from any point on the map to the Beacon. It dies after the cast. Because it must be cast on a pylon field it is harder to abuse than the old WoL Recall, but also it overcomes limitations of the MSC Mass Recall. There can be multiple Teleport Beacons on the map, which allows you to not only teleport one big army once. Also you can leave the Mothership behind to boost your macro.
Another ability I thought about to fit a different, more macro orientated role of the Mothership is a speed built Nexus. For a higher cost the Mothership creates (or "warps in") a Nexus in a few seconds, much like the Tiny Great Hall for Orcs in Frozen Throne. It seems like a bandaid to the hard impact of Mineral Fallout in LotV, but on the other hand it fits perfectly the role of a mothership lore-wise, right? Creating new homes, colonizing and stuff. Together with Teleport Beacon it allows Protoss to expand faster and more secure. What is so wrong about cloaking field? Arbiter was a fun unit and I would really appreciate its return and getting rid of stupid mothership hero unit. Mothership is just a hero version of arbiter(with a huge model) anyway. Edit: I mean, the reason why you go deathball with mothership(core) is because it is only one and you must have it with you otherwise the recall is not working. Back in WoL where recall worked differently you could sent 2 killing squads of insanely expensive units to snipe 2 different bases and then recall them back to you. You could do really fun things with MS(MS rush with recall into base  ) Now you cannot do this because recall works differently :/ The same applies to the cloaking field. it doesn't work unless you are with the one and only Chesney Hawks... oh, sorry,... with the one and only MS 
If you look at its place in hots right now, the only reason to build it is the cloaking field in ultra late game. Sure timewarp is nice, but you don't build multiple 400/400 units (or even just cores at that time) for this. Also I want the MS to be more of a macro unit, on which the limit of one would hurt less than a fighting unit I think. They changed the recall mechanic after WoL because it was too easy and too effective, used just the ways you mentioned. But I also think it was pretty fun and thats what I try to archieve with Teleport Beacon. You'd need a energy field, and maybe some time to set it up, but with a warpprism you could use it aggressively again >
I get that the cap seems very arteficial, but as long as it doesn't level up or earn xp I'm fine with the mothership
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On July 20 2015 12:42 TedCruz2016 wrote: Both Mass Recall and Photon Overcharge should become nexus's abilities, then the MSC could be removed from the game.
That would also give some interesting tension with Chronoboost (give Nexus a higher energy cap)
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On July 22 2015 00:35 Krikkitone wrote:Show nested quote +On July 20 2015 12:42 TedCruz2016 wrote: Both Mass Recall and Photon Overcharge should become nexus's abilities, then the MSC could be removed from the game. That would also give some interesting tension with Chronoboost (give Nexus a higher energy cap)
At least Photon Overcharge should.
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On July 21 2015 21:04 Cascade wrote:Show nested quote +On July 19 2015 09:42 Cloak wrote: What's the true harm of uncapping MsC? Multi pronged recall seems like an attractive goal. They also don't stack that well. Yeah, you know when you have 8 sentries, 20 stalkers and a msc, and youu can kill 50 roaches by cutting them off 10 at a time? But you die if there are 80 roaches? But you can only force field, blink AND slow time once, or at most twice, because you only have one msc. If you could bring like 4 msc, you could go FF, blink and slow time as many times as you want, so that the fight with the roaches and lings become a bit more fair also the fifth engagement. Yeah, that'd make more fair, fun and entertaining games. And if all of that fails by some weird happenstance, you can always mass recall. Twice.
That's also the problem with putting MSC spells on the Nexus, Mass recall becomes way too powerful. Probably would have to be under some global cooldown for it to be handleable.
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On July 21 2015 21:04 Cascade wrote:Show nested quote +On July 19 2015 09:42 Cloak wrote: What's the true harm of uncapping MsC? Multi pronged recall seems like an attractive goal. They also don't stack that well. Yeah, you know when you have 8 sentries, 20 stalkers and a msc, and youu can kill 50 roaches by cutting them off 10 at a time? But you die if there are 80 roaches? But you can only force field, blink AND slow time once, or at most twice, because you only have one msc. If you could bring like 4 msc, you could go FF, blink and slow time as many times as you want, so that the fight with the roaches and lings become a bit more fair also the fifth engagement. Yeah, that'd make more fair, fun and entertaining games.
Can you explain what you mean by that? You have stuff to kill an army but you die if he has more than you do...?
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I propose a simple but elegant way of balancing Protoss slightly. Make a warped in unit start without shield, but buff gateway units. The main grouse of many here is that warp in mechanic is too strong offensively, and thus gateway units must be weak to counter this. It makes gateway timing attack weaker with units warped in without shield and gets thrown into combat immediately. It force the Protoss to 'macro' normally like terran. The percentage of units without shield drop with each warp in cycle.
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