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Beta Balance Update #11 (Jan 9, 2013) - Page 22

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
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Millet
Profile Joined April 2012
Sweden143 Posts
January 10 2013 00:28 GMT
#421
On January 10 2013 09:22 PVJ wrote:
Show nested quote +
On January 10 2013 09:14 Millet wrote:
On January 10 2013 09:13 The_Darkness wrote:
On January 10 2013 09:09 Millet wrote:
On January 10 2013 08:58 The_Darkness wrote:
On January 10 2013 08:46 Henk wrote:
Funny how +2 range on queens was such a huge deal because apparently it enabled the zerg to play greedy which changed the entire game. But now siege mode is free (and has no research time) terran can do the exact same thing. T thinking it doesn't change anything.


Exactly. This could be a huge change for non-obvious reasons. The analogy you draw to queen range is spot on.

For 50% of the people who post on TL, if the purpose of something is not immediately apparent and obvious (and what they were hoping for), it must be completely stupid and pointless.

While this is true, the reason the queen buff was so good is that zerg could spend all their larvae on drones, which is an accelerating issue, more drones early means more drones later.

This can not be said about the siege tech. You are not going to have any more command centers or scvs because of the removal of a 100/100 upgrade. You can get slightly faster upgrades, or add another factory of course, but none of these are accelerating. They basically only took away a one time investment.

This being said, there might be some impacts that we can not see yet. We will have to wait and see how it does.


What? You can feel safer to go an early third command center and by extension have more scvs. That's how Terran macros up. Of course this could impact economy. Also with the 100/100 you can get another factory out earlier, which means you'll have more production earlier, etc. All of these things are "accelerations" from the norm. Nevertheless it is too early to tell if that's how it will play out. I'm hoping it will because I want to see more mech in tvp.



I realized this also shortly after posting. I retract that statement and agree with you fully.

I don't think "hidden economic adventages planted there by Blizz genies" is anything we have to look for.

They stated "we are addressing TvP mech"
They removed siege tank research.
Does that change anything in the equation where Immortal >> Factory?
No.
So all it does is that it encourages 1 base play, and that T players are gonna be laughed at if they are not siegeing at 6 minutes up at enemy nat with proxy reactored raxes giving birth to unlimited reapers.

It's like we are back at WoL beta again.

It does encourage one base play, but don't forget that this advantage is a two sided coin. You may choose what to do with your advantage. I would expand and be greedy instead of all-inning. I'm hoping that this change will help mech vs protoss, but I don't actually think that it will, obviously because of robo based play, and also to some extent stargate play (lack of AA from mech).
Warpish
Profile Joined June 2011
834 Posts
January 10 2013 00:29 GMT
#422
I don't even know what to say about this patch and about Hots in general. I'm just getting more and more pessimist. I cannot like a single new unit....

I still can't get over the Hellbats that can be healed by Medevacs. Just add the Firebats to the game and be over with it Blizzard. Just because the Hellbats come out from the factory that does not make them part of a "mech unit"
The Reaper just doesn't work. Let it go.

Protoss is another endless mess. Blizzard doesn't seem to know what to do with the MSC and the Oracle. I never liked the MSC to begin with. I am also not convinced with the Zerg units.

It's time to go back to the drawing board Blizzard. We want a better game, not an half baked expansion that makes WoL worst.


KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
January 10 2013 00:29 GMT
#423
On January 10 2013 09:24 TimENT wrote:
1. Stop this hellbat nonsense. Boring unit that sucks v everything P that isn't a Zealot
2. Give Siege Tanks an upgrade that makes their shells do extra damage to P shields.

It won't ruin early game TvP like your stupid removal of research for Siege tech AND it won't affect TvZ or TvT at all, where the siege tank shines.

Wake up. Mech is awesome because of the siege tank, the siege tank just sucks massive balls vs P.


18 base damage in hellbat mode is pretty good...
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
baldgye
Profile Joined April 2011
United Kingdom1092 Posts
January 10 2013 00:30 GMT
#424
On January 10 2013 09:25 syroz wrote:
Show nested quote +
On January 10 2013 09:15 baldgye wrote:


This patch makes me confused... REALLY confused, what are they hoping to achieve? Good terrans that knew how to play where already going mech because its totally broken and unstoppable if done right in both tvz and tvp...



LoL. Mech is weaker in every match up than in WoL. I am not sure this patch will change a bit about that. Hydra/raoch/viper ball or usual protoss stuff (+air) are still largely better than pure mech imo. Siege upgrade dont change anything, but let's see how the new hellbat works


In my own personal experience that's nonsense, ignooring the randomness of openings in the beta that keeps changing, mid-late game mech vs Protoss is really good, hellbats and tanks deal with gateway units and with Thor support deal with immortals and archons, or trade more effectually for the T, and Vikings can be pumped put quicker than any Protoss air army and hard counter every air unit and collosus they might happen to build, even if they open stargate, because Vikings are REALLY good, add ghosts and I'm not sure how you deal with that...


Yeah there are early game timings, but it's hard to account for those when there are almost no solid builds and no real meta game that I've come across
Arkless
Profile Joined April 2010
Canada1547 Posts
January 10 2013 00:31 GMT
#425
On January 10 2013 07:19 Xanbatou wrote:
Sigh..every time I am excited for the patch notes to see if they are going to nerf widow mines so that they don't nullify mutas, but every time I am disappointed. Widow mines right now are the only reason I am not playing the game :/.

These patch notes are getting more and more disappointing because they are just making it more clear that blizzard has no idea what they are doing.



Lol this cant be serious......
http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
January 10 2013 00:33 GMT
#426
Me like :D. Turning reaper into more of a scouting unit, with damage nerfed to prevent reaper siege tank bullshit on zergs mmmm, so many possibilities, especially late game mech ghost raven.
syroz
Profile Joined September 2012
France249 Posts
January 10 2013 00:33 GMT
#427
On January 10 2013 09:29 KrazyTrumpet wrote:
Show nested quote +
On January 10 2013 09:24 TimENT wrote:
1. Stop this hellbat nonsense. Boring unit that sucks v everything P that isn't a Zealot
2. Give Siege Tanks an upgrade that makes their shells do extra damage to P shields.

It won't ruin early game TvP like your stupid removal of research for Siege tech AND it won't affect TvZ or TvT at all, where the siege tank shines.

Wake up. Mech is awesome because of the siege tank, the siege tank just sucks massive balls vs P.


18 base damage in hellbat mode is pretty good...



How was it with blue flame upgrade?
Gretorp
Profile Blog Joined September 2008
United States586 Posts
Last Edited: 2013-01-10 00:33:54
January 10 2013 00:33 GMT
#428
hey guys put my thoughts here:
http://gretorp.tumblr.com/

[HoTS Thoughts] Beta Balance Update #11 – January 9, 2013
Hello Everyone. Balance Patch was put up on January 9th 2013, and this is a place where I’ll voice my thoughts. I put {} <==these brackets to show that the changes are meant to be together.
I’ll be doing these a lot more often.
_______________________________________________________________


Terran Changes
{
Barracks
Train Reaper no longer requires a Tech Lab Addon.
Reaper
The Battlefield Awareness passive ability has been removed from the game.
Movement speed increased from 3.38 to 3.75.
The Nitro Packs upgrade has been removed from the game.
P-45 Gauss Pistol weapon damage decreased from 4 +9 vs. Light to 4.
}

Reaper is a scout now. Reaper changes have been specifically used for scouting purposes in the beginning stage. This affects all the matchups. There’s almost no reason why a reaper shouldn’t be built since it provides you with the best scouting of your opponent in tvz and tvp, and has a lot of utility in tvt with openings.
Reaper no longer raids. With 30% of its original DPS, the reaper no longer really has the capacity to do strong raids. It takes 12 shots to kill a single SCV now, and the same for an unupgraded marine. That’s not going to be sufficient even in strong numbers. It did seem weird to see a reaper killing hellions so easily, but these will just tickle, and the apm used to micro these units to kill others will probably be a waste of time.
BattleField Awareness Change is good. This ability was way too powerful. Seeing up ramps and through smoke clouds limits a lot of map makers creativity imo. It just offers so much power for other units.
Potential Changes
[Add?] BattleField Experience. Similar to Voidrays, grants +2 damage to light units for every attack made to an enemy units, up to +8 or +10 damage (4 shot or 3 shot scvs/unupgraded marines respectively). Has reset of 10 seconds out of battle.
This enables raiding still but only in situations where your opponent doesn’t react. Attacking buildings or your own units won’t proc this damage counter and you have maybe 10 seconds until reset and you attack for 4 damage instead a max of 14.
[Add?] Time bomb. Loved the idea in the alpha version of WoL. Ability with __ cooldown. Plants bomb on targeted unit with 15 health that has same priority targeting as any other unit(forces opponents to retarget. Maybe 10 second timer on that. Does 40 damage. 15 damage splash. Allows you to get in and raid, but again punishes players that don’t react. Times and strength has to be modified of course. Just guessing with numbers.
Overall Understanding of unit and changes
Unit is switching role to only scouting to counter crazy ranges of protoss, terran, and zerg. Terrans have trouble after 4:30 with tvz, and tvp where queens and stalkers pop(around that time) respectively. Roach allins and 1 base play is still very strong.
Less attack, more mobility = scout only. Maybe we don’t want raiding? Just thoughts.


_______________________________________________________________
{
Hellbat
Attack speed changed from 1.9 to 2.
The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.
Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.
Splash damage radius decreased from 110 to 45.
}
Nerf to Hellbat is needed. In its current form(pre January 9th) it’s too strong. Zerglings are really bad against, and the queens don’t really have that much ability to deal with these units b/c of the insane HP. It’s a rebalance but testing will show if the nerf was enough or too much. I agree with this though good choise.
_______________________________________________________________

Medivac
{
Caduceus Reactor
No longer improves the healing rate of Medivacs.
Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.
Emergency Thrusters ability renamed Ignite Afterburners.
}
Looking @ Ignite Afterburners (Emergency Thrusters) in isolation is going to be stronger. I wouldn’t be surprised if they change it and just see healing rate difference afterwards. TvZ should be detracted a bit by ultralisks IMO, so I don’t think this is a change to TvZ. Rather TvT and TvP. TvT is becoming a bit less mobile and more turret focused. TvP will be affected at end game. Still better for stats imo.
_______________________________________________________________
{
Raven
Seeker missile
Energy cost decreased from 125 to 75.
Primary target damage reverted from 300 to 100.
Seeker Missile once again deals splash damage.
The delay time prior to firing has been increased from 3 to 5 seconds.
}
Burst Damage delays by 2 seconds. Might not be too big of a deal but gives ability to kill them obviously.
Seeker Missile more accessible and 2 potential missiles per raven instead of 1 in a given battle.
No longer kills most units now which is good. Bl’s shouldn’t die to one shot. Collo shouldn’t die in almost 1 shot. etc.
This is a nice balance nerf to raven
_______________________________________________________________
{
Siege Tank
Siege Tanks no longer require an upgrade in order to enter Siege Mode.
}
Stable openings
1-1-1 will be significantly stronger in TvP. TvT will be a lot more stable. Once you see an attack coming it takes 30-40 seconds to move across the map. 45 seconds to make a tank means you have pretty good stability in early game 1-2 base against mass bio/combat shield timings. TvZ doesn’t really change much imo since widow mine/hellion should dominate early game, however it does make vs roach allins a lot more stable.
_______________________________________________________________
{

Protoss

Mothership
The Vortex ability has been removed from the game.

Mothership Core
The Envision ability has been moved to Oracle.

Oracle
The Time Warp ability has been moved to the Mothership Core and the Mothership.
}
Right now I find a little overlap, although not completely, with Time warp and forcefield. This gives a couple of interesting things though as the mothership core will give a couple more offensive options. Timewarp is going to be used in a lot of allins now with gateway only builds. I think that’s something very tough to stop in PvZ. PvT shouldn’t change a lot since I’d rather have a giant turret rather than a slow, and offensively might buff blink allins/2 base blink builds. PvP who knows D:
Vortex was already out.
Buff for Protoss since oracles don’t want to use their energy to time warp. They want to save it for more important things. 100 kill worker games xD
[Edit w/ TT1’s thoughts]
After TT1 gave his input I can’t help that i missed a lot.
PvT: Banshees are a bit stronger now since you’re forced down either starport or robo tech to defend against cloak. Not saying this wasn’t the case in WoL but relative to having envision on Mothership, you could go to twilight council and not be afraid of banshees. Represents a decrease in variance of builds.
Also Widow Mines are buffed since they require robo or stargate once again.
PvZ: ”i think the moship got a huge nerf, having detection on it was so strong in tvp n zvp. could have skipped robo for faster upgs in…stalker moship and early pressure with them, forced alot of lings from the z and it allowed u to clear creep, good map control” -TT1
FOLLOW TT1 at @ROOT_TT1
[Edit with iMpJinX ’s thoughts]
iMpJinX gave his input too about PvP that is i missed.
PvP DTs were very standard since they are so accessible with their decrease in cost, they maintain a lot of map control, and could be merged into archons for strength. I’m personally not sure about this since since I think stargate and robo deal this without giving the DT’er a big advantage/disadvantage and I believe blink stalkers are still a fine way at apply pressure and delaying DT’s or even winning the game in certain scenarios. Mshipcore strengthens blink play substantially.
Follow iMpJinX at @iMpJinX
_______________________________________________________________
{
Zerg

Infestor
Fungal Growth damage decreased from 30 +10 vs. Armored to 30.
}
Just like vortex, slowly moving away from relying on Infestor as the goto composition in ZvX matchups. I like it
_______________________________________________________________
{
Mutalisk
Mutalisk Regeneration passive ability renamed Tissue Regeneration and its tooltip has been updated to improve clarity.
}
Awesome ^.^_v
Overall good changes imo.
All my opinions are also very subject to change.
I am Unheard Change
800800
Profile Joined October 2011
Afghanistan64 Posts
January 10 2013 00:33 GMT
#429
Why the hell would they change time warp. What are they thinking. For goodness sake I have a super slow mothership to slow unit? Umm I guess vortex were too easy to land? /sarcasm/
Now I have to land time warp somehow with a unit that move slower than an overlord. Let me give you a hint, I'm not going to be able to slow any unit from running away unless my mothership was sitting in the very front of my army and the other dude didn't snipe it down already.

Revert all the protoss changes and flat out remove vortex. Give the mothership something cool when you come up with something new.
IMPrime
Profile Joined September 2011
United States715 Posts
January 10 2013 00:34 GMT
#430
So instead of making changes such that terran can actually play macro games against zerg and toss, they do nothing about their lategame power and instead make their earlygame rushes and timing attacks stronger.

B L I Z Z A R D
TT1
Profile Blog Joined December 2008
Canada10000 Posts
January 10 2013 00:34 GMT
#431
On January 10 2013 09:33 Gretorp wrote:
hey guys put my thoughts here:
http://gretorp.tumblr.com/

[HoTS Thoughts] Beta Balance Update #11 – January 9, 2013
Hello Everyone. Balance Patch was put up on January 9th 2013, and this is a place where I’ll voice my thoughts. I put {} <==these brackets to show that the changes are meant to be together.
I’ll be doing these a lot more often.
_______________________________________________________________


Terran Changes
{
Barracks
Train Reaper no longer requires a Tech Lab Addon.
Reaper
The Battlefield Awareness passive ability has been removed from the game.
Movement speed increased from 3.38 to 3.75.
The Nitro Packs upgrade has been removed from the game.
P-45 Gauss Pistol weapon damage decreased from 4 +9 vs. Light to 4.
}

Reaper is a scout now. Reaper changes have been specifically used for scouting purposes in the beginning stage. This affects all the matchups. There’s almost no reason why a reaper shouldn’t be built since it provides you with the best scouting of your opponent in tvz and tvp, and has a lot of utility in tvt with openings.
Reaper no longer raids. With 30% of its original DPS, the reaper no longer really has the capacity to do strong raids. It takes 12 shots to kill a single SCV now, and the same for an unupgraded marine. That’s not going to be sufficient even in strong numbers. It did seem weird to see a reaper killing hellions so easily, but these will just tickle, and the apm used to micro these units to kill others will probably be a waste of time.
BattleField Awareness Change is good. This ability was way too powerful. Seeing up ramps and through smoke clouds limits a lot of map makers creativity imo. It just offers so much power for other units.
Potential Changes
[Add?] BattleField Experience. Similar to Voidrays, grants +2 damage to light units for every attack made to an enemy units, up to +8 or +10 damage (4 shot or 3 shot scvs/unupgraded marines respectively). Has reset of 10 seconds out of battle.
This enables raiding still but only in situations where your opponent doesn’t react. Attacking buildings or your own units won’t proc this damage counter and you have maybe 10 seconds until reset and you attack for 4 damage instead a max of 14.
[Add?] Time bomb. Loved the idea in the alpha version of WoL. Ability with __ cooldown. Plants bomb on targeted unit with 15 health that has same priority targeting as any other unit(forces opponents to retarget. Maybe 10 second timer on that. Does 40 damage. 15 damage splash. Allows you to get in and raid, but again punishes players that don’t react. Times and strength has to be modified of course. Just guessing with numbers.
Overall Understanding of unit and changes
Unit is switching role to only scouting to counter crazy ranges of protoss, terran, and zerg. Terrans have trouble after 4:30 with tvz, and tvp where queens and stalkers pop(around that time) respectively. Roach allins and 1 base play is still very strong.
Less attack, more mobility = scout only. Maybe we don’t want raiding? Just thoughts.


_______________________________________________________________
{
Hellbat
Attack speed changed from 1.9 to 2.
The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.
Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.
Splash damage radius decreased from 110 to 45.
}
Nerf to Hellbat is needed. In its current form(pre January 9th) it’s too strong. Zerglings are really bad against, and the queens don’t really have that much ability to deal with these units b/c of the insane HP. It’s a rebalance but testing will show if the nerf was enough or too much. I agree with this though good choise.
_______________________________________________________________

Medivac
{
Caduceus Reactor
No longer improves the healing rate of Medivacs.
Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.
Emergency Thrusters ability renamed Ignite Afterburners.
}
Looking @ Ignite Afterburners (Emergency Thrusters) in isolation is going to be stronger. I wouldn’t be surprised if they change it and just see healing rate difference afterwards. TvZ should be detracted a bit by ultralisks IMO, so I don’t think this is a change to TvZ. Rather TvT and TvP. TvT is becoming a bit less mobile and more turret focused. TvP will be affected at end game. Still better for stats imo.
_______________________________________________________________
{
Raven
Seeker missile
Energy cost decreased from 125 to 75.
Primary target damage reverted from 300 to 100.
Seeker Missile once again deals splash damage.
The delay time prior to firing has been increased from 3 to 5 seconds.
}
Burst Damage delays by 2 seconds. Might not be too big of a deal but gives ability to kill them obviously.
Seeker Missile more accessible and 2 potential missiles per raven instead of 1 in a given battle.
No longer kills most units now which is good. Bl’s shouldn’t die to one shot. Collo shouldn’t die in almost 1 shot. etc.
This is a nice balance nerf to raven
_______________________________________________________________
{
Siege Tank
Siege Tanks no longer require an upgrade in order to enter Siege Mode.
}
Stable openings
1-1-1 will be significantly stronger in TvP. TvT will be a lot more stable. Once you see an attack coming it takes 30-40 seconds to move across the map. 45 seconds to make a tank means you have pretty good stability in early game 1-2 base against mass bio/combat shield timings. TvZ doesn’t really change much imo since widow mine/hellion should dominate early game, however it does make vs roach allins a lot more stable.
_______________________________________________________________
{

Protoss

Mothership
The Vortex ability has been removed from the game.

Mothership Core
The Envision ability has been moved to Oracle.

Oracle
The Time Warp ability has been moved to the Mothership Core and the Mothership.
}
Right now I find a little overlap, although not completely, with Time warp and forcefield. This gives a couple of interesting things though as the mothership core will give a couple more offensive options. Timewarp is going to be used in a lot of allins now with gateway only builds. I think that’s something very tough to stop in PvZ. PvT shouldn’t change a lot since I’d rather have a giant turret rather than a slow, and offensively might buff blink allins/2 base blink builds. PvP who knows D:
Vortex was already out.
Buff for Protoss since oracles don’t want to use their energy to time warp. They want to save it for more important things. 100 kill worker games xD
[Edit w/ TT1’s thoughts]
After TT1 gave his input I can’t help that i missed a lot.
PvT: Banshees are a bit stronger now since you’re forced down either starport or robo tech to defend against cloak. Not saying this wasn’t the case in WoL but relative to having envision on Mothership, you could go to twilight council and not be afraid of banshees. Represents a decrease in variance of builds.
Also Widow Mines are buffed since they require robo or stargate once again.
PvZ: ”i think the moship got a huge nerf, having detection on it was so strong in tvp n zvp. could have skipped robo for faster upgs in…stalker moship and early pressure with them, forced alot of lings from the z and it allowed u to clear creep, good map control” -TT1
FOLLOW TT1 at @ROOT_TT1
[Edit with iMpJinX ’s thoughts]
iMpJinX gave his input too about PvP that is i missed.
PvP DTs were very standard since they are so accessible with their decrease in cost, they maintain a lot of map control, and could be merged into archons for strength. I’m personally not sure about this since since I think stargate and robo deal this without giving the DT’er a big advantage/disadvantage and I believe blink stalkers are still a fine way at apply pressure and delaying DT’s or even winning the game in certain scenarios. Mshipcore strengthens blink play substantially.
Follow iMpJinX at @iMpJinX
_______________________________________________________________
{
Zerg

Infestor
Fungal Growth damage decreased from 30 +10 vs. Armored to 30.
}
Just like vortex, slowly moving away from relying on Infestor as the goto composition in ZvX matchups. I like it
_______________________________________________________________
{
Mutalisk
Mutalisk Regeneration passive ability renamed Tissue Regeneration and its tooltip has been updated to improve clarity.
}
Awesome ^.^_v
Overall good changes imo.
All my opinions are also very subject to change.


nerf mines plz
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
January 10 2013 00:34 GMT
#432
I think by removing the resources/time spent on upgrading siege makes any tank openers much better instead of having that timing window of dying to all ins.

I wonder if this tank buff is indicative of a future "upgrade" buff in place of the "siegemode" upgrade that use to belong in the techlabs in future balance patches..
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 10 2013 00:35 GMT
#433
On January 10 2013 09:29 KrazyTrumpet wrote:
Show nested quote +
On January 10 2013 09:24 TimENT wrote:
1. Stop this hellbat nonsense. Boring unit that sucks v everything P that isn't a Zealot
2. Give Siege Tanks an upgrade that makes their shells do extra damage to P shields.

It won't ruin early game TvP like your stupid removal of research for Siege tech AND it won't affect TvZ or TvT at all, where the siege tank shines.

Wake up. Mech is awesome because of the siege tank, the siege tank just sucks massive balls vs P.


18 base damage in hellbat mode is pretty good...


Its like it does the same amount of damage as a zealot at a slightly slower fight rate, in a cone. Or it does way more to light units.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2013-01-10 00:43:56
January 10 2013 00:37 GMT
#434
Reaper changes are good. Probably needs a slight buff in weapon damage. Combat awareness coupled with their ability to rip through marines was utterly retarded. Three reapers getting into your base won't instantly win a game now and they're going to hurt in TvZ (they just skip around queens. You need speedlings on creep to handle them.)

Raven is finally good. No more Yamato overlap. Very happy with that. Autoturret is still terrible but I guess you have to have something to do with a low energy Raven. Having the extreme range and the splash is going to help Skymech a lot in lategame TvP.

Medivac changes are disappointing but I suppose necessary.

No idea wtf they're doing with the Hellbat. It's range 2. What exactly is it supposed to be able to DPS down? It's outranged by everything other than Ultralisks, Zealots and Zerglings. Suppose it'll be decent at holding ground with Mech though.

Siege tank change is completely pointless. Buff the fucking thing already. Remove the change you made in beta and let it do the full 50 damage to everything.

What are they doing with the Oracle and the Mothership Core? Am I right in assuming that the Oracle now has TWO vision spells? I don't mind Time Warp on the MSC but is it really necessary to turn Oracles into a Turbo Scout that kills workers?

Fungal Growth needs nerfing down again. Forget the armoured bit. It's the lockdown that needs nerfing.

Mutalisks need something more than they got.
Disengaged
Profile Joined July 2010
United States6994 Posts
January 10 2013 00:41 GMT
#435
I disagree with the Siege Tanks no longer needing an upgrade to enter Siege Mode so much.

Contains will be alot faster and more efficient because of that.

1/1/1 against Toss basically means it'll come faster.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 10 2013 00:42 GMT
#436
On January 10 2013 09:29 KrazyTrumpet wrote:
Show nested quote +
On January 10 2013 09:24 TimENT wrote:
1. Stop this hellbat nonsense. Boring unit that sucks v everything P that isn't a Zealot
2. Give Siege Tanks an upgrade that makes their shells do extra damage to P shields.

It won't ruin early game TvP like your stupid removal of research for Siege tech AND it won't affect TvZ or TvT at all, where the siege tank shines.

Wake up. Mech is awesome because of the siege tank, the siege tank just sucks massive balls vs P.


18 base damage in hellbat mode is pretty good...


It deals 1.6 less dps than a roach.
Hark, what baseball through yonder window breaks?
Lt.Roosevelt
Profile Joined May 2011
Sweden84 Posts
January 10 2013 00:43 GMT
#437
Well at least they are trying everything lol... One thing I really really hope they revert in the next patch is the tank change because it is a lot more interesting from a gameplay perspective if siege mode requires an upgrade imo. I haven't tried HotS myself so I can't really comment on balance issues etc, but I gotta say, this patch doesn't seem to do much for the pure fun of the game.

Oh well, we will see what happens next patch, hopefully it looks better.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
January 10 2013 00:44 GMT
#438
On January 10 2013 09:41 Disengaged wrote:
I disagree with the Siege Tanks no longer needing an upgrade to enter Siege Mode so much.

Contains will be alot faster and more efficient because of that.

1/1/1 against Toss basically means it'll come faster.


Yeah, but so what. Protoss has range 13 cannon now. I don't really think 1/1/1 is that big of a deal at all in HotS
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 10 2013 00:44 GMT
#439
On January 10 2013 09:41 Disengaged wrote:
I disagree with the Siege Tanks no longer needing an upgrade to enter Siege Mode so much.

Contains will be alot faster and more efficient because of that.

1/1/1 against Toss basically means it'll come faster.


Bring your 1/1/1 to my siege nexus! I will use it to delay you and get all the immortals and zealots.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
killy666
Profile Joined July 2012
France204 Posts
Last Edited: 2013-01-10 00:45:24
January 10 2013 00:44 GMT
#440
I love the fungal nerf and mothership / oracle changes. I think that both units are in a much better place with this patch. Timewarp on oracles was too powerful, and we didn't need another anti-micro ability to be available so easily. As for the removal of detection from mothership it's great too, cause it was to easy and too early to get compared to the other races and was giving an unfair advantage both in scouting and detecting, completely jeopardizing early game tech opening against P, and early timings in general.

As for the other changes... I'm honestly not convinced. Seems to me that they are throwing stuff to the ceiling and looking at what sticks. I guess we'll see!
My life is sicker than your band
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