It was a completely justified “nerf”. Protoss had no trouble dealing with Battlecruisers or Thors at all without Feedback.
Protoss arguably has some trouble against Battlecruisers now because of issues with the Tempest and the Void Ray (which surprisingly does beat Battlecruisers with Yamato now, if you start with equal supply), but it is not enough to justify such a heavy nerf to the Battlecruiser.
Yes, and that nerf took place at a time where it had no effect on Battlecruisers. Feedback was too strong of an ability for the High Templar anyway.
High Templar are cheaper than every other support caster except the Sentry (Protoss unit) and the Queen, yet it could easily one-shot up to 4 enemy casters that were always more expensive.
Feedback was balanced for the Dark Archon, which costs more than twice as much as a High Templar and was in a dead tie with the Arbiter for the most expensive caster in the game.
It is an objective fact that Thors were not usable in WOL TvP because of feedback. If you knew anything about WOL you would not be stupid enough to suggest putting an energy bar on Thors.
Why don’t you suggest adding useless energy bars to Tempests, Carriers, Colossus, and Immortals while you’re at it? I’m sure you won’t be happy with the results.
Yes, and Infestors are a problematic unit that can counter just about every other unit in the game by themselves. All-around casters like the Infestor need to be reworked or nerfed, not emulated. The Raven used to be like that, and the game has been much better ever since it was reworked.
High Templar already deal a significant amount of damage to most units in the game with Storm. They are practically always useful for that damage alone, even when the enemy army has a lot of relatively durable units.
You are clearly too stupid to understand the point that I made.
All units that have energy also have a way to drain energy so that they do not take much damage from Feedback. Battlecruisers and Thors did not.
Banshees drain energy as long as they are cloaked, so they can easily keep their energy count low.
Medivacs (stim Bio units), Queens, Phoenixes, and all casters are also capable of this. A unit that doesn’t have an ability which can waste low amounts of energy has no business with an energy pool.
Battlecruisers were reworked without energy because the energy bar caused nothing but problems.
First of all, it made Battlecruisers far too easy to shut down with Feedback when they already have a number of counters and obstacles in TvP, and Battlecruiser transitions are already very risky and difficult to pull off. As mentioned previously, Battlecruisers also do not have a mechanic to drain energy like all other energy units do.
Second, it caused problems with Yamato Cannons. The time that it takes to gather 125 energy for Yamato is far too long for the ability to be practical. At the same time, anything cheaper than 125 energy could be spammed in combat unless Blizzard added a cooldown. The cooldown itself negates the need for an energy cost, and it is much easier to precisely balance.
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Because all casters have multiple abilities that they can use in combat, and many of those abilities are meant to be spammed. It makes more sense for those casters to draw from an energy pool than to manage 2-3 separate sets of cooldowns or charges.
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So that casters can have counters that remove energy like Feedback and EMP. Otherwise, we would have 3 different versions of Interference Matrix.
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Ghosts and Banshees in particular need an energy pool anyway to manage the time that they can spend cloaked. This gives their cloaking the most flexibility, and it cannot really be replaced by anything except permanent cloaking.
Khadarin Amulet was already tried, and Blizzard removed it because warp-in Storms were absolutely broken. Protoss players could easily fly a Warp Prism into the any base without risking anything else until the moment they decided it was safe to warp. Then they just destroy the mineral line and retreat.
Battlecruisers also have a 64 second build time and have to travel or Tactical Jump into combat. In contrast, High Templar only take 5 seconds to build and they can be warped anywhere on the map. The time that HT take to gather energy for Storm would otherwise be part of their build time, where no other caster would even be out yet.
Storm is also a much stronger spell than Yamato Cannons. Yamato Cannons is only useful against a few relatively durable or expensive units, and it can never kill more than the Battlecruiser’s own cost or supply (unlike both Storm and Feedback). Battlecruisers can also only use one Yamato Cannon each in any particular fight.
Storm deletes most units and workers in droves and still deals a substantial amount of damage to more durable units over its duration.
I would actually give tempests a faster attack speed than a sieged tank. About 1.88 to 2 seconds in LOTV faster units.
Considering the Tempest’s range I think it should at least show a beam or some other artwork that can be used to figure out where the Tempest is. The unit can attack from outside of the opponent’s vision range, and it does not have to immobilize itself the way that a Tank does before firing.