or wait, was it remove the need for that?
That way you could still macro out units while you waited on warpgates to regain their energy and you don't run into this awkward "shit, no energy, can't make units, money getting so high, lemme convert all my WG's back to GW's, ah shit" type scenerio.Ĭause adding making an upgrade necessary to effectively use a unit (like the ultralisk and plating) is what Blizzard wants to increase more of. Perhaps warpgates would allow traditional queuing as well as the energy based warp-in "spell". You'd also have to make the conscious choice of doing harrassment warp-ins at the cost of having defensive warpins later. Obviously other things would need tweaked (like gateway build times, unit build times, etc), but having a finite amount of warpins within a given time-span would still allow some aggressive and reactive use, but it would peter out faster, meaning they couldn't endlessly negate defenders advantage with constant warp-in reinforcements. I think that would fix a lot of the balance issues around it. Oh wow, energy on warpgates is actually a really good idea. The mobility you get from warpgate during lategame is not more or less than what T gets through medivacs and Z through sheer unit speed, creep and nydus. Literally only the first warpin round circumvents the defenders advantage and the following ones are on the timing of a normally rallied army. The talk about defenders advantage is bollocks. Because past 2-3 base play it is really not that much of an issue anymore but gives P the option to be more mobile. The only other suggestion that I like is moving warpgate tech to the twilight council and or prolonging the upgrade time in conjunction with the higher warp in time (+4s). I don't like the idea of restricting warpgates with ressources or by limiting it's unit options. This would also increase the mechanical ceiling for playing P which is a good thing considering that it has the lowest so far. That way warpgate pressure would still be a strong tactic while it would run out of steam quicker. If warpgate tech is really the main balance issue for P then I would suggest that they use energy for warp ins but also lower the time required for switching between warpgate and gateway significantly. And also, like hardened shield, this ability no longer works when an immortal's shield is reduced to zero. The maximum of X could be 4 or 5, so when immortals are under attack by a sieged tank, each one will take 12.5 or 10 damage, which is equivalent to hardened shield's effect. The goal is a smooth transition from T1 units to T3 units, which means stronger T2 units. The goal is to remove deathballs, not reinforce them. It works like the Soul Walker's spell in Warcraft3: when an immortal is heavily fired upon and there are X-1 immortals nearby, then each immortal takes 1/X damage. I think an option to enhance immortal's role of meat shield is "shared HP" as a passive ability.
If this change is applied, who would bother to waste resources on immortals' production? Let alone an upgrade of an ability that you need to manually activate just to make this unit more microable. It literally makes immortal MORTAL as it will have zero abilities as a T2 unit. The general idea of Barrier ability is terrible.
We may need to make tweaks to improve the ability if needed, but this is something we’ll look at going forward. We’re currently testing having the ability as an upgrade.
The Barrier ability combined with the new ranged pick up from Warp Prisms has been too difficult to defend against without having air units.