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The main legitimate complaint with warpgate is how it nullifies defender's advantage (especially in PvP)--you can have a lot of reinforcements on the frontlines as soon as your opponent has his. And the next complaint is gateway units are kind of crappy by themselves as the game goes on (presumably to compensate for how warpgates work--BW counterparts for zealots and stalkers were tankier or did more damage--the main thing SC2 zealot/stalker have going for them is mobility.)

Fortunately both of these issues are solvable while still leaving warpgate's iconic effect intact. Long-range warp-ins (let's say anything not within X range of the gateway doing the warping, or X range of a nexus) can be given longer warp-in times or other drawbacks like the double-damage thing they tried. Warping in offensively thus doesn't nullify defender's advantage so much (if you build proxy gateways or nexus, then good for you I guess) and warping in defensively is unchanged.

For the other issue, they already kind of doing what they would need to. They added a new upgrade at the Twilight Council that boosts the effectiveness of gateway units (Adept shield boost.) I'm not sure this is quite the right type of upgrade to provide, but there is plenty of room for experimentation here, they could have another upgrade for zealots and stalkers too. The only thing they should be careful about is not allowing it to be easy to get all of the upgrades + all of the AoE tech..

All they need is a will to try something. Earlier in beta they looked at it like warpgate was something people disliked, so they changed it to make it harder to use overall, but they didn't seem to understand that warpgate is only problematic in certain situations, so it just ended up being a global nerf with no benefit in return.

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