derzeit wird in einigen Foren das Thema diskutiert, dass Protoss sich seit WoL falsch entwickelt haben und sie zwar nicht OP oder UP sind, aber sich zu eindimensional und dadurch zu langweilig spielen.
Wer sich mit dieser Thematik gerne etwas näher auseinandersetzen möchte und die Gründe für diese Meinung erfahren möchte, dem empfehle ich diese Links:
Englisches Forum: http://us.battle.net/sc2/en/forum/topic ... 667?page=1
Deutsches Forum: http://eu.battle.net/sc2/de/forum/topic/5299160979
Ich hab mir mal die Mühe gemacht und versucht die nötigen Veränderungen in Form von offiziellen "Patch Notes" zu beschreiben. Der Focus der Änderungen liegt dabei auf folgenden Punkten :
- 1. Es sollen möglichst viele Synergien geschaffen werden.
2. Stärken und Schwächen von Einheiten und Fähigkeiten sollen in der Form umverteilt werden, sodass Protoss mehr verschiedene "openings", "builts" und "unit compositions" hat.
3. Es soll so wenig wie möglich dabei verändert werden. (Nicht für alles eine neue Einheit etc.)
Aso, mein englisch ist nicht sooo gut. ^^
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Protoss
Warpgate
Cooldown increased by 10 seconds for all Warpgate units.
Warp In time increased from 5 to 12 seconds.
Dark Shrine
Built time decreased from 100 to 80 seconds.
Sentry
Force Field changed from Sentry to the Warp Prism. (Warp Prism now has energy.)
New ability: Disruption Field – Creates an electrical field in target area, which reduce the range by 1 for all ground units while they remain under it, but does not prevent attacks from outside. Affected units may still be attacked and damaged by units outside the target area.
- The energy cost is 50.
- The cast range is 7.
- The target radius is 2.
- The duration is 15 seconds.
Energized Hallucinations – Creates a fake replica of a Protoss unit at caster's location.
- Energized Hallucinations requires an upgrade in Cybernetics Core that costs 100 minerals, 100 gas and lasts 80 sec.
- The fake replica requires the same tech buildings as the original unit.
The hallucinated unit deal 15 % damage and has 50 % life and shield of the original Protoss unit.
Now starts with 50 from 200 energy.
New ability: Recharge Shields – This ability rapidly recharges allied shields of buildings and units.
- This ability can only cast in Phasing Mode.
- The cast range is 5.
- Regenerated 2 shields for 1 energy every 0.2 seconds.
- Multiple units can be regenerated at the same time.
- Units have to be selected with this ability to regenerate the shields.
- This ability can only cast in Phasing Mode.
New cooldown ability: Veiled Shadows - Reduces temporarily the detection range from target unit or building from 11 to 6.
- Veiled Shadows requires an upgrade in Dark Shrine that costs 150 minerals, 150 gas and lasts 80 sec.
- The cast range is 7.
- The duration is 20 seconds.
- The cooldown is 60 seconds.
Envision changed from Oracle to the Phoenix.
Envision - Scans a target area revealing cloaked, burrowed or hallucinated units temporarily.
- The energy cost increased from 50 to 75.
- The cast range decreased from 9 to 4.5.
- The target radius decrased from 14 to 7.
- The duration decreased from 60 to 20 seconds.
- The Phoenix can attack while channelling.
- The range increased from 4 to 4.5.
- The duration decreased from 10 to 8.
Activate Pulsar Beam
- Damage decreased from 15 (+10 vs Light) to 10 (+8 vs Light).
- The energy cost is 50.
- The cast range is 7.
- The target radius is 1.5.
- The frozen duration is 15 seconds.
- Each field has 60 HP.
- Affects ground and air units.
HP decreased from 300 to 250.
New cooldown ability: Coil overload - Fire a huge energy projektile onto a target area, which deals 30 splash damage to all ground units and buildings.
- The cast range is 5.
- The projectile speed is 5.
- The target radius is 1.5.
- The cooldown is 45 seconds.
The built time decreased from 120 to 100 seconds.
- Interceptors
New passive ability: Compacted Shield - Reduces all damage inflicted on the shields that is lower than 10 to 2.
New ability: Warp Bomb – Teleports a bomb in target area, which explodes after 10 seconds and causes 180 splash damage to all ground units and buildings.
- The energy cost is 100.
- The cast range is 5.
- The target radius is 3.
Terraner
Marauder
Damage changed from 10 (+10 armored) to 10 (+8 armored).
HP decreased from 125 to 115.
Reaper
Train Reaper requires a Tech Lab Addon.
Built time decreased from 45 to 35 seconds.
New cooldown ability: Disorder Granade - Throwing a grenade on a target unit reduces the attack range of affected unit by half. Melee and Psionic Units aren´t affected.
- Disorder Granade requires an upgrade in Tech Lab that costs 100 minerals, 100 gas and lasts 80 sec.
- The cast range is 4.5.
- The duration is 10 seconds.
- The cooldown is 25 seconds.
Sniper Round: This ability has been redesigned and now calls Sniper Shock Round.
Sniper Shock Round - Snipes a single unit for 25 (+25 vs psionic) damage and disabling its active, non energy abilities for 10 seconds. This ability can be queued for multiple snipes.
Viking
Built cost decreased from 150/75 to 125/75.
The armor value in Fighter Mode and Assault Mode was increased from 0 to 1.
The Viking can now attack air units with Lanzer Torpedoes in Aussalt Mode.
Lanzer Torpedoes damage decreased from 10 (+4 armored)(x2) to 10 (x2).
Raven
Hunter Seeker Missile: Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then moves with a speed of 2.953 to the enemy unit and explodes at the target unit for 100 flat damage.
- Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile stops and wait for the next enemy unit in a range of 10.
250mm Punisher Cannons damage increased from 24 to 24 (+16 armored).
Zerg
Hive
Now requires a Hydralisken Den and Lair instead of an Infestation Pit and Lair.
Built time increased from 100 to 110.
Queen
Spawn Larvae
- The amount of Larvae eggs decreased from 4 to 3.
- The maximum of Larvae per Hatchery decreased from 19 to 15.
HP decreased from 145 to 135.
Damage changed from 16 to 14 (+4 biological).
Tunneling Claws upgrade and the passive ability Rapid Regeneration has been removed.
- The Burrow upgrade gives Roaches the ability to move while burrowed at a speed of 1.4062.
- Organic Carapace upgrade is return into the game. This upgrade increases the health regeneration while unburrowed to 2.5 and while burrowed to 8. This upgrade requires a Lair and costs 100 minerals, 100 gas and lasts 110 sec.
- Glial Reconstitution upgrade increases Roach movement speed to 3.0 and the burrowed movement speed to 2.25. This upgrade requires a Lair and costs 100 minerals, 100 gas and lasts 110 sec.
Changeling: Is now a Detector unit that can see cloaked, burrowed and hallucinated units.
Contaminate ability redesigned: The Overseer contaminates target unit. It can't target structures. Contaminated unit takes 20% more damage for 30 seconds.
- The cast range is 5.
- The energy cost is 75.
Supply count decreased from 2 to 1.
HP increased from 80 to 85.
Attack speed decreased from 0.83 to 1.1.
Infestor
Neural Parasit ability redesigned: The Infestor no longer channels this spell. Neural Parasit placed a Parasit on the targeted unit, which lives for 15 seconds and takes control of target enemy unit. The player can cancel this ability, or it will automatically cancel if the Parasit is killed. Excess damage takes the controlled enemy unit.
- Neural Parasit can now be cast while burrowed.
- The energy cost is 100.
- The cast range is 7.
- The duration is 15 seconds.
- The Parasit has 100 HP.
Now requires a Hydralisken Den instead of an Infestation Pit.
Corrupter
Corruption ability redesigned: Corrupt target unit. The unit subsequently begin to takes 2 damage per second ignoring armor, until a total of 60 Hit Points is lost or until the unit's health falls to 1-2.
- The cast range is 5.
- The cooldown is 45 seconds.