What buffs do protoss actually want

The buffs I wanna see in Protoss are:

Carriers:

  • 2 more base armor.
  • 2 more range.
  • Interceptors are imune to friendly Storms.

More survivability to not die like garbage to Marines/ITs/Hydras, 4 base armor is not much because you are Protoss that have HP split into life and shields, and increasing range to expose it less, Carriers now lose against any anti air unit besides the Sentry in equal supply. Interceptors are not micrable and actualy cost minerals, if you pay attention a Protoss lose a lot of late game engages because they get swarmed and needs to storm and the Interceptors get caught by it, no reason why only zergs spells don’t hit friendly but any other race does, not asking to remove the FF from Storm just the from Interceptors.

Tempests:

  • Change the attack from projectile to a beam.

It will diminish overkill, a huge problem that Tempest have, a huge and expensive ship have so poor combat potential with the massive overkill with a super slow attack speed, it only offer Siege potential, give some love to the Tempest combat potential.

Voidrays:

  • Decrease supply cost to 3 from 4.

I don’t like this new speed upgrade, it’s smells cheese, I like reducing the supply cost more because the Voidray is a combat unit not a chasing unit, it offers protection for your main air army and has no use in PvT, but if the player happens to make VRs in TvP losing it to Yammato would be less punishing.

Mothership:

  • Spell imunity.
  • 2 more base armor.

Why the hell a flying bug can pull a flying city and this same flying bug can’t pull a big elephant that is the Ultralisk?

Adepts:

  • Can now shoot up.
  • Glaives now increases the range by 1.

Protoss lacks ground-air units, what shooting air do? It could help in a push to kill some Overlords and try to supply block a little more the Zerg player and would be realy good counter to Mutalisks, it won’t shut down the agression but it would mitigate it, this would allow more build diversity for the Protoss in PvZ since not opening Stargate is a disadvantage in itself vs Zerg that can open Spire. Vs Terran Adepts shooting air would only help the Stalkers to give air cover vs Liberators, Vikings or Banshees, it will never replace the Stalkers as anti air because it’s dps is significant weaker vs Terrans ships and Blink is so strong in catching retreating Medivacs. The range upgrade would make Adepts worth their cost and make them more micrable, that’s how Adepts will be viable mid and lage game.

Terran EMP:

  • Damage to shields decreased by 50%.

Just like they did to Feedback this is only fair after a huge radius buff to EMP. It’ll still keeps it’s power of soften Chargelots in one hit, but 100 is too much and get so much of the army, hits from a safe distance while cloacked and hard counters Archons this nerf is necessary.

Observers:

  • Now it can attack, deals 999 damage, 0.5 secconds atk rate.

Now Observers fight back, how do you like this balance team? :ddd

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Zerg needs massive nerfs more than protoss needs buffs. Protoss with buffs makes them broken in tvp. Terran is the weakest race right now not protoss.

Terran has had the worst round of 16 results, not protoss.

Zerg needs heavy nerfs all around from queens to late game, terran needs buffs, and protoss needs charge nerfs

And myohmind, shut up you clueless protoss apologist

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You are an incredibly biased person to automatically assume that I only play Protoss. I play all 3 races and I’m against races getting nerfed into the ground.

  1. Adepts attack air.
  2. Shields no longer take bonus damage from any source (units are considered tagless until shields are depleted).
  3. Tempest attack changed to instant and the animation changed to a lightning bolt (attacks work on hit scan).
  4. Disruptor rework into something less “all or nothing”.
  5. Carriers given +2 armor per air armor upgrade.
  6. Mothership given Frenzy.
  7. Void Rays with +1 base armor.
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You do know that would give them 8 armor right at max upgrades?.

Agreed.

Agreed.

Disruptors are fine, they are a high skilled Reaver.

Flux makes them stronger so this isn’t needed just yet.

That would make some units really strong and add unnecessary over complication and make Terrans get EMP even more.

Making the fire rate faster would be a better solution. Since it fires slower than a sieged tank right now.

8 armor Carriers wouldn’t be an issue. VIkings would still gib them. IT Would still gib them, etc. And Marines would just gib Interceptors instead of the Carriers directly, which is the only real case where 8 armor is a big deal.

Disruptors are sacky design and are not even close to skilled. They either land a game changing hit or they do nothing. That’s not good.

Flux is great but Void Rays are still super weak to early game GtA. It needs the +1 base armor or it’s never going to see use in TvP.

I prefer the Tempest attack being instant. It’s slow, expensive, etc. Letting it never overkill due to smart fire is just a good QoL change.

Terrans are going to start getting EMP more often anyhow. You and I both know that it’s busted vs Protoss shields atm after the upgrade.

What the change does is give Protoss a unique flavor that doesn’t outright break gateway comps while moderately buffing their tankiness. It doesn’t really over complicate things.

That one would be absolutely broken.

Fine.

Do you mean like a Reaver where it targets a unit and the projectile will eventually hit or explode after reaching the target’s last known location?

Also, would the cooldown be reduced to something more reasonable?

That would be absolutely broken. Vikings would stop working against carriers, and most anti-air units would deal negligible damage to Carriers at that point.

8 armor is insanely broken on a flying unit. BC’s only have 6 armor.

Welcome to Banelings and Widow Mines.

I’m open to the idea, but you have to be careful about early game TvP shield battery nonsense.

Similar to the Thors HIP mode?. I can support that.

The performance is more or less the same, and EMP originally had that radius is early WoL.

It could be broken. Or it could be fine. We’d only know by testing. It would be a strong change for sure.

Basically, change the Disruptor into the Reaver. I don;t care what it looks like or what it’s called. Just change the unit into something that doesn’t instantly end a game or miss and become dead weight.

If Carriers themselves have 8 armor, Terran still have options. Vikings wouldn’t stop working but you’d be better off killing the Interceptors than targeting the Carriers. Which, luckily for Terran is not exactly hard to do. I’d like to see it tested.

BW Carriers only had 7 armor at max upgrades. You are asking to make SC2 Carriers even stronger than BW Carriers.

Well, I wouldn’t say stronger than BW Carriers…BW Carriers could deploy the Interceptors and have them hide under the Carrier to stop relaunching every time battle happened. Also pretty sure Interceptors would instantly heal in BW when they entered the Carrier.

What this change does is make, say, a bunch of Marines unable to stim down Carriers realistically. But if you really, really want to kill Carriers with 8 armor still, Vikings, Thors, Widow Mines, etc all work well as they do higher damage per shot.

This isn’t the Ultralisk situation all over again because the Interceptors can be killed and those are the Carrier’s only means of attack.

Marines at +3 attack(9 damage) would only do 1 damage per shot. Anything lower than +3 attack the Marines do 0 damage.

Vikings are impacted and so are even Thors.

You are right. Ultralisk couldn’t fly.

I can get behind all these. Feedback used to be OP because units like Thor, BC had energy. Now not so much.

The rest are good too.

Why should adepts hit air? Like what actual purpose would that serve.

#2 seems ridiculous too.

The rest of them seem okay.

Feedback got rightfully nerfed because of how it stopped any Energy unit from being used against Protoss and late game Protoss.

It shouldn’t come back and wouldn’t help with EMP because EMP has a radius and a cast range of 10.

Mid-late game Adept viability, Stalker alternative to AA and give Protoss an answer to light air units that isn’t Phoenix.

You’re blatantly ignoring key variables here in favor of sensationalism.

Marines can still kill Interceptors very, very fast.

And a Carrier without Interceptors is just a supply sink.

So who cares if Marines can’t stim down Carriers anymore? They kill the Interceptors while Vikings+friends kill the Carriers.

The only thing that changes here is how you deal with Carriers, now you’d kill the Interceptors and then go for the Carriers. Or if you had enough Vikings+friends, you’d still go for the Carriers directly.

Again, you completely ignore that the Carrier itself cannot attack. 8 armor on a Interceptorless Carrier isn’t going to matter whereas 8 armor on an Ultralisk meant “No marines allowed”.

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Mass 8 Armor Carriers would be unkillable. 8 Armor Carriers with any support would be unkillable.

No they would not. Every single Terran anti-air unit except for the Thor and the Cyclone (neither of which would actually be very effective) would deal practically zero damage to Carriers.

That’s doubtful unless the 50 energy changes go through.

Corruptors might still work because they deal very high damage on each hit, but even that is questionable.

Hydralisks and Queens would lose more than 41% of their damage.

EMP is not busted, but even if it was it would not be strong enough to justify removing all bonus damage on units with shields.

That outright prevents counter units from working. You could not balance Protoss units with that trait against specialized units without cutting their shields and health (since health is also affected if the Protoss unit has even 1 shield left) so severely that Protoss units would simply be useless against units with flat damage like Marines, Queens, Hydralisks, and Roaches.

I mean, to be blunt I have seen some awful suggestions on the forums before, but the shield change that you just suggested is the absolute worst one that I have ever seen. Apart from the Archon, just about every Protoss ground unit would need to lose half of their shields or more. Meanwhile, all Protoss air units would need to lose between 30% and 60% of their shields.

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If you let mass 8 armor Carriers happen, that’s your fault…but it’s not unkillable. Mines shaft them hard by gibbing mass Interceptors.

If there’s a full end game army of HT Archon Chargelot Carrier+some Stalker support, Terran will have EMP, Liberators, Tanks, etc.

And in that instance, the Carrier runs into the same issue as before, it’s Interceptors are going to die fast and once that happens, the Carrier is literally useless until it replenishes those Interceptors.

You keep ignoring that very key aspect…Carriers RELY on Interceptors for damage. Without those Interceptors, which die very fast and easily to several things Terran have, the Carrier is no longer useful until the Interceptors replenish…