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The Dark Templar is removed from play, refunding [most to all] resources. Requires power.
The purpose of this ability is to create a Hit+Run style for the Dark Templar. If a Dark Templar is near power, it can quickly escape from the field. The DT is effectively immune to detection and damage, simply because it doesn't exist anymore. New DTs may then be redeployed in other locations, allowing the DT to be anywhere at any time. New units spawn with full health, so as a side effect it also counts as a full health restore.
Warp Prism drops can be supplemented by DTs. The DTs are quick to join the fight, and are not dependent on the WP's storage to escape.
An alternate option is to strike early with DTs, then salvage them to pursue another tech. This gives more options for early Templar tech.
It might be cool, or obscenely broken. One thing for certain is that DTs would be less of a gamble. Thoughts?
Yes, it's so easy to forget the "Requires power" bit. The DT must still find a method of retreat. Only two methods of escape exist: Pylons or Warp Prism.
Zerg can deflect pylons using mere creep. If it can't be built, it can't be used. Expansions are the most vulnerable, since they tend to be on the edge of creep.
Terran has no difficulty with detecting and gibbing DTs. However there are more opportunities for pylons to be useful as escape. They'd probably hurt the most.
PvP is always balanced.
Warp Prisms can already lift units up and away from trouble. A secondary mode of escape helps, but not as much as you'd expect. The biggest boon is including DTs with a standard drop, since the DTs would not take up real Warp Prism space.
Well said. Everything has an oportunity cost, and with the idea presented the only investment is the Dark Shrine, which is cheaper in HotS than WoL.
Hmm. I suppose it's unavoidable that it'd have to be a researched ability. DTs do have a window of surprise where they're very effective on the field. It'd be silly to give them a double whammy. A typical research price would likely do the trick.
After the DT surprise, their viability varies wildly. They can be sent out, with fingers crossed, to punish expos without any answer. This type of use is typically a one way trip, far from pylon power. The ability would not in any way help with such a sacrificial, throwaway use.
Where it would help is with Warp Prism raids. These attacks are a much higher risk, usually using freshly warped units like Zealots. It is here that the DT ability would shine. They can join or leave the drop without being tied to the Warp Prism's capacity, acting as a form of special reserve unit. The Warp Prism pays the cost of having to wait longer in Phase Prism mode. Such an attack can end up very dynamic and would be very exciting to see.
On the defense, DTs would be far more powerful. Likely this would be the most lethal and potentially OP aspect of the ability. DTs become capable of participating in nearly any defense, for a minor cost and some Warp Gate cooldowns. I'm not sure how it will play out, but what I generally see is DTs are pretty terrible choices for defense. I don't think it'll be that bad.
The problem is when you drop an expansion with 20 DTs, kill everything, and then recover all of them through the warp prism's power field just as their army arrives... and then your second prism is doing the same thing with the recycled resources in their main.
The point of DTs is that they're high risk / high reward. DTs do a jillion damage but to compensate they die fast when detected and they cost a lot. Right now, if you warp 8 DTs into a base you can probably kill everything there before getting cleaned up, but the balance comes from the fact that you've thrown those resources away- only 4 DTs are getting away at best.
The problem is when you drop an expansion with 20 DTs, kill everything, and then recover all of them through the warp prism's power field just as their army arrivesKill the warp prism, then the DTs? It IS a singular point of failure, and banking 2000 gas for an all-in doesn't sound like a winning strategy.
Your theory is also contingent on having 20 Warp Gates, being strictly used to build the unit with the longest cooldown. Warp Gates are a high demand structure, and having a DT chew up those cooldowns is very bad for everything else.
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