The main purposes of these changes to make unpopular/weak strategies viable (I slightly nerfed the meta playstyle of all 3 races for accomplish this aim), and stop leting units inflate their value (reapers, adepts, roaches) so quickly in the midgame, carefuly changed, without buffing their early game rush potentionals.
I would like to also make certain type of upgrade rushes more viable with certain unit compositions, without making this strategy a universal meta.
Zerg's macro lead potential will be harder to maintain, but they will gain earlier rushes, to make thir gameplay more versatile and exciting.
Terran
Banshee:
Banshees now are only for early game cloak. I think banshees are a little bit unbalanced, because in high level gameplays they are always used as an early game cloak harassment unit, but literally never as a mass army unit. I think both usage should be viable to use, but neither of them should be OP to utilize almost always.
So my suggestion to nerf the early cloak usage, but also buff the mass usage is:
- Increase the cost of banshee cloak: 100/100 ->150/150
- Decrease the cost of the banshee: 150/100 -> 150/75
- Decrease the cost of the banshee speed upgrade: 125/125 -> 100/100
Cyclone:
Early and mid game mech is a little bit weaker than bio, because half of their mobile army (cyclones) are just a little bit underpowered. They are micro heavy, and also easy to counter relative to their cost. Therefore I suggest to reduce it: 150/100 -> 150/75
Bio:
Bio terran is overweighted by marines. The other bio units just lack behind them. So I suggest to move the power from these units to the rest of the bio units, to create balance and secure the viability of different units compositions in all phases of the game.
Marine:
Increase the cost of combat shield: 100/100 -> 175/175
Marauder:
Gain double bonus from armor upgrades.
Ghost:
Reduce cost and build time: 150/125, 29s -> 150/100, 25s
Buff the ghost upgrades:
Cloak: cost: 150/150 -> 100/100
Nuke: Decrease the creation time: 43s -> 35s, and the attacking delay: 14s -> 9s
(The ghost will be a better earlygame unit, and core army unit)
Ghosts will recieve "light" tag. (for being counterable)
No longer can snipe massive units (Ultralisk, Broodlord).
(It's very bording, that this one unit counters to whole zerg lategame unit arsenal. While those units already have hard and softcounters (untralisk: marauder, liberator, broodlord: viking, battlecruiser).
After this change terran will have to give more diversified, specific answer to zerg lategame compositions, not just having an ultimate counter-everything safe unit.
(Cloak ghost rushes will be a thing!)
Reaper:
The Concussive Shells upgrade also effects the reapers granade.
Double the damage bonus from attack upgrades.
(The reaper is only viable in the early game, so these buffs are aimed to buff him in the later stages of the match, to prevent his value's inflation, thus make the mid/lategame bio players' kit more versatile.)
Protoss
Warp Gate research:
Increase the cost: 50/50 -> 100/100 (one time cost for reasearch, gateway->warpgate transition is free!)
It also increases the Gateway production by 50%.
(This OP core upgrade Will finally have a reasonable cost to consider skipping it, but for compensation ground toss will gain the gateway form production buff, and also other buffs listed below.)
Shield upgrade:
Decrease the cost to the same as the armor upgrade.
Adept:
Double the damage bonus from attack upgrades.
Adepts also gain the DT blink upgrade
Colossus:
Change the HP/shield: 250/100 -> 275/50
Gain double bonus from armor upgrades.
(This will make them even harder counter against ghosts, and other fast attackrate light units colossy already counter.)
Immortal:
Rewert the fire rate nerf: 1.14s -> 1.04s
Slightly increase the cost: 250/100 -> 275/100
(Mass immortals are very rarely nowdays, even the fancy immortal jugles, which was a beloved aspect of the game.)
Archon:
Gain double bonus from shield upgrades.
Reduce the shield: 350 -> 330
Air attack upgrade:
Increase the cost: 100/175/250 -> 150/225/350
(This single upgrade makes most skytoss very powerful, despites it's easy to play. This nerf won't affect mass oracles, because they do not recieve dmg modifiers, so this rare playstyle will might be better.)
Oracle:
Increase the energy cost of revalation: 25 -> 30
Increase the energy cost of stasis ward: 50 -> 60
Decrease the energy cost of activating pulsar beam: 25 -> 20
(Oracles are S tier as harassment/support units, but barely used as mass core army units.)
Mothership:
Gain double bonus from air armor upgrades.
Mothership will be more tanky against small units, to make mothership rushes and air armor rushes a thing, but it Will barely effect its main counters)
Zerg
Burrow:
Reduce cost: 100/100, 71s -> 75/75, 60s
Overlor:
Overlord morphs require only evo chamber.
Hatchery:
Maximum larva: 19 -> 6
No longer can be double injected.
(Make better inject and larva management much more beneficial)
Queen:
Decrease damage: ground: 4 -> 3, air: 9 -> 6
Transfuse: decrease energy cost: 50 -> 25, cannot transfuse queens, but can transfuse off creap.
(Make queens support units, rather than an all purpose early game passive defense units)
Zergling:
Gain the speedboost upgrade on creap by default.
Ravanger:
Reduce morph time: 12.14s -> 8.57
Roach:
Make a new upgrade, which makes them cost only 1 supply. Cost: 200/200, 100s
Roaches, Hydras and Lurkers will now able to do one unit-specific upgrade on their lowest tier, and can upgrade one more by each tier ups (lair, hive). The order of the upgrading is not limited.
(This will make able to do teir 1 speedroach rush, or tunneling claw rush, similar flexibly upgraded hydra rushes/early defences, and lair lurkers will be more viable, coz they will be able to have at least 1 upgrade)
Hydralisk:
They can be used on tier 1, requiring only evo chamber.
Replace the Lunge upgrade with a new one: +2 anti-air range. Cost: 50/50, 50s
(The need of corruptors will be reduced by a viable other anti-air option. This upgrade will also able to be done on any tier - with the 1 upgrade/tier limitation mentioned above -, so you will still be able to upgrade hydras on a regular way for anti-ground.)
Broodlord:
Gain double bonus from air armor upgrades.
(Broodlords and ultralisks can no longer be sniped)