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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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Seems like a step in the right direction. Not sure how the Immortal "barrier" ability works now that it's a passive ability..
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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.
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hydra health buff and carrier nerf when
happy about removing tempest ability, not everything needs to be a spellcaster
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Does the hydra still get the new movement speed buff?
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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.
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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.
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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
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So carriers which were already a pain to deal with in ZvP are now just that much harder to kill... GREAT
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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
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Mass Tempest before they get nerfed
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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.
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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."
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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!
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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.
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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.
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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.
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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 -_-
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Mass Carrier viability - check Mass Tempest viability - check
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