The biggest issue w/ the ghost is that snipe can be rapid fired. So if you have an overseer out of position for ~1 second, you lose 10 broods. Broods are supposed to be zerg’s ultimate tech and they die for energy cost only. That’s equivalent to the infested terran days when zergs could wipe-out skytoss armies with fungal and infested terran while retaining every infestor.
That’s why I think energy based abilities MUST have one of two traits:
- The ability comes with severe trade offs. Swarm hosts are a good example. If locusts land in the wrong spot, they are useless. The swarm hosts are wasted supply until the next wave. The locusts are hyper vulnerable to splash such as banes, parabomb, javalin missiles, etc. So, big trade offs.
- The ability can’t kill units on its own. A good example is fungal vs thors. Fungal can’t kill thors, but it can lock them in position which makes them more vulnerable to be killed.
If an energy based ability doesn’t have either #1 or #2 as limitations, it has always been overpowered historically. Seeker missile was that way. Anti armor missile was that way at one point. Neural was that way. Fungal was that way. Infested terrans used to be that way.
Vipers are fine because, again, it doesn’t kill the unit on its own. Vipers only move the unit to where it is more likely to be killed.
Another interesting parallel between Ghosts and the “imbafestor” from WoL was that the imbafestor could cast fungal while burrowed, which was insane. Ghosts can do that as well, but with a slight restriction in that use energy which creates overlap in between the ability cost and evasion cost, meaning sometimes the terran can’t do both. So the ghost’s evasion is a bit weaker, but it’s still crazy similar to an old mechanic that was bonkers overpowered. It’s really not hard to see why the ghost is so strong right now.
I am still reserved to call the ghost “imbalanced” because the map pool is extremely good for terran at the moment. The maps are cramped (short rush distances = lower drone counts for defending timings), squated (you expand towards your opponent), and have lots of air space around mineral lines (good for medivacs and liberators). So it’s partly a map issue.
The fundamental issue with map design is that they can’t make maps without these traits or protoss simply stomp terran. Terran has to have positions where liberators can hit the 4th/5th mineral lines or chronoboost just causes protoss to have so much stuff that toss f2 amoves the terran and that’s that. The problem is then that terran is good against zerg.
I don’t think TvZ balance favors terran. I think it’s a map issue. The ghost is would be fine on different maps where zerg could afford higher drone counts for the same timings, which would allow the late game tempo to be tilted slightly more in zerg’s favor than it is currently. That means terran is working with fewer ghosts to defend certain attack timings, and that would probably balance the ghost.
That’s a good way to have TvZ balanced because it means the shape and size of the map alters the strategy of the game, and that makes it interesting and dynamic. I think that’s why TvZ has been the most interesting matchup at the pro level.