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Active: 1847 users

Balance Update - Dec 8

Forum Index > SC2 General
142 CommentsPost a Reply
1 2 3 4 5 6 7 8 Next All
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
December 08 2016 19:02 GMT
#1
[image loading]

Source (us.battle.net)


Since our recent 3.8 design update, we’ve been testing various balance changes which lead Multiplayer designer David Kim has been regularly discussing in his Community Feedback Updates. Our overall goal in doing this has been to reach a place of ultimate gameplay stability, enabling players to truly master the game's many units, builds, strategies, and metagames. After continually reviewing your feedback and testing various changes internally, we are ready to move forward with the next step for design and balance improvements in StarCraft II. Below we have broken down the changes each race will receive today.



Terran

  • Cyclone
    • Anti-ground weapon range increased from 4 to 6.
    • Anti-grounds weapon minimum scan range updated to 6.5
    • "Mag-Field Launchers" upgrade removed.


Zerg

  • Hydralisk
    • "Evolve Grooved Spines" upgrade removed, and +1 range is now added back to "Muscular Augments" upgrade.

  • Viper
    • Reduced "Blinding Cloud" ability duration from 10 seconds to 6 seconds.


Protoss

  • General
    • Updated subgroup priorities for Tempest, Immortal, and Dark Templar.

  • Immortal
    • "Barrier" is now a passive ability, and its cooldown is reduced from 43 to 32.

  • Tempest
    • Removed "Disruption Blast" ability.
    • Anti-ground weapon range increased from 8 to 10.
    • Anti-ground weapon damage increased from 35 to 40.




If you're interested in the StarCraft II Balance Team's reasoning behind each change, take a look through some of the recent Community Feedback Updates for more information!

We truly appreciate all the feedback we’ve received from the community. Your feedback and playtesting helped shape this update, and we hope you’ll continue to participate in future balance testing. Until next time, we hope you enjoy these changes!
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Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
geokilla
Profile Joined May 2011
Canada8244 Posts
December 08 2016 19:06 GMT
#2
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..
Musicus
Profile Joined August 2011
Germany23576 Posts
December 08 2016 19:06 GMT
#3
I'm just happy they are going live so fast, so that Hydras can soon receive the correct buff.

Tempests seem super good now, but for 6 supply it's fair I guess.

Cyclone rushes, welcome back, we didn't miss you.
Maru and Serral are probably top 5.
Ej_
Profile Blog Joined January 2013
47656 Posts
December 08 2016 19:10 GMT
#4
hydra health buff and carrier nerf when


happy about removing tempest ability, not everything needs to be a spellcaster
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Bareleon
Profile Blog Joined May 2011
371 Posts
December 08 2016 19:12 GMT
#5
Does the hydra still get the new movement speed buff?
phodacbiet
Profile Joined August 2010
United States1740 Posts
December 08 2016 19:13 GMT
#6
This looks good! Would like to see some health buff for hydras... they are such a glass cannon still . Still think mech needs a good viable anti air option though.
Thorix77
Profile Joined August 2012
Poland12 Posts
Last Edited: 2016-12-08 19:15:38
December 08 2016 19:14 GMT
#7
nvm

Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-12-08 19:15:53
December 08 2016 19:14 GMT
#8
On December 09 2016 04:12 Bareleon wrote:
Does the hydra still get the new movement speed buff?

Yeah they are still faster on creep. That's the only difference to the old hydra now. "Redesign"

On December 09 2016 04:14 Thorix77 wrote:
sooo.. hydra still has 7 range?


No, now they have 6 after the upgrade.
Maru and Serral are probably top 5.
bakemonoda
Profile Joined October 2011
United Kingdom18 Posts
December 08 2016 19:18 GMT
#9
good changes, cyclone can actually defend the base without being super vulnerable now, tanks can potentially get to fire

would still like to see infestor ground fungal removed, feels too strong, neural and infested terran ok to be ground cast
learning is the key to victory
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
December 08 2016 19:20 GMT
#10
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
Last Edited: 2016-12-08 19:35:44
December 08 2016 19:34 GMT
#11
On December 09 2016 04:06 geokilla wrote:
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..


doesn't matter since there are always lots of things to micro not including barriers

On December 09 2016 04:20 SetGuitarsToKill wrote:
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT


and carriers is the only solution vs heavy hydra styles
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Bareleon
Profile Blog Joined May 2011
371 Posts
December 08 2016 19:34 GMT
#12
Mass Tempest before they get nerfed
Lexender
Profile Joined September 2013
Mexico2654 Posts
December 08 2016 19:47 GMT
#13
Greath changes, altough the cyclone is going the wrong direction, buff its AA and nerf its AG and I think mech will be in a pretty ok state, not perfect but good.

Also nerf the goddamn raven already.
ArtyK
Profile Joined June 2011
France3143 Posts
December 08 2016 19:47 GMT
#14
On December 09 2016 04:34 cSc.Dav1oN wrote:
Show nested quote +
On December 09 2016 04:06 geokilla wrote:
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..


doesn't matter since there are always lots of things to micro not including barriers

Show nested quote +
On December 09 2016 04:20 SetGuitarsToKill wrote:
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT


and carriers is the only solution vs heavy hydra styles


...until the nerf...hence that comment...

soooooooooooo what does this mean? "Updated subgroup priorities for Tempest, Immortal, and Dark Templar."
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2016-12-08 19:50:07
December 08 2016 19:48 GMT
#15
On December 09 2016 04:34 Bareleon wrote:
Mass Tempest before they get nerfed


What? Tempest is 6 supply 10 ground range and 40 ground damage vs 4 supply 15 range 30 ground in 3.7.
Hows that better

edit : didn't want to double post, don't kill me!
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Lunareste
Profile Joined July 2011
United States3596 Posts
December 08 2016 19:50 GMT
#16
I still don't see the point of Tempests and Void Rays when Carriers exist and are better units, Skytoss units are redundant as hell. I wish they'd just remove them at this point.
KT FlaSh FOREVER
phodacbiet
Profile Joined August 2010
United States1740 Posts
December 08 2016 19:51 GMT
#17
On December 09 2016 04:47 ArtyK wrote:
Show nested quote +
On December 09 2016 04:34 cSc.Dav1oN wrote:
On December 09 2016 04:06 geokilla wrote:
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..


doesn't matter since there are always lots of things to micro not including barriers

On December 09 2016 04:20 SetGuitarsToKill wrote:
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT


and carriers is the only solution vs heavy hydra styles


...until the nerf...hence that comment...

soooooooooooo what does this mean? "Updated subgroup priorities for Tempest, Immortal, and Dark Templar."


I think this means that the units will attack the Tempest > Immortal > Dark Templar? or maybe Dark Templar, Immortal, and then Tempest? Not sure to be honest, the wording is indeed pretty unclear.
aQuaSC
Profile Joined August 2011
717 Posts
Last Edited: 2016-12-08 19:58:05
December 08 2016 19:57 GMT
#18
On December 09 2016 04:51 phodacbiet wrote:
Show nested quote +
On December 09 2016 04:47 ArtyK wrote:
On December 09 2016 04:34 cSc.Dav1oN wrote:
On December 09 2016 04:06 geokilla wrote:
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..


doesn't matter since there are always lots of things to micro not including barriers

On December 09 2016 04:20 SetGuitarsToKill wrote:
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT


and carriers is the only solution vs heavy hydra styles


...until the nerf...hence that comment...

soooooooooooo what does this mean? "Updated subgroup priorities for Tempest, Immortal, and Dark Templar."


I think this means that the units will attack the Tempest > Immortal > Dark Templar? or maybe Dark Templar, Immortal, and then Tempest? Not sure to be honest, the wording is indeed pretty unclear.

It's about their order in a control group when you tab through them. Units with active abilities have higher priority, and from those three only DT has one now.
TL+ Member
ArtyK
Profile Joined June 2011
France3143 Posts
December 08 2016 19:58 GMT
#19
On December 09 2016 04:57 aQuaSC wrote:
Show nested quote +
On December 09 2016 04:51 phodacbiet wrote:
On December 09 2016 04:47 ArtyK wrote:
On December 09 2016 04:34 cSc.Dav1oN wrote:
On December 09 2016 04:06 geokilla wrote:
Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..


doesn't matter since there are always lots of things to micro not including barriers

On December 09 2016 04:20 SetGuitarsToKill wrote:
So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT


and carriers is the only solution vs heavy hydra styles


...until the nerf...hence that comment...

soooooooooooo what does this mean? "Updated subgroup priorities for Tempest, Immortal, and Dark Templar."


I think this means that the units will attack the Tempest > Immortal > Dark Templar? or maybe Dark Templar, Immortal, and then Tempest? Not sure to be honest, the wording is indeed pretty unclear.

It's about their order in a control group when you tab through them. Units with active abilities have higher priority, and from those three only DT has one now.


If you're right, it's what i thought and i'm pissed : http://www.teamliquid.net/forum/starcraft-2/516921-request-for-minor-gameplay-improvements
They need to do it for mines as well at least -_-
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
SlammerSC2
Profile Joined April 2013
77 Posts
December 08 2016 20:06 GMT
#20
Mass Carrier viability - check
Mass Tempest viability - check
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