Proposed balance adjustments for the different races:
TERRAN:
1. Refresh the Stim Pack ability with a 15-second cooldown, allowing novice players to avoid overdosing their units out of desperation. This does not affect high-level players as it rarely happens.
2. Addon positioning for Terran structures should be possible on either side of the building by dragging the mouse and placing it on the desired side, preventing upgrade denials. Other races don’t have this problem because their structures have more HP.
3. Reduce the SCV’s health to 40 HP, but increase its attack by 1 or 2 points or its attack speed, so it doesn’t tank as much damage but can compensate for its health loss, preventing it from being victim to worker harassment.
Additional proposal:
Make the Battlecruiser tougher against ground units like the Stalker,and slightly reduce the Tempest’s damage so that using them in long games becomes viable. However, the Battlecruiser’s damage should also be reduced so that the Carrier tanks more damage from Battlecruisers, making late-game air battles more spectacular and technical.
PROTOSS:
Give the Nexus an ability that makesImmortals (only Immortals) invulnerable (to all damage) for a duration within the Nexus’s radius, so they can defend efficiently against Terran and Zerg attacks. Also, reduce the aerial advantage Protoss air units (like Oracles and Void Rays) have over Zerg, as Protoss can expand very quickly with few units, and Zerg has no way to punish it early on or it’s too difficult without any response at that stage of the game.
Slightly weaken the Terran Viking’s attack against massive units, but remove the DT jump ability from the DT upgrade and reduce its cost. This way, Terran can feasibly macro against Protoss air units without losing the crucial economy of a fortress in 3 seconds.
ZERG:
Give theUltralisk an upgrade with an active ability: spell immunity for 3 seconds and a moderate cooldown. This way, Ghost snipe shots have to be precise and committed, and the Ghost cannot cancel a targeted shot due to damage, but once marked, the shot cannot be canceled.
Return the Lost Creep Mobility to the Lurker that it had before and reduce its DPS, so it has a better function in the late game and for harassing distant expansions.
Infestor: Remove the Microbial Shroud upgrade and increase its mana regeneration with a Hive upgrade, so it remains viable like the Viper throughout the entire game, not disposable but complementary to Vipers.