If the arrangement of Blizzard’s list of games is anything to go by, StarCraft II is very low priority now, which is unfortunate because there are so many passionate fans for both the gameplay and the lore.
For the subject at hand, Protoss is difficult to tinker with because it was designed from the ground up, pretty much, to be dependent on Force Fields and the high-tier splash-damage units (originally the Colossus and, to a lesser extent, the High Templar).
I’ll do my best to collate the overall synopsis, but I believe the main issue is an identity problem. Traditionally, Protoss were the powerhouse race, with powerful and durable units at the cost of them being much more expensive than the units of the other two races (with the exception of the Terran Battlecruiser). However, in StarCraft II, while the unit prices have stayed largely the same (125m 50g was also the price of a Dragoon, a unit with 80 shields, 100 HP, a weapon that did 20 explosive damage (10 to small, 15 to medium) and had a range upgrade to boot), the units have become more fragile and subversive as a result. Those aware of lore would point out that this is the modus operandi of the Dark Templar who have re-integrated into the main Protoss society, and they, for a stereotypical comparison, are more ninja-like than the samurai-like Khalai… they utilise guerilla tactics while the Khalai are more forward facing.
I think the problem comes from the fact that their core ranged unit relies on this too much, since the Stalker cannot really handle a direct engagement and have to rely on Blink, while traditional meat shields like the Zealot have had their durability and stopping power reduced, and so Force Fields have to be used to keep enemy units back and to rush out the high-tier units that can actually kill masses of high-damage units instead of just fight toe-to-toe. There’s also the reputation of them being ‘gimmicky’, relying on mechanics like Blink or spells to give the unit something to do other than simple firepower.
But to actually work with what we have, I think Protoss need a few more options, not necessarily to rebalance the game but to breed creativity and new builds and approaches. Some of it may require gimmicks, but I think the big one might be simplicity as well.
Just to name a few examples:
- +25 Sentry Energy upgrade - allows instant casting of Guardian Shield to help in mid- and late-game defensive engagements when the Protoss army is out of position.
- +25 Oracle Energy upgrade - maybe a bit of a lower-tier upgrade, but if the Revelation change goes through, this would allow new Oracles to plant a Stasis Ward prior to using Revelation (which usually results in the loss of the Oracle while doing so due to anti-air).
- Reverting Feedback damage, or providing an upgrade that does this, mostly because the Viper so easily disables and disassembles the Protoss high-tier units.
- Allow Carriers to forcefully recall their Interceptors and fully repair them when they return to the hangars. This allows micro-potential by attempting to, say, save Interceptors from a Widow Mine’s Sentinel Missile or a sudden influx of Hydralisks. The reward is not having to spend some extra minerals, which can go towards an extra Zealot, say - it’s a small thing, meaning it’s less likely to be game-breaking.
There are other suggestions based on specific issues, like the proxy-Robo issue and how a long-lasting Revelation is practically a necessity when fighting ranged Liberators backed up by bio.
I guess we all have our opinions on where Protoss should go and how it should be fixed. I personally want to make sure the Khalai units (Immortal, Carrier etc) can be the reliable powerhouses they’re supposed to be, while the Nerazim units (Stalker, Oracle etc) can be subversive and fully supportive.