Simply put, where's the tradeoff / concession in warpgate vs gateway? I do not understand the logic in the warp gate mechanic being better in every way except queuing multiple units?
Everything which makes being a huge SC2 specator exciting is watching matches go back and forth and enjoying tense moments. There's no tension with the warpgates as they currently are because there's no tradeoff.
How much more exciting would a warp prism / hidden pylon drop be, if the attacking player having opted for warpgates also had to factor in a slightly longer cooldown for building his units 'locally' via the warpgate? On the flipside the defender could have a slightly faster response time by making the choice to spend 10 minerals and 5 seconds, converting his warpgates, back to gateways but ensuring faster build times? That strategical decision would be interesting and add a dynamic to the game.
Blizzard, I understand you get a lot of whiny 'but it should be this way!' posts on these forums but I genuinely can't see the logic here, without that tradeoff, there is simply no reason to ever NOT get warpgates?
This means you may as well just adjust the build time on the gateway and make it have warpgates as default :/
This isn't the biggest problem in the world but I feel it's a shortcoming of the game which could be easily looked at through some ongoing testing for the HoTS beta. It could really lead to more exciting and interesting games and THAT is what gets the spectators.
One final thing, I want to make it clear, not only do I play Protoss and I'm a "Protoss fan" in general - but I propose this more as a viewer, who wants to enjoy good games. I watch probably 50+ hours a month of SC2.
Seriously guys, you don't have to answer me here, just ask yourselves - why is it like that?
Thanks for your time.