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Balance patch recommendations
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I'm writing this up because of the most recent ptr patch. I feel that the approach towards protoss has been rough to say the least, these changes aim to bring protoss slightly more in line with the other races build flexibility as well as pulling back the late game turtle potential and resource efficiency of terran and zerg

A secondary goal of this suggestion is to modify the access to detection to make the rare DT plays playable again

Zerg

Spore crawler cost increase from 75 -> 125 125(with drone) -> 175(with drone)

This change is intended to make the Spore crawler come out slightly later to give protoss more early game opportunities for harassment.At highest level of play toss already struggles to damage with oracles due to excellent queen control and vision. This also intends to significantly weaken mass spore crawler in the late game as we so often see. Zerg has excellent anti air tools, spores do not need to be a very spammable static defense.

Terran

Ghost emp ability -50% dmg vs shields

Ghosts have been very problematic for a long time and while I think they are in the perfect spot in ZvT they allow terran too much control over where and when they get to fight in TvP. Emp is also free in terms of resources, it has no cooldown and only costs energy. Terrans will still be able to achieve the same effect as before but will have to invest more in it.

Salvage

Missle Turret and Sensor Tower salvage removed

Frankly I think this was an insane change as terran already are so efficient in the ultra late game being able to just mine off mules. Similarly Sensor Towers should be a resource investment especially with the cost reduction, I see no reason as to why they should be salvageable.

Raven

Raven mineral cost increase 100 -> 125

This is a slight nerf to a relatively powerful harass unit and aims to make hard detection avaliable slightly later.

Protoss

Immortal

Lower mineral cost 250 -> 225

Remove attack speed nerf

This aims to give protoss more access to reliable ground units earlier. I would also like to see testing with it at 200 as well to see if it is the push toss needs to not open Stargate every game. Attack speed nerf would be justified at 200 mineral cost

Warp Prism

Lower mineral cost 250 -> 200

This is where it was for most of sc2's history and will let protoss both defend and harass slightly earlier.

Sentry

Add upgrade to the twilight counsel cost 50/50 This would require actual testing for time, cost and cooldown

Allows Sentry to cast ability, with the same range as guardian shield, that sets the shield recharge delay of units in range to 0.

So Sentry casts spell all units in range start to regen shields they don't have to wait the usual 10 seconds.

No change to how shields work, units still stop regenerating if damaged.

Very niche ability added to a spell caster that doesn't see much use, this aims to help ground armies be a little more proactive and encourage more fights in the late game giving them the chance to catch the other races off guard.

Disruptor

Remove disruptor damage nerf supply stays the same.

The disruptor is a poorly designed unit, there is no changing it at this point, the supply cost increase from previous patches should be enough. The best approach for the disruptor is to ignore it and encourage other options instead.

Final comments

This might seem protoss biased because it is, but it is aimed at making pro play more entertaining to watch and more balanced. High end protoss have been getting pretty terrible results and do need a little boost. This whole suggestion is aimed at making protoss openings more flexible than just stargate or blink stalker

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2 weeks ago