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Community Update - September 21

Forum Index > SC2 General
145 CommentsPost a Reply
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Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
Last Edited: 2017-09-21 19:46:48
September 21 2017 19:45 GMT
#1
[image loading]


Terran

Raven
The Raven’s Shredder Missile impact damage is not very high at the moment, so the initial delay can be lowered a bit to increase the chances for the ability to connect. The delay duration is being decreased from 2.9 to 1.4 to help with this. Next, the Raven’s Repair Drone’s healing range radius is being increased from 4 to 6 to allow mech units more maneuverability on the field. Lastly, the Scrambler Missile can now affect mechanical and psionic units. This should open up more opportunities for the ability in all matchups.

Mule
Mules will no longer be able to mine gas from refineries, but their mineral return rate will change back to 25 from 20. Terran players haven’t benefitted much from this change and the mineral return rate reduction change was seen as a nerf for bio players. We are putting this idea on the shelf for now, but we can bring it back for future testing if we see an opportunity for this type of change.

Protoss

Oracle
Stasis Wards are versatile, but their stats could use some minor adjustments. We will be experimenting with the following changes: First, Stasis Wards will have a 170 second timed life duration; this addition should help balance situations where Stasis Fields are numerous across the map. Next, Stasis Wards will no longer affects larva or eggs. Currently, Stasis Wards work on zerg larva and eggs, so zerg production is more heavily affected than the other races. We feel this isn’t super interesting, as it delays unit interaction. Also, map layouts will no longer affect the Stasis Ward’s effectiveness, as this means bases where mineral lines start on the same side as larva are no longer more vulnerable to Stasis Wards. This change should help make this ability’s effect more consistent across different maps and races.

We are also experimenting with making the Pulsar Beam do normal damage instead of spell damage, which means it will be affected by armor. This change introduces the idea of the Pulsar Beam falling off in effectiveness as the game goes on, or if an opponent decides to invest in armor upgrades early on.

Shield Battery
The Shield Battery provides protoss units defensive support, but we believe this could be improved. The Shield Battery will now start at 100 energy, the max energy capacity will be reduced from 200 to 100, and the shield recharge range will increase from 4 to 6. These changes will allow the Shield Battery to be effective right away after warping into the battlefield while also reducing its effectiveness late game if constructed in large numbers due to the reduced maximum energy. The Shield Battery’s increased recharge range should also allow players more mobility in defensive situations.

Stalker
Fixed a bug where Stalker’s Particle Disruptor weapon was only receiving +1 per upgrade to its base damage. It will now receive +2 per upgrade as intended.

Adept
Protoss scouting options were reduced a bit with the removal of the Mothership Core. To provide protoss with sufficient scouting tools, the Adept’s Shade vision will be increased from 2 to 4 to allow for better scouting opportunities.

Zerg

Viper
Parasitic Bomb’s damage felt a bit too high to properly counter. The Parasitic Bomb damage will be reduced from 180 to 120 to open up opportunities to recover for the defending player.

Overlord
Zerg scouting relies heavily on Overlords in certain matchups, such as ZvZ. With the increased worker count in Legacy of the Void resulting in a quicker pace, we received feedback that Overlords arrive at enemy bases just slightly too late. To try and provide zerg with more scouting opportunities, the Overlord’s base movement speed will be increased from 0.82 to 0.902 and the Evolved Pneumatized Carapace upgrade will still increase the Overlord’s movement speed to the same value of 2.63.

Lastly, the next season is quickly approaching. To start preparations, we’ll be turning off the testing matchmaking queue on October 13. This will allow us to start finalizing changes for the next season, like implementing art assets and bug fixing. The balance test mod will still be available online for players to use.


Link To Blog of Updated Changes!
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Psychobabas
Profile Blog Joined March 2006
2531 Posts
September 21 2017 19:48 GMT
#2
Nice!

By the way I have noticed, when blizzard says "this isnt very interesting" they mean, "this needs to be fixed".
VHbb
Profile Joined October 2014
692 Posts
September 21 2017 19:53 GMT
#3
Oracle pulsar beam change may be nice, what do you think?
I also appreciate the increase in sight of the adept (though I fear the level of whining for this will be unprecedented..)
My life for Aiur !
pvsnp
Profile Joined January 2017
7676 Posts
September 21 2017 19:58 GMT
#4
Can't find anything egregious in these changes.

Feels like Protoss really got the bulk of the changes (to be fair the existence/nonexistence of the MSC is a super-important aspect of Protoss), Zerg got a few, and Terran barely changed at all. Not sure if this is a good or bad thing.

On the whole, I like this 2017 version of 3.8 and I'm looking forward to see how the meta reacts.
Denominator of the Universe
TL+ Member
raff100
Profile Joined April 2011
498 Posts
September 21 2017 20:02 GMT
#5
Thank god for the Pulsar Beam change
xTJx
Profile Joined May 2014
Brazil419 Posts
September 21 2017 20:04 GMT
#6
Love the oracle and overlord changes.
No prejudices, i hate everyone equally.
FarmI3oy
Profile Joined May 2011
United States255 Posts
September 21 2017 20:04 GMT
#7
Protoss, I weep for you.
bela.mervado
Profile Joined December 2008
Hungary407 Posts
September 21 2017 20:06 GMT
#8
i like the pulsar beam idea, but it is still does 1x15 dmg (i wonder what difference this makes against 1 base armor queens),
maybe they should split it into 2x7 (just like the marauder nerf).
JackONeill
Profile Joined September 2013
861 Posts
September 21 2017 20:07 GMT
#9
Yay for the mule change. Gaz mules were stupid and encouraged turtle play.

However, why not have the scrambler missile work against bio too? It won't be a problem in TvZ since ultras are already immune to movement altering spells : the description of the ultra's passive could be changed to make it immune to the scrambler missile.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17402 Posts
Last Edited: 2017-09-21 20:23:29
September 21 2017 20:21 GMT
#10
On September 22 2017 04:58 pvsnp wrote:
Feels like Protoss really got the bulk of the changes (to be fair the existence/nonexistence of the MSC is a super-important aspect of Protoss), Zerg got a few, and Terran barely changed at all. Not sure if this is a good or bad thing.

well i really like how they reworked the Raven to be a support unit. remembering what Terran air looked like day-1-LotV versus what it is now .. it has been a huge nerf to Sky Terran armies. and i think that's very good.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Ransomstarcraft
Profile Joined September 2016
75 Posts
September 21 2017 20:22 GMT
#11
I would love to see more experimentation with mules being able to mine gas. While the change may seem to have had little effect, it is a viable divergent option that should be given every opportunity to have impact. Are there problems it has caused?

It made no sense to me why mineral income for Terrans was nerfed when the gas mining option was introduced. Mules compensate for two unique facts about Terran macro:
1. Terrans do not have chronoboost or multiple larvae to quickly produce multiple workers
2. SCV's must be pulled off the line for construction and repair duties.

Anything that leads to more decision making and less rote operations in regard to macro mechanics is a good thing, which is a balance they are trying to strike presently for protoss and one they have accomplished pretty well for zerg already. I think there are options for mules on gas to be useful, and the penalty of not getting the mineral income while gaining the gas income is already strong enough.

I've played about 25 games on this patch, and mech is really gas intensive when you want to get Ravens in addition to 4 factory production. I wonder if this has had adequate experimentation.
NutriaKaiN
Profile Joined June 2016
88 Posts
Last Edited: 2017-09-21 20:26:48
September 21 2017 20:26 GMT
#12
On September 22 2017 05:06 bela.mervado wrote:
i like the pulsar beam idea, but it is still does 1x15 dmg (i wonder what difference this makes against 1 base armor queens),
maybe they should split it into 2x7 (just like the marauder nerf).


maybe the oracle should do no damage, only the beam itself.
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
September 21 2017 20:27 GMT
#13
Are these changes for the test map or regular ladder?
JWD[9]
Profile Blog Joined November 2015
364 Posts
Last Edited: 2017-09-21 20:29:58
September 21 2017 20:29 GMT
#14
Wow, I like the ideas presented!

I can't however really warm up for the shield battery as a defensive tool (it is fun for some rushes though xD).
Like, Photon overcharge, and even Nexus shield regen were given for free(or a one time investment) and were stronger.
However, we do have free Recall now if we get caught out of position, so shield battery is probably meant for holding some very specific early timings. I am not to much in the loop.

What do other Protosses think of the shield battery in Sc2?
VHbb
Profile Joined October 2014
692 Posts
September 21 2017 20:35 GMT
#15
On September 22 2017 05:26 NutriaKaiN wrote:
Show nested quote +
On September 22 2017 05:06 bela.mervado wrote:
i like the pulsar beam idea, but it is still does 1x15 dmg (i wonder what difference this makes against 1 base armor queens),
maybe they should split it into 2x7 (just like the marauder nerf).


maybe the oracle should do no damage, only the beam itself.


It should only be used to /dance on top of the opponent's army during battles, to have the nice light effects
My life for Aiur !
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-09-21 21:32:27
September 21 2017 21:31 GMT
#16
I Like the Protoss, Zerg and Mule changes but i'm not sure about the Raven changes, especially the change top the scrambler Missile.
The Problem is, it is way more easier to disable 4 vipers with only one full energy Raven than sniping them with vikings. without blinding clouds the zerg army gets distoryed by tanks and can't buy enougth time tomorrow get broodlord Out.
Jj_82
Profile Joined December 2012
Swaziland419 Posts
Last Edited: 2017-09-21 21:41:03
September 21 2017 21:35 GMT
#17
- nuked post -
Once rode a waterslide with PartinG and TaeJa ✌
DieuCure
Profile Joined January 2017
France3713 Posts
September 21 2017 21:44 GMT
#18
To try and provide zerg with more scouting opportunities, the Overlord’s base movement speed will be increased from 0.82 to 0.902 and the Evolved Pneumatized Carapace upgrade will still increase the Overlord’s movement speed to the same value of 2.63.


Is it really necessary ?
TL+ Member
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
September 21 2017 21:59 GMT
#19
Faster overlords is a godsend even if it's only a 10% increase.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
highsis
Profile Joined August 2011
259 Posts
September 21 2017 22:01 GMT
#20
I hate oracle changes. It's been only like weeks since Classic first showed mass oracle strategy, which had never even been dominant, and it's already getting nerfed? It was an interesting strategy to watch.
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