Hello, I’ve had a few ideas floating around but I thought it best to compile them here. Please read all, consider the possibilities, and be considerate.
Below I think are perfect changes for fixing the game in its current state:
Protoss:
Adept-
simple fix to make the unit remain relevant in mid-late game.
**Give them back their shield upgrade that grants 50 added shield, researched from cybernetics core after building Templar archives. In addition to this, increases Psionic transfer vision from 4 to 6.
(would allow stronger pushes against tanks and holds to offset what was lost with zealot nerf)
Stalker / Sentry -
Currently I think the stalker is too weak as the singular anti-air unit even with blink, and they have no chance against armored air units in many cases even with blink.
Sentry upgrade Chronometric Induction
(Researched from Cybernetics core after building Templar archives)
-Sentry casts a time field a max of 3 meters from the sentry to allow stalkers within a 4 meter diameter to add .5 to attack speed against air units. The static position would only allow this to be used during offensive attacks, as defensive play would allow mobile air to kite from attacks.
- would not break liberator play due to range of cast
-would not upset mutalisk play due to static position, and sentry speed not complimenting stalker blink.
-would not offset brood lord dynamic, due to leash range vs stalker range
(This spell would specifically allow for Protoss to have an answer vs armored air, that isn’t also armored air). - as a result and since Protoss have multiple other scouting options, this replaces hallucination on sentry which is really only used for Phoenix scout.
(Would allow for warp prism strategies to attack in Protoss/Terran air defended bases by combining sentry ability + stalkers. Would also be a quick pickup for killing overlords and would act in defending against colossus in new Zerg ability listed below).
Zerg:
Nydus-
** Nydus is now a timed structure** that lasts 8 seconds offering greater risk, with cool down of 5 seconds down from 14. The reason for also reducing cool down to 5 seconds is to still allow an escape, but as a separate event, while still allowing time for punishing an attack before retreat.
Microbial shroud-
remove Microbial shroud
Infested Terran-
bringing back infested Terran. Cost is 30, unit can no longer shoot air
(Infested terran were one of very few ways for Zerg to sneak in quick attacks to a mineral line when Muta was too big of an investment. I think it would not harm the ecosystem to allow this back, with an extra cost to 5 energy, can be casted while burrowed).
Swarm host upgrade-
Evolve to Scourge Host (150 / 100)
Research upgrade from infestation pit evolve Swarm host to Scourge host, capable of evolving Host larva as scourge anti-air kamikaze units.
Cost to evolve Host: 25 minerals / 75 gas
Scourge:
-hatch in groups of 4 per scourge host
-have 25 health per unit, and deal 25 damage on impact, + 5 to armored (corruptor, BC, Carrier)
-have a 20 second life span.
-3.0 movement speed (to allow Viking, void Ray, Phoenix, Muta kiting).
-no longer able to release swarm units following evolution of unit.
Terran:
Raven -
Interference Matrix
-ability cost reduced to 50 (down from 75)
-duration remains at 11 seconds.
(Current changes, Raven actually received a nerf with this change when it was never needed, and the 3 additional seconds don’t warrant the need for 25 additional energy.)
General:
Hot key setting
In options, allow a setting to allow which unit takes priority as the “main unit” selected for spells when multiple are selected, rather than it defaulting to the most expensive/highest priority.
-That’s all folks, thank you for reading!