I’m disappointed by the lack of Protoss Focus from the Patch where a lot of the changes are made for Zerg/Terran so here are some suggestions from what I think should most likely go through to least. Not all need to go through.
- Colossus Range Upgrade Increase Range By 3 Went live, was pretty good should go through.
- Storm cost decreased to 100/100 We see from spectators, Pro’s and players that storm is fun and it would help more play having it slightly more viable because Twilight-Templar archive-200/200 upgrade +150 gas for templar and wait time is already a pretty hefty commitment which is why Templar has always been used less than Disruptor/Colossus as a tech choice.
- Sentry Buffs not a barely noticeable 12s guardian shield (like where is the fun in that what does it open up?) I suggest one increasing range by 1 stop’s these cuties from walking to the frontline then that buff followed by one of two others either increasing range of FF by 1 (Ability has a lot of counters) or increasing damage by 2 against light, all three could be fair and it’s not heavily impacted by warpgate because of Gas costs and fragility of the unit.
- Proposed change: ADEPT Make the 45% attack speed upgrade baseMake the unit 10+4 damage to lightMake the twilight council upgrade +8 damage to Light instead of the 45% attack speed(Disclaimer! Numbers can be changed or tweaked, other ideas can be done)Now how does this change the Adept? Fundamentally not a whole lot but does help some pain points.)Reduces the nicheness of the unit. Making it better (still not great) against armoured and nerfing it slightly against Light (adding +0.61s to kill a ling or a 40hp worker and +0.01s to kill marine/SCV)Makes it more micro-able Reduces Overkill! Huge issue considering adepts reload time!Makes Adepts weaker in the start of the game in low numbers but makes them stronger as you get more.Gives you reasons to produce an adept over the stalker still slightly lower damage to armoured, can’t attack air but does more dps to light ground (with only 1-2 less range) but save 25 gas. My suggestions increase the benefits of the adept in the army even before their upgrade so they can be made even with charge-lots while barely changing the interaction with worker harass (slight nerf) since range doesn’t benefit the worker harass and the ttk is only slightly lower overall.
- PROPOSED CHANGE: ZEALOTALL VALUES ARE SUBJECT TO CHANGE OR ADJUSTMENTI propose splitting charge into two separate upgrades.
Zealot Speed- Increases Zealot movement from 3.15 to 4.725 (current passive increase), costs 50/50, build time 90s (Adjustable timing) and researched on the cyber core (Mind you gateway tech also take 114s to research so if you get legs you don’t have gateway till it’s done and vice versa)Zealot Charge- Temporarily increases the movement speed by 5.67 (Current value) allowing Zealots to intercept nearby enemies and guaranteeing the Zealot will strike the enemy. costs 50/50, build time 100s, researched on the twilight council with the pre-requisite of having Zealot legs.There are a few reasons why I propose this change, increasing the early game ramp up strength of Protoss so they don’t need band-aids like Shield overcharge.Allow Protoss to have slightly improved gateway units and freeing up other potential upgrades from the twilight council because three core upgrades is a little stacked.While strengthening early game comps it does make Protoss charge a little weaker overall since you’ll have to wait for Legs before you can get charge meaning it would hit later than someone going straight to chargelots.Hopefully this will make gateway comps less pigeon-holed and more varied since there would be less punishment on not going charge right away.
I think this post shows ways that they could have tried to freshen up Protoss, focused on them and given them something more to try out then Tempest cheese or just hiding under Mothership.