So I am coming at this as a viewer and less so as a player, but I want to discus spell casters.
For me seeing any spell caster turn the tide of a battle actually sucks. Most of the time I like watching players make smart decisions with the units they have rather than them using a spell caster to win a fight. This isn’t always the case and it isn’t every spell caster but Im going to give my thoughts on each of the spell casters already in the game and if I think there good or if I believe them too be too powerful. Note I don’t want any of these spell casters removed, just toned down so that they feel more like support than a unit that’s going to drastically change a battle.
Terran
Raven:
I actually really like what the Raven does now. Back when it had PDD and Seeker Missile it was far too good at stopping damage and doing mass splash damage. However I think this unit is now in a good spot and I don’t feel like its going to change the tide of battle with one spell. I think the fact that all 3 spells have no over lap help here and the fact that the Raven doesn’t focus on doing mass damage. Anti Armour and IM have really cool plays and uses and auto turrets are a nice harassment tool. Overall I think this unit is in a good place.
Ghost:
This one is weird as I don’t really think of it as a spell caster, and it mainly isn’t its an anti spell caster. EMP is certainly a volatile spell as against protoss it can damage both shields and energy making it very useful. And snipe is a cool idea and works with the theme of the ghosts. This one is hard to say I don’t think it needs any immediate attention but Im sure protoss players get frustrated when ghosts hit with EMP’s
Protoss
Sentry:
Along with the Raven the Sentry is one of my favourite spell casters as its a fairly defensive unit and its spells work well with the protoss army. Guardian shield is a nice defensive buff and hallucination is great for scouting. However Force Field is the best thing about this unit. It can be used defensively and offensively without actually doing damage to the enemy and certain units can knock down the field. I love watching high play with these as it requires skill to land the perfect force fields. Overall another spell caster that I love how it works and enjoy watching be used
High Templar:
Maybe controversial but I hate seeing storm destroy so many units so easily or at least dealing high amounts of damage very quickly. Personally I prefer a spell like feedback because it has a specific use and isn’t a fire and forget damage spell. I don’t think it will happen but I would like to see a nerf to storm. Watching fights that are won by storm are pretty sad and it can allow the protoss to win a fight pretty fast if the other players control is off even slightly. I honestly don’t know how you would change this but its certainly something that I would like to see re worked or removed for another spell.
Oracle:
I like this unit. Im not the biggest fan of it having an attack spell but It makes sense for the roll that it serves. However I do like revelation and stasis ward and I think these spells have a place in the game. I much prefer the support role this unit has over the High Templar as it allows for vision and to trap units out of a fight. If pulsar beam was taken away and replaced I think this would be the perfect support flying unit for the protoss. However removing Pulsar beam would cause problems with harass, as oracle openings are fairly common. Keep the unit the same but would look into changing the beam so the unit becomes all about support.
Zerg
Queen:
In terms of what the unit casts, I think the Queen is pretty great. I do think it has too much range and power for what the unit is meant to be for though. Range 8 in my opinion is too much for an air attack. Zerg players would argue they need this unit to help defend against any air openers but I think reducing the range by 1 wouldnt be too bad. If this was coupled with being able to get hydras a little faster or just make more spores I think that’s a fair balance. Great spell casters but has too much power in its attacks because of the range that the unit has.
Infestor:
I dont know what to say about this unit that hasn’t already been said by everyone else. Even without Infested Terrans I hate watching these units have the impact they can have on a fight. While Shroud might be good I have yet to see anyone use them in Pro matches so I cant comment. I can comment on Fungal and Neural. Fungal needs to be changed to either just do damage or to slow or stun. Most other spells in the game dont do more than one thing and I think Fungal should be changed to that. I dislike this spell a lot and it has too much power in fights. As for Neural, it shuts down Terran Mech too hard and Protoss death balls. I think the spell is required in these fights but I think it needs to be a full commitment for the Infestor if your going to use it. The range should be shorter than it is now. Or the spell should just be changed for something else that’s more defensive in nature. Im still thinking about what that could be but I certainly don’t enjoy watching a match end in seconds when a bunch of infestors take control of the other army and win.
Viper:
Another unit that swings fights too hard in my opinion. Abduct is just too good for shutting down Terran Mech plays, Protoss Colossus play as well as either race going for Air. In conjunction with Infestors and neural this is just horrible to watch. While its important to keep the spell in to break dead locks, the range of the spell should be reduced or there needs to be a time in place for when the viper attaches to the unit and then pulls it, like a 2 second cool down for example. This just means the other player has time to target the viper before it takes away the unit. As for blinding cloud and parasitic bomb, these spells are ok but I think blinding cloud lasts too long for how much it again shuts down certain unit comps and Parasitic bomb is frustrating to watch but I don’t think its actually that bad of a spell.
For me im not the biggest fan of spells that can win fights and prefer the spells that can have an effect on the fights but arent going to seem like game enders. I don’t want to see spell casters removed from the game, but I think toning them down would make for more interesting matches are itll come down to unit comps and engagements rather than hoping for a lucky hit with a spell.