If you were in charge of Co-op for 6 months

I started typing up some ideas and never quite finished. Here’s most of my Protoss rework ideas. Some are very conservative, some probably pretty awesome, and some very out there (Karax and Artanis particularly). I lost it at Zeratul as I don’t really have answers right now to what to do with e.g. Stasis Beam.

Mostly want to post this so I can start responding to some other ideas and stop having this as a perpetual draft!

Protoss


Chrono Boost Chrono Boost can now be used on structures under construction. A Nexus's own Chrono Boost still doesn't become operational until the Nexus has completed. Karax's Chrono Field and Chrono Wave also apply to structure construction speed.

Zeratul’s Chrono Boost is removed and replaced by an alternative ability, Chrono Surge. This functions more like the Versus version of Chrono Boost.


Artanis
  • Artanis can now build Carriers (as Karax's), but can no longer build Tempests.
  • Orbital Strike removed by a toggled top bar ability, Shade Warp/Standard Warp. When toggled to Shade Warp, Artanis's combat unit warp-ins no longer cost resources, supply or warp charges, but instead cost Spear of Adun energy and disappear after 45 sec.

    | Unit | Energy Cost |
    | :-- | :-: | --: |
    | Zealot | 3 |
    | Dragoon | 5 |
    | High Templar | 5 |
    | Immortal | 9 |
    | Observer | 3 |
    | Phoenix | 7 |
    | Reaver | 13 |
    | Carrier | 15 |

    Artanis's Orbital Strike isn't a very unique ability, and Artanis doesn't have as clear a fantasy as most commanders. This ability is about focusing on Artanis as a master of warp technology, and as a commander who relies on the flexibility of his army. Shade Warp is extremely versatile, letting Artanis players experiment with options like early game Zealot/Dragoon power spikes, constantly mixing in Immortal shades to aid attrition, or banking energy to create temporary armies to bolster map presence.

Karax
  • All of Karax's combat units gain +25% weapon damage, rounded up to the nearest integer. Weapon upgrades stay in line based on adding +10% damage per upgrade, rounded up to the nearest integer.
  • Colossi are no longer considered to be a ground unit for the purposes of Blinding Cloud. Also applies to Fenix's Colossi.
  • Karax's Colossus upgrade Extended Thermal Lance renamed to Advanced Thermal Lance, and in addition to its existing effect it now additionally allows Colossi to attack air units. Each sweep of their attack can attack either ground or air, not both.
  • Colossi aren't necessarily a bad unit, but they're unique in being hard-countered by the compositions they should be useful against. It makes sense, if Colossi are tall enough to be hit by Scourge, that they're tall enough to be 'above' the battlefield that Vipers are obscuring. These changes should make them much more effective against Zerg, and give Karax a ground unit that can deal with non-mechanical air.
  • Karax can now build Artanis's Tempests, but can no longer build Carriers.
  • The Tempest's Disintegrate ability now additionally reduces the attack speed, movement speed and cooldown rate of the target by 30% for the duration.
  • Tempests gain a new upgrade, Gravity Sling, which increases their anti-air range by 6.
  • Karax's masteries overhauled to:
    • 1 (a) Unit and Structure Health and Shields 1.5–45%
    • 1 (b) Spear of Adun Energy Regeneration and Cooldown Reduction 1–30%
    • 2 (a) Structure Cost Refund 2.5–75%
    • 2 (b) Research Cost Reduction 2–60%
    • 3 (a) Ability Cooldown Reduction 1.5–45%
    • 3 (b) Spear of Adun Initial and Maximum Energy +3–90
    These masteries are much stronger, and allow Karax to choose a combination of army play, static defence and Spear of Adun usage. Structure Cost Refund triggers when a structure is destroyed. Spear of Adun Regen/Cooldown applies to Chrono Wave and Purifier Beam. Karax's units will always have +30% cost, but as well as their intrinsic +25% damage they can now gain additional Health and Shields, and faster ability cooldown, to make them truly powerful.

Vorazun
  • Structures now benefit from Strike from the Shadows.
  • Dark Archons now have the same attack damage as Archons.
  • For every kill, Dark Archons permanently gain +1 attack damage and +0.2/sec energy regeneration, to a maximum of 20 stacks.
  • Bugs with the Confuse spell fixed.
  • Summon Shadow Guard now reduced to 25 energy cost.
  • I don't think Dark Archons will work unless they're a serviceable combat unit, at which point DA/Centurion would emerge as a really viable composition. These changes also would improve their performance vs. Zerg and create synergy with Black Hole. Reduced Shadow Guard cost means one extra Dark Pylon or Black Hole in the early game, and then some viability to using Shadow Guard in the mid/late game.

Alarak
  • Wrath of the Highlord restored to infinite range.
  • War Prism capacity increased from 8 to 24, and they now unload instantly.
  • Force Fields cast by Alarak's Havocs now take 3 sec to dissolve when they would be destroyed.
  • Ascendants, Wrathwalkers and Vanguards are no longer sacrificed to Alarak.
  • I know there's an argument for more significant changes, but I don't play Alarak a great deal and am not sure his Robo play is really that far off being viable. These changes would improve his mobility options and make Force Field viable without making them invincible.

Fenix
  • Legionnaire's Charge ability replaced with Vindicator's Charge, which in addition to normal Charge deals 20 (+20 vs. structure) damage to the target.
  • Colossi are no longer considered to be a ground unit for the purposes of Blinding Cloud. Also applies to Karax's Colossi.
  • Fenix's Colossi can research a new upgrade, Overshield, which allows Colossi to auto-cast a 50 hit point barrier onto any unit beneath it.
  • Disruptor speed increased from 2.25 to 3.15 (as in Versus), and Purification Nova cooldown reduced from 30 sec to 20 sec.
  • Fenix is almost perfect, so it's just about tweaking lesser-used units. Disruptors are pretty good, just a bit more hit-and-run and wave-to-wave capability would be good. Legionnaires need a bit more reinforcing of their anti-structure role to be more than spare shells. The Colossi change is more significant and I think could be a cool idea, though it overlaps with Immortals' Barrier. The purpose is to give spare Colossi an Aberration-like support role and maybe encourage using a few in the rear with Conservators, or mixing them in with mass Adept compositions to toughen it up.

Zeratul
  • Zeratul removed completely.
    Okay, no... I'm just not sure yet. There's a... lot, and it's not all straightforward. Still thinking.

Amon's Protoss Units
  • Amon's Protoss bases in many missions are now more strongly defended. Amon will use Shield Batteries in many bases, and makes more use of Immortal and Reaver defenders.
  • Amon's Arbiters will now use Stasis Field against commanders on Brutal difficulty.
  • The Shadow Disruption composition now uses campaign Annihilators in place of Phoenixes.
  • Amon's Towering Walkers composition now includes Dragoons, and Disruptive Artillery now includes Void Rays.
  • On Brutal difficulty, Amon can harass player bases with either (decided randomly per mission) Dark Templar, Phoenixes or Oracles.
Amon seems to be half a difficulty step down most times he rolls Protoss. The bases are the easiest to push into, and many of the compositions are easy. Even the tough ones tend to have really defined weaknesses. I think these changes would spruce up some of his compositions, add some Viper-level nastiness and keep us on our toes a bit more.
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