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LotV Multiplayer Changes Compilation

Forum Index > Legacy of the Void
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Beedebdoo
Profile Joined June 2013
130 Posts
Last Edited: 2015-11-13 21:32:37
July 28 2015 14:52 GMT
#1
The purpose of this thread is to compile all changes going from HotS to LotV, which are relevant to the multiplayer of Starcraft 2. This is NOT a thread for discussing balance concerns. Please let me know if anything is missing!

      General
  • New features: Automated Tournaments, Archon Mode, and Co-op

    Quality of Life
    • New graphic added for small units hiding behind structures
      + Show Spoiler +
      [image loading]

      Accept your fate, cheeky Widow Mine!


      [image loading]

      Does not apply to neutral structures and terrain


    • Red fonts added to over-saturated harvesting grounds
      + Show Spoiler +
      [image loading]

    • On that note, the maximum suggested worker count on mineral fields has been reduced from 3 per Mineral Field (max saturation) to 2 per Mineral Field (efficient saturation). Does not change the actual mining behavior of workers.

    • Added mini-map icons for destructible rocks and destructible towers.

    • Added mini-map icons for possible enemy spawn locations at the start of the game.

    • New tilesets and updated old.

    • Creep animation updated, and tilesets can now be seen partially through the creep.
      + Show Spoiler +
      [image loading]


    Game Stats
    • Game speed changes: The default game speed 'Faster' is now 1 to 1 with real time. Thus a game that lasted 12 in-game minutes now lasted 12 actual minutes instead of 12 / 1.4 ~= 8 minutes and 34 seconds.
      Consequently all unit movement speeds, rate of fire, build times and ability cooldowns have their numbers changed. For example a 110 second upgrade will now state 110 / 1.4 ~= 79 seconds in the tooltip, and have had its actual research time rounded to this number. Note that it still takes almost exactly the same time to finish such an upgrade because the in-game time is going proportionally slower.

      Blizzard have in their patch notes for LotV updates mostly used the HotS timers, and so when stating times like cooldowns below, I will use the HotS timers aswell.

    • Seperation Radius
      • Improved reliability when controlling multiple air units.

    • Scan range
      • Increased consistency in behavior of Attack Move for several units.
      • Explanation

    • Starting worker count increased from 6 to 12.

    • All races have had the supply contribution of their town hall structures increased.
      • Command Center: Increased from 11 to 15 supply
      • Hatchery: Increased from 2 to 6 supply
      • Nexus: Increased from 10 to 15 supply

    • Mineral count on 4 of 8 Mineral Fields per base decreased from 1500 to 900.
      + Show Spoiler +
      [image loading]

      The reduced Mineral Fields usually seems to be the 4 patches furthest away, but I can't confirm this.


    • Gas count on Gas Geysers decreased from 2500 to 2000.



[image loading] Terran
  • New Unit: Cyclone
    • Ranged damage dealer. Uses lock-on missiles to deal high single target damage to an air or ground target.
    • Costs 150 minerals, 150 gas, 45 seconds and 3 supply.
    • Requires tech lab on Factory to build.
    • 18(+2) damage, range 5, Weapon speed: 1.
    • 120 HP, 1 armor, Tags: Armored - Mechanical. Movement speed: ~3.37 (same as Stim'd Marine)
    • Ability: Lock On
      • Locks the Cyclones weapons on the target unit dealing 400 damage over 20 seconds. Cancels if target goes out of range, or if vision to the target is broken.
      • Cast range: 7. Leash range: 15.
      • Cooldown: ~6 seconds. Auto-cast by default - will activate on Attack Moves placed on ground.

    • Upgrade: Mag-Field Accelerator
      • Increases Lock On damage to 400(+400 vs. Armored) over 20 seconds
      • Researched at the Tech Lab.
      • Costs 100 minerals, 100 gas, 110 seconds.

  • New Unit: Valkyrie Liberator
    • Large Air-to-Air fighter. Deals splash damage. Can Transform into 'Defender Mode' becoming stationary and dealing high single target damage in designated area.
    • Costs 150 minerals, 150 gas, 60 seconds and 3 supply.
    • Built from Starport. No addon required.
    • 180 HP, 0 armor, Tags: Armored - Mechanical. Movement speed: ~3.37 (same as Stim'd Marine)
    • Fighter Mode
      • 7 damage, 2 attacks, 5 range. Weapon speed: 1.8
      • Splash damage

    • Defender Mode
        85(+5) damage. Weapon speed: ~1.6
      • Deployment takes ~4 seconds.
      • Select a zone of attack within 5 range of the liberator. Liberator can attack ground units in a radius 5 around the designated area.
        • While deployed, the Liberator's sight radius is increased from 10 to 13.

      • Cannot attack structures
      • Undeployment takes ~1.4 seconds.

    • Upgrade: Advanced Ballistics
      • Increases the range at which Defender Mode can be deployed by 4.
      • Researched at the Tech Lab. Requires Fusion Core.
      • Costs 150 Minerals, 150 Gas and 110 seconds.


  • Reaper
    • New ability: KD8 Charge
      • Toss a grenade which, after 2 seconds, causes 10 area of effect damage and knockback.
      • Cooldown: 10 seconds.
      • Only affects ground.
      • Knockback does not affect Massive units and of course structures. Damage does however.

  • Marauder
    • Now attacks twice for half the damage.

  • Ghost
    • Movement speed increased from 2.25 to 2.81 (same as worker).
    • Snipe removed.
    • New ability: Steady Targeting
      • Deals 170 damage to a biological unit after channeling for 2 seconds.
      • Channeling is interrupted if the Ghost is takes damage or loses sight of its target.
      • Costs 50 energy.

  • Siege Tank
    • Siege Tanks in Siege Mode can now be loaded into Medivacs
      • Loading Siege Tanks in Siege Mode takes up the full load capacity of the Medivac.
      • After being unloaded in Siege Mode, the Siege Tank will delay 2 seconds before firing.

    • Turret tracking added: Siege Tanks in Tank Mode will now track the nearest enemy unit while on the move.

  • Thor
    • High Impact Payload removed.
    • Explosive Payload removed.
      • Javelin Missile Launchers (Anti-Light splash damage) is now the only AA of the Thor.

  • Medivac
    • Caduceus Reactor upgrade removed. It's the energy upgrade.
    • New upgrade: High Capacity Fuel Tanks
      • Increases Ignite Afterburners duration by 50%.
      • Reseached at the Tech Lab
      • Reseach costs: 100 minerals, 100 gas and 80 seconds

  • Banshee
    • New upgrade: Hyperflight Rotors
      • Increases movement speed of Banshees to from 2.75 to 3.75.
      • Researched at the Tech Lab. Requires Fusion Core.
      • Research costs: 200 minerals, 200 gas and 130 seconds.

  • Raven
    • Movement speed increased from 2.25 to 2.75 (same as Viking).
    • Auto Turret
      • Damage increased to 16 from 8.
      • Duration decreased to 10 seconds from 160 seconds.
      • Seeker Missile cost increased to 125 energy from 75.
      • Durable Materials upgrade removed.
      • New upgrade: Explosive Shrapnel Shells
        • Increases damage of Seeker Missile and Auto Turret by 30%
        • Reseached at the Tech Lab.
        • Reseach costs: 150 minerals, 150 gas and 110 seconds.

  • Battlecruiser
    • New ability: Tactical Jump
      • After a short delay, warps to the target location. Battlecruiser is invulnerable while warping.
      • Does not require vision.
      • Unlimited range.
      • Costs 125 energy.

  • Armory
    • Vehicle and Ship Weapons separated.
      • Costs for both remains the same as the merged upgrade.

  • M.U.L.E.
    • MULE harvest amount decreased to 25 from 30.
      • The undisturbed return of a single MULE has consequently gone from 270 minerals total down to 225 minerals total.




[image loading] Zerg
  • New unit: Ravager
    • Morphs off the Roach.
    • Costs 25 minerals, 75 gas, ~13 seconds and 1 supply to morph.
    • Requires Roach Warren to morph.
    • 16(+2) damage, 6 range, ~1.6 weapon speed.
    • 120 HP, 1 Armor, Tags: Biological. Movement speed: 2.75 (a bit slower than worker)
    • No Rapid Regeneration while burrowed. Does not benefit from Glial Reconstitution or Tunneling Claws.
    • Ability: Corrosive Bile
      • Mortar-style area of effect skill-shot which impacts after ~3 seconds once fired. The impact strikes both air and ground units, destroying any Force Fields it comes in contact with.
      • Range: 9.
      • 60 damage.
      • Cooldown: ~10 seconds.

  • 'New' Unit: Lurker
    • Morphs off the Hydralisk.
    • Costs 50 minerals, 100 gas, ~25 seconds and 1 supply to morph.
    • Requires Lurker Den, mutated from Hydralisk Den for 150 minerals, 150 gas and 120 seconds.
    • 20(+2) (+10(+3) vs Armored) damage, 9 range, Weapon Speed: 2.
    • 200 HP, 1 Armor, Tags: Armored - Biological. Movement speed: 2.95 (same as Stalker / Baneling with Centrifugal Hooks off of Creep).
    • Can Hold Fire.

  • Zergling
    • Adrenal Glands
      • Attack speed bonus increased to 40% from 18.6%

  • Overlord
    • Ventral Sacs removed
    • Overlords can now evolve Ventral Sacs individually.
      + Show Spoiler [View Model] +
      [image loading]
      • Costs: 25 minerals, 25 gas and 17 seconds. Requires Evolution Chamber.
      • During evolution the Overlord is stationed inside a cocoon, just like if it had been morphing.
      • Overlords who have evolved Ventral Sacs are identical to Overlords previously with the Ventral Sacs upgrade, and can morph into Overseers.

  • Roach
    • Glial Reconstitution
      • Now also increases burrow move speed from 1.4 to ~2.25. This effect multiplies with creep speed bonus.

  • Hydralisk
    • Added morph to Lurker.
    • Grooved Spines removed, +1 range added to Muscular Augments.

  • Corruptor
    • Corruption removed.
    • New ability: Caustic Spray
      • Channeled ability that initially deals 5 damage per second to target structure.
      • Damage is increased to 25 damage per second after 6 seconds.
      • Cooldown: 45 seconds.

  • Swarm Host
    • Cost changed from 100 Minerals, 200 Gas, 4 Supply to 200 Minerals, 100 Gas, 3 Supply.

  • Locust
    • Flying Locusts no longer require research.
    • Locust health down from 65 to 50.

  • Infestor
    • Neural Parasite
      • Cast range increased from 7 to 9.

  • Viper
    • New ability: Parasitic Bomb
      • Latch onto an air unit, dealing 90 damage over ~10 seconds to that unit and any air units around it. Effect persists for the remaining duration if the target is destroyed.
      • Costs 125 energy.

  • Ultralisk
    • Chitinous Plating: Bonus armor increased from +2 to +4.

  • Brood Lord
    • Attack Range increased from 9.5 to 11

  • Nydus Worm
    • Invulnerable while unburrowing

  • Queen
    • Spawn Larvae
      • Reduced Spawn Larva count from 4 to 3
      • Can be queued multiple times upon the same town hall (Hatchery, Lair & Hive).
        • By casting Spawn Larvae upon a currently incubating town hall, that town hall will instantly start incubating the next 3 eggs after the current batch is complete
        • For example, if Spawn Larvae was cast 2 times in quick succession on the same idle Hatchery, that Hatchery would begin incubating 3 eggs, followed by an additional 3 eggs before going idle again.
        • Note that energy is still spend at the time of the cast, so this system can be compared to queuing for the other races.

  • Creep now spreads faster and recedes twice as fast.

  • Spore Crawler
    • Damage decreased from 15(+45 vs. Biological) to 15(+30 vs. Biological).


  • Zerg Buildings now have their very own portrait!
    + Show Spoiler +
    [image loading]



[image loading] Protoss
  • New unit: Adept
    • Ranged ground damage dealer warped in from the Gateway
    • Costs 100 minerals, 25 gas, 38 seconds and 2 supply to warp in. Warp Gate cooldown: 28 seconds.
    • Requires Cybernetics Core to warp in.
    • 10(+1) (+13(+2) vs Light) damage, 4 range. Weapon speed: 1.15
    • 80 HP, 70 Shields, 1 armor, Tags: Light - Biological. Movement speed: 2.5 (Right between Zealot and Zealot with speed upgrade).
    • Ability: Psionic Transfer
      • Projects an invulnerable Psionic Image that can move but not attack. After ~10 seconds, the Adept teleports to the image’s location.
      • Effect can be cancelled, but not activated prematurely.
      • Cooldown: ~15 seconds.

    • Upgrade: Resonating Glaives
      • Increases the attack speed of Adepts by 45% (from ~2.25 to ~1.55)
      • Researched at the Twillight Council.
      • Costs 100 minerals, 100 gas and 140 seconds.

  • New unit: ReaverDisruptor
    • Uses Purification Novas to deal heavy area of effect damage. Warped in at the Robotics Facility.
    • Costs 150 minerals, 150 gas, 50 seconds and 3 supply to warp in.
    • Requires Robotics Bay to warp in.
    • 100 HP, 100 Shields, 1 armor, Tags: Armored - Mechanical. Movement speed: 2.25 (same as Zealot, no upgrade)
    • Ability: Purification Nova
      • Once activated, the Disruptor becomes immobile and shoots out a ball of energy that can be controlled. After ~3 seconds emits a nova dealing 145 (+ 55 shields) to all ground units in a 1.5 radius.
      • If the Disruptor is destroyed or picked up by a Warp Prism before the energy ball detonates, it will fail to explode.
      • Can friendly fire, but not on self or fellow Disruptors.

  • Zealot
    • Charge now deals 8 damage on hit.

  • Mothership
    • Time Warp maximum radius increased from 3.5 to 8. The Time Warp will now appear small at first and grow over time, and will not slow units until reaching maximum size.
    • Mass Recall cost reduced from 100 energy to 50 energy.
    • Photon Overcharge
      • Energy cost reduced from 100 to 25 energy.
      • Now targets Pylons instead of Nexi.
      • Range reduced from 13 to 7 and duration from 60 seconds to 30 seconds.
      • Damage increased from 20 to 30.

    • Movement speed increased from 1.41 to 1.88.

  • Mothership Core
    • Time Warp maximum radius increased from 3.5 to 8. The Time Warp will now appear small at first and grow over time, and will not slow units until reaching maximum size.
    • Mass Recall cost reduced from 100 energy to 50 energy.
    • Photon Overcharge
      • Energy cost reduced from 100 to 25 energy.
      • Now targets Pylons instead of Nexi.
      • Range reduced from 13 to 7 and duration from 60 seconds to 15 seconds.
      • Damage increased from 20 to 30.

  • Warp Prism
    • Pick up range has been increased to 7.

  • Immortal
    • Hardened Shields removed.
    • New ability: Barrier
      • Immortal gains a 200 damage shield for 3 seconds.
      • Cooldown: 60 seconds.
      • Auto-cast by default. Activated upon taking damage. Damage from first hit before activation will still be taken.

    • Turret tracking added: Immortals will now track the nearest enemy unit while on the move.

  • Colossus
    • Base damage reduced from 15(+2) to 12(+1).

  • Oracle
    • Envision removed.
    • Revalation now tags cloaked and burrowed units, revealing them for 60 seconds. Cost reduced to 50 energy from 75 energy. Cast range increased from 9 to 12.
    • New ability: Statis Ward
      • Constructs a cloaked trap on target location. When triggered, enemy units in proximity are trapped in statis for 30 seconds, rendering them unable to take commands but also invulnerable.
      • Costs 50 energy.
      • Statis Wards remain in play until triggered or destroyed.

  • Carrier
    • Carrier health decreased from 300 to 250.
    • New ability: Release Interceptors
      • Launches Interceptors to fight at target area for 60 seconds.
      • Interceptors are destroyed when duration ends.
      • Carrier can start construction of new Interceptors immediately
      • Interceptors will remain for the full 60 seconds, even if the Carrier is destroyed.
      • Can be cast while Interceptors are out in the field or docked in the Carrier. If docked in the Carrier, all Interceptors will be released near simultaneously, making it much faster than a Carrier using Graviton Catapult.
      • Cooldown: 40 seconds.

  • Warp Gate
    • Warping in units at a Pylon increased to 16 seconds, up from 5.
    • Warping in units at a Pylon that is near a Warp Gate or a Nexus will take 5 seconds.
    • Warping in units at a Warp Prism will also take 5 seconds.
    • New pylon graphics for 5 second warp in:
      + Show Spoiler +
      [image loading]
      Haven't confirmed this, but the rule seems to be: "If a Pylon can power a Warp Gate, the Warp Gate can 'power' the Pylon.".
      Keep in mind, WARPgates give this effect, GATEways do not.

      [image loading]

      [image loading]
      Bug(?): Nexi do not need to be finished to 'power' the Pylon.

  • Chrono Boost
    • Energy Cost removed.
    • Is now permanently channeled onto a target. By default targeted on the Nexus when created.
    • Can be retargeted onto other buildings. Cooldown: ~6 seconds.
      • No retargeting delay: Effect is removed from previous target and applied to the new target instantly.
      • If multiple Nexi are selected, the closest Nexus seems to be the caster. Keep in mind that other Nexi can take over if the closest one has retargeted within ~6 seconds.

    • Speed increase reduced from 50% to 15%
    • Only a single Chrono Boost from a Nexus can be active on any building at any time.




Sources:
http://www.reddit.com/r/starcraft/comments/2llk5v/compilation_of_legacy_of_the_void_related_tweets/
http://us.battle.net/sc2/en/blog/19932221/legacy-of-the-void-beta-balance-update-october-23-2015-10-23-2015
http://us.battle.net/sc2/en/blog/19919140/legacy-of-the-void-beta-balance-update-october-16-2015-10-16-2015
http://us.battle.net/sc2/en/blog/19919131/legacy-of-the-void-beta-balance-update-october-9-2015-10-9-2015
http://us.battle.net/sc2/en/blog/19911023/legacy-of-the-void-beta-balance-update-october-2-2015-10-2-2015
http://eu.battle.net/sc2/en/blog/19897909/legacy-of-the-void-beta-balance-update-september-17-2015-17-09-2015
http://us.battle.net/sc2/en/blog/19886262/legacy-of-the-void-beta-balance-update-september-3-2015-9-3-2015
http://eu.battle.net/sc2/en/blog/19850026/legacy-of-the-void-beta-patch-255-21-08-2015
http://us.battle.net/sc2/en/blog/19825246/legacy-of-the-void-beta-balance-update-july-16-2015-7-16-2015
http://us.battle.net/sc2/en/blog/19804162/legacy-of-the-void-beta-balance-update-june-17-2015-6-18-2015
http://us.battle.net/sc2/en/blog/19312547/legacy-of-the-void-beta-patch-252-5-27-2015
http://us.battle.net/sc2/en/blog/19127980/legacy-of-the-void-beta-balance-update-may-14-2015-5-14-2015
http://us.battle.net/sc2/en/blog/18792770/legacy-of-the-void-beta-balance-update-april-28-2015-4-28-2015
http://us.battle.net/sc2/en/blog/18777308/legacy-of-the-void-beta-balance-update-april-15-2015-4-15-2015
http://us.battle.net/sc2/en/blog/18483059/starcraft-ii-legacy-of-the-void-beta-release-patch-notes-3-31-2015
ejozl
Profile Joined October 2010
Denmark3398 Posts
July 28 2015 14:56 GMT
#2
Nice! This was much needed.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
[PkF] Wire
Profile Joined March 2013
France24203 Posts
July 28 2015 14:59 GMT
#3
Great initiative, thanks ! Now you'll have to keep it updated until release ^^
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
July 28 2015 15:03 GMT
#4
Sweet :D Thanks for the effort.

I had no idea about the new Medivac upgrade lol, it sounds really bad.
Revolutionist fan
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 28 2015 15:47 GMT
#5
Awesome.
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
July 28 2015 15:59 GMT
#6
Sick! Thank you very much for this.
virpi
Profile Blog Joined August 2009
Germany3598 Posts
July 28 2015 16:05 GMT
#7
You deserve one internet.
first we make expand, then we defense it.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 28 2015 16:52 GMT
#8
great post.

they said they don't like that medivac upgrade though and are favoring a different kind, possibly to have the boost duration increase
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
TelecoM
Profile Blog Joined January 2010
United States10674 Posts
July 28 2015 17:03 GMT
#9
Thanks man!
AKA: TelecoM[WHITE] Protoss fighting
Charoisaur
Profile Joined August 2014
Germany15967 Posts
July 28 2015 17:47 GMT
#10
Warp-in duration increased by ~40%.

i think this has been reverted already
Many of the coolest moments in sc2 happen due to worker harassment
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
Last Edited: 2015-07-28 17:49:33
July 28 2015 17:49 GMT
#11
On July 28 2015 23:52 Beedebdoo wrote:
Tempest
  • Removed bonus damage against Massive units.
  • New ability: Disintegration
    • Deals 550 damage over 80 seconds to target unit.
    • Units under the effect of Disintegration can’t regenerate, heal, or repair health.



For the sake of completeness, Tempest is now ground-only. And I thought they buffed its speed but I'm not sure.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Sogetsu
Profile Joined July 2011
514 Posts
July 28 2015 18:01 GMT
#12
Love you! This is awesome for people starting the Beta, so I don't need to remember the whole things to explain when playing with friends entering it these days
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
hitpoint
Profile Joined October 2010
United States1511 Posts
July 28 2015 20:52 GMT
#13
Tracking down all the different changes was such a pain before this. Thanks a lot. This was very needed.
It's spelled LOSE not LOOSE.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
July 28 2015 21:22 GMT
#14
On July 29 2015 02:49 Ingvar wrote:
Show nested quote +
On July 28 2015 23:52 Beedebdoo wrote:
Tempest
  • Removed bonus damage against Massive units.
  • New ability: Disintegration
    • Deals 550 damage over 80 seconds to target unit.
    • Units under the effect of Disintegration can’t regenerate, heal, or repair health.



For the sake of completeness, Tempest is now ground-only. And I thought they buffed its speed but I'm not sure.

Still shooting air as of today.
Has foreign StarCraft hit rock bottom?
ffadicted
Profile Joined January 2011
United States3545 Posts
July 28 2015 21:57 GMT
#15
Shocking this took so long. You deserve one (1) high five
SooYoung-Noona!
TelecoM
Profile Blog Joined January 2010
United States10674 Posts
July 28 2015 22:02 GMT
#16
And still no clan support from Blizzard.....fail....
AKA: TelecoM[WHITE] Protoss fighting
ETisME
Profile Blog Joined April 2011
12458 Posts
July 29 2015 00:41 GMT
#17
There is one more you missed out, at the beginning of the game, the map will have red ping on the opponent spawning locations.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Beedebdoo
Profile Joined June 2013
130 Posts
July 29 2015 07:55 GMT
#18
Thanks for the kind responses! Glad that it's been useful

I'll be going over some updates now:

On July 29 2015 02:47 Charoisaur wrote:
Show nested quote +
Warp-in duration increased by ~40%.

i think this has been reverted already
Ah, my bad. Thanks for heads-up!

On July 29 2015 02:49 Ingvar wrote:
Show nested quote +
On July 28 2015 23:52 Beedebdoo wrote:
Tempest
  • Removed bonus damage against Massive units.
  • New ability: Disintegration
    • Deals 550 damage over 80 seconds to target unit.
    • Units under the effect of Disintegration can’t regenerate, heal, or repair health.



For the sake of completeness, Tempest is now ground-only. And I thought they buffed its speed but I'm not sure.
As Morbidius said, it's still shooting air. Haven't tested Disintegration though, but the spotlight Blizzard made showed Brood Lords getting Disintegrated, so I didn't think it necessary to test.

On July 29 2015 09:41 ETisME wrote:
There is one more you missed out, at the beginning of the game, the map will have red ping on the opponent spawning locations.
Thanks! Had completely forgotten about that one.


In the OP I stated that the Cyclone's Lock On ability can be broken if sight is broken. This is actually just something the dev team is thinking about and testing internally, not something out there yet. (Hope I don't get double corrected on this one now)
[BSP]Kain
Profile Joined May 2014
119 Posts
July 29 2015 08:46 GMT
#19
Wow, thanks very much. I was looking cluelessly for this on Liquidpedia before without success.

Great work!
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
July 29 2015 09:09 GMT
#20
Sick city!
Thanks!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Yiome
Profile Joined February 2014
China1687 Posts
July 29 2015 10:50 GMT
#21
Thanks!
With new patch almost everyweek it's really easy to forgot "older" changes.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
July 30 2015 15:09 GMT
#22
I cannot start LOTV right now.

> Essentially, the Thor is back to its WoL state with anti-light splash
> damage Javelin Missile Launchers being its only AA.


250mm Strike Cannons has been removed and I don't think it's back in LOTV, right?

What is with "Explosive Payload"?
http://youtube.com/NeoBladeSC2
Beedebdoo
Profile Joined June 2013
130 Posts
July 30 2015 17:04 GMT
#23
250mm Strike Cannons aren't back in LotV, clarifying statement.

Explosive Payload was also removed, but can only be accessed in High Impact Payload.. which cannot be accessed. Figured it would be more easily understood if I didn't mention that Explosive Payload was also removed, but on second thought I'm not so sure.
Beedebdoo
Profile Joined June 2013
130 Posts
August 22 2015 16:36 GMT
#24
Updated with the latest patch. Patch notes + short explanation can be seen here:
http://eu.battle.net/sc2/en/blog/19875306/legacy-of-the-void-beta-balance-update-preview-august-20-21-08-2015

Further discussion can be seen in the following forum posts
http://us.battle.net/sc2/en/forum/topic/18300016914#1
http://us.battle.net/sc2/en/forum/topic/18710641223#1

Suggestions to upcoming changes in the following post:
http://us.battle.net/sc2/en/forum/topic/18705072378#1
Athenau
Profile Joined March 2015
569 Posts
August 23 2015 13:17 GMT
#25
Cyclones have 160 hp now, that nerf wasn't listed in the patch notes. Also, DKim mentioned in one of the community updates that they were changing the range to 7/15.
Lexender
Profile Joined September 2013
Mexico2648 Posts
August 23 2015 14:44 GMT
#26
I noticed two changes while playing.

1) Banshee speed no longer requires fusion core

2) Cyclone lock-on breaks when you can't see the unit

I don't know if these changes where announced but if you go and play a game thats how they are right now

Athenau
Profile Joined March 2015
569 Posts
August 23 2015 14:58 GMT
#27
The vision change was mentioned here: http://us.battle.net/sc2/en/forum/topic/18301002290
Beedebdoo
Profile Joined June 2013
130 Posts
September 05 2015 14:56 GMT
#28
ah, must have missed those Cyclone changes. Thanks for the heads up and sorry for the late response
3rd September update to macro mechanics and other things added as well.
Discussion: http://us.battle.net/sc2/en/forum/topic/18704214130#1

About the Banshee Hyperflight Rotors, they seem to require Fusion Core at the moment. Testing through custom games in the beta. Maybe they re-added the requirement..?
Toster1024
Profile Joined October 2015
8 Posts
Last Edited: 2015-10-04 12:55:52
October 04 2015 12:36 GMT
#29
Missing change: Colosus upgrade scaling is different in LotV. Colosus now gets only +1 attack for each attack upgrade.
Toster1024
Profile Joined October 2015
8 Posts
October 04 2015 12:55 GMT
#30
Please update: Ravager range upgrade is removed in last patch.
Spawn larva: Replace "Town Hall" with "Hatchery". You can also mention that queuing spawn larva instantly uses queen's energy, so queen should have enough energy to queue the inject.
Adept: no more shield upgrade, instead attack speed upgrade and they also changed amount of shields I think.
Magnifico
Profile Joined March 2013
1958 Posts
October 04 2015 13:21 GMT
#31
Ghost speed was increased to 2.813.
Beedebdoo
Profile Joined June 2013
130 Posts
October 05 2015 14:57 GMT
#32
Update from October 2. in place now
http://us.battle.net/sc2/en/blog/19911023/legacy-of-the-void-beta-balance-update-october-2-2015-10-2-2015

Thanks for the sharp eyes on the Colossus and the Ghost, Toster and Tiaraju
'Town Hall' is a wonderful word and this is a chance for me to use it, so I wont be replacing it with Hatchery, as it also encompasses Lairs and Hives (and unintentionally Command Center and Nexi gathered by means of Neural Parasite or team players).
About the scaling on Colossus, added how the new unit scales with attack as well. Thanks again for mentioning it!
Big J
Profile Joined March 2011
Austria16289 Posts
October 05 2015 15:11 GMT
#33
You're the man! (or woman, Idk hehe )
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
October 05 2015 16:33 GMT
#34
I feel that we need to have the Liquipedia pages of all the old units given LotV versions, so that they can be updated to show their new real-time clocked speeds, production times, and cooldowns. I don't think that change will be reverted, so we might as well start recording the information.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Beedebdoo
Profile Joined June 2013
130 Posts
October 06 2015 16:13 GMT
#35
Thanks Big J! ^^

Not sure what exactly you mean, Pontius. Do you mean creating legacy of the void pages for every unit with adjusted values or adjusting existing pages for once LotV comes out?
WoL and HotS game speed is 1.4 times faster than LotV speed and some rounding to the closest integer, 1st- or 2nd decimal, so all the data is there except for the amount of rounding for specific things.
Stetkaer
Profile Joined June 2013
Denmark23 Posts
October 07 2015 20:42 GMT
#36
Thx. Much needed!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 25 2015 20:53 GMT
#37
hell yea beedebdoo! thanks so much
Commentatorhttps://www.youtube.com/JaKaTaKtv
lZurgery
Profile Joined December 2012
Australia12 Posts
October 25 2015 21:31 GMT
#38
Warp Prism

Pick up range has been increased to 7.
Warping in units takes 2 seconds, down from 5.


Should be 5 seconds now to warp in. Thanks for the post though.
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
October 25 2015 21:33 GMT
#39
lmao i love how you did the little renaming of the reaver and valkyrie and the ''new'' lurker unit
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
October 25 2015 22:06 GMT
#40
Quite scary how little existing units actually have been mentioned. Think about what the basic framework was: WOL was designed based on people like Dustin Browder thinking 8 minute games and Forcefields were superfun.

In my opinion we should be seeing 500-1000 stat changes for each new expansion. Otherwise you are simply not going to fix the underlying issues.
TronJovolta
Profile Joined April 2013
United States323 Posts
October 25 2015 22:26 GMT
#41
Whoa, I didn't even know that that medivac upgrade existed. That's awesome.
RoomOfMush
Profile Joined March 2015
1296 Posts
October 25 2015 22:44 GMT
#42
On October 26 2015 07:06 Hider wrote:
Quite scary how little existing units actually have been mentioned. Think about what the basic framework was: WOL was designed based on people like Dustin Browder thinking 8 minute games and Forcefields were superfun.

In my opinion we should be seeing 500-1000 stat changes for each new expansion. Otherwise you are simply not going to fix the underlying issues.

Be realistic, Blizzard is never going to do that. That would be work.
EJK
Profile Blog Joined September 2013
United States1302 Posts
October 26 2015 00:47 GMT
#43
reaper grenades actually can kill tumors and i believe they do damage vs structures...
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
RedJohnSC2
Profile Joined April 2015
10 Posts
October 26 2015 06:04 GMT
#44
Tumors are not structures, u dont need to kill them to eliminate your adversary. Liberators can hit tumors? This would answer the question.
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
October 26 2015 10:13 GMT
#45
On October 26 2015 07:44 RoomOfMush wrote:
Show nested quote +
On October 26 2015 07:06 Hider wrote:
Quite scary how little existing units actually have been mentioned. Think about what the basic framework was: WOL was designed based on people like Dustin Browder thinking 8 minute games and Forcefields were superfun.

In my opinion we should be seeing 500-1000 stat changes for each new expansion. Otherwise you are simply not going to fix the underlying issues.

Be realistic, Blizzard is never going to do that. That would be work.


I don't know, maybe. But I also think Blizzard has some type of irrational minimialistic approach where they try to get the most done with the fewest amount of changes.

On the other hand, I don't think the amount of changes is relevant at all. What matters for the learning curve is how difficult it is to play the game and not get majorly screwed. For instance the strenght of the Nydus all-in adds a ton extra to the learning curve.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
October 26 2015 11:02 GMT
#46
On October 26 2015 07:06 Hider wrote:
Quite scary how little existing units actually have been mentioned. Think about what the basic framework was: WOL was designed based on people like Dustin Browder thinking 8 minute games and Forcefields were superfun.

In my opinion we should be seeing 500-1000 stat changes for each new expansion. Otherwise you are simply not going to fix the underlying issues.



1000 stat changes? I'm not even sure if the game has that many stats. I mean, I get where you're coming from, but look at that list. It's still quite massive.
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
Last Edited: 2015-10-26 11:19:34
October 26 2015 11:17 GMT
#47
On October 26 2015 20:02 KeksX wrote:
Show nested quote +
On October 26 2015 07:06 Hider wrote:
Quite scary how little existing units actually have been mentioned. Think about what the basic framework was: WOL was designed based on people like Dustin Browder thinking 8 minute games and Forcefields were superfun.

In my opinion we should be seeing 500-1000 stat changes for each new expansion. Otherwise you are simply not going to fix the underlying issues.



1000 stat changes? I'm not even sure if the game has that many stats. I mean, I get where you're coming from, but look at that list. It's still quite massive.


Well if you redesign one unit that alone is typically 10-15 variables you will change.And that will typically require changes to a couple of other units for balance and interaction-purposes. So one proper redeisng = 50 stat changes (general rule).

The issue is that Blizzard just throws down a new unit/ability without adjusting the rest of the game so that proper roles and microinteractions are implemented.

You can also just look Riots changelist in their redesign. One champion redesign is alone like 50-60 changes.
EJK
Profile Blog Joined September 2013
United States1302 Posts
October 26 2015 14:25 GMT
#48
On October 26 2015 15:04 RedJohnSC2 wrote:
Tumors are not structures, u dont need to kill them to eliminate your adversary. Liberators can hit tumors? This would answer the question.



k let me be more clear. i threw a grenade at a hatchery and it did damage. does that mean it does damage to structureS?
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Stilgar
Profile Joined August 2007
Bulgaria5 Posts
October 26 2015 17:03 GMT
#49
Isn't there a Spore Crawler bonus damage reduction?
Fear is the mind-killer!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 26 2015 18:43 GMT
#50
Lol Valkyrie.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Blacklizard
Profile Joined May 2007
United States1194 Posts
October 26 2015 21:38 GMT
#51
Need to correct this one as it changed:

Warp Prism
Warping in units takes 2 seconds, down from 5.

It was changed to 4 seconds for warp prisms and fast pylons.
moofang
Profile Joined June 2011
508 Posts
October 28 2015 07:53 GMT
#52
Liberator defender mode no longer requires upgrade (so should probably remove "Requires Defender Mode upgrade" to be clear).

And yeah, like a few others have mentioned, should remove the 2s warpin line from Warp Prism. It already correctly says 5s further down in the warp gate section.

Thanks for the synthesized notes!
KT_Elwood
Profile Joined July 2015
Germany976 Posts
October 28 2015 18:19 GMT
#53
Isn't the Ghost's new ability also canceld by loss of vision on Target ?
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
Haighstrom
Profile Joined March 2011
United Kingdom201 Posts
October 29 2015 16:30 GMT
#54
This is excellent, thank you for doing this.

One minor correction - you rightly point out that inject now spawn 3 rather than 4 larva, but your explanation about queuing then mentions 4 larva.
NConley9
Profile Joined October 2015
1 Post
October 29 2015 18:17 GMT
#55
The list is missing Swarm Host changes. I know the cost is different in LotV. Not sure if anything else is different.
besez
Profile Joined June 2010
Sweden54 Posts
October 29 2015 19:21 GMT
#56
On October 30 2015 01:30 Haighstrom wrote:
This is excellent, thank you for doing this.

One minor correction - you rightly point out that inject now spawn 3 rather than 4 larva, but your explanation about queuing then mentions 4 larva.

I noticed this too =)
haypro fighting
KT_Elwood
Profile Joined July 2015
Germany976 Posts
November 02 2015 09:32 GMT
#57
Meh the Thor-Non-Splash was a cool move vs PDD . Dumb down everything and flood new dumb units.
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 05 2015 07:41 GMT
#58
Did the remove the +bio damage on spore colonies?
DERASTAT
Profile Joined May 2014
Germany99 Posts
November 05 2015 10:19 GMT
#59
didnt get the mule get back to hots?
Kajiu, Troll der Zerstörung
Weerwolf
Profile Joined November 2010
75 Posts
November 05 2015 12:09 GMT
#60
The amount of expectionson units is just getting silly though.
Warp gate warps work in 5 seconds except if it meets some weird condition.
Liberator is a flying valkyrie/siege tank that can hit hard on a certain spot, but just not buildings (because.. no real reason, it just cant be balanced).
Weird invulnerability modes on Battlecruiser and Nydus.
Ravager gets Rapid Regeneration, just not while burrowed.

It's like idea's get thrown into the game that actually don't work, but are put in anyway.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 05 2015 12:30 GMT
#61
On November 05 2015 21:09 Weerwolf wrote:
The amount of expectionson units is just getting silly though.
Warp gate warps work in 5 seconds except if it meets some weird condition.
Liberator is a flying valkyrie/siege tank that can hit hard on a certain spot, but just not buildings (because.. no real reason, it just cant be balanced).
Weird invulnerability modes on Battlecruiser and Nydus.
Ravager gets Rapid Regeneration, just not while burrowed.

It's like idea's get thrown into the game that actually don't work, but are put in anyway.

I'll throw in a quote from Einstein here.
On August 02 1907 14:09 IchbEinEinstEin wrote:
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction.
Lexender
Profile Joined September 2013
Mexico2648 Posts
November 05 2015 13:11 GMT
#62
On November 05 2015 19:19 DERASTAT wrote:
didnt get the mule get back to hots?


No, they mine less now
Big J
Profile Joined March 2011
Austria16289 Posts
November 05 2015 14:09 GMT
#63
On November 05 2015 16:41 Cascade wrote:
Did the remove the +bio damage on spore colonies?


as far as I recall they returned it back to 15+15vs bio from 15+30vs bio. But it isn't in the changes listed here, which makes me uncertain :S
hzhao
Profile Joined June 2007
China75 Posts
November 05 2015 22:18 GMT
#64
What about Swarm Host changes?

SO it reverted back?
Stilgar
Profile Joined August 2007
Bulgaria5 Posts
November 06 2015 14:32 GMT
#65
On November 05 2015 21:09 Weerwolf wrote:
The amount of expectionson units is just getting silly though.
Warp gate warps work in 5 seconds except if it meets some weird condition.
Liberator is a flying valkyrie/siege tank that can hit hard on a certain spot, but just not buildings (because.. no real reason, it just cant be balanced).
Weird invulnerability modes on Battlecruiser and Nydus.
Ravager gets Rapid Regeneration, just not while burrowed.

It's like idea's get thrown into the game that actually don't work, but are put in anyway.



And then we sit there and wonder why new players find the game hard to play and confusing to watch.
Fear is the mind-killer!
Loddigesia
Profile Joined April 2010
247 Posts
November 06 2015 23:05 GMT
#66
thanks for this, it is very very useful for somebody that has not played the beta much
aka gorfou
KDot2
Profile Blog Joined March 2011
United States1213 Posts
November 07 2015 01:15 GMT
#67
So they talked about changing the economy but this change doesnt seem too different. Will more bases finally be needed ?
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
November 07 2015 02:32 GMT
#68
Geez, not many comments.

Automated Tournaments are going to bring a lot of players.

If they did away with the stupid ladder, and just made a forum with manual matchmaking, so to speak,
I think people'd be able to focus on improving skills, and then test them at the tournaments.

Still diamond
Beedebdoo
Profile Joined June 2013
130 Posts
November 07 2015 07:47 GMT
#69
Thank you guys SO MUCH for the support. It's been a while so there's a lot of my mistakes to go through:
  • Larvae description was fixed from 4 eggs to 3. Thanks Haighstrom!

  • Spore Crawler bonus damage reduction was made [link]. I've probably just forgotten about it. Couldn't find any patch notes saying it was reverted, so I'll just have to check on Tuesday (HYPE!). Thanks Stilgar, Cascade and Big J!

  • Warp Prism does indeed take 5 secs for warp in. Sorry about that oversight guys. Thanks Izurgery and others for pointing that out!
    On October 27 2015 06:38 Blacklizard wrote:
    Need to correct this one as it changed:

    Warp Prism
    Warping in units takes 2 seconds, down from 5.

    It was changed to 4 seconds for warp prisms and fast pylons.
    In LotV time, it's 4 seconds (5 seconds/1.4 ~= 4 seconds). But the post has been made in HotS time for the numbers to make sense and more approachable to people who hasn't spend tons of hours in the beta

  • The Unholy Handgrenade (Reaper grenades):
    On October 26 2015 09:47 EJK wrote:
    reaper grenades actually can kill tumors and i believe they do damage vs structures...
    The description probably wasn't clear enough; they do indeed damage buildings. What I meant to say is that their knockback does not affect buildings and massive units. Would be hilarious to juggle around with Nexi though.

  • Liberator upgrade:
    On October 28 2015 16:53 moofang wrote:
    Liberator defender mode no longer requires upgrade (so should probably remove "Requires Defender Mode upgrade" to be clear).

    And yeah, like a few others have mentioned, should remove the 2s warpin line from Warp Prism. It already correctly says 5s further down in the warp gate section.

    Thanks for the synthesized notes!
    Thanks for the sharp eyes, moofang!

  • Ghost 'Snipe':
    On October 29 2015 03:19 KT_Elwood wrote:
    Isn't the Ghost's new ability also canceld by loss of vision on Target ?
    I actually didn't test this, but I'll put my faith in that you've done tests for it, so I've added it to the description It couldn't be that you're thinking of Lock-On on the Cyclone?

  • Swarm Host:
    On October 30 2015 03:17 NConley9 wrote:
    The list is missing Swarm Host changes. I know the cost is different in LotV. Not sure if anything else is different.
    Yup, as far as I know some changes were made to the cost of SHs. But these changes were also made to the HotS SH.. I think. In any case I'll probably test it on Tuesday (MORE HYPE!).
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 07 2015 15:15 GMT
#70
Did the ultralisk model size get smaller? Or did it just look that way because the camera was zoomed out during the boxer/mvp vs yellow/nestea showmatch?
"Nerfing Toss can just make them stronger"
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-11-07 20:23:35
November 07 2015 20:22 GMT
#71
i know its nitpicking but why would a range upgrade to a laser cannon be called "advanced ballistics" :o
Brutaxilos
Profile Blog Joined July 2010
United States2629 Posts
November 10 2015 02:05 GMT
#72
Did not realize Adrenal Glands was buffed. Fuck yea late game Zerglings
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Brutaxilos
Profile Blog Joined July 2010
United States2629 Posts
November 10 2015 02:13 GMT
#73
On November 05 2015 19:19 DERASTAT wrote:
didnt get the mule get back to hots?

It's a little nerfed. Shorter duration.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Beedebdoo
Profile Joined June 2013
130 Posts
November 10 2015 07:17 GMT
#74
On November 08 2015 05:22 summerloud wrote:
i know its nitpicking but why would a range upgrade to a laser cannon be called "advanced ballistics" :o

Turn physics to max, then look at Queens and Hydras being liberated; Then you'll know.

On November 10 2015 11:13 Brutaxilos wrote:
Show nested quote +
On November 05 2015 19:19 DERASTAT wrote:
didnt get the mule get back to hots?

It's a little nerfed. Shorter duration.

Incorrect. A MULE is still 90 HotS seconds, but the game time was changed to reflect actual time, so 1 second in-game is an actual second. The ratio between the two is 1.4, and thus it'll say that a MULE now lasts 90/1.4 =~ 64 seconds. What they nerfed was the return rate, so instead of returning 30 minerals per trip, a MULE returns 25 minerals per trip.
FusionCutter
Profile Joined October 2004
Canada974 Posts
November 10 2015 08:47 GMT
#75
Almost like a whole new game
cocosoft
Profile Joined May 2010
Sweden1068 Posts
Last Edited: 2015-11-10 09:26:00
November 10 2015 09:25 GMT
#76
Do anyone know anything about the network code in LotV? I saw when I started the game this morning that Ctrl+Alt+F now gives information on which server you're supposedly connected to "Site: AM1 (Central Europe)".

Has the netcode for Starcraft 2 changed?
¯\_(ツ)_/¯
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
November 10 2015 09:37 GMT
#77
Very useful. Thank you ^^
Beedebdoo
Profile Joined June 2013
130 Posts
November 10 2015 17:36 GMT
#78
Thanks MildCocoA

Regarding the Spore Crawler and Swarm Host, I tested them today and these are the corrections:
Spore Crawler was changed from 15(+45 vs. Light) damage to 15(+30 vs. Light) damage. Not 15(+30 vs. Light) damage to 15(+15 vs. Light) damage

The Swarm Host was changed in cost. Gone from 100 minerals, 200 gas, 4 supply to 200 minerals, 100 gas and 3 supply.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 10 2015 21:18 GMT
#79
Please add these changes:

- Overlords with drop upgrade now have new model

- Zerg buildings got new portrait

- Neural Parasite increased range is in LOTV now

- Zerg creep got updated animation and you can see map textures under it

- Protoss buildings that will be powered now will be highlighted when placing pylon
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
November 11 2015 07:13 GMT
#80
Very comprehensive summary

One question: how does the statis ward get deployed? Energy? Cool down like blink?
Jaedong.
mnck
Profile Joined April 2010
Denmark1518 Posts
November 11 2015 11:10 GMT
#81
You are my savior. So much stuff in here I wanted to look up. THANKS Beedebdoo
@Munck
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2015-11-11 14:02:53
November 11 2015 14:02 GMT
#82
"Allied Commanders" was changed into "Legacy of the Void Features: Co-op Missions"

http://us.battle.net/sc2/en/blog/19930660/legacy-of-the-void-features-co-op-missions-10-28-2015

Please change it in "General", thanks!

THANKS Beedebdoo
http://youtube.com/NeoBladeSC2
Beedebdoo
Profile Joined June 2013
130 Posts
Last Edited: 2015-11-13 22:06:01
November 13 2015 22:02 GMT
#83
@Existor
Thanks for the list, Existor!

Pretty sure the range increase to Neural Parasite is already documented in the OP, unless something changed of which I'm unaware

The graphic showing if a pylon will power a structure seems to be campaign only. Didn't appear when I tested in the multiplayer.

@Kal_rA
It costs 50 energy to deploy a Statis Ward, so a single Oracle with full energy can deploy 4 in a row

@mnck
Glad to know that this has been helpful!

@NeoBlade
I corrected it, and added some structure to General. Thanks!
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 14 2015 11:19 GMT
#84
It could be interesting if you can keep up this list, but split up the changes post release in a separate lost below. Then we can see both changes from hots and then post release lotv. Could be an interesting piece of history in a few years.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
November 19 2015 03:09 GMT
#85
Solved my issues figuring out which inject made it to release. Thanks a million!
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2015-11-19 16:29:43
November 19 2015 16:25 GMT
#86
Question:

Patch notes say:

"Lock On now deals 400 damage over 20 seconds against both ground and air."

http://wiki.teamliquid.net/starcraft2/Patch_2.5.5

SC2 says:

"Locks the Cyclone's weapons on the target unit, dealing 400 damage over 14 seconds to ground targets, and 400 damage over 14 seconds to flying targets. Can move while firing. Cancels if target moves out of range."

Note: The SC2-Editor-Text uses variables, so it is not a Typo ...

"Locks the Cyclone's weapons on the target unit, dealing <d ref="Effect,LockOnCP,PeriodCount*Effect,CycloneWeaponDamage,Amount"/> damage over <d ref="Effect,LockOnCP,PeriodCount * Effect,LockOnCP,PeriodicPeriodArray[0]"/> seconds to ground targets, and <d ref="Effect,LockOnAirCP,PeriodCount*Effect,CycloneAirWeaponDamage,Amount"/> damage over <d ref="Effect,LockOnAirCP,PeriodCount * Effect,LockOnAirCP,PeriodicPeriodArray[0]"/> seconds to flying targets. Can move while firing. Cancels if target moves out of range.


Here is the SC2-Editor data

<CEffectCreatePersistent id="LockOnAirCP">
<EditorCategories value="Race:Terran"/>
<WhichLocation Value="TargetUnit"/>
<FinalEffect value="LockOnClearSet"/>
<PeriodCount value="20"/>


PeriodCount = 20, so I guess it's 20, since the XML tells us so.

What is correct?
http://youtube.com/NeoBladeSC2
RewardedFool
Profile Joined July 2015
17 Posts
Last Edited: 2015-11-19 16:37:21
November 19 2015 16:36 GMT
#87
Both, probably, the patch note is in Blizzard seconds like all the rest. 20 Blizz seconds = 14 game seconds now (I think)
Aquila-
Profile Blog Joined April 2011
516 Posts
December 01 2015 01:51 GMT
#88
When I look over the total Terran changes compared to the Zerg ones I get really sad. Half of the Terran stuff are nerfs, most other changes are pretty useless and will probably never be used at a high level. On the other hand Zerg has so many useful and fun new things that are also really strong at the moment. Sigh.
wishr
Profile Joined February 2012
Russian Federation262 Posts
December 01 2015 06:29 GMT
#89
Many thanks for this!
* Only girls complain about balance! *
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 03 2015 21:25 GMT
#90
Photon Overcharge lasts 11 seconds instead of 30 now
yurisan
Profile Joined October 2014
Poland35 Posts
Last Edited: 2015-12-07 12:35:51
December 07 2015 12:34 GMT
#91
wow - thats a great wrapup !!! precise and well written info. thanks.
a suggestion - would it be possible to state the patch version and the last balance update (link maybe) on the original post ?

If something can corrupt you, you're corrupted already.
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-06-02 08:59:17
June 02 2016 05:15 GMT
#92
On that note, the maximum suggested worker count on mineral fields has been reduced from 3 per Mineral Field (max saturation) to 2 per Mineral Field (efficient saturation). Does not change the actual mining behavior of workers.


I bumped this thread because of old expansions: today upon playing for old time's sake WoL and HotS to see how game felt before I found out that instead of 24 harvesters per base you need (worker count show bug maybe? showing LotV count?) 16, 2 for each patch not 3. Doesn't this change destroy original experience? Why they left everything like it was - mineral fields, upgrades, etc. but changed efficiency of worker per patch? What's the point of having select menu of old expansions if it isn't same as they used to be? HotS just like WoL ended already so why they patched them? I think no one cares about past but Blizzard accidentally implemented LotV economy thing to old expansions. Also sometimes I still see outdated tooltip where it says 3 workers are needed for saturation mining, not 2. I don't know what else changed, I hope they didn't touch game speed. I will be glad if someone will post about it on official forums.

EDIT: Ah, my bad I'm so noob, didn't pay attention to "Does not change the actual mining behavior of workers". Blizz improved those stats a lot then.
sunbeams are never made like me...
jimminy_kriket
Profile Blog Joined February 2007
Canada5509 Posts
April 14 2018 09:29 GMT
#93
Any chance getting this updated with the latest changes?
life of lively to live to life of full life thx to shield battery
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