Right now I feel the biggest problem is the pvz matchup. There is so many ways toss can lose from the early game to late game by really really small mistakes such as 6pool and random ling runbys in the start. I don't really mind early pools. I don't mind ling runbys either, as a professional player I should not let stuff like this happen. The thing I feel is really unfair though is that if a zerg makes one of these, they will never be extremly far behind. If toss goes for a double proxy, the only chance it will work is if zerg makes hatch first, and then yet it's not a freewin like it is for zerg if toss makes nex first vs 6 pool. Difference is if toss fails double proxy it's over. My suggestion would be to put a timer on spawning pool, like you can only build it after 1:20 or whatever the time for 10 pool is. Then mindgames would still be possible since a 10pool crush a nexus first noscout. The only other option I would see to make this fair is to make the rampblockers a building with 0 vision you can select and salvage(your own one only of course) if you so would like to(for no money lol). Then zerg wouldn't have to worry about double bunker and toss could salvage it and make a cute little wall so we actually get ahead vs a 9 probe scouted 6pool.
Terran can salvage bunkers, lift buildings, up down supply depots, cruise around and stuff. Zerg sees everything and moves faster. What does toss do? Nothing. Random ling runbys... The most annoying thing with this I see is even if you have a probe in the choke or a warping in unit, lings still get through. This has been an issue for the 2 years I played the game and yet has nothing been done. A probe on hold should be a probe on hold. At least that makes sense to me. Back to what I first said, what can toss do. Regen shield woooohooooo. How about pylons got a feature similar to terrans supply depots. They could put up some psi between itself and another building(1 hex) and no units can pass through. Would open the possibility for toss to have more than one hole in the walls vs zerg and therefore make toss more mobile in your own base. Also would free up a little supply.
One thing I never understood is when they buffed queen range and overlord speed so zergs can scout easier. How is toss supposed to scout. A good zerg will always have 2 lings outside toss base, the probe will be hurt when it arrives at zerg base. Queen will kill it easily. Toss will never be able to scout if zerg makes gas or no gas and therefor toss has never any change of knowing if zerg is doing a late allin which hits before warpgate or not. This is completely impossible, believe me, I tried alot. I don't know how to address this issue, overlords move way too fast. They can hide in the air and above highgrounds, it should be enough imo. Or just give queen same range as before, but maybe that would crush the tvz matchup. I guess I can send 3 probes if I wanna scout...
Ok lets move to lategame. Here is where I tried most lately and failed most aswell, tried almost every unit composition. There is some good ones. But it's extremly hard and it doesn't matter how good toss plays in most cases. If zerg doesnt F up badly, they will win. I think this is mainly because of one reason.It's not infestors, it's not broodlords. Surprise surprise. It's because spines and spores can move. It doesn't matter if they can move outside creep or not. Just that they can move is really bugged imo. The new style of koreans is making 100 drones, 20 spines before toss pushes out and just wait with infestors. Then there is no way toss can attack into it(because infestors will lock your army if u do and keep doing so until it's dead). Later they just spend all gas on a few broodlords, alot of infestors and all minerals on drones/spines/spores. They wont even build a few lings to harass with lol. Spread creep until they are in range of toss base and then toss is forced a fight vs the extra 100 supply 0 food army. Don't forget infested terrans and broodlings are 0 supply aswell. I don't know what would be the best option to fix the pvz lategame but I can write a list of things that could be tweaked. But honestly static defense is supposed to be static defense. Not 0 supply attack units. Maybe give them a 15 range from where they can move where you first built them. I will start my list by the buggiest thing in the whole game.
*Remove mothership. We are not playing wc3. We are not playing dota neither any other moba game either. It's just silly to have something you can just have one of. It's way too much swings to have a unit like this. Good vortex vs bad vortex vs no vortex vs reversed vortex. It's like playing World Series of Poker with jokers. Guess only Darvin Moon would like that. To balance starcraft a very important thing is to remove randomness as much as possible and this is by far the biggest random factor in the game.
*Infestor needs some tweaking and this is what I have been thinking about for the last days. How to fix this little unit. It's good against everything and you can't really overmake them in the same way you can overmake templars, templars will never be effective when you reach a certain amount. To me the most unfair thing is infestors can move under the ground without even an upgrade for moving. They are a spellcaster(maybe not but they got abilities or how to say). They always go in last in fights. If the zerg lose the fight they just burrow and dig their way home to the safety line. Even if you got blink you still need an observer and since the observer is much slower than a burrowed infestor you are unlikely to catch up. So first point, remove burrow movement, it doesn't make sense.
*Infestors can throw infested terrans while underground. Doesn't really make sense to me
*Infested terrans and broodlings gets upgrades. It's really powerful for 0 food units.
*Infested terrans in eggs are being ignored if other units are possible to attack, this is an
AI bug that needs to be fixed asap.
*Infested terrans can attack air. Makes toss air pretty useless. Could remove this.
*You can't fungel something that's fungeled. This way stalkers would be able to blink away and not be stuck forever.
*Make infestors smaller so it requires more micro vs storm and collosus.
*Fungal doesn't reveal dts, yet they hold them in place and deal damage.
*Give infestor a HIVE upgrage for moving underground. Now they just need burrow and they get to move for free.
*You cant move while being fungled. Alot of people say this is the issue with infestors, I don't really agree, but sure it's annoying.
*Neutral parasite on mothership means game over. Make it impossible to neutral parasite
Mothership. But yeah, I rather see the mothership removed.
* Creep gives way too much vision, speed is pretty extreme too. But let's focus on the vision. It's way very hard to get a warpprism or a sneaky zealot flank into the zergs exp late game because of the vision creep gives. I would suggest creep tumours have a vision of 2,5 or something. Then zerg would have to pay more attention to what's going on.
*Make pylon like a flower, when it's complete you get your supply and psi, but you can't warp in stuff for 10 seconds.
* Give pylon the old range. You said it was made shorter to stop 4gate. My suggestion is way better with the flowerpylon. I get attention disorder every lategame I wanna warp in 20 units and the range is not enough. We can't warp at ramps anymore. We can't warp on buildings or units and in Hots we can't warp up ramps either.. if you don't want us to warp stuff just remove warpgate Could also choose to make units which is warping in really small and become bigger during the process it's warping.
*Phoenix could me removed or make them armored. They make pvp too random right now. Maybe a spell which makes static defense inable to attack, like in bw
* AI attack range should be like 8 when not on hold. I hate when I get dropped and I feel it's really close to the units. Then I go back micro the big battle. After fight I look back at base and my units are just standing there watching the marnies drinking crystal after the 50th probekill. Alternative make the warping in rally point attack move.
I am not saying all these things are needed. For infestor probably one or two.
Make a tab in hotkeys called priority units or something. You should be able to choose yourself what order you want to have your units. For example if you have templars and
sentries in the same army you should be able if you want to have sentries or templars first. Hope you understand, like if you only have medivacs and marauders in the tab you have to press tab T to stim, should be able to choose if you want it like this or if u want marauders first so you don't have to tab.
I am really tired after playing 12 hours and writing this for 2 hours so I will try to cut it
down but I really wanna share some opinions on HOTS aswell. I never played a single game of HOTS but I read a little about it. Today I read they wanna change the oracle. I thought alot about how to make it a cool and skillful unit. Back when they introduced it in the Alfa I remember artosis talking about how much multitasking it would take. Back then until I saw someone stream in the beta I thought entomb disabled ONE mineral patch. Maybe make entomb 5 or 10 energy to cost and disable one mineral patch. This way it will require alot more multitasking, it will lose more shield and u might not have time to entomb all fields before it takes damage. It has to something you can shiftclick though.
Also I saw you can make tempest without fleet beacon. This made me think then maybe the oracle should be the new arbiter kinda. You are looking for new spells, I will give you some cool ideas.
*The oracle costs x/y(I would suggest something like 125/250) and takes 3 supply and can now attack(not something strong, just something which makes it able to defend itself vs 1 muta or so)
*The oracle can can cloak one unit OR building for 45 seconds for 50 energy. This would be really awesome to use on warp prism or hts. Also would good against nexus snipes which happens so easily. Would it be imba? Doubt it when u have to make a fleetbeacon lol.
*The oracle can recall 8-12 units(has to be tweaked I guess) for 100 energy. Would make toss really mobile lategame compared to now and very fun to play instead of trying to get to a deathball. Would also be cool so we might see a minimap full of stuff like we did in good old BW in the progames where stuff was going on everywhere.
*The oracle instant dispells enemy summoned units such as broodlings/infested terrans or instant regens 50 shields in a radius of 2,5 for 75 energy.
* The Oracle can reveal the position of the opponents units all over the map for 5 seconds in the same way terran sensor tower does. You don't see what units, just where they are. 50 energy.
3 hours now. Really really sleepy, sorry, wanna write so much more
Give nexus ability to attack within + reveal within 10 range for 50 energy. And remove mothership core! I didn't comment much on terran because I didn't read much about it in Hots.
Would be happy to discuss more. Would be happy to talk to Blizzard. I might see whiny but I think I am pretty objective. I only play the game because I love to play it. I wanna win by skill, speed and cleverness, not by imba.
Thank you for reading
Kim 'Sase' Hammar