Add Phase Move to High Templar for Faster Movement

Hey everyone,

I love playing Protoss, but the High Templar’s movement speed feels painfully slow, especially compared to units like Adepts with their phase shift ability. It really limits their effectiveness in fights and makes controlling them frustrating.

I’m proposing that High Templar get the Psionic Transfer ability, similar to Adepts, so they can phase move across the battlefield faster. This would keep their powerful spells relevant and help with positioning without breaking game balance.

Please support this change! It would add a fresh dynamic to High Templar play and make them more fun and viable in all matchups!

I understand the concern about High Templars becoming overpowered, but from my experience, their slow movement speed makes them vulnerable, challenging to utilize effectively, and hilariously easy to pick off in large groups using a chain-shift command. In engagements, I can often eliminate 15+ High Templars in just 3-4 seconds due to their lack of mobility.

To address this, perhaps we could consider giving them a “phase move” ability, similar to Adepts, allowing them to traverse the battlefield more efficiently. This could be implemented with unique visual indicators (e.g., a green hue) to distinguish them from Adepts. Additionally, enabling them to pass through friendly units without collision could facilitate smoother positioning.

Alternatively, adjustments such as reducing their collision size, increasing their movement speed, enhancing Storm range, or even modifying their gas cost could make them more viable without compromising balance.

I believe these changes would enhance High Templar gameplay and offer more strategic depth. I’m interested in hearing thoughts from the community, especially those familiar with Brood War mechanics.

Thanks!

you gotta be out your mind. templer with the overcharge are already a huge problem with endless storms, and you want to make them faster. hahahahaha your one of those guys who really shouldnt open your mouth and speak. on top of this, you already made this topic before so why are you remaking it. you know thats what spamming is right.

1 Like

I understand the concern about High Templars becoming overpowered, but from my experience, their slow movement speed makes them vulnerable, challenging to utilize effectively, and hilariously easy to pick off in large groups using a chain-shift command. In engagements, I can often eliminate 15+ High Templars in just 3-4 seconds due to their lack of mobility.

To address this, perhaps we could consider giving them a “phase move” ability, similar to Adepts, allowing them to traverse the battlefield more efficiently. This could be implemented with unique visual indicators (e.g., a green hue) to distinguish them from Adepts. Additionally, enabling them to pass through friendly units without collision could facilitate smoother positioning.

Alternatively, adjustments such as reducing their collision size, increasing their movement speed, enhancing Storm range, or even modifying their gas cost could make them more viable without compromising balance.

I believe these changes would enhance High Templar gameplay and offer more strategic depth. I’m interested in hearing thoughts from the community, especially those familiar with Brood War mechanics.

dude there already the second strongest spell caster in the game, that added with the new energy over charge has made them pretty op and made a huge problem in the game that has everyone angry at toss. they dont need a speed buff what so ever.

One of them having extra energy with having to lose a control group to shield batteries and scroll back to base to overcharge one in a multi key micro does not make them over powered… tf? Who even does that… sounds like a great way to lose a battle…

um, yeah you might want to watch some pro gameplay man, the tempest energy recharge is definitaly a thing, same with oracle openers. The new energy over charge ability has been a problem for a while with plays with these two units specifically.

All I’m hearing is the problem is the new shield battery. I was talking about Templar move speed.

dude, do you not know how energy recharge works. Sheild battery has nothing to do with it. Its a nexus spell, that gives any targeted unit 100 energy, meaning that you can send out fully charged templer in very short ammounts of time.

see if you dont even know how protoss work right now you really shouldnt sit here suggesting changes.

Omfg I know you didn’t just tell me to use battery overcharge to charge Templar up faster… ‘The new battery overcharge, basically useless, but it’ll charge a single Templar per cooldown!’ smh… I might abuse it on an Oracle rush but, you are joking right?

dude its not battery overcharge. that ability is gone. Energy overcharge is the new ability from the nexus that came out in the last patch when they REMOVED battery overcharge. See this is why you shouldnt make suggestions for things when you dont even know the basics. Its the whole entire reason everyone is hating protoss, cause you can recharge units energy pulling sentry hallucination scouts, endless energy on oracles, and templers with endless storms. Do some research man.

You realize they have to be AT the nexus and it has a cooldown right? Also, that has NOTHING to do with Templar being killed before they are in range to cast storm… Storm cast range increase, Templar move speed increase, or version of adept phase ability, for a temp speed boost, that simple. If anything can’t cast during phase would keep it balanced, or potentially be a micro trap nerf at the least.

I tried it with the energy up, helps a LITTLE but… only early game… still getting 10-12 of them wiped in battle only 3-5 storms getting off, and I’m like spamming the storms in less than a second with the whole group… so they are dying pretty frekin fast…