Let me simplify those a little bit for you and put them in a list without commenting much.. 
Old notes:
Terran
Warhound:
-25 HP (down to 195 from 220)
2.50 movement speed (same as unupg. Warp-prism, 2.81 like SCVs is too much)
Haywire only on Mechanical + Armored - excludes Probe/SCV/Hellion/Sentry
Production time + 5 seconds
Widow-Mine:
Supply cost 1 instead of 2
Protoss
Oracle:
HP/SP 40/50 instead of 20/60
Reveal scrapped
Preordain can be placed on all opponent/ally/neutral buildings
(granting vision 1 minute AND detection for the first 30 seconds)
Stasis prison (75 energy) - targets a unit (your/enemy) and puts into a prison cell
Imprisoned unit can't shoot/shot at or cast spells for a duration of 15 seconds
Imprisoned units can move at a very slow rate (like Overlord) while imprisoned..
Cannot target massive
Tempest:
Gas cost 250 instead of 300 (300/250/6 instead of 300/300/6)
Has a 35% splash damage in a radius of 1.4 (Archon has 100% in radius of 1)
30 (+15 vs buildings) damage instead of 30 flat
Gravity-sling now upgrades to 18 range instead of 22
*NEW - Mothership Core
Movement speed increased to 0.9375 (same as Queen off-creep)
Zerg
Swarm-Host:
250 minerals, 125 gas instead of 200/100
Damage = 8 (+ 8 vs buildings) instead of 14 flat
Spawns 3 locusts instead of 2, locusts spawn one after another at a 1 sec delay
BOTH spawn period and lifespan decreased for 5 sec (- range, + survivability rate)
Locusts have 45 HP and 3 armor instead of 65/1
*NEW - Viper:
Abduct works only on Ground targets (assuming blinding cloud can hit Air)..
Blinding cloud duration increased to 15 sec.
Blinding cloud area increased to 2.25
Consume has a cooldown of 25 sec.
Consume does 350 damage (*200) but recharges 100 energy (*50)
So yah - those are the listed ones which I feel that would work best (or closely to the best)..

NOTE - the Zerg changes might not be even needed at this point (didn't see very big problems with Zerg) - but had a feeling that Terran can dispatch of locusts pretty easily whether with Tank AoE and Blue-flame hellion or fast dps Bio AND kill them very fast after that, whilest Protoss really can have a hard time dealing with it if not having at least 3 Colossi OR use perfectly placed Storms, and that's why I put those on the Host..
But Yah - with those P and T changes I feel PvT can be much better (Oracles could dispatch out of a couple of Warhounds for quite a while) as well as TvT (WHs will be good, but not better outright and Siege-Tanks can still hold with 4-shotting Hounds instead of 5), Aand --> Oracle can finally be used in Battles in some sort of form (stasis-prisoning key enemy units - reducing active Warhounds for example or saving a low-HP VoidRay or Immortal from a certain death)..
The presence of a Stasis Prison cell on the Oracle might complicate PvP and make the Stargate play a little bit hard to deal with, but seems like a good bargain though..
What you guys think of the changes ?? - post your opinion on those

Old notes:
Terran
Warhound:
-25 HP (down to 195 from 220)
2.50 movement speed (same as unupg. Warp-prism, 2.81 like SCVs is too much)
Haywire only on Mechanical + Armored - excludes Probe/SCV/Hellion/Sentry
Production time + 5 seconds
Widow-Mine:
Supply cost 1 instead of 2
Protoss
Oracle:
HP/SP 40/50 instead of 20/60
Reveal scrapped
Preordain can be placed on all opponent/ally/neutral buildings
(granting vision 1 minute AND detection for the first 30 seconds)
Stasis prison (75 energy) - targets a unit (your/enemy) and puts into a prison cell
Imprisoned unit can't shoot/shot at or cast spells for a duration of 15 seconds
Imprisoned units can move at a very slow rate (like Overlord) while imprisoned..

Cannot target massive
Tempest:
Gas cost 250 instead of 300 (300/250/6 instead of 300/300/6)
Has a 35% splash damage in a radius of 1.4 (Archon has 100% in radius of 1)
30 (+15 vs buildings) damage instead of 30 flat
Gravity-sling now upgrades to 18 range instead of 22
*NEW - Mothership Core
Movement speed increased to 0.9375 (same as Queen off-creep)
Zerg
Swarm-Host:
250 minerals, 125 gas instead of 200/100
Damage = 8 (+ 8 vs buildings) instead of 14 flat
Spawns 3 locusts instead of 2, locusts spawn one after another at a 1 sec delay
BOTH spawn period and lifespan decreased for 5 sec (- range, + survivability rate)
Locusts have 45 HP and 3 armor instead of 65/1
*NEW - Viper:
Abduct works only on Ground targets (assuming blinding cloud can hit Air)..

Blinding cloud duration increased to 15 sec.
Blinding cloud area increased to 2.25
Consume has a cooldown of 25 sec.
Consume does 350 damage (*200) but recharges 100 energy (*50)
So yah - those are the listed ones which I feel that would work best (or closely to the best)..

NOTE - the Zerg changes might not be even needed at this point (didn't see very big problems with Zerg) - but had a feeling that Terran can dispatch of locusts pretty easily whether with Tank AoE and Blue-flame hellion or fast dps Bio AND kill them very fast after that, whilest Protoss really can have a hard time dealing with it if not having at least 3 Colossi OR use perfectly placed Storms, and that's why I put those on the Host..

But Yah - with those P and T changes I feel PvT can be much better (Oracles could dispatch out of a couple of Warhounds for quite a while) as well as TvT (WHs will be good, but not better outright and Siege-Tanks can still hold with 4-shotting Hounds instead of 5), Aand --> Oracle can finally be used in Battles in some sort of form (stasis-prisoning key enemy units - reducing active Warhounds for example or saving a low-HP VoidRay or Immortal from a certain death)..
The presence of a Stasis Prison cell on the Oracle might complicate PvP and make the Stargate play a little bit hard to deal with, but seems like a good bargain though..

What you guys think of the changes ?? - post your opinion on those




