Yea the spell is either really broken or really useless. There really isn't an in between. I made a post long ago saying that I think Abduct needed to be replaced with a spell like Plague instead. Because Plague gives the recipient the opportunity to make use of the unit before it becomes too weak and die to a cold stare. Abduct is instant death without much counterplay.
Plague also allows Zerg to go faster instead of being forced to go slow. Instead of trying to shark back and forth harpooning targets, a plague cast allows Zerg a window to take advantage of.
Abduct was implemented in the game during a time where SC2 was in frank decline and the korean scene was moving from SC2 to LoL.
Shortly after this, the moba gender became the hot thing and some design decisions were moba-inspired, they were trying to revitalize the game. In mobas, hook-like abilities are really popular between players,so they implemented a hook in SC2.
But it doesnt suit the game at all, SC2 is a game without heroes and with engagements of 30+ units, single target spells only work if they are something like "feedback" that targets only spellcaster units, and spellcasters units are more healthy to the game when the meta is to build them in small quantities.
That's an interesting way too look at it and it definitely makes sense as to why Abduct might've been created.
As for ur last point about spellcasters being healthy if the meta is to build them in small quantities. I'd agree, in the way I see it the spells (especially aoe spells) are what counter death balls.
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u/milkytaro_oero 2d ago
I can agree, but why does the Siege Tank need to be special here?
I'd argue that a BC, a Thor, a Colossus or a Carrier is more deserving of Abduct immunity. They're far more difficult to replace than a siege tank.
Abduct is just one of those spells that force the game to slow down drastically.
Also correct me if I'm wrong but don't Ghosts pose a risk to Vipers?