Have you noticed how Imbalanced Area Dmg Abilities / Attacks are?
Clearly Protoss Lacks of Area Damage spell variety, and the few 4 spells the race has, 2 of them deal Full Dmg to friendly units, making it very hard to engage, while defending or attacking.
- Zerg spells has NO consequences for the player but 1 and is a long range spell.
- Terran has Only splash dmg consequences, but only for 2 of them.
- Half Protoss area dmg affects the player’s units with FULL DMG, 1 mistake in casting and is game over.
Lets list them.
Zerg
- Fungal: Area Damage Over Time, Slows units, Reveal cloaked units, Once casted on the units cant be dispelled, *Does NOT Affect friendly units.
- Lurker Attack: Does not require energy, considerable high dmg to all units, very long range, *Does NOT Affect friendly units
- Parasitic Bomb: : Area Damage Over Time, Once Casted cant be dispelled, if the target dies the spell remains and damages other units, *Does NOT Affect friendly units
- Baneling: Deals splash dmg to enemy units when used or when it dies. *Does NOT affect friendly units.
- Ravager: Vile deals dmg to all units in the area, does not require energy, Very fast cooldown, long range skill, can dispel force fields. *DOES affect friendly units.
- Ultralisk: Deals dmg to the primary target and splash dmg to nearby units. *Does NOT affect friendly units.
-
- 6 AoEs and only 1 affects friendly units
Terran
- Tank: Damages the principal target and does Area Damage to units nearby. *DOES affect friendly units. (Only splash dmg)
- Widow Mine: Damages the principal target and does Area Damage to units nearby. *DOES affect friendly units. (Only splash dmg)
- Helion/Hellbat: Deals the same dmg to all targets in rage. *Does NOT affect friendly units
- Thor: Air, Deals splash dmg to Air units. *Does NOT affect friendly units
- Liberator: Air, Deals splash dmg to Air units. *Does NOT affect friendly units
- Ghost: Nuke long range cast, can cloak while casting, deals dmg to ALL units and structures in range *DOES affect friendly units.
- Ghost: EMP deals 100 shield dmg and drains 100 energy to ALL units in the area. Very long range, reveals cloaked units. **DOES affect friendly units.
- Reaper: Grenade deals minor dmg to units in a small area and the target unit bounces making the unit unable to perform any action. **DOES affect friendly units.
-
- 9 AoEs and 5 affects friendly units but Only as Splash dmg
Protoss
- Storm: Deals dmg to ALL units in the area, once casted can be dodged, avoiding damage *DOES affect friendly units. (Deals full dmg to friendly units)
- Nova: Deals dmg to ALL ground units in the area, once casted can be dodged, if the caster unit dies the spell is cancelled. *DOES affect friendly units. (Deals full dmg to friendly units) (Deals extra DMG to Shields)
- Colossus: Deals area dmg to all ground units in a small size area. *Does NOT affect friendly units.
- Archon: Deals dmg in the area. *Does NOT affect friendly units.
-
- 4 AoEs and 2 affects friendly units with FULL dmg
While the amount of units per supply point looks like this.
(It’s representative, not mathematically accurate)
Zerg 1/2 - 1
Terran 1-1
Protoss 2-1
The area damage skills and abilities should be opposite as what it looks like now.
After that we can conclude that:
- Zerg spell has NO consequences for the player but 1 and is a long range spell.
- Terran has Only splash dmg consequences, but only for 2 of them.
- Half Protoss area dmg affects the player’s units with FULL DMG, 1 mistake in casting and is game over.
Clearly Protoss Lacks of Area Damage spell variety, and the few 4 spells the race has, 2 of them deal Full Dmg to friendly units, making it very hard to engage, while defending or attacking.