I’ve personally blinked out, picked-up, and have capitalized on Phoenix speed to waste dozens of lone EMP casts so I don’t know what to tell you. You later describe these as not dodging, but that just means your definition of dodging doesn’t match how players use it. Dodging is not exclusively walk out of the targetted area before it hits
. It is any action that causes the unit to be safe.
It’s certainly something that requires a bit more prediction or luck than true evasive action, but it’s still dodged EMPs and a lot of the spells that are usually talked about as being avoidable in this game are of a similar projectile speed. Even Storm, which doesn’t have travel time, is considered dodgeable.
Yes; I’m well aware of the 1.5 range difference between Storm and upgraded EMP. High Templar still function against Ghosts; and their Energy can be protected with a Prism. I don’t think it’s unreasonable; because you can drop the Templar already in range of the Ghost; and if the Terran is sniping units as they peek into vision it’s easier to dodge.
Ghosts are expensive, not bulky, and primarily are a force multiplier against Protoss due to EMP only damaging shields and energy. This means the unit will not be left alone. It usually forces Terran armies to bundle up together, which clamps the army’s mobility to the slower units’ 3.15 movement speed; something that many Protoss units out-do.
The Ghost, as a direct combat unit, only has one real weakness of being expensive per HP and per DPS, though, it is true. I apologize for leaving too much unsaid.
You can also split your units up before combats start so that they’re not balled up so that EMP doesn’t kill them (though the nature of Marines and Guardian Shield somewhat hampers this strategy).
My point is that you have options, and that the ability isn’t entirely unanswerable with reactions (though as you point out, it is rather specific).
They also have half the DPS vs. nonlight units and cost almost three times as many resources as a Zealot (though they’re melee) or twice as much as a Stalker (to use a ranged unit). These are very important attributes.
If we compare the spellcasters, sure, Ghosts are the same price. But if we compare the abilities to those spellcasters, the other spellcasters have access to just as impactful battle-changing abilities.
While the other spellcasters don’t do as much damage with their attacks if they even have one, that means the Ghost is making itself vulnerable to attacks, splash, spells targetting the main army, and so on. So to make use of its good attack, the Ghost temporarily gains a weakness the other spellcasters don’t have.