The problem with Pvt is that T has a lot of agressive options and is hard to scout and to defend.
Right now terran can go for mine drops,mine liberator harass,cyclone harass and all ins and the big build a siege tank push out of two bases to defend adequately you go for stalkers early game and they suck against a tank bio push, it's terrible you play defensive, survive against all the options terran has they siege your third/natural and you tap out.
What has worked for me charge+colossus and well positioned pylons and even then it's always on the edge how many stalkers when and where come the liberators.
Then there is phoenix witch a lot of people use to lift the tanks,it works but is hard to control and sometimes you straight up die to pure bio pushes.
Another thing since it's so hard to hold is that it feels like there is no margin for error.Lost more than 2 probes to all the harass ?Can't hold the doom push anymore.
What can be done that doesn't require changing too much since we just had a big patch?
-shields on mines ,nerfing the liberator those are all well meaging changes but we have the tools to deal with these and have done so in the past the problem is we can't survive all the agression that is now possible from terran.
What I see that can be done to give protoss the ability to survive without changing unit interactions:
reduce thermal lance cost and research time: It will be easier to force the terran to siege it gives you some flexibility and it frees resources for more units/upgrades
You can also make charge cheaper freeing more resources.
With that pure ground tank pushes get easier to hold,it gives you some margin of error to lose units/probes and the early game and give the player more flexibility that should make PvT less frustrating.
It doesn't require changing everything.
Another Qol change would be give back some vision to the adept shade so it's easier to scout.
Posted Jan 5, 2017, 10:31 PM UTC