Introduction
So, much as I love seeing the patch notes coming up, I feel like this does absolutely nothing to address the PvZ early game issue that is the Ravager/Sentry interaction. Just a reminder, for almost the entirety of HotS and WoL, the Sentry was THE unit that Protoss’ early game was centered around - particularly in PvZ.
The issue in LotV is the Ravager. The Ravager basically takes this interaction and tosses it out the window, as, for all intents and purposes, it invalidates the Sentry as a defensive unit.
Now, before anything is said about why it was put into the game, I understand why the Ravager was put into the game. At the start of LotV, Immortal Sentry all-ins were prevalent against Zerg, and hyper-oppressive. You effectively had to blind-counter them as Zerg and hope that you didn’t die to it (and even then, it wasn’t a sure thing), or straight up die if they didn’t do the Immortal Sentry push. Being sealed out of your main base was a whole 'nother issue as well - again, particularly for Zerg at the time.
The Problem
However, as mentioned previously, the Ravager not only fixes this solitary issue, but also effectively means that Protoss has very little in the way of defensive tech when they want to go into ground-tech such as colossus or disruptors.
The shield-battery only somewhat fixed this issue, as it means that Protoss units can fight a little bit longer, but between the Ravager’s Corrosive Bile allowing it the ability to pick off shield-batteries from long range, and Protoss basically not having a way to limit or mitigate the amount of units they fight at any one time against Zerg without Forcefield, Ground-toss vs Zerg effectively becomes a non-factor in the majority of games.
It’s part of the reason (in addition to the original Void-Ray buffs) that Skytoss has become so prevalent. Because Zerg has very little AA early on, Voids and Oracles can survive long enough to actually have a chance at defending more than just a ling-runby.
Now, I’m going to be honest - I don’t have a great fix for this, because on the one hand, sentries have the potential to be super oppressive. On the other hand, Ravager’s Corrosive bile basically invalidates the Sentry and subsequently what little defense ground-toss has. It’s an egregious oversight that has gone on for far to long and needs to be rectified.
A potential Solution
If I had to suggest a fix - and this is my preferred change - Corrosive bile should take 2-3 hits on a forcefield to break them. This could be shown fairly easily on the forcefield with a change in colouration for each hit to tell you how many are left as well.
Alternatively, Corrosive Bile could make use of that “corrosive” aspect of the name, and eat away at the forcefield over time - instead of breaking the Forcefield, it could instead reduce the duration of the forcefield by a set amount, or a percentage time. This would be a little more complicated to set up, I think, but is also a viable alternative.
Why these changes though? Because it encourages skill and accuracy on both sides - Landing multiple corrosive biles on a single forcefield is a waste of biles and time that your army could potentially be diving in on the opponent. On the other hand, having overlapping forcefields means that Corrosive Biles can hit multiple Forcefields to break a defense more easily, which encourages accurate forcefield placement to avoid having to many broken at once.
Importantly, it also encourages decision making from both the Protoss and the Zerg players. On the Protoss side, they get to partition off Zerg units to engage more effectively, but risk limiting the space they can dodge Corrosive Biles when defending. On the Zerg side, they have to decide whether they drop Biles on the forcefields, or try and hit Protoss units with the Biles. Each is situationally dependent for both players as well, meaning there’s no real one size fits all solution.
TLDR:
Ravager’s interaction with the sentry causes problems defensively and makes players lean further into skytoss than they already do by invalidating ground-toss.
Proposed change:
Forcefields should take 2-3 hits from bile to break.
Alternatively
Forcefields have their duration reduced by an amount or percentage when hit with bile.
Overlapping forcefields makes biles more effective in both changes and promotes accuracy and good decision making from both Zerg players and Protoss players.
What do you guys think? How would you change this interaction, if at all?