We obviously don't know cost, supply,or where these units fall on the tech tree (for the most part) at least when I posted this, that information wasn't public, so we'll save that for another day.
Terran
Herc
My biggest issue with this unit currently is just the design, it just looks a bit dopey, like the marauder's slightly slower cousin. The grapple ability seems interesting, and considering that this is a
Cyclone
This seemed to me, like they liked the idea of the Diamondback, but didn't want to put it into LotV. Usage seems to be directed towards offering Terran another option outside of the hellion for a speedy, map controlling unit with an early factory. I have slight misgivings about it being able to shoot air units in PvT with regards to the MSC specifically, but against phoenix openings, I am pretty interested to see how it plays out.
Changes to Terran
Siege Tanks
This unit can now be dropped while in siege mode, though by the look of it, it is a dedicated pick up that does not allow other units in the medivac. I am not sure this will make it, because even without medivac support, pulling seven sieged tanks into your opponent's base and split pushing seems a bit nuts.Interesting idea, and I am curious to see how it pans out at the highest levels.
Thor
Thors can now self repair at the cost of attack and movement, this seems interesting, but from the videos, it is not 100% clear about the time to HP ratio, but this should provide for more interesting exchanges in TvZ with mutas in the conversation. I see tinkering with heal rates in the future.
Banshee
Banshees now have a speed upgrade at Fusion Core, allowing them to out pace upgraded mobile detection. This smells of Caduceus Reactor to me in 99% of situations that currently seem very common at the pro level. It will make it in, but with the fusion core investment, unless you are already playing with a lot of banshees, seems like a poor choice. With Zerg ground options however, it may play into transitions.
Battle Cruisers
This unit can now Teleport without vision at great mana cost. This would imply that it is best employed as a defensive maneuver but I see potential both ways. Sacrificing Yamato for this though, is the real deciding factor it would seem. I see this making it, but adjustments to mana cost seem likely.
Protoss
Disruptor
AKA Protoss wisp. Protoss can make this out of the robo faciliity and the biggest question is cost and numbers for DPS, cool down factors in as well. While it charges its payload, it is invulnerable, so I see proxy robo shenanigans in PvP specifically, hit that force field or so long mineral line.
Immortal
No more permanent hardened shields. This has been suggested before by QXC I believe, in favor of an active ability which will make for Protoss to actively manage their immortal abilities or suffer the ramifications. Immortals occupy a rather cumbersome spot in the current meta, so I am optimistic about this change. it makes a good deal of sense.
Warp Prism
Can now load units from a distance. I have my misgivings about this, but not so much that I am thinking it won't make it into the game and I love changes that fall in line with lore, so the WP being able to phase units into itself at range is pretty cool. I anticipate development on the WP front, but initially I would be willing to bet this will be used more to salvage zealot warp ins from certain doom.
Oracle
Revelation and Envision combined into the same spell, stasis ward. Essentially you no longer have to choose between detection and vision, the Oracle can use its mana in a way that is entirely beneficial as a support unit. I am a bit wary of this with the Tempest changes, but it seems pretty reasonable and could change up compositions in TvP especially which has been the most static match up since 2010.
Stasis ward is like if an Arbiter and a baneling landmine had a little Protoss baby, for the cost of energy, the Oracle can lay a stasis trap which if undetected will freeze and render your opponents army unable to attack. The lack of stasis in SC2, makes me curious about this ability, especially about mana cost to lay a trap. This is one of the most unique, new abilities imo.
Tempest
Attacks ground units only* Speed buff, New Spell.
Tempest have been relegated for normal attacks to the ground only, and been given a single target DOT which can be cast on air units as well which seems very strong. I would anticipate a change, but it seems like Blizzard is interested in upping the Protoss air game against capitol ships. The speed buff is interesting, but still factors into the need for support.
Carrier
Interceptors can fight in specific area.
I imagine this will factor into the leash range which Nony talked about for a good while and was implemented in HotS, but I don't see this being the change that brings the trademark Protoss ship into relevance.
Zerg
Ravager]
Morphed from the Roach, the Ravager has a spell which can both hit air, provided they stand still, and does well against armored, slow, stationary units like siege tanks, and I would imagine Brood Lords. There is a notable range increase that comes with the upgrade, this unit looks like the infestor of WoL or Swarm Host of HotS in that it seems like people will say it is shit, only to find out it is amazing a year and some change later.
The only thing that makes me hesitate about that statement is that it can break force fields with that ability. Where this falls on the tech tree, lair seems likely, will play heavily into its use.
Lurker
You know what this unit does already, it will be interesting to see how that gas allocation affects overall Zerg compositions.
Corrupter
This unit still looks to be a paper weight in most respects. It has gained an ability called, "caustic spray," which deals damage to units and structures on the ground, it functions much like void rays did early on in WoL with damage increasing the longer it is attacking with this, but we'll see where this takes us, Corruptor changes should have been done with HotS release, so at least there is something.
Infestor
Agressive Mutation.
Straight up damage buff to friendly units, it seems like Blizzard is trying to bring the bane of Terran and Protoss from WoL out of the wings, and give it a defined role in the Zerg composition again. I have a soft spot for infestors, but this with vipers seems like a recipe for fun zerg times ahead, duration and research potential makes it seem like they are putting a lot of stock in the infestation pit as a structure and may be allowing for too much reading into that one structure for my liking.
Swarm Host
No longer need to be burrowed to spawn Locust, Locust can be upgraded to fly, locust spawn rate reduced.
Passion hosts no longer a problem. These changes seem reasonable enough, but it feels like they are still trying to fit a square peg in a round hole with this change.
Nydus Worm
Invulnerable while spawning.
Any change was a good change to the Nydus Worm. This structure/unit/thing, was just far too niche and far too expensive as a whole to make much of it for the life of SC2 that I am just happy to see the attempt to bring it into relevance beyond queen, roach Nydus attacks. No buff to health though, means it is still a fragile option, though maybe not so much now that it cant be killed by a worker pull.
It is very apparent we can expect changes, but a lot of these seem very level headed to me. Nothing is standing out quite like the replicator or warhound did in HotS. I hope I get to tune in for some of the show matches during Blizzcon, but I am going to be travlling up state soon. What are you guys thinking about the annoucements, and the unit changes coming in for LotV?