Well im open to warpin removal, if protoss basic units are significantly buffed.
But there is a lot of problems with that:
1-Its a huge change. ITs basicly reinventing protoss. Might be lot of unseen concequences.
2- Thats a mechanic thats unique to Protoss, making all races really feel unique. If we remove it, we are making races more similar.
Thats why maybe it would be eaiser/better to buff somewhat non warpable units…
Also come to think of it, im not sure if warpin removal+ stronger basic units is enough.
I mean atm more or sometimes less, but protoss splash + crappy units can fights against zerg/terran.If we buff the basic units, even without warpgate a head on engagement might be to good for Protoss.
I do loverall agree with the sentiment that imho fights should last a bit longer and not be decided by one disruptor shot or a few emps. I think ideally both of those spells would stay, but a bit les pwoerfull, so more of the fight is decided “traditionally”.
It definitely requires the most consideration; and is a drastic change. As for damaging the racial fantasy: it’s a restoration to roots. BW Protoss didn’t have warp gate. It’s actually really confusing storywise why they have a bunch of ancient structures that support this technology but they just…didn’t use it at all during the Brood War. I’ve never seen an adequate explanation for that.
The difficulty there is that those units are already quite effective for their roles, except maybe the tempest. The thing they lack is scalable support options. Zerg can always add on some ling/bane to fill out army support. Terran has bio which is like a plug-n-play dps printer that supports itself. What can Toss add on to fill gaps to support their tech units? More tech units.
Like collosi vs Bio…Collosi work well once you have about 6 of them…but they’re counted very effectively by Marauder Viking…which comes with bio. What’s the intended response? Stalkers shoot the Vikings and Immos shoot the marauders…but…you can’t get 6 collosi if you’re building enough immos to deal with a ball of marine marauder. Zealots are just a HP buffer. Stalkers melt in a straight fight against Marauders. There’s something lacking to fill that gap.
Well you see…the interstitial time-space barrier runs parrallel to the Hawkings eddies formed by the coronas of collapsing stars; so when a gateway requests a zealot or dragoon, something something big ball of wibbly wobbly timey wimey stuff happens resulting in 32 seconds of delay.
Yeah I got nothing for that either. Protoss are space elves and their magic is unknowable
i like how buffs basicly mean lets nerf other races
no no buffs = buff the race itself leave other races out of it you do not get it
I remeber when Ghosts / Templars needed to be as is coz changing one or the other mean the WoL meta of ghost vs templar was bad changing Ghosts would just be bad for terran and just make things worse over-all NO
also stop trying to nerf zerg … ok i can see why you want to but when you talk about BUFFING
In theory i would agree thats better, but I dont see how you can make up for a relatively easy castable spell that is EMP, that you cant evade, that more or less halves you armies hp and nullifies all casters except disruptor. Its so devastating, the only way to somehow have a way to win for the other side is the disruptor, that kills most units outright but is however dodgable. So as long as the emp is as strong as it is, we are locked with the disruptor and the meta as it is.Imho if you want less random, more standard positional battles you need to nerf both.
Reverting the immortal nerf would be a good experiment and it mostly impacts PvZ, where Protoss need some love. I’d like to see it tried in a PTR at least, keeping close track of it’s impact vs Terran mech pushes.
I dont think you need to buff the immortal’s stats directly.
In the past though, the immortal received some nerfs of its own in an effort to curb the rampant proxy robo battery play that was wreaking havoc.
I say now that the battery has received a much deserved nerf, we can revert those immortal nerfs. Bring its cost back down, or lower it even further. Its almost 300 minerals and 100 gas which is absurdly expensive. Revert to 250 or even lower it to 200 if we really wanna push it.
Alternatively maybe pair it with a prism cost decrease back to 200.
I also stated in an alternative post here:
That I believed part of the issue is that forcefield specifically is pretty rubbish as ravagers completely invalidate them. There were some good counter-points made though, but I feel it’s important to point out.