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StarCraft II Balance Update - November 14, 2019

Forum Index > SC2 General
204 CommentsPost a Reply
1 2 3 4 5 9 10 11 Next All
Cyro
Profile Blog Joined June 2011
United Kingdom20328 Posts
November 15 2019 08:35 GMT
#1
"Greetings! Now that BlizzCon is behind us and the post-show patch looms, we’d like to take one final opportunity to examine some tweaks we could make to our initial proposals. As we’ve received generally positive feedback on the direction of the changes we’ve proposed, we intend to make these tweaks as small as possible while we wait for games to play out that will showcase these changes—for instance, at HomeStoryCup XX next week. Below is the list of final changes we’d like to make:"

https://news.blizzard.com/en-us/starcraft2/23223600/starcraft-ii-balance-update-november-14-2019

"We also plan to push the balance changes to the live ladder at the start of next season on Tuesday, November 26th"
Facebook Twitter Reddit
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Haukinger
Profile Joined June 2012
Germany131 Posts
November 15 2019 09:23 GMT
#2
Lurkers affected by Blinding Cloud will now only fire to melee range.


I request that for Hellions and Hellbats, too.
sneakyfox
Profile Joined January 2017
8216 Posts
November 15 2019 10:15 GMT
#3
There already is a thread for this topic: https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
Cyro
Profile Blog Joined June 2011
United Kingdom20328 Posts
Last Edited: 2019-11-15 10:21:37
November 15 2019 10:20 GMT
#4
On November 15 2019 19:15 sneakyfox wrote:
There already is a thread for this topic: https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019


Thanks, i couldn't find any discussion yesterday and i didn't see the new bumps (bit easier to find but still not frontpage) before i posted this morning.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Harris1st
Profile Blog Joined May 2010
Germany7216 Posts
November 15 2019 10:53 GMT
#5
The only thing that really bothers me right now is that the patch is a week to late. Would be awesome if it hits on the 19th so players can do some regular laddering before HSC 20
Go Serral! GG EZ for Ence. Flashbang dance FTW
Slydie
Profile Joined August 2013
1937 Posts
November 15 2019 13:17 GMT
#6
On November 15 2019 19:20 Cyro wrote:
Show nested quote +
On November 15 2019 19:15 sneakyfox wrote:
There already is a thread for this topic: https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019


Thanks, i couldn't find any discussion yesterday and i didn't see the new bumps (bit easier to find but still not frontpage) before i posted this morning.


I actually posted the changes in that thread already but it a shame the OP is not updated yet. Get on it, @tamliquid e-sports!
Buff the siegetank
necrosexy
Profile Joined March 2011
451 Posts
Last Edited: 2019-11-15 15:34:13
November 15 2019 15:21 GMT
#7
they actually kept the observer changes lol

i like the zealot change. it is useful in proportion to one’s skill
Slydie
Profile Joined August 2013
1937 Posts
November 15 2019 16:19 GMT
#8
On November 15 2019 19:53 Harris1st wrote:
The only thing that really bothers me right now is that the patch is a week to late. Would be awesome if it hits on the 19th so players can do some regular laddering before HSC 20


If you are serious about tournament preparation I think you should rather do custom games. I honestly don't think it matters at all...
Buff the siegetank
pzlama333
Profile Joined April 2013
United States282 Posts
November 15 2019 17:22 GMT
#9
Currently there are two bugs founded:
1. If a Battlecruiser uses Shift to queue several commands which includes Tactical Jump, it is immune to Abduct or Interference Matrix as if it was using TJ in that time, even the current order is moving across the whole map.
2. Mothership’s Time Warp still does not decrease beam-type weapon’s attack speed, including Void Ray, Oracle, Sentry and enemy Mothership. They attack at exactly same speed inside the Time warp bubble though it displays an attack speed debuff..
InfCereal
Profile Joined December 2011
Canada1759 Posts
November 15 2019 17:32 GMT
#10
On November 16 2019 02:22 pzlama333 wrote:
Currently there are two bugs founded:
1. If a Battlecruiser uses Shift to queue several commands which includes Tactical Jump, it is immune to Abduct or Interference Matrix as if it was using TJ in that time, even the current order is moving across the whole map.
2. Mothership’s Time Warp still does not decrease beam-type weapon’s attack speed, including Void Ray, Oracle, Sentry and enemy Mothership. They attack at exactly same speed inside the Time warp bubble though it displays an attack speed debuff..


That first one is a doozy. Can someone clip this?
Cereal
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
November 15 2019 17:32 GMT
#11
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
November 15 2019 17:37 GMT
#12
On November 16 2019 02:32 StarscreamG1 wrote:
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.

lol "historic unit" wtf, the only thing that matters is if the gameplay is good
TL+ Member
Fango
Profile Joined July 2016
United Kingdom8987 Posts
November 15 2019 17:54 GMT
#13
infested terran is historic for sure, just entirely for the wrong reasons
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
geokilla
Profile Joined May 2011
Canada8247 Posts
November 15 2019 17:58 GMT
#14
Lurker change is weird. It makes no sense that the spines would be melee range. Isn't the Lurker attack meant to always shoot at maximum range?
batatm
Profile Joined June 2014
Israel116 Posts
November 15 2019 18:35 GMT
#15
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.
Charoisaur
Profile Joined August 2014
Germany16072 Posts
November 15 2019 18:37 GMT
#16
On November 16 2019 02:32 StarscreamG1 wrote:
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.

agreed, new ability looks super situational and gimmicky.
Infested terran was a beautifully designed ability that led to many exciting moments. It was just a little overtuned on the recent patch. Disappointed they go for the nuke option.
Many of the coolest moments in sc2 happen due to worker harassment
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
November 15 2019 19:33 GMT
#17
On November 16 2019 03:35 batatm wrote:
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.


Have you seen Zerg lately ?
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
SC-Shield
Profile Joined December 2018
Bulgaria846 Posts
Last Edited: 2019-11-15 19:48:34
November 15 2019 19:40 GMT
#18

Void Ray

New upgrade found on the Fleet Beacon: Flux Vanes
Increases the Void Ray’s movement speed from 3.5 to 4.65.
Increases the Void Ray’s acceleration from 2.8 to 3.76.


I know balance patches aren't for team games, but this will make team games even less enjoyable. Games will be full of noobs who mass void rays and run away with super fast void rays. Also, "team games don't matter" is bad attitude because most people play casual StarCraft (custom games and team games), so if you demotivate these people, there will be even less people playing. So I thought the goal wasn't to have less players than games of competitors.

Even for 1vs1, this change doesn't make much sense. Most protoss players at high level rarely make void rays, especially after fleet beacon. And when it's that late in game, it's likely they'll use recall to escape instead. It will be unlikely such people would have mass void ray army, but instead they'll also have tempests and carriers which can't fly away as fast as this void ray upgrade. Totally useless idea both for 1vs1 and team games if you ask me.
Harris1st
Profile Blog Joined May 2010
Germany7216 Posts
November 15 2019 19:42 GMT
#19
On November 16 2019 02:58 geokilla wrote:
Lurker change is weird. It makes no sense that the spines would be melee range. Isn't the Lurker attack meant to always shoot at maximum range?


Well the spells effect is that you only attack at melee range, so it's consistent. And making exceptions based on "lore" is making it harder to balance
Go Serral! GG EZ for Ence. Flashbang dance FTW
Slydie
Profile Joined August 2013
1937 Posts
November 15 2019 20:11 GMT
#20
On November 16 2019 03:37 Charoisaur wrote:
Show nested quote +
On November 16 2019 02:32 StarscreamG1 wrote:
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.

agreed, new ability looks super situational and gimmicky.
Infested terran was a beautifully designed ability that led to many exciting moments. It was just a little overtuned on the recent patch. Disappointed they go for the nuke option.


I respectfully disagree. It is extra supply for the race having a super easy time making units and has the best eco. Won't be missed the slightest.

Zerg will be completely fine. There is a myriad of 3-4-5 base timings they can do still. Even the nydus is still strong, just not opressive. Good Zergs will always know when to drone and when to make units, split their armies to defend everything and set up flanks. The other races will just hopefully have a fair chance in the lategame.

I am looking forward to seeing how this works out in a couple of months.
Buff the siegetank
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