http://challonge.com/tournaments/signup/lDNr0KukUg
SEARCH "AVI BALANCE MOD" on the NA server to practice and test the changes!
Hi guys, as many people may or may not know i mentioned that if i did not manage to meet my goal to get to DH I would do a tournament instead so here it is

As you also may remember or not remember, I previously did two avilo KOTH Tournaments which brought in quite a lot of viewers and were quite entertaining to cast and watch. Tournaments that do not just use the bland format can be really exciting for viewers and players.
With that said you know my tourney is not going to be a standard LOTV tournament by any means.
The "Avilo Tournament Balance Test Mod" tourney will be a tournament played on an extension mode with balance and gameplay changes designed by myself and implemented via map editor by DarkBlizzard, the creator of arcade games Ghost Finder, and Reinforcements Delay.
The mod can be found on every server by creating a custom game, choose a map, and then selecting "Create with Mod" and then searching "avi Balance Mod"
NOTE: AT THE MOMENT USE BASE SKINS, MANY CHANGES HAVE NOT BEEN APPLIED TO SKINNED UNITS like viking/hellion skins.
The prize breakdown will be:
BIASED FROM TL HAS ADDED $300 TO THE PRIZEPOOL TY! The tournament now has a total $800 prize pool!
1st place: $450.00
2nd place: $200.00
3rd place : $150.00
Tournament Date:
All matches up to semi-finals/finals/3rd will be played on:
Saturday May 27, 2017 2:00 p.m. EST
The semi-finals/finals/3rd place will be played on:
Sunday May 28th, 2017 2:00 p.m. EST and i will be casting all of them, DO NOT PLAY YOUR MATCHES UNTIL I AM IN GAME WITH YOU!
Format/Rules:
BO3 Till Semis
BO5 Semi-Finals
BO5 3rd place Match / BO7 Finals
Map pool is same as current pool. Lower seed chooses to veto first or have 1st map pick, vetos alternate, standard abababab veto format.
Smurfing is not allowed in this tournament. Sign up under whatever ID you're known as, if you are caught playing under a different ID and win you will not be paid out prize money.
This is to prevent potential cheaters trying to play in the tourney, and other potential problems such as people playing on other accounts that are not theirs, people trying to hide their identity in general to get an unfair advantage, etc.
So again, sign up for this tournament requires you to play and let it be known what your "main" username or account is or whatever you are known in the SC2 community as. If you play in this tourney as a random, end up winning, and then reveal you're "so n so" player, this will qualify as smurfing and you will not be paid out any money and i'll pay out whoever was next in line for the prize money (aka 4th/5th place i'd have play against each other, etc.)
*all rules are subject to change by me, i'll use common sense and any situations that arise i'll do my best to handle fairly!

It's time the SC2 community take things into our own hands, and i'm hoping from running this tournament on this extension mod it can open up the SC2 community's eyes that balance changes can be made to SC2 more often than once every 8 months without destroying the game. We deserve better.
We have all been loyal to this game for years, and waiting years upon years for "mech viability" to come to fruition only to be served more swarmhosts for the last 6 months with no fixes. The fact that things like invulnerable nydus worms have remained in the game since launch should be unacceptable to anyone with an iota of passion for SC2.
Below I will be listing out all of the changes that you will find on this extension mod, as well as balance developer reasoning for why each change is being implemented and what the change is intended to accomplish.
Avilo Tourney Balance Mod:
Global Changes:
All mineral patches at every base on every map now start with 1500
minerals instead of half having 900.
Zerg:
Queen anti-air range reduced to 7 from 8.
Baneling upgrade no longer grants the +5 health.
Hydralisk upgrade no longer grants +10 health.
Swarmhost cost increased to 200/150 from 100/75.
Swarmhost supply increased to 6.
Swarmhost health reduced to 120 from 160.
Swarmhost armor tag changed to light.
Swarmhost speed off-creep decreased to 2.5 from 4.13.
Swarmhost speed on-creep changed to 4.13.
Corruptor Movement speed reverted to 4.1343 from 4.725.
Corruptor caustic spray ability removed from the game.
Infestor now longer able to cast fungal from burrow.
Infestor still able to cast neural from burrow.
Nydus worm exits are now targettable while spawning.
Nydus worm exits cost reduced to 75/75 from 100/100.
Hydralisk cost decreased to 75/50 from 100/50.
Lurker cost decreased to 50/50 from 50/100.
Lurker den morph time reduced to 43 sec from 86 sec.
Overlord speed upgrade now requires lair tech.
Overlord drop upgrade now requires lair tech.
Viper abduct cost increased to 125 from 75.
Viper blinding cloud cost increased to 125 from 100.
Broodlord supply increased to 4 from 2.
Terran Changes:
Reaper grenade removed from the game.
Raven supply increased to 4 from 2.
Raven auto-turret energy cost increased to 75 from 50.
Raven corvid reactor upgrade increases raven starting energy to 125
instead of 75.
Battlecruiser supply increased to 8 from 6.
Liberator supply increased to 4 from 3.
Liberator range upgrade removed from the game.
Armory price reduced to 100/50 from 150/100.
Mech air and ground upgrades re-combined at the armory.
Infernal Pre-igniter upgrade cost reduced to 100/100 from 150/150.
Hellions can no longer transform to hellbat mode with armory pre-req.
Vikings can no longer transform when built from factories/starports.
Vikings are now producable from factories. They are able to be
produced from reactored factories as well. When produced from a
factory vikings come out of the factory in ground mode.
Transformation Servos upgraded added to the factory tech lab.
Transformation Servos cost 100/100.
Transformation Servos takes 43 sec to research.
Upon upgrade completion Hellions are now able to transform between
Hellbat and Hellion mode freely. Vikings are now able to transform
between ground and air mode freely.
Viking base armor when in ground mode is increased by 1.
Thor Javelin Missile Launchers damage increased from 6 (+6 vs light)
to 12. Thor High Impact Payload Mode Removed from the game.
Protoss:
Mothership core recall energy cost increased to 75 from 50.
Mothership core pylon overcharge cost increased to 75 from 50.
Mothership core can only overcharge pylons that do not have
an enemy building within the pylon's power radius/overcharge range.
Zealot Charge cost reduced to 100/100 from 200/200.
Adept health/shield values changed.
Adept health changed to 40.
Adept shields changed to 100.
When an adept uses the psionic transfer ability, upon completion the
adepts shields are reduced to 0.
(If the adept shade is cancelled, no shields are lost.)
Carrier supply cost increased to 8 from 6.
Carrier interceptor cost increased to 25.
Tempest health/shields changed to 250/125 from 300/150.
Warp prism cost increased to 250 from 200.
Warp prism pick-up range reduced to 4 from 5.
------------------------------------------------------------------------------
Reasoning for changes:
+ Show Spoiler +
Zerg Changes:
Keep in mind, the common theme across all 3 races is that mass air is being toned down through supply increases to air units.
Queen range is being reverted to previous values because it's unnecessary for queens to be a "defend everything" unit anymore since liberators were already nerfed by Blizzard, and liberator range is removed from this mod. Hydralisks also are cheaper which should give Zerg more anti-air options.
Swarmhosts are being severely nerfed because they completely limit mech viability and are also quite strong vs Protoss. You'll notice they now have actual weaknesses, and are still usable just not as your entire army. Swarmhosts now are relegated to a purely harrassment role. Building more than a few will most likely result in a player being put a huge deficit.
Infestor burrow cast fungal is no longer possible. Being able to cast from essentially perma cloak is too strong. A Zerg will now have to unburrow before fungaling, making it harder to pull off, which is more fair for the defending player.
Invincible nydus worm has been reverted to remove ridiculous all-ins that have been plaguing LOTV since release.
Baneling and Hydralisk combat shields have also been removed, as these are making Zerg too strong on the live version of the game. There is no reason for banelings or hydralisks to be given a free combat shields upgrade. Hydralisks are cheaper though, hopefully making them more accessible and used more often during this tournament.
Lurker den morph time is cut in half, as well as lurkers being cheaper, having their gas cost cut in half. Hopefully this will push lurkers to be used a lot more versus both Terran and Protoss and allow for styles involving lurkers to be utilized more since lurkers will be available much earlier on in the game. This will also affect ZvZ in a way that potentially gets rid of roach vs roach wars and adds more positional oriented play.
Overlord transport and speed have been reverted to HOTS lair tech prerequisites. There is no way these upgrades should ever have been on tier 1 tech, and they are rightfully being placed back to lair tech. Scouting with Zerg will now require an actual drawback of sacing an overlord, rather than having infinite scouting tier 1 via speedlords.
The viper changes are to hopefully reduce the power of the unit, by allowing only 1 abduct at full energy, and allowing mech play to be more viable, as well as late game Zerg toned down some.
Terran Changes:
Most Terran air units are getting supply increases, as mentioned earlier, a huge point of my changes are to tone down air units allowing ground units to be more effective since there will be more of them. Air units costing more supply means a maxed out army of mass air will inherently be weaker than a player that opts for mass ground.
Ravens have many changes. They are double the supply, similar to swarmhost supply increases. Auto-turret cost is increased to 75 to dis-allow mass turret spam lategame.
This means end game players that opt for mass ravens will have half of the current ravens that they would on the live version of the game, and also will have half of the auto-turrets that they currently would. This alone should heavily discourage massing of the unit, while still keeping ravens as a powerful addition to your army.
Corvid reactor is changed to increase raven starting energy to 125, allowing a seeker immediately upon raven production, but note, only 1 auto-turret since auto-turret energy is now 75, rather than 50. This should allow a raven to be more immediately useful to a Terran like it was in HOTS, while not being overpowered.
Armories are reduced to Brood War price of 100/50 to allow mech Terrans the capabilities to even upgrade their units.
Mech air and ground upgrades have been re-combined. Again, to re-promote mech play as a Terran strategy.
The biggest change is allowing production of vikings from factories. This alone from testing has shown to allow mech to become a viable style. It turns out allowing the factory to have a mass producible anti-air unit actually makes mech viable.
The change i came up with of allowing vikings to be built from factories seemed optimal because it doesn't change anything about units in the game, it just simply gives mech a viable anti-air option that already exists within the game.
It also means that a meching Terran can now go past 5 factories instead of needing an extra 500-700 vespene gas to get starports to counter air.
I took measures to make sure viking cheeses are not possible versus Zerg and Terran. Vikings built from factories come out in ground mode, vikings from starports come out in air mode. Vikings cannot change modes by default anymore - it requires research of the transformation servos upgrade at the factory tech lab. This will prevent proxy factory viking cheeses versus every race by simply delaying viking transformation capabilities.
The players that tested the change and opted to go mech said that the viking change alone allows mech to be playable because they can now immediately respond to mass air threats without automatically losing the game from opting to go mech.
Hellions also cannot transform until the transformation servos upgrade is researched. The upgrade affects both vikings and hellions.
The thor change to javelin missiles that Blizzard previously promised many times has also been added onto the map. Thors are now a viable anti-air option versus capital ships.
Protoss Changes:
The infuriating design of the MSC has been addressed and fixed on this extension mod. Again huge fucking thanks to Darkblizzard for being able to code this via the editor.
MSC photon overcharge has been changed. If a pylon has an enemy building within it's power radius, photon overcharge cannot be used. This will put an end to pylon under the ramp cheeses.
MSC recall and photon overcharge also have had their energy increased to 75, making these require more thought when using.
Warp prisms have been nerfed as this unit is overall too strong for it's cost and what it does.
Carriers and tempests have both been nerfed to tone down air, just like with all 3 races air units.
Adepts finally have been fixed and addressed in a meaningful way on this mod. Adepts have the same effective health as they do on the live version of the game. They still can be used the same exact way as a part of a player's army.
But now if an adept uses it's psionic transfer ability it will lose it's shields, creating a drawback to the ability. If the unit is used for harrassment or to try to shade on top of the army, the Protoss player now has a cost to pay for doing so.
This should allow adepts to be less of a pain to deal with on defense, without changing any actual statistics of the unit
Keep in mind, the common theme across all 3 races is that mass air is being toned down through supply increases to air units.
Queen range is being reverted to previous values because it's unnecessary for queens to be a "defend everything" unit anymore since liberators were already nerfed by Blizzard, and liberator range is removed from this mod. Hydralisks also are cheaper which should give Zerg more anti-air options.
Swarmhosts are being severely nerfed because they completely limit mech viability and are also quite strong vs Protoss. You'll notice they now have actual weaknesses, and are still usable just not as your entire army. Swarmhosts now are relegated to a purely harrassment role. Building more than a few will most likely result in a player being put a huge deficit.
Infestor burrow cast fungal is no longer possible. Being able to cast from essentially perma cloak is too strong. A Zerg will now have to unburrow before fungaling, making it harder to pull off, which is more fair for the defending player.
Invincible nydus worm has been reverted to remove ridiculous all-ins that have been plaguing LOTV since release.
Baneling and Hydralisk combat shields have also been removed, as these are making Zerg too strong on the live version of the game. There is no reason for banelings or hydralisks to be given a free combat shields upgrade. Hydralisks are cheaper though, hopefully making them more accessible and used more often during this tournament.
Lurker den morph time is cut in half, as well as lurkers being cheaper, having their gas cost cut in half. Hopefully this will push lurkers to be used a lot more versus both Terran and Protoss and allow for styles involving lurkers to be utilized more since lurkers will be available much earlier on in the game. This will also affect ZvZ in a way that potentially gets rid of roach vs roach wars and adds more positional oriented play.
Overlord transport and speed have been reverted to HOTS lair tech prerequisites. There is no way these upgrades should ever have been on tier 1 tech, and they are rightfully being placed back to lair tech. Scouting with Zerg will now require an actual drawback of sacing an overlord, rather than having infinite scouting tier 1 via speedlords.
The viper changes are to hopefully reduce the power of the unit, by allowing only 1 abduct at full energy, and allowing mech play to be more viable, as well as late game Zerg toned down some.
Terran Changes:
Most Terran air units are getting supply increases, as mentioned earlier, a huge point of my changes are to tone down air units allowing ground units to be more effective since there will be more of them. Air units costing more supply means a maxed out army of mass air will inherently be weaker than a player that opts for mass ground.
Ravens have many changes. They are double the supply, similar to swarmhost supply increases. Auto-turret cost is increased to 75 to dis-allow mass turret spam lategame.
This means end game players that opt for mass ravens will have half of the current ravens that they would on the live version of the game, and also will have half of the auto-turrets that they currently would. This alone should heavily discourage massing of the unit, while still keeping ravens as a powerful addition to your army.
Corvid reactor is changed to increase raven starting energy to 125, allowing a seeker immediately upon raven production, but note, only 1 auto-turret since auto-turret energy is now 75, rather than 50. This should allow a raven to be more immediately useful to a Terran like it was in HOTS, while not being overpowered.
Armories are reduced to Brood War price of 100/50 to allow mech Terrans the capabilities to even upgrade their units.
Mech air and ground upgrades have been re-combined. Again, to re-promote mech play as a Terran strategy.
The biggest change is allowing production of vikings from factories. This alone from testing has shown to allow mech to become a viable style. It turns out allowing the factory to have a mass producible anti-air unit actually makes mech viable.
The change i came up with of allowing vikings to be built from factories seemed optimal because it doesn't change anything about units in the game, it just simply gives mech a viable anti-air option that already exists within the game.
It also means that a meching Terran can now go past 5 factories instead of needing an extra 500-700 vespene gas to get starports to counter air.
I took measures to make sure viking cheeses are not possible versus Zerg and Terran. Vikings built from factories come out in ground mode, vikings from starports come out in air mode. Vikings cannot change modes by default anymore - it requires research of the transformation servos upgrade at the factory tech lab. This will prevent proxy factory viking cheeses versus every race by simply delaying viking transformation capabilities.
The players that tested the change and opted to go mech said that the viking change alone allows mech to be playable because they can now immediately respond to mass air threats without automatically losing the game from opting to go mech.
Hellions also cannot transform until the transformation servos upgrade is researched. The upgrade affects both vikings and hellions.
The thor change to javelin missiles that Blizzard previously promised many times has also been added onto the map. Thors are now a viable anti-air option versus capital ships.
Protoss Changes:
The infuriating design of the MSC has been addressed and fixed on this extension mod. Again huge fucking thanks to Darkblizzard for being able to code this via the editor.
MSC photon overcharge has been changed. If a pylon has an enemy building within it's power radius, photon overcharge cannot be used. This will put an end to pylon under the ramp cheeses.
MSC recall and photon overcharge also have had their energy increased to 75, making these require more thought when using.
Warp prisms have been nerfed as this unit is overall too strong for it's cost and what it does.
Carriers and tempests have both been nerfed to tone down air, just like with all 3 races air units.
Adepts finally have been fixed and addressed in a meaningful way on this mod. Adepts have the same effective health as they do on the live version of the game. They still can be used the same exact way as a part of a player's army.
But now if an adept uses it's psionic transfer ability it will lose it's shields, creating a drawback to the ability. If the unit is used for harrassment or to try to shade on top of the army, the Protoss player now has a cost to pay for doing so.
This should allow adepts to be less of a pain to deal with on defense, without changing any actual statistics of the unit

I'm hoping the $500 prize pool will attract the attention of a lot of good players, and they'll be able to show how they can adapt to these changes.
Once again guys, the tournament will be over 2 days. Saturday May 27th, 2017 2 p.m. EST is when the tourney will start, and all matches up till semis will be played.
Players will come back on Sunday at 2 p.m. and i will be casting all of the semi finals matches, 3rd place match, and finals.
I'm hoping a TL mod/admin someone can help me get this event added to the calendar

In the mean time, sign up guys!
NEWS: BIASED ON TL HAS ADDED $300 TO THE PRIZEPOOL, TOTAL PRIZEPOOL NOW AT 800$!!!! TYVM!
On May 26 2017 17:43 biased wrote:
On May 26 2017 05:56 avilo wrote:
You should have the money on your paypal account now (including processing fee, paypal takes quite a hefty toll). It's your turn to raise prize pool. Distribution is completely up to you.
You should have the money on your paypal account now (including processing fee, paypal takes quite a hefty toll). It's your turn to raise prize pool. Distribution is completely up to you.