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Situation Report: Patch 1.3

Forum Index > SC2 General
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Mommas Boy
Profile Joined December 2010
Canada144 Posts
Last Edited: 2011-04-04 17:10:49
April 04 2011 16:35 GMT
#1
http://us.battle.net/sc2/en/blog/2566610#blog

I really enjoy reading these. Provides a good perpective of what Blizzard wants to see from the game.

Thoughts?
--------------------------------------------------------------------------------------------------------------------------------
Greetings, citizens of the Koprulu sector! It’s been some time since we last submitted a situation report for StarCraft II: Wings of Liberty, but with patch 1.3, we felt that it was a good time to address some of the changes we implemented and our thoughts on them. We’ve pulled out some of the most notable patch notes to explain our design philosophy and the thinking behind this update.

***********

Balance Changes

Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
There was a core problem with the Viking flower strategy in that there was no way to know how many Vikings were patrolling a specific area. In StarCraft II, scouting armies is already a difficult and important aspect of play, and it was definitely not our intention to make it possible for air units to use this patrol method to disguise their numbers. We consider this case more of a bug fix than a balance change.

Protoss

Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
This was another case that we viewed as more of a bug fix than a balance change. The original concept of Vortex was that it was more than just a stasis or a lockdown. In addition to having the protoss player lock down a part of his or her opponent’s army, the spell was supposed to also be about creating situations for enemy interaction with the Vortex.

For example: If I'm playing zerg and half of my army was Vortexed, I may decide to put the remaining half into the Vortex. Conversely, I could choose to simply sacrifice half of my units instead and run with the rest if greatly outnumbered by the protoss opponent. However, there was a bug in which splash units instantly killed everything coming out of a Vortex, preventing the different types of interactions we originally intended.

Khaydarin Amulet upgrade (+25 starting energy) has been removed.
This is perhaps the 1.3 patch change that was most discussed by the community and we wanted to take some to time to explain the rationale behind it. Ultimately, there were two reasons we wanted to remove this item.

We felt this upgrade reduced strategic choice. When combined with stalker or charge zealot warp-ins, this upgrade made it nearly impossible to do any sort of harassment attack anywhere there was a pylon. We didn’t like the reduction in strategic options, as the opponent could only fight major battles with protoss in the late game.
We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out. As we’ve mentioned many times before, we feel it’s safer to take small steps in making balance changes than making drastic changes to an entire race.
Charging Zealots will now hit fleeing targets at least once.
Even after researching Charge, there are times when zealots aren’t able to hit the opponent even once and just end up getting kited to death. Although this change will not suddenly flip the relationship in those cases, we wanted to improve it a bit. We want Charge zealots to perform better than normal zealots in as many scenarios as possible.

Terran

Battlecruiser movement speed increased from 1.406 to 1.875.
Although we don’t want to see battlecruisers used in every terran late game, we noticed they’re hardly ever used at all. To encourage their use in more games, we decided to buff their biggest weakness, movement speed.

Bunker build time increased from 35 to 40 seconds.
The focus of this change was strictly on reducing the effectiveness of offensive bunkering. With the build time increased, we noticed that there wasn’t as much of a change to defensive bunkers, whereas offensive bunkering is a lot more difficult to pull off.

EMP now drains up to 100 energy instead of all available energy. The effect on protoss shields remains unchanged.
We had three main reasons for implementing this change:

We wanted ghost EMP to be less effective vs. infestors in the ZvT matchup. Infestors are fairly slow moving and have high costs. We felt that one EMP shutting down multiple Infestors was too much.
After the high templar change, we noticed the ghost vs. high templar relationship was a bit too much in the ghost’s favor.
Early/mid game sentries are almost a requirement vs. terran. However, there were scenarios at different skill levels where one EMP would manage to luck out and hit every single sentry, making it so that protoss had no chance to stop the mass Stimpack terran army.
Stimpack upgrade research time increased from 140 to 170 seconds.
It wouldn’t be the first time we’ve heard that there were concerns from players about the use of Stimpacks and there’s a reason why; Stimpack timing pushes by terran players can be extremely difficult for opponents to stop without employing effective scouting. We wanted these types of pushes to come slightly later in order to provide more time for opponents to prepare for these attacks and to potentially get scouting units together to effectively scout for these types of pushes.

Zerg

Fungal Growth stun duration decreased from 8 to 4 seconds.
Fungal Growth damage increased by +30% vs. armored units.
Both of the Fungal Growth changes were mainly made to address a ZvZ issue with mutalisk vs. infestor, and to make infestors more useful vs. protoss. For mutalisks, we found they were just not useful enough in ZvZ due to the Fungal Growth stun duration being too long. So, the duration was reduced to make them a bit more viable in the ZvZ matchup. This reduction in stun duration means the damage goes in faster. However, we realized that mutalisks suffer mostly due to stuns combined with hydralisks shooting from below. As for infestors themselves, we found they weren’t that useful vs. protoss. We wanted to solve both of these issues while keeping infestors as powerful as they are vs. terran. Fungal Growth’s damage itself wasn’t as big of a problem as the stun, so we decided to go with this change so that the stun duration reduction is somewhat countered by the damage buff.

The +30% armored damage change was more strictly targeted towards stalker-based protoss armies, as well as marauder-based terran armies. We wanted infestors to be more of a core unit in the ZvP matchup while keeping them just as useful vs. terran. The stun duration reduction change by itself didn’t allow these two things, so we had to make this damage change as well in order to arrive at the right place for the infestor.

***********

We've made every effort to weigh these types of changes very carefully and will continue to do so in the future. We understand the impact they have on gameplay and want to make sure that when we make a change, it’s for the betterment of the game as a whole. The metagame is always changing, and that can make balancing the game a challenge, but we are dedicated to constantly evolving StarCraft II and committed to providing the kind of epic gameplay experience the community expects.

* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.
--------------------------------------------------------------------------------
here to play.
Noocta
Profile Joined June 2010
France12578 Posts
April 04 2011 16:42 GMT
#2
I like that they wanted to hit protoss aoe damage.
Don't understand why they would focus on templars while colossi are almost breaking the game.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Mommas Boy
Profile Joined December 2010
Canada144 Posts
Last Edited: 2011-04-04 16:44:06
April 04 2011 16:43 GMT
#3
It definatley sounds like a Collosi nerf is on the way.

"2.We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi."
here to play.
rickybobby
Profile Joined October 2010
United States405 Posts
April 04 2011 16:44 GMT
#4
its nice to see the logic behind their balance changes. I especially found his explanation of the infestor buff interesting
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
April 04 2011 16:44 GMT
#5
nice.. it's aalways good to see the reasoning behind the changes....

* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.

i loled
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Heraklitus
Profile Joined September 2010
United States553 Posts
April 04 2011 16:45 GMT
#6
Yea, the hint at a possible future collossus nerf is the big news there.
hunts
Profile Joined September 2010
United States2113 Posts
Last Edited: 2011-04-04 16:47:46
April 04 2011 16:47 GMT
#7
Nice to see they have actual reasoning behind their changes. Wonder what the bunker build time will be in 1.4

yeah it does kinda sound like they're hinting at a collosus nerf.
twitch.tv/huntstv 7x legend streamer
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2011-04-04 16:47:30
April 04 2011 16:47 GMT
#8
I doubt we'll see a change to the collosus any time soon, they'll wait a while to see if the community can fix it with strategy.

I did find it amusing they changed the infestor for ZvP, when the change has had a far, far bigger impact on ZvT so far.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
April 04 2011 16:47 GMT
#9
On April 05 2011 01:45 Heraklitus wrote:
Yea, the hint at a possible future collossus nerf is the big news there.

if this means no more mass collo battles in pvp
shoul buff gate units if thats the case though
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
shakenbake
Profile Joined August 2010
United States207 Posts
April 04 2011 16:48 GMT
#10
On April 05 2011 01:43 Mommas Boy wrote:
It definatley sounds like a Collosi nerf is on the way.

"2.We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi."


this would be great.

that combined with a hydra buff and game would balance would likely be a non issue. =D
BGrael
Profile Joined November 2010
Germany229 Posts
April 04 2011 16:48 GMT
#11
The report seems well thought out. Looking forward to the next balance change, maybe it will do something about the colossus. However, just nerfing it won't do the trick I think.
TheResidentEvil
Profile Joined September 2010
United States991 Posts
Last Edited: 2011-04-04 16:53:28
April 04 2011 16:48 GMT
#12
"We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out."

They aren't going to be changing colossus anytime soon. Everyone needs to stop saying that. It says there was a problem so they fix one and you have to see. Its like when your PC is broke and its one of two parts. you change the one and wait. you dont change the one and say im gonna probably change the other one later.

Dont spread rumors
eot
Profile Joined April 2011
146 Posts
Last Edited: 2011-04-04 18:48:50
April 04 2011 16:49 GMT
#13
Why not paste it here?
edit: this post is redundant now
the9thdude
Profile Joined March 2011
United States41 Posts
April 04 2011 16:50 GMT
#14
On April 05 2011 01:42 Noocta wrote:
I like that they wanted to hit protoss aoe damage.
Don't understand why they would focus on templars while colossi are almost breaking the game.


Collossi are big and can be targeted by air, High Templars can be warped in anywhere there is a Pylon and can basically kill anything when they spawn.
Those who are overconfident, are careless.
shakenbake
Profile Joined August 2010
United States207 Posts
April 04 2011 16:53 GMT
#15
On April 05 2011 01:47 never_toss wrote:
Show nested quote +
On April 05 2011 01:45 Heraklitus wrote:
Yea, the hint at a possible future collossus nerf is the big news there.

if this means no more mass collo battles in pvp
shoul buff gate units if thats the case though


yea buff a 4 and 6 gate rush. laddering will be fun!!!!
Daralii
Profile Joined March 2010
United States16991 Posts
Last Edited: 2011-04-04 16:55:37
April 04 2011 16:53 GMT
#16
On April 05 2011 01:48 TheResidentEvil wrote:
"We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out."

They aren't going to be changing colossus anytime soon.

More likely they're going to bring back a revised Khaydarin Amulet and nerf the Colossus somehow in 1.4/1.5. P pretty much needs AoE given how relatively weak Gateway units are unless they drastically beat the opponent in upgrades, and nerfing the Colossus with no HT energy upgrade effectively neuters the race lategame.

On April 05 2011 01:50 the9thdude wrote:
Show nested quote +
On April 05 2011 01:42 Noocta wrote:
I like that they wanted to hit protoss aoe damage.
Don't understand why they would focus on templars while colossi are almost breaking the game.


Collossi are big and can be targeted by air, High Templars can be warped in anywhere there is a Pylon and can basically kill anything when they spawn.

It's 80 damage over 4 seconds, there's a second between the cast and when it starts doing damage, they're slow, building a pylon takes time, and both warp prisms and pylons are comparatively fragile at the point in the game that the Toss player can start making HTs. Don't attempt to claim that HTs, especially in their current state, are overpowered.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
TangYiChen
Profile Joined March 2011
Korea (South)195 Posts
April 04 2011 16:54 GMT
#17
I'm liking the infestor buff. I've been using them practically in all my ZvZ's and along with roaches, it's pretty powerful. But against units like mutalisks, it could be tough. Infested terran simply take too long to pop out and move ridiculously slow; fungal growth has already worn off by then.
Also, late game zerg units have no ability to shoot anything that doesn't touch the ground. Against a deathball of VRs and colossi and gateway units, it's really, really tough to kill that off even with a re-max. Corrupters just get torn apart by the void rays, and mutalisks aren't that effective. Still trying to find a way to deal with it, but I feel like at least 1 zerg late game unit should be able to target anything flying.
Do the difficult things while they are easy and do the great things while they are small. A journey of a thousand miles must begin with a single step.
Kfcnoob
Profile Joined January 2011
United States296 Posts
April 04 2011 16:54 GMT
#18
We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out
And Artosis sayeth "the one who kills many, but loses few, comes out ahead."
Heraklitus
Profile Joined September 2010
United States553 Posts
April 04 2011 16:55 GMT
#19
On April 05 2011 01:48 TheResidentEvil wrote:
"We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out."

They aren't going to be changing colossus anytime soon. Everyone needs to stop saying that. It says there was a problem so they first one and you have to see. Its like when your PC is broke and its one of two parts. you change the one and wait. you dont change the one and say im gonna probably change the other one later.

Dont spread rumors


Well no one is saying "OMG INCOMING COLOSSUS NERF". But they think late game protoss splash damage was overpowered. They think taking out KA might solve this, but they obviously they're not sure--how could they be? It shows that if they don't think taking out KA solves the problem, the next thing on their list to try would be nerfing the colossus. That means it's in the cards. It might not come, but they're obviously thinking about it. It will just depend on how things go.

That's not spreading rumors. That's just reading between the lines.
Sworn
Profile Blog Joined January 2010
Canada920 Posts
April 04 2011 16:55 GMT
#20
On April 05 2011 01:48 shakenbake wrote:
Show nested quote +
On April 05 2011 01:43 Mommas Boy wrote:
It definatley sounds like a Collosi nerf is on the way.

"2.We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi."


this would be great.

that combined with a hydra buff and game would balance would likely be a non issue. =D


Yay as long as they nerf toss and buff zerg balance will be fine. Colossus don't seem that big of a deal though a slight nerf would probably help ZvP but I don't think balance would be finished if Zergs get buffed every patch.
"Duty is heavy as a mountain, death is light as a feather." CJ Entus Fighting! <3 Effort
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