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25 Years Since Brood War Patch 1.08 - Page 2

Forum Index > BW General
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iopq
Profile Blog Joined March 2009
United States1149 Posts
May 19 2026 07:32 GMT
#21
On May 19 2026 15:56 rotta wrote:
I just want to see the rarely/never used units and spells buffed somehow


Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.

That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans

The game is balanced around being a ground map because Zerg air sucks too much in Brood War

If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines775 Posts
May 19 2026 08:00 GMT
#22
i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4524 Posts
May 19 2026 08:17 GMT
#23
On May 19 2026 17:00 Crimson)S(hadow wrote:
i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved


Only 50 gas per devourer, way cheaper than making 8-10 scourges per BC to kill them. which often doesn't even work... I wonder how many devourers to kill 2 bc's are needed
Team Liquid
Peeano
Profile Blog Joined March 2009
Netherlands5727 Posts
May 19 2026 08:22 GMT
#24
On May 19 2026 15:29 GTR wrote:
for any nostalgia nerds - first game of a showmatch between boxer and giyom "celebrating" the last pro match on 1.07


That was excrusiating to watch... I don't recommend watching it lol
FBH #1!
Chosi
Profile Blog Joined January 2005
Germany1309 Posts
Last Edited: 2026-05-19 09:06:50
May 19 2026 08:42 GMT
#25
I am always wondering if there would be a way to "unlock" the whole Ghosts portion of Terran without necessarily making them stronger in the process. But it's not just a unit that is useless but it comes with multiple buildings (attachment), mechanics (nukes) and several upgrades which are all useless (read: not cost-effective or attention-economy-effective). It's just too obvious that all of this was designed for single player missions where you pilot a single Ghost. And, sure, once in a blue moon someone does something cool with Ghosts, but the fact that this stands out so much and everyone remembers it just underscores how useless they are so that anyone making use of them instantly stands out. But to be fair, I fail to see a version of the Ghost that does not make Terran stronger, so probably not possible.

But I like to dream up a world in which Ghosts are a viable or even core late game component in both TvZ and TvP. So here are some ideas for changes that I do not consider "balance" but just wild ideas:

- Merge Wraith and Ghost cloak into a single upgrade (you can research it at any one of the addon buildings) [so you can already have this once we get to the late game]
- Increase the effect of damage & armor upgrades on Ghosts to +3 damage +2 armor [relevant for..]
- The Ghosts vision upgrade allows them to hit units under dark swarm [..killing lurkers under dark swarm]
- Lockdown works on all flying units (instead of all mechanical)
- Medic's Restauration spell is changed from single unit to small AOE, cost is increased [so there is at least a theoretical counter to red or green goo, but it's costly and micro intense]

- Scout supply reduced to 2, costs reduced to 200/100
- Scout ground attack damage increased from 8 to 12 and ground cooldown reduced from 1.26 to 0.92 (same as air) [so two scouts can two shot a drone/probe]
- Scout ground & air attack upgrade scaling increased to +3 per upgrade
- Scout movement speed upgrade cost reduced to 100/100 and time reduced from 105 to 80
- Scout vision upgrade now grants them detection but only right under them (very small area), cost is up to 200/200 [so you can kill burrowed units or even DTs or Wraith if you micro well]

- Devourer .. I have no idea.. anyone?

[Edit, probably a good idea to explain the rationale of those changes. Also, changing up things (in a sensible way) is a good thing for any game, League is a good example]
Someday, you’re going to fuck up so magnificently, so ambitiously, so overwhelmingly that the sky will light up and the moons will spin and the gods themselves will shit comets with glee. And I just hope I’m still around to see it.
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines775 Posts
Last Edited: 2026-05-19 09:32:47
May 19 2026 09:31 GMT
#26
On May 19 2026 17:17 Liquid`Ret wrote:
Show nested quote +
On May 19 2026 17:00 Crimson)S(hadow wrote:
i saw soO or someone in k-league use devourers vs SK terran+BC late game, so smart for countering BCs because they cost very little gas, and Z late game is generally mineral rich but gas starved


Only 50 gas per devourer, way cheaper than making 8-10 scourges per BC to kill them. which often doesn't even work... I wonder how many devourers to kill 2 bc's are needed


just tested, assuming 0/0 upgs for both, 3 devourers is not enough for 2 BCs, but 4 devourers beats 2 BCs very comfortably
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4439 Posts
Last Edited: 2026-05-19 10:04:18
May 19 2026 09:51 GMT
#27
On May 19 2026 16:32 iopq wrote:
Show nested quote +
On May 19 2026 15:56 rotta wrote:
I just want to see the rarely/never used units and spells buffed somehow


Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.

That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans

The game is balanced around being a ground map because Zerg air sucks too much in Brood War

If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate

Change it so irridate is affected by armour on biological units, this way devourer does not die in one irridate cast.Alternatively increase Devourer HP by 10.

Otherwise i would be looking at improving protoss against hydra bust, probably just decrease cost of cannon to 125, increase speed of HT warp and decrease storm research cost to 150/150.Everyone agrees PvZ is imbalanced at highest levels, but better to start with very minor changes and see how it affects it, seen so many games where a tiny handful of seconds against a hydra bust would continue the game.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Peeano
Profile Blog Joined March 2009
Netherlands5727 Posts
May 19 2026 10:19 GMT
#28
I can't do yet another patch discussion, but... the comsat as an addon sucks ass. That said and keeping balance whine as of last 3-4 years in mind, maybe Terran deserves that added inconvenience for being the statiscally better race.

The in game timer was both the best and worst feature to be added ever. Real old graphics are still superior to the redumbed one. I miss playing 1.16.1

Scout is expensive as fuck and could use a tiny tiny upgrade, but the reality is that Protoss doesn't need that, in the same way ghost and devourer don't need a buff.
FBH #1!
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1555 Posts
May 19 2026 11:36 GMT
#29
On my birthday!
ko-fi.com/luckynoob
Kraekkling
Profile Blog Joined June 2007
735 Posts
May 19 2026 12:40 GMT
#30
aw yeah the monthly let's invent balance patches for bw thread
(*^^)(^*)
Terrorbladder
Profile Joined May 2014
2750 Posts
May 19 2026 13:45 GMT
#31
On May 18 2026 21:23 Maks wrote:
Exactly 25 years ago today, on May 18, 2001, the final balance patch for StarCraft: Brood War — Patch 1.08 — was released. To this day, it remains the definitive ruleset the game is still played on.

Some of the key changes introduced in Patch 1.08:

* Dragoon build time increased from 40 to 50 seconds.
* Psi Storm damage reduced from 128 to 112. Before this change, a single Storm could instantly kill a Lurker.
* Supply cost for Battlecruisers and Carriers reduced from 8 to 6, while the Ultralisk's supply cost was reduced from 6 to 4.
* Missile Turret cost reduced from 100 to 75 minerals.
* Spawning Pool cost increased from 150 to 200 minerals to nerf 4-Pool and 5-Pool builds.

Full list of changes:
Namu Wiki — Patch 1.08

Overall, the patch significantly buffed Terran while heavily nerfing Protoss. And now, a quarter of a century later, we're still living with the consequences.

When Patch 1.08 was released, modern standard maps didn’t exist yet, the meta was completely different, and many mechanics and tricks (such as muta stacking or stacking burrowed Lurkers) had not yet been discovered.

The patch itself wasn’t a mistake — the real mistake was that no further balance patches were ever released afterward.
iirc, there was a balance patch later on, which gave Zealots 100hp/60 shield from 80hp/80 shield to make them able to survive 2 Spider Mines (they take 3 Spider Mines to kill with 100/60)
My dream is to fertilize two females at a time.
Terrorbladder
Profile Joined May 2014
2750 Posts
May 19 2026 13:54 GMT
#32
On May 19 2026 18:51 iPlaY.NettleS wrote:
Show nested quote +
On May 19 2026 16:32 iopq wrote:
On May 19 2026 15:56 rotta wrote:
I just want to see the rarely/never used units and spells buffed somehow


Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.

That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans

The game is balanced around being a ground map because Zerg air sucks too much in Brood War

If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate

Change it so irridate is affected by armour on biological units, this way devourer does not die in one irridate cast.Alternatively increase Devourer HP by 10.

Otherwise i would be looking at improving protoss against hydra bust, probably just decrease cost of cannon to 125, increase speed of HT warp and decrease storm research cost to 150/150.Everyone agrees PvZ is imbalanced at highest levels, but better to start with very minor changes and see how it affects it, seen so many games where a tiny handful of seconds against a hydra bust would continue the game.
If Irradiate gets reduced by armor then Ultralisks will take 0 damage because Irradiate does 3 damage each tick.
My dream is to fertilize two females at a time.
rotta
Profile Joined December 2011
5639 Posts
May 19 2026 15:22 GMT
#33
On May 19 2026 21:40 Kraekkling wrote:
aw yeah the monthly let's invent balance patches for bw thread

Happy 300!
don't wall off against random
FlaShFTW
Profile Blog Joined February 2010
United States10546 Posts
May 19 2026 16:24 GMT
#34
On May 19 2026 22:54 Terrorbladder wrote:
Show nested quote +
On May 19 2026 18:51 iPlaY.NettleS wrote:
On May 19 2026 16:32 iopq wrote:
On May 19 2026 15:56 rotta wrote:
I just want to see the rarely/never used units and spells buffed somehow


Devourers are absolute shit, countered by scourge, BCs (yamato LUL), and only really useful on island maps, which Zerg often loses even getting a third gas via bug.

That's why even with three gas on Sparkle, Zerg doesn't actually instant win. If that was a feature on a ground map, Zerg would ez clap Terrans

The game is balanced around being a ground map because Zerg air sucks too much in Brood War

If devourers had a bazillion HP it would solve a lot on island maps. They cost 250/150! A 150/100 corsair has a combined total of 180 and a speed of 6.67 and are not affected by stuff like irradiate

Change it so irridate is affected by armour on biological units, this way devourer does not die in one irridate cast.Alternatively increase Devourer HP by 10.

Otherwise i would be looking at improving protoss against hydra bust, probably just decrease cost of cannon to 125, increase speed of HT warp and decrease storm research cost to 150/150.Everyone agrees PvZ is imbalanced at highest levels, but better to start with very minor changes and see how it affects it, seen so many games where a tiny handful of seconds against a hydra bust would continue the game.
If Irradiate gets reduced by armor then Ultralisks will take 0 damage because Irradiate does 3 damage each tick.

Irradiated ultras taking 0 damage running into bio balls and just decimating marines would be funny, until the marines also have 3 armor and irradiate just does nothing now.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Puosu
Profile Blog Joined April 2007
7046 Posts
Last Edited: 2026-05-19 16:59:26
May 19 2026 16:54 GMT
#35
Its so cool that the game itself has remained rather unchanged, but the way it is played at the highest (and therefore lower) levels continues to evolve so much.

Just a few years ago TvZ was viewed as highly problematic due to the (re)development of "crazy zerg". That strategy seems rather marginal now because of further TvZ evolution (and maps? Idk.), but if the game received balance patches, I bet crazy zerg would have been "fixed" through nerfs/buffs instead.

973 likewise seemed to break PvZ, and in combination with other zerg threats remains very problematic to this day. Its exciting to see whether 973 or its variants will remain as relevant in, say, 5 years from now.

For decades, PvT used to branch into either arbiter or carrier endgame. Now we've got the shuttle+storm style.

There's also the recent TvZ games with vulture+valkyrie. No idea whether that'll last, but it certainly is distinct from the TvZ's we saw 5, 10, or 25 years ago.
M2
Profile Joined December 2002
Bulgaria4168 Posts
Last Edited: 2026-05-19 17:20:18
May 19 2026 17:19 GMT
#36
Regarding the ZvP early balance. The way I see it, the issue is that there is no real meaningful trade off/risk for the Zerg to do early all ins. If its successful Protoss dies, if its not its close to 50/50 game and all the wins that comes from there are the ones that skew the balance. So I would like to go with smth small that brings risk for the Zerg to do them. For example the overlords should not have detection if there is no lair. They get the detection ability automatically with the lair, but not before, so going lings or hydra rushes can be countered by fast darks, however if the protoss risks fast darks it still leaves them vulnarable to fast mutas, so nothing big changes, but we introduce some kind of risk for the Zerg to go lair-less
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
darktreb
Profile Joined May 2007
United States3019 Posts
May 20 2026 08:11 GMT
#37
I continue to think BW should make mirror match only changes that can't affect 1v1 balance in non-mirror matchups (it would affect other formats, but I think that's worth the overall benefits).

This would also make mirrors fresher and exciting in a differentiated way compared to the non-mirror matchups, as they would be a chance to see new stuff in the game, similar to how we look forward to funky new maps.

Something that can only counter Mutas in ZvZ is the obvious example, whether it's Spore Colony modifications, or even crazier stuff like other Zerg buildings also being able to attack organic air units.

But it could be fun to see Protoss abilities that only affect shields (thus restricting the impact to PvP).

Firebats doing massive bonus damage against Terran mech (by setting them on fire or something) is a funny one I'd love to see. I think Firebats would still be bad against mech because they'd be outranged, but it would be funny to see Firebats dropped onto mech, or a YOLO stim run where as long as some Firebats make it to the Vultures or Tanks they do massive damage.

Things could also just be hardcoded into the game. I always liked concepts like "Terran can only have at most one living Factory in TvT".
TwiggyWan
Profile Blog Joined December 2013
France342 Posts
Last Edited: 2026-05-20 10:34:57
May 20 2026 10:34 GMT
#38
it would be fun if ghosts and scouts were better. Ghost gun is lame. the dude is supposed to be some special operations fighter but he fights worse than a convict on steroids. Also Ghost has psi powers (or is it only kerrigan in the lore? don't remember) but has no ability nor fighting mechanic to make use of them.

Can there be fun balance patch events thanks to shield battery?
No bad days
abuse
Profile Joined April 2011
Latvia1945 Posts
May 20 2026 10:44 GMT
#39
On May 19 2026 03:24 iFU.pauline wrote:
They can keep their storm at 128 damage for as long as I have my pool back at 150 mineral, it would end decades of abuse.


unfortunately, I'm here to stay.
I don't believe you.
Chosi
Profile Blog Joined January 2005
Germany1309 Posts
Last Edited: 2026-05-20 13:46:48
May 20 2026 13:25 GMT
#40
On May 19 2026 15:35 CHEONSOYUN wrote:
Show nested quote +
On May 18 2026 21:23 Maks wrote:
Overall, the patch significantly buffed Terran while heavily nerfing Protoss. And now, a quarter of a century later, we're still living with the consequences.

When Patch 1.08 was released, modern standard maps didn’t exist yet, the meta was completely different, and many mechanics and tricks (such as muta stacking or stacking burrowed Lurkers) had not yet been discovered.

The patch itself wasn’t a mistake — the real mistake was that no further balance patches were ever released afterward.


25 years of good games. this is just literal pointless balance whine.


I don't have the impression people are whining here. I don't even play Broodwar, I just watch people play. If there is stuff in a game that people rarely or never use, those items could or should be changed so they can be used. Ideally without skewing balance. And I think all games and scenes benefit from changes from time to time.
Someday, you’re going to fuck up so magnificently, so ambitiously, so overwhelmingly that the sky will light up and the moons will spin and the gods themselves will shit comets with glee. And I just hope I’m still around to see it.
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