What protoss race needs

I will be direct to the point.

-PROTOSS-

Zealots -
A) charge upgrade gives +2 damage when charging, upgrading +2 for each ground weapon upgrade (max. +8). It is still a nerf compared to what it was before the last patch.

B) HP is increased to 100/60 (+10 shields). Same as Starcraft Broodwar. (this makes total sense given how the game is nowadays, with faster stimpack´s upgrade and lurker viability increased). Considering the fact that charge upgrade was nerfed too anyway, zealots need some love. Zealots were never a real threat early in the game against terran (ability to block ramps or even use ranged units as marauders or marines) or zergs (queen+roaches+lings)

Adept -

A) glaives upgrade gives it the ability to hit air units too.

B) adept´s HP now is 80/60 instead of 70/70 (same plasma shield as a zealot, makes sense). Little more viable in Phoenix+Adept compositions against terran.

Cannon - build time nerfed by +10 or +15 secs outside “super conduit field” like others “warp in” units (same mechanic). (adressing cannon rush cancer)

Observer - speed nerf from last patch reverted.

Sentry - force field now has a life bar (like about 200hp or 150hp) and now blocks adepts too (an option against adept´s runbys). Biles don´t destroy the force field anymore (more PvZ interactions) but other units can target it.

High Templar - increase Feedback´s range by 1. (it´s damage was nerfed to 0.5 per point of energy…so increase it´s range by only 1 to counterbalance - Ghosts will still have a little advantage because it´s range is about 11 counting with EMP´s radius plus the fact that ghosts can be cloacked)

Collossus - increase damage to 12 (+1) (x2) / Bonus: +6 (+1) vs [Light]. (make Collossus an option)

Voidrays - instead of increasing its direct damage now its triggered ability gives it a splash damage for that amount of time. (will make it a nice late game unit with air composition instead of being good at cancerous early rushes+“skill batteries”)

Carriers - reduce interceptor´s build time by 2 secs (make it more viable).

Mothership - now is immune to Viper´s “yoincs” (not a -400/-400 anymore).

-ZERG-

Queens - only one queen is allowed for each Hatchery, 2 for a Lair and 3 for a Hive (stop the Queen´s fest and stupid nydus/queens nonsense rushes).

Hydralisk Den no longer needs a Lair, for Lurkers a lair is still needed (counterbalance the queen´s restriction for AA defense).

Spore needs Evolution Chamber again to be built like any other race (now Zerg has hydras to deal with air forces).

Lurker - increase Lurker vespene gas by 25 (lurkers are too cheap right now for what they do).

-TERRAN-

Reduce Ghost´s EMP radius by 0.25 .

3 Likes

They already got a net buff against terran… Guess making them more powerful will not break the match up even more

This is an awesome idea. lets increase the HP on a unit that terran already struggles to kill and with this increase. lets make mech completely unplayable again

Stalkers already beat every air composition that terran has… nothing like a support unit incase stalkers can get the job done. I unit with the durability of a zeal and the utility of a stalker… Why even play terran any more

[quote=“Mateus-1852, post:1, topic:9811”]

Cannon - build time nerfed by +10 or +15 secs outside “super conduit field” like others “warp in” units (same mechanic). (adressing cannon rush cancer)

A throw away. terrans don’t get cannon rushed.

This unit is worst than overlord. seeing everything that terran does… This is also one of the reason the toss always knows what terran is going…

EVen though you mean for this to address PvZ. all of your suggestions so far are to meant to break PvT more than what it is… The match up is almost unplayable as it is

Even ghost are meant to counter templar. they always seem to be the deciding faster in the match up. always getting storms off. always decimating bio. they always seem to get the job done.

Cant have enough splash damage option against terran the more the better

trade one of the many rushes that toss has against terran to make their late game even more cancerous

Carriers always seem to get the job done against terran. they just do.

is still the op unit against terran.

1 Like

Blockquote

I edit it a bit where you gone a bit over board by Protoss units but still not as bad as i seen before

Zerg only needs nydus unlock after infestation pit and -1 range on queens

Terran i would say a change of the siege tank to better AOE unit by degreasing base dmg to flat 50 but increase 100% dmg from 0.48 radius to 1 and 50%dmg from 0.78 to 1.5 radius
what is a bigger and more effectiv radius than the current max 1.25 with 25%dmg out put at the edge

also liberator AA +2 in additon to +3 vs light but nerf in radius 1.5 radius to 1.0 100% dmg and added new 50%dmg raidus for 1.5 radius

How about reverting this …“net buff” and maintaining the +2 for upgrade? Forget the +10 shields.
At the end of the day Zealot will be weaker than pre-patch up to mid-late game when +3 is ersearched.
I hope you are not of the ilk of the other terran specimen that pontificated that Zealots are not DPS units and Tempests are no army units…

I see that you want to seriously compete with the “Tempest no army unit” guy.

And the icing on the Cake:

Mothership:

:man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming: :man_facepalming:

10 Likes

completly reverting the net buff and added +2 damage… I could see that being ok as long as it has to researched.

maybe going after the mother ship was going a little to far. however, if you see toss getting a mother ship against you and its a PvT match up
1.they either waaaaaaaay ahead. which in the most cases that they are. or

  1. they are so comfortable in the match up that they are willing to put so many resources in a unit and could care less if they lose it. nothing like trying a meme build and falling back to zeals if all else fails

You must own a vineyard for amount of whine you produce.

7 Likes

Protoss needs a better stalker.

3 Likes

The match up is just b/s and its been that way for a while now. but youre probably right. if they wont fix the ish then why talk about it any more. wh y does any one bring up the inbalances of this game

Good

Very good

That just makes sentries scale worse as the game goes on. Just give them an upgrade that speeds up their energy generation.

Tone down the +light damage for colossi and that would be good.

Intresting. Is this like the Tal’darim vray from the LotV campaign?

Give them 4 base armor too

Good

This is gonna kill creep spread. You need to do something about that

Not really necessary, make archons immune to +shield damage and that fixes your problem. Zealots and adepts are now better so terran needs this.

Some other changes that would be good:

Mutalisk:

  • Cost changed to 150/50

Now that the adept can hit air, muta surprises won’t kill toss and allows for this buff.

Adept:

  • Resonating glaives increases range by 1
    Makes the adept an alternative to the stalker.

Ultralisk:

  • can walk over units.
  • Ultra speed now increases their healing rate while burrowed.

Reaper:

  • It needs something, cant figure out what

Disruptor:

  • Purification nova no longer does +shield damage

  • purification nova can no longer follow units via right click

1 Like

So… basically the same thing.
And LMAO. if Protoss can even get to that time where they can afford to lose a mothership, then yeah, they are styling you.

3 Likes

toss doesn’t have to be way ahead to go mothership. they can do it b/c they are massing zeals and just have the gas to do it… just don’t make 4 zeals on a round and dadaa a mothership… stying on terran that’s all toss knows how to do… its just a matter of what they feel like doing that they haven’t done in a while

Except, guess what ? It won’t change it’s interaction with widow mines :slight_smile: widow mines will still delete the shield of zealots in one hit cus “balance”. Also doesn’t change interactions once ghots are in the field of play.

Ah yes, the infamous stalker vs BC / Liberators right ?

Ah sorry, I forgot terran were the only ones playing the game. Yeah I might remember next time thanks :slight_smile:

Ah yes, cus having litteraly any cloaked unit move away from the only anticloak unit from Protoss isn’t an issue, also imagine not being able to spot observers after 10 years of this game existing

Why is it that data disagrees with you silver terran plebs ?

Lol, since when are ghosts meant to HARD counter templars AND delete shields on all units when the only viable AOE protoss has is storm ? I’d love to know btw.

Cus collosus are a problem in terran ? I guess building viking must be really hard, I mean 12 vikings can litteraly wipe collosus without protoss even being able to defend them, not even going to mention how vikings sh1t on tempests or carriers these days.

Ah yes, carriers get the job done against terran when they have :

  • widow mines
  • vikings
  • ravens
  • BCs
  • thors

Yeah they get the job done btw :slight_smile:

Lmao, yeah I guess it’s so op that you can counter it’s cloaking ability from the get go cus you have 20000 energy available on your command centers cus you can’t macro and cus terran just has that much energy in the lategame, really hard ! Also spamming EMP on a protoss army wouldn’t reveal it :slight_smile:

5 Likes

I know its not the largest sample size by I manage to some how when 55%+ of my PvT yet my TvP is a measily 40% win rate. and I did this by using toss favorite unit… mass zeals… Imagined if I really practiced it… I am sure I could get masters doing that.

the match up is just trash. its an up heel battle from the start. within the 1st 2 mins of the game 2 to 4 stalkers are knocking at your door and you barely have a tank or marauder out…

I expect to see 2 to 4 stalkers that I am just going straight to marauder or tank before I go cc… b/c you know if you go cc 1st you will be late on the units just to beat this simple yet super efficient rush against terran… somehow I manage to go cc 1st in tvt and even tvz…

you cant make that mistake or even think about being greedy in that other match up

Mech was never viable in TvP to begin with

  1. Ever heard of the siege tank?

  2. Liberator range?

  3. Battlecruisers

A throwaway: The game has 2 other races

These things are 75 gas apiece and take up time on robo facilities. Scan and kill them or open raven.

Vikings. Also Vikings. Did I mention Vikings? (Although that vs light damage is a bit much)

You ok there buddy?

Nvm, you’re definitely not.

5 Likes

So you’re saying zealots should be 100/100?

I need a glass of water

7 Likes

Don’t bother, he’s either a troll or 10IQ terran player that thinks he’s silver cus he is held back by balance

10 Likes

Have you ever built a bunker? Maybe a cyclone. Try a widow mine! Maybe scout with a reaper and see if there’s a natural in what case two stalkers arent coming. No that would require actual brains for you. And considering apparently zealots are the only unit protoss makes I doubt you do much scouting. You make me miss dualblades

4 Likes

built a bunker. toss just runs pass it or blinks pass it like it wasn’t even there. scout natural doesn’t matter. toss always finds a way to poke with 2 to 4 units .thts what they do. and if you kill thos units. you still cant attack them.

they are toss and its nothing that you can do…

toss

Yea, a Zealot charging.

1 Like