Hello everyone, this took a long time. Hope you enjoy it!
Infestor
Microbial shroud: shroud sticks to one unit. If the unit moves, the shroud moves with it. If the unit dies, the shroud stays where the unit died. Radius decreased from 3.5 to 3.
Ultralisk
Tissue assimilation: gain life equal to 25% of all damage dealt to normal attacks.
Shield armor upgrade replaced with +1 shield / 3 second for each shield upgrade. Stacks with normal out of combat regen. For example, it would be +1.33/s for 1 upgrade after 7 seconds out of combat.
Alternative: shield upgrades are cheaper.
Mothership
Starts with 75 energy for Time Warp and Recalls more readily.
New abilities:
Thermal lance for 50 energy: 200 damage in a straight line.
Blink: upgraded with stalker
Build time: 105 s from 114 s
Passive ability: EMP damage, interference matrix, feedback is halved.
Nexus ability: phasing
Select one of your units where any allied unit can pass through. This ability cannot be used too far away from the nexus. Unit cannot move. No energy cost.
Researched at the twilight council for improved version: units can pass through one building except for a nexus or assimilator. If used on a production building, it takes 50% longer to produce a unit. If used on a pylon, it depowers but supply is kept. The building turns red when activated.
Global cooldown: 60 s
You’re less likely to lose only because you forgot to hold position. From bronze to grand finals, players lose to zergling runby in anti-climatic ways. The Terran can at least fully wall off, lift buildings and put down supply depots so units can pass through with ease.
There are games where players destroy their own building after making a full wall off. The concept of walling off is a big deterrence to continue playing for new players. No more in pvp, you have to cancel your shield battery or pylon to stop adepts from shading in the base. Your probe or fat archon doesn’t have to be accidentally stuck. No need to nerf ravagers or buff forcefields.
Zerg has plenty of other options like nydus and overlord drops. Creep tumors reaches your base at 15 mins if spread properly.
Gravitic boosters cost from 100/100 to 50/50. Upgrade time from 57 to 37.
Observers are also made from nexus requiring a robotics facility.
With the observer speed nerf, there’s a lack of compensation. An overseer can plop 4 changelings and scout 4 different locations for the cost of 50/50. Protoss lacks scouting compared to other races.
Inspired by the witch doctor in wc3.
Revelation ward: If it hits an enemy unit or building, it’s a normal revelation at 25 energy. If no enemy units are hit, a visible ward is placed instead lasting 120 seconds at 50 energy. Range 9. radius 6. Only gives true vision for 20 seconds. 10 hp. Can be destroyed by landing a building.
A ward can be upgraded 75/75 to be permanent. 150 hp. Build time 7 seconds.
When revelation is used, it has little range and is micro-intensive. An oracle trying to get vision on a corruptor or viper will get shot down. Placing wards in key locations has some skill and is less micro-intensive. Most good players make spotter pylons anyway.
Stasis trap: vision radius of 1 for units that are in stasis.
protoss have vision of which units are in stasis.
Idle workers trapped will go back to gather resources and not be idle.
Tempest Attack 2: Kinetic Overload
Bonus: +22 to +25 vs massive
This helps against BCs and carriers. If there are too many BCs, there’s no counter for the protoss. Another option instead of mass carriers in PVP.
Hyperflight Rotors decreased from 150/150 to 100/100
Infernal Pre-Igniter decreased from 79 s to 74 s. The upgrade also increases Hellbats hp from 135 to 150. Reduce +12 to +7 bonus damage.
5 banelings hits to kill a hellbat. 3 Hellbat attacks to kill a baneling.
Game features
When a gas building is complete, the nearest 3 workers are automatically pulled to mine gas. If the worker is holding a mineral, it will return the mineral first. Can be toggled in settings or hotkey ‘o’.
SCV doesn’t pop out at the back after finishing the refinery.