Protoss balance changes the ryt way

This list of changes

Zealot: +3 vs armored unit.
(For early game marauder-allins,mid-game,late-game)

Adept: cost reduced from 100/25 to just 100 minerals.
(To secure bases more efficiently while building up for more gas heavy units and upgrades)

Stalker: range increased from 6 to 7, +5 bonus attack vs armor removed. Base attack increased from 13 to 18.
(Stalker are now more in between roaches in their attack and marines’ dps. Max damage with upgrades is now 21 instead of 26 vs armored only. Weaker vs armor but generally more stable against other unit types)

High templar: Feedback now is aoe spell like EMP. In addition to doing 0.5 damage per energy removed, it also restores 0.5 energy per energy removed from the target.
(A soft nerf to EMP)

Dark templar: Also, classed as detectors
(To better clean up early and mid-game widow mines)

Sentry: Guardian shield is now a target castable spell. Sentry attack removed and replaced with shield restoration ability with 5 range.
(Guardian shield can now be cast on centers of army composition without sentrys being sent to harm’s way. Their new role is now shield restoration, a soft nerf to EMPs)

Observers: now built two at a time for the same cost of resources and supply.
(Protoss is the only race where scouting has to be done manually with no useful abilities to lessen the burden of bad scouting. This also aims to replace spylons.)

Immortal: Cost reduced from 275/100 to 150/75, supply cost reduced from 4 to 2, armor/shield reduced from 200/100 to 125/125. Hardened shield returned but now only negates anti-armor bonus damage values. Example: marauders and siege tanks no longer do +10 and +30, respectively, vs immortals but immortals are much more weaker when swarmed.( Immortals are used like roaches and marauders. So they should be more readily available like roaches and marauders)

Colossus: no longer require robotics bay. Base damage increased from 10 to 13, bonus damage reduced from +5 to +2. Cost reduced from 300/200 to 250/125. ( Protoss can now build Colossus faster to defend against light army compositions faster and promote colossi over disruptors in certain situations)

Disruptors: Cost increased from 150/150 to 150/200.( So that players divert back to colossi if situations are unfavorable)

Phoenix: anion pulse crystal removed, base range increased from 5 to 7. (Since Colossi are easily countered by vikings, Phoenix should better counter medievacs in engagements and catch surprise drops)

Tempest: air attack now does +22 vs armor instead of bonus damage vs massive units, ground attack now does +22 splash. (All massive air units are also armored, redundancy, alternative to disruptors and Colossi composition)

Carriers: graviton catapult reintroduced but lets Carriers build and launch interceptors 2 at a time,.( faster uptime)
Interceptors: +3 bonus damage vs massive units(better against BCs, will be rarely used against brood lords if corruptors are present)

Nexus: recall and shield battery overcharge no longer require energy and now cooldown based. All nexus Cooldowns are now localized and not on a global timer for all nexuses. Nexuses can now bind chronoboosts to autocast on specific tech and production buildings. Autocast chronoboosts initiate when a tech is researched or unit is being built and last as long as a regular chronoboost. (Better mobility, defense and better use of late stored energy on nexuses)

Motherships: just give them the stasis prism spell that arbitors had but let them only work on air units.

Those changes or just this one change:

Nexuses cost reduced from 400 to 300.( tech up faster and be less vulnerable to early pushes and rushes)

Toss needs door, toss was my second race when i used to play sc2, and even i know that.

Yeah, right. Exactly.