Terran main here, and I think Stalkers are quite weak. In fact, when a Protoss goes stalker D-ball, I can usually win 90% of the time. On top of that, Stalkers have an extremely hard time against carrier, Brood lord, BCS. Yes you can use the “Well they are T2 units, so what?” But being the heart of the Protoss ground forces, I think something needs to change with some trade-off. Currently other than time and minerals, there’s no advantage Protoss ground has that would incentive them over going Golden Armada.
–Late game Sentry Upgrade
–AOE casted ability that Reduces the cooldown on Stalker attacks from 1.34 to 1.15 for 9 seconds
— Remains in the location casted, when stalkers break from the location or blink out of it, they lose the buff.
*** can Also be disrupted by Viper Abdut, reaper grenade, etc.
Now lets talk about how Protoss ground armies are folding to air armies since right now the only protoss units that effectively “shoot up” are the stalkers. I think Sentry needs a late game ability that either,
(1)
– Upgrade that changes Guardian Shield to a red shield that mitigates air attack damage by 4dps (which is 2 more than before) and ground defense to 3 dps
(2)
– Late game ability that Sentry casts on an Archon which increases its range of attack from 3 to 4 vs ground AND air
— The Archon will appear as a blood red vs the electric blue under these circumstances, and the ability would last for 8-9 seconds.
ONTO PROTOSS AIR:
-Void Ray: revert the price increase of the void ray back to 200/150 to make it more inline with a main unit rather than the build up to carrier
-Carrier:
Idea 1 - Big change, Make the carrier similar to the Swarm Host where there is a 10 second delay between the time the ships take to deploy but also
- Add an upgrade to allow for 2 more interceptor ships (total of 10)
This makes the carrier an even stronger force to be reckoned with but also more situational, and not something you would really want to mass unless you were skilled enough to stagger the units between deployment times thus removing the delay.
Example: 12 carriers, deploy 6 and within 10 seconds, deploy the other 6, rinse and repeat. The fact here is the effort to manage vs the effort to counter becomes a bit more equal as opposed to the carrier being not a very fun unit to use, to play against, and especially to watch, and those carriers that are not deployed become fair game. The carrier attack wouldn’t be on autocast simply because a single viking could bait out an attack and then come back to kill during delay, so it would also require some strategic planning.
- Idea 2
Less of a drastic change,
- Carrier now builds 5 interceptors instead of 8
– Upgrade from Fleet Beacon to increase interceptors being built from 5 - 8
– Upgrade takes 35 seconds to complete at 150/100
Thoughts/Comments/Critique?