Now, as soon as your mech army moves out, the Zerg can spam Nydus Worms in your base. The Protoss can easily wait while you're defending your 3rd or 4th base, then use a Mothership to teleport its entire high-damage army directly into your main, instantly destroying all your production buildings, before simply using Recall to get home safely.
Terran mech is already expensive, slow, and cumbersome – it simply cannot trade bases efficiently. But apparently, the balance team thought mech wasn't dying fast enough, so they introduced these two brainless abilities. Do you want Terran to die? Or is the design philosophy simply that mech should never be allowed to leave its base? The moment it moves out, it's doomed!
Honestly, there's this deeply ingrained bias in this game that playing mech is easy. Maybe that was true ten years ago, but for the past decade, the non-stop patches have nerfed mech at every turn, terrified of it being even slightly strong. The result is a playstyle that can barely even move out without immense difficulty. If you turtle defensively, everyone just calls you a turtle and complains. It's a lose-lose situation.
Let's be clear, no mech player enjoys 40-50 minute long games; they're exhausting. But balance team, your design makes it so mech cannot move out. If moving out means certain death, what are we supposed to do?
Mech is the composition that needs a teleport ability the most, the one that can least afford to be caught in a war of movement. And yet, it's the only one without a large-scale, strategic relocation tool. A decade ago, the balance team might have designed mech for players with slower hands to still enjoy the game. But mech today? Heh. One misstep in a skirmish and you're dead. Move out and you get base-traded into oblivion. You genuinely need superior game intelligence and immense patience even to attempt playing it now.
