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StarCraft II Balance Update – December 18

Forum Index > SC2 General
168 CommentsPost a Reply
1 2 3 4 5 7 8 9 Next All
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
December 18 2017 19:12 GMT
#1


Based on player feedback and our own internal testing, we are making the following balance changes to StarCraft II. You can read our latest Community update with explains our thoughts behind these decisions. After you’ve spent some time on the ladder, let us know what you think about these changes.

Protoss
  • Nexus - Chrono Boost strength reduced from 100% to 50% and duration per cast increased from 10 seconds to 20 seconds.
  • Oracle - Build time reduced from 43 to 37 seconds.
  • Disruptor - Purification Nova has a 1 second charge-up time before launch.

Terran
  • Widow Mine - Build time reduced from 28.6 to 21.4 seconds.
  • Raven
  • Anti-Armor Missile lock time reduced from 2.14 to 1.43.
  • Anti-Armor Missile energy cost reduced from 125 to 100.
  • Interference Matrix range increased from 8 to 9.
  • Interference Matrix missile mover speed increased by 50%.

Multiplayer Maps
  • Blackpink LE – Added a jumpable platform to provide Terran players with an additional entry or exit for scouting.
  • Catalyst LE – Decals and doodads were added to help highlight the Reaper jump location near the main base.

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Haighstrom
Profile Joined March 2011
United Kingdom209 Posts
Last Edited: 2017-12-18 19:48:44
December 18 2017 19:48 GMT
#2
Is this identical to the last community feedback?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
December 18 2017 19:50 GMT
#3
On December 19 2017 04:48 Haighstrom wrote:
Is this identical to the last community feedback?


Yes.
TypeOfT
Profile Joined July 2015
14 Posts
December 18 2017 19:51 GMT
#4
On December 19 2017 04:48 Haighstrom wrote:
Is this identical to the last community feedback?


Correct, This is the actual patch vs proposed changes
pvsnp
Profile Joined January 2017
7676 Posts
December 18 2017 20:39 GMT
#5
Interesting that this is happening on a Monday as compared to the normal Tuesday updates.
Denominator of the Universe
TL+ Member
MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 18 2017 20:45 GMT
#6
The lock down spell seems to have gone from useless to useful. The missile speed increase and 1 more range really made a difference.
Vorment
Profile Joined November 2011
Poland25 Posts
December 18 2017 20:48 GMT
#7
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.
SilverBullet
Profile Joined September 2010
Canada79 Posts
December 18 2017 21:00 GMT
#8
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.
There is no shame in defeat, so long as the spirit remains unconquored
XupinatoR
Profile Joined July 2011
Spain125 Posts
December 18 2017 21:09 GMT
#9
Kinda like all changes, but i'm not sure it adresses bio vs P (being P myself)

Also, isn't late game Zerg a bit too powerful right now?
http://www.youtube.com/watch?v=D41Re9_AqL0
TheWildShooter
Profile Joined September 2011
79 Posts
Last Edited: 2017-12-18 22:01:45
December 18 2017 22:00 GMT
#10
On December 19 2017 06:00 SilverBullet wrote:
Show nested quote +
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.


First, don't lie, the energy regen is 0.7875 per second for LotV and this is true for all units and buildings (And when Nexus is boosted it's regenerates energy in slightly slower pace).

Secondly, chrono boost takes 50 energy for activation, not 25 as it used to be in WoL and HotS.
oGsMC <3
washikie
Profile Joined February 2011
United States752 Posts
December 18 2017 22:32 GMT
#11
On December 19 2017 07:00 TheWildShooter wrote:
Show nested quote +
On December 19 2017 06:00 SilverBullet wrote:
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.


First, don't lie, the energy regen is 0.7875 per second for LotV and this is true for all units and buildings (And when Nexus is boosted it's regenerates energy in slightly slower pace).

Secondly, chrono boost takes 50 energy for activation, not 25 as it used to be in WoL and HotS.


wait what do you mean when nexus is boosted it regenerates energy in slightly slower pace? Is this true I thought if you boosted the nexus it was the same as if it was not boosted. honest question. Ive been playing this game for years and thought that nexus energy was the same with and without chrono. isnt this the case????
"when life gives Hero lemons he makes carriers" -Artosis
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-12-18 22:34:33
December 18 2017 22:32 GMT
#12
On December 19 2017 07:00 TheWildShooter wrote:
Show nested quote +
On December 19 2017 06:00 SilverBullet wrote:
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.


First, don't lie, the energy regen is 0.7875 per second for LotV and this is true for all units and buildings (And when Nexus is boosted it's regenerates energy in slightly slower pace).

Secondly, chrono boost takes 50 energy for activation, not 25 as it used to be in WoL and HotS.

If you're going to talk about the difference between LotV and WoL/HotS in this context of balance, you should also mention that all the macro mechanics were nerfed in LotV and Protoss is not (and should not be) an exception.

Yes, chrono is weaker then it was in the past. Yes, that is fine because everyone's macro mechanics are weaker.
Denominator of the Universe
TL+ Member
Vorment
Profile Joined November 2011
Poland25 Posts
December 18 2017 22:35 GMT
#13
On December 19 2017 06:00 SilverBullet wrote:
Show nested quote +
On December 19 2017 05:48 Vorment wrote:
Interesting how we had 50% chronoboost for as long as we want, and now we have for 20 secs.


The nexus regens 1.4 energy per second * 20 seconds = 28 energy

So you have "as long as we want" (on one building) chronoboost.



So i can cast chronoboost for 28 energy now? Ok...
Beliskner
Profile Joined August 2015
111 Posts
December 19 2017 01:24 GMT
#14
Oh my that certainly was a big nerf to the disruptor. A lot of these changes look small on paper but this update feels quite impactful ingame.
TelecoM
Profile Blog Joined January 2010
United States10760 Posts
December 19 2017 02:12 GMT
#15
Hmm... interesting to see how it will play out, I think the widow mine buff is a bit much though...
AKA: TelecoM[WHITE] Protoss fighting
Hushfield
Profile Blog Joined July 2010
Belgium80 Posts
Last Edited: 2017-12-19 04:48:02
December 19 2017 04:47 GMT
#16
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.
deacon.frost
Profile Joined February 2013
Czech Republic12130 Posts
December 19 2017 08:53 GMT
#17
On December 19 2017 13:47 Hushfield wrote:
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.

In PvT it goes both ways - e.g. ghosts.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
bObA
Profile Joined May 2012
France300 Posts
December 19 2017 09:02 GMT
#18
On December 19 2017 04:48 Haighstrom wrote:
Is this identical to the last community feedback?


No that is not the same, they said they would not nerf the stalkers and they did not
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-12-19 09:30:13
December 19 2017 09:18 GMT
#19
On December 19 2017 17:53 deacon.frost wrote:
Show nested quote +
On December 19 2017 13:47 Hushfield wrote:
Disruptor change will at least give some time to react to those ridiculous warp prism driveby plays. Weren't looking at your army for one second? Say bye to 10+ supply of bio.

In PvT it goes both ways - e.g. ghosts.

False equivalence fallacy. EMP kills nothing on its own. Novas do. Mines would be closer at least, but even mines have to burrow and then can be easily cleaned up afterwards, two shortcomings that disruptors don't worry about. Before the nerf disruptor drops were ridiculous. .

Not like Protoss is short on splash either.
Denominator of the Universe
TL+ Member
MrWayne
Profile Joined December 2016
219 Posts
December 19 2017 10:18 GMT
#20
Hm this update is disappointing, the changes they made are nice but they won't fix TvP with them.

Unless Protoss is on 7 or more bases the Chrono Boost change don't affect how fast they can get their upgrades at all which means that the double forge + mass gateway style is exactly as strong as befor.

My prediction is, the proposed Stalker nerf will come with the next balance update.
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