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5.0.11 Patch Released - Balance Changes

Forum Index > SC2 General
223 CommentsPost a Reply
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TL.net ESPORTS
Profile Joined July 2011
4 Posts
Last Edited: 2023-01-23 22:56:38
January 23 2023 20:09 GMT
#1
Blizzard have released the 5.0.11 balance patch for StarCraft II. The official patch notes are as follows:




Patch 5.0.11 has arrived, featuring a wide range of balance, quality of life changes and bug fixes. These changes were curated by our very own StarCraft II community which consisted of pro players, content creators, tournament organizes and moders. We want to thank all of them for all their efforts on this update.-StarCraft II Team


VERSUS

Worker Units

  • No longer need to wait for full deceleration before beginning to attack.
Developer Comment: Because of workers' slow deceleration as a result of their mining behavior, they felt very unresponsive when ordered to attack nearby units.

ZERG

Creep Tumor

  • Cooldown increased from 10.71 to 13.57 seconds.
  • Sight range reduced from 11 to 10.
Developer Comment: Clarifies where the vision provided reaches for the Zerg, as the sight range now matches the creep spread created by the tumor. Slightly reduces the amount of Creep Spread in the early game from the Zerg player, especially in situations with multiple Creep Tumors in a small area, or builds without units such as Hellions to delay the Creep.

Hatchery, Lair & Hive

  • Creep spread interval decreased from 0.3 to 0.25 (Increases the rate of Creep spread from these structures by 20%. Does not affect Creep spread from Creep Tumors).
  • Sight range increased from 10,11 and 12 to 12.
Developer Comment: Increases the vision to match the Creep spread radius similar to the Creep Tumor sight change. The Creep spread rate is increased to allow for more consistent wall-offs as well as help with early game defense.

Viper

  • After casting Abduct the Viper can not move or use abilities for 0.57 seconds.
Developer Comment: Prevents the Viper from being able to simultaneously abduct 2 units, as well as makes the Viper more vulnerable to being killed after abducting.

Ultralisk

  • Reduced size by 12.5%.
  • Increased distance target can move before Ultralisk's attack is canceled from 1 to 1.25 (Range to begin the attack is unchanged).
Developer Comment: Ultralisks often get stuck against the Zerg's own units due to their large size and slower movement speed than other Zerg melee units. This should help them get into a fight more easily.

Hydralisk

  • Muscular Augments move speed bonus off Creep increased from 0.79 to 0.98.
  • Damage point reduced from 0.15 to 0.1 (Damage Point is the time it takes for a unit to complete it's attack. Reducing it allows more time for movement in between attacks.)
Developer Comment: Hydralisk's high damage point combined with it's fast attack caused kiting to not be very effective. The speed is increased of creep to allow for easier retreating from engagements and repositioning of the army, as retreating from an engagement on the map would often result in many Hydralisks being picked off.

Brood Lord

  • Move speed increased from 1.97 to 2.24.
  • Duration of spawned Broodlings reduced from 5.71 to 3.57.
Developer Comment: Brood Lord's slow speed forces the Zerg to play defensive until the map is mined out, causing games where it is used to become very slow paced. The duration of Broodlings is reduced to weaken the unit in engagements where there is nothing to quickly clear the Broodlings, as well as preventing the Zerg from continuously sending waves of Broodlings from a longer distance than the Brood Lord's attack range.

Ravager

  • Build time increased from 8.57 to 12.14 seconds and removed the random delay of up to 0.36 seconds.
Developer Comment: Forces the Zerg to prepare slightly earlier to defend attacks, as well as reduce the strength of morphing Roaches into Ravagers during fights to heal them. Should make Roach based all-ins slightly easier to defend in ZvT and ZvZ.

PROTOSS

Shield Battery

  • Battery Overcharge shield recharge rate bonus reduced from 100% to 50%. (Reduces the total shields recharged from 1440 to 1080)
Developer Comment: Previously Battery Overcharge made it difficult to take an engagement regardless of army difference until it expired unless the Shield Battery could be destroyed. This should give the attacker a chance to take an engagement if they have a significant army lead.

Observer

  • Move speed increased from 2.63 to 2.82.
  • Gravitic Boosters move speed bonus increased from 1.31 to 1.41, maintaining a 50% speed increase.
  • Model size increased by 10%. (Visual size only, does not affect interactions with range or vision)
Developer Comment: Rewards use of Observers for active scouting and creep denial, and allows them to keep up with the Protoss army easier. The increased size helps the opponent be able to see when an Observer is present if they are actively looking for it, as it can be incredibly punishing to make a decision under the belief that the opponent is not aware of your action.

Archon

  • Reduced collision radius with structures from 0.75 to 0.56 (Allows Archons to pass through single tile gaps between buildings. Does not affect collision with other units)
Developer Comment: Makes the Archon better at defending within the Protoss base, against units such as Mutalisks. Also helps prevent frustrating scenarios where the Archon's can be stuck after being Recalled.

High Templar

  • Move speed increased from 2.63 to 2.82.
Developer Comment: Increases the speed of ground based armies with High Templar support, allowing more effective map movement. In combination with the Viper's Abduct nerf, should help at reducing the amount of value generated by Viper's over time when combined with Protoss air armies.

Disruptor

  • Purification Nova's radius reduced from 1.5 to 1.3575.
Developer Comment: Reduces the maximum potential damage a Disruptor can deal against an unaware opponent, while not significantly affecting it's usage of zoning away enemy ground units, or picking off stationary units from a distance.

Carrier

  • Interceptor attack target priority reduced from 20 to 19. (Attackers now prioritize other units over Interceptors)
Developer Comment: For the majority of players across skill levels it is too difficult to engage into Carriers with an army that is more focused on destroying the Carriers themselves (such as Vikings and Corruptors). This should allow players to use units intended for fighting Carriers to actually be used effectively and even the micro requirement in engagements between the players.

Sentry

  • Build time reduced from 26.4 to 22.9 seconds.
  • Move speed increased from 3.15 to 3.5.
Developer Comment: Allows for a slightly earlier scout in the early game with hallucination, as well as helps the Sentry keep up with the Protoss army when using Guardian Shield.

Forge

  • Level 1 upgrades research time reduced from 128.6 to 121.6.
  • Level 2 upgrades research time reduced from 153.6 to 144.6.
  • Level 3 upgrades research time reduced from 178.6 to 167.9.
Developer Comment: Recently Protoss have been heavily relying on Disruptors in ground engagements. With the nerf to Disruptors as well as Battery Overcharge, earlier upgrades should give some compensation for fighting strength on the ground.

Dark Templar

  • Shadow Stride attack delay reduced from 0.75 to 0.71 seconds. (Standardizes the time at Normal game speed)

TERRAN

Viking (Fighter Mode)

  • Damage point reduced from 0.12 to 0.04. (Fighter Mode is the flying mode of the Viking)
Developer Comment: Vikings have a slow speed and high damage point for a flying unit, making it hard to effectively micro them other than simply shift clicking the enemy air units. This should allow for more effective micro when attention is given to them.

Liberator

  • Cost reduced from 150/150 to 150/125.
Developer Comment: Liberator usage has fallen off over time as Zerg's have built more Queens in the early game, and the transition into Liberators against Protoss later in the game is too expensive.

Ghost

  • Enhanced Shockwaves upgrade removed.
  • EMP radius increased from 1.5 to 1.75.
  • Steady Targeting is canceled if the target moves more than 14 range away from the Ghost while casting. (The cast range of Steady Targeting is 10)
  • Steady Targeting can now be manually canceled.
Developer Comment: The maximum potential of EMP is reduced, weaking the Ghost against lategame Protoss armies and spellcasters, while giving it more power immediately, before the Enhanced Shockwave upgrade would have been researched. The Steady Targeting range cap reduces the punishing effect that Ghosts can have against biological units, where moving anywhere near the Terran army would require a full commitment, as retreating units would always die in combination with using Scan for vision. The ability is now manually cancelable to give more micro potential in situations where the Ghost is in danger, especially when it is clear it will not be able to finish casting regardless.

Banshee

  • Hyperflight Rotors research time reduced from 121.4 to 100 seconds.
  • Hyperflight Rotors cost reduced from 150/150 to 125/125.
Developer Comment: Reduces the investment to research the Banshee's speed upgrade, as it was too ineffective for the investment.

Cyclone

  • Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
  • Lock On will now prioritize Air Units that threaten the Cyclone (Air units with an anti ground attack, spellcasters)
  • Lock On Auto-Cast range increased from 7 to 7.5 (Similar to the change from Heart of the Swarm to Legacy of the Void with weapon 'Scan Range', the auto cast range is increased so attack-moved cyclones do not move below the actual Cast Range of Lock On before it acquires a target. The ability is still cast at 7 range)
Developer Comment: The Mag-Field Accelerator damage change attempts to make the unit slightly more well rounded, as many of Terran's Factory units are too specialized into certain roles. The Lock On prioritizing air units will help when engaging armies such as Mutalisks and Zerglings, preventing all the Lock Ons from being wasted on Zerglings and the mech army being overwhelmed in the air.

Sensor Tower

  • Radar range reduced from 30 to 27.
Developer Comment: Sensor Towers slow down the game by making it impossible to catch the Terran out of position defensively, especially in TvT. This will give less warning time for attacks or force the Sensor Towers to be built slightly more forward, giving the opponent a chance to destroy them more easily.

Raven

  • Gas cost reduced from 200 to 150.
  • Build time reduced from 42.9 to 34.3 seconds.
  • Corvid Reactor upgrade removed.
  • Anti-Armor Missile armor reduction reduced from 3 to 2. (Debuff color tint on affected units is reduced)
  • Auto Turret duration reduced from 10 to 7.9 seconds.
  • Auto Turret health reduced from 150 to 100.
  • Auto Turret armor reduced from 1 to 0.
  • Auto Turret is no longer affected by Neosteel Armor.
Developer Comment: Increases the viability of a Raven to be used as a detector unit, by reducing the investment. Some of the strength is removed from Anti-Armor missile as a result of the smaller investment, and Auto Turret durability is significantly weakened to prevent mass Auto Turret strategies from being too strong in TvT, while not significantly affecting the ability of the Raven to use Auto Turret for harass in TvP.

MISC. BUG FIXES / QOL CHANGES

Banshee

  • First missile is no longer delayed by 0.11 seconds after attack completes (Previously the Banshee could even start moving away before the first missile was launched. The second missile will also be 0.11 seconds faster, as there remains a 0.11 second gap between the 2 missiles)

Factory

  • Increase maximum spawn radius by 1.

Widow Mine

  • Reduced random unburrow/burrow delay from 0.36 seconds to 0.18 seconds. (The average time remains the same)
  • No longer targets Zerg Cocoons without a manual order.
  • No longer targets units affected by Neural Parasite without a manual order. This behavior is now consistent with other units.

Cyclone

  • Fixed an issue where Lock On could enter cooldown while the Cyclone is loaded into a Transport.
  • Lock On no longer targets Zerg Cocoons without a manual order.

Shield Battery

  • Fixed an issue where repeatedly issuing a Stop command could increase Restore's shield regeneration rate.
  • Fixed an issue where animation models created snapshots in fog.
  • Fixed Restore's tooltip not scaling values to the game speed.

Adept

  • Fixed an issue where Adepts could not be ordered to cancel the Shade ability when selected with Adepts who are warping in.
  • Can now be ordered to load into a Warp Prism while shading, automatically canceling the Shade.

Queen

  • Fixed an issue where initial Creep Tumors could be canceled.
  • No longer unable to receive basic orders for 0.6 seconds after spawning.

Lurker

  • Reduced random unburrow delay from 0.36 seconds to 0.18 seconds. (The average time remains the same)
  • Attacks will no longer be blocked by certain low ground terrain features.
  • Fixed an issue where units loaded into transports could be damaged.

Hydralisk

  • Now has the same attack cooldown and attack animation speed with attacks at melee and range. (Previously melee attacks had a longer animation and shorter cooldown)
  • Fixed an issue where Morph to Lurker would be canceled with a Smart command issued immediately after the Morph command.
  • Removed Morph to Lurker random delay and added average delay to base build time.

Stasis Ward

  • Attack target priority increased from 10 to 20. (Attackers will no longer prioritize other units over a Stasis Ward. Now they are prioritized equally)
  • Stasised Units can now be issued basic orders, executed after the Stasis effect expires.

Raven

  • Fixed an issue where units affected by Interference Matrix could not be issued Stop commands.
  • Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands.
  • Interference Matrix now pauses Immortal Barrier cooldown for the correct amount of time (from 5.7 to 7.9 seconds).

Swarm Host

  • Spawn Locusts no longer interrupts the current order.

Hatchery, Lair & Hive

  • Subgroup priority changed from Hatchery > Lair > Hive to Hive > Lair > Hatchery.

General

  • Fixed an issue where MULE could be cast targeting Refineries close to Command Centers.
  • Fixed an unintended behavior being displayed on Nydus Worms.
  • Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced.
  • Fixed an issue where Morph to Ravager would be canceled with a Smart command issued immediately after the Morph command.
  • Fixed an issue where Morph to Lurker would be canceled with a Smart command issued immediately after the Morph command.
  • Fixed an issue where Zerglings could not receive queued Morph to Baneling commands.
  • Fixed an issue where Zerglings and Swarm Hosts could not be given commands while unburrowing.
  • Fixed an issue where Liberators could not be given certain orders immediately after being ordered to unsiege.
  • Fixed an issue where Thor in High Impact Payload mode would not collide with Locusts.
  • Fixed an issue with the attack animation of the Thor when using the Tyrador skin.
  • Fixed a variety of incorrect Upgrade and Unit scores (How much ‘score’ you get should equal the combined resource cost).
  • Fixed an issue where certain flying units/buildings did not cause water ripples when flying over water. Standardized the height at which an air unit will cause water ripples.
  • Fixed an issue where simultaneously using Mass Recall (Mothership) and Strategic Recall (Nexus) could move the recalled units to an incorrect location.
  • Fixed an issue where Ravager's Corrosive Bile animation would override Burrow animation.
  • Fixed Shield Battery Restore not showing its range when interacting with the UI.
  • Fixed an issue where changing warp in speed did not change the animation's speed.
  • Fixed an issue where Shield Battery's auto-cast targeted Dark Shrine.
  • Fixed an issue where Reapers threw KD8 Charges with the wrong hand.
  • Fixed an issue where Changelings would permanently switch sides after Neural Parasite. Neural Parasite now disables the morph.
  • Fixed an issue where burrowed Swarm Hosts and Ravagers collided with burrowed Movers. Roaches now change their collision after researching Tunneling Claws.
  • Fixed an issue where a Zealot's second hit could damage units that were in stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 2.1.
  • Fixed an issue where a Queen's second hit could damage units that were in a transport, stasis, invulnerable, lifted, or very far away. The maximum distance to receive her melee attack's damage is now 5.
  • Fixed an issue where a Reaper's second hit could damage units that were in a transport, stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 7.
  • Fixed an issue where a Thor's second hit could damage units that were in a transport, stasis, invulnerable, or lifted.
  • Fixed an issue where a Colossus's attack could damage units that were in stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 9 (+2 with upgrade).
  • Fixed an issue where Medivacs could heal units affected by stasis.
  • Fixed an issue where Shield Batteries could recharge units affected by stasis.

MAP POOL

The 1v1 Map Pool has been updated with the following new maps:

  • Altitude LE
  • Ancient Cistern LE
  • Babylon LE
  • Dragon Scales LE
  • Gresvan LE
  • NeoHumanity LE
  • Royal Blood LE
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TL+ Member
Goma
Profile Joined May 2020
Germany15 Posts
January 23 2023 20:24 GMT
#2
Great shit
Gescom
Profile Joined February 2010
Canada3370 Posts
January 23 2023 20:26 GMT
#3
Alright, here we go. Changes look great. :}
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
TheCheapSkate
Profile Joined August 2011
Slovenia316 Posts
January 23 2023 21:30 GMT
#4
Embarrassing these Zerg favored changes came through two weeks before the biggest tournament of the year
{Frozen}
Profile Joined October 2022
16 Posts
January 23 2023 21:41 GMT
#5
Meh, this doesn't look too promising for Terran and Toss. "Purification Nova's radius reduced from 1.5 to 1.3575." wonder if they meant 1.375 instead of 1.3575 since the initial nerf was to 1.35. Otherwise that extra .0075 radius seems inconsequential.

Also can't believe this patch came out right before Katowice, bleh.
QOGQOG
Profile Joined July 2019
834 Posts
January 23 2023 21:44 GMT
#6
While I'm happy to see some tweaks and the addition of developer comments, I still think that this patch is going to have a negative impact. It's still buffs and reworks to Zerg, nerfs and reworks to everyone else. This after Zerg wins 7/12 Premier international events this year + winning every World Championship since 2017?
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
January 23 2023 21:50 GMT
#7
This pach is a disgrace.

Thankfully there were two last minute changes:

Carrier was only nerfed once, not thrice

Viper is stunted for .5 seconds after abduct.

Altough they changed the Ghost back.

______________
Still, it's incredible that they pushed these changes before Katowice.

Please considering fixing the issue with the adept/zealot in hold position between gateways not always blocking the entrance vs zerlings. If you're removing protoss from competitive play you can at least give us that. Thanks
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
geokilla
Profile Joined May 2011
Canada8230 Posts
January 23 2023 21:51 GMT
#8
The Zerg cabal has forced the patch through 2 weeks before IEM. All the hard work and games played on the previous match has gone out of the window. Congratulations to all Zerg players and the Zerg cabal.
MrIronGolem27
Profile Joined July 2020
United States212 Posts
Last Edited: 2023-01-23 21:52:54
January 23 2023 21:51 GMT
#9
Did the balance team just forget why the Brood Lord was made to be slow in the first place? All I see is the backbone of the Terran/Protoss lategames nerfed while Zerg got their lategame backbone lifted of its one weakness.
HyperONE - mapmaker (TLMC19 2nd place, TLMC17 3rd+5th place), tournament organizer (organizer for the StarCraft Evolution League and Circle Derping), Liquipedia editor, Aligulac contributor, owner of Team HyperONE, and SC: Evo Complete developer
QOGQOG
Profile Joined July 2019
834 Posts
Last Edited: 2023-01-23 21:52:35
January 23 2023 21:52 GMT
#10
On January 24 2023 06:50 [Phantom] wrote:
This pach is a disgrace.

Thankfully there were two last minute changes:

Carrier was only nerfed once, not thrice

Viper is stunted for .5 seconds after abduct.

Altough they changed the Ghost back.

______________
Still, it's incredible that they pushed these changes before Katowice.

Please considering fixing the issue with the adept/zealot in hold position between gateways not always blocking the entrance vs zerlings. If you're removing protoss from competitive play you can at least give us that. Thanks

Actually, the Viper was initially "nerfed" harder, but apparently that extra 0.14 seconds made the unit unusable.
Athenau
Profile Joined March 2015
569 Posts
January 23 2023 22:01 GMT
#11
The mag-field changes aren't in, the tooltip changes but the damage is still +20 armored.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-01-23 23:47:30
January 23 2023 22:11 GMT
#12
On January 24 2023 06:41 {Frozen} wrote:
Meh, this doesn't look too promising for Terran and Toss. "Purification Nova's radius reduced from 1.5 to 1.3575." wonder if they meant 1.375 instead of 1.3575 since the initial nerf was to 1.35. Otherwise that extra .0075 radius seems inconsequential.

Also can't believe this patch came out right before Katowice, bleh.



Wait YOU'RE RIGHT.

The original nerf was 1.5 to 1.35, then the change was made to 1.375

Source:
[image loading]
https://tl.net/forum/starcraft-2/604131-balance-patch-5011-ptr-patch-notes?page=23#457

Now the patch notes say it was changed to 1.3575?

Purification Nova's radius reduced from 1.5 to 1.3575.


What a joke!

Hopefully, the patch notes are just wrong.

Edit...

I'll just say I'm just very dissapointed ....

We could have had something great. Sc2 patches by pros and continued support in a fair manner with great communication and a clear goal of making the game the best it could be for everyone. And yet, they choose to do this....
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
JJH777
Profile Joined January 2011
United States4400 Posts
January 23 2023 22:21 GMT
#13
These changes suck. Even if T/P find some new builds or timings thanks to things like the cyclone/banshee changes on the T side or upgrade timings on the P side that's just shitty gameplay. They are basically nerfing T/P when they are already at their weakest vs Z (lategame) and buffing gimmick builds and timings. It's completely backwards from what should be happening which is T/P lategame buffs in exchange for maybe slightly weakening timings.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
January 23 2023 22:25 GMT
#14
Correct link to patch notes: https://news.blizzard.com/en-us/starcraft2/23893118/starcraft-ii-5-0-11-patch-notes
-.-
ZeroByte13
Profile Joined March 2022
761 Posts
January 23 2023 22:44 GMT
#15
On January 24 2023 07:01 Athenau wrote:
The mag-field changes aren't in, the tooltip changes but the damage is still +20 armored.
Oh, really? Probably will be patched in later.
Charoisaur
Profile Joined August 2014
Germany15919 Posts
January 23 2023 22:49 GMT
#16
Yeah letting pros handle patches is just a bad idea, they clearly have a conflict of interest regarding balancing the game which results in the race that has the most influential community members getting all the buffs. Shameful
Many of the coolest moments in sc2 happen due to worker harassment
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
January 23 2023 23:41 GMT
#17
On January 24 2023 05:09 TL.net ESPORTS wrote:
</blockquote><h4>Brood Lord</h4><ul> <li>Move speed increased from 1.97 to 2.24.</li> <li>Duration of spawned Broodlings reduced from 5.71 to 3.57.</li></ul><blockquote><strong>Developer Comment: </strong>Brood Lord's slow speed forces the Zerg to play defensive until the map is mined out, causing games where it is used to become very slow paced. The duration of Broodlings is reduced to weaken the unit in engagements where there is nothing to quickly clear the Broodlings, as well as preventing the Zerg from continuously sending waves of Broodlings from a longer distance than the Brood Lord's attack range.</blockquote>


I just philosophically oppose the idea of making battle-winning air units good. Flying ignores all the tactical constraints of the map, which makes for one-dimensional play, so it should be saved for harass or support units (or have a massive mobility penalty like the Liberator). I'm mostly referring to stuff like Brood Lords, Void Rays, Carriers and Battlecruisers, but you can even see this effect in typical harass units, such as when Phoenix mirrors were used in PvP, or Mutalisks in Brood War ZvZ.

On January 24 2023 05:09 TL.net ESPORTS wrote:</blockquote><h4>Archon</h4><ul> <li>Reduced collision radius with structures from 0.75 to 0.56 <i>(Allows Archons to pass through single tile gaps between buildings. Does not affect collision with other units)</i></li></ul><blockquote><strong>Developer Comment: </strong>Makes the Archon better at defending within the Protoss base, against units such as Mutalisks. Also helps prevent frustrating scenarios where the Archon's can be stuck after being Recalled.</blockquote>


Can people who play more than me tell me if this is actually a thing? Archons are a quasi-melee unit, even if there were no base clutter at all, I don't think they'd be very effective at chasing off Mutalisks. I swear I've seen pro games where the Protoss player used a Warp Prism to help the Archons chase, and the Mutalisks were still fine. I know they do a tonne of damage if they actually connect, but they're really easy to avoid, and I don't know how this changes that.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
StasisField
Profile Joined August 2013
United States1086 Posts
January 23 2023 23:58 GMT
#18
On January 24 2023 08:41 Fanatic-Templar wrote:
Show nested quote +
On January 24 2023 05:09 TL.net ESPORTS wrote:
</blockquote><h4>Brood Lord</h4><ul> <li>Move speed increased from 1.97 to 2.24.</li> <li>Duration of spawned Broodlings reduced from 5.71 to 3.57.</li></ul><blockquote><strong>Developer Comment: </strong>Brood Lord's slow speed forces the Zerg to play defensive until the map is mined out, causing games where it is used to become very slow paced. The duration of Broodlings is reduced to weaken the unit in engagements where there is nothing to quickly clear the Broodlings, as well as preventing the Zerg from continuously sending waves of Broodlings from a longer distance than the Brood Lord's attack range.</blockquote>


I just philosophically oppose the idea of making battle-winning air units good. Flying ignores all the tactical constraints of the map, which makes for one-dimensional play, so it should be saved for harass or support units (or have a massive mobility penalty like the Liberator). I'm mostly referring to stuff like Brood Lords, Void Rays, Carriers and Battlecruisers, but you can even see this effect in typical harass units, such as when Phoenix mirrors were used in PvP, or Mutalisks in Brood War ZvZ.

Show nested quote +
On January 24 2023 05:09 TL.net ESPORTS wrote:</blockquote><h4>Archon</h4><ul> <li>Reduced collision radius with structures from 0.75 to 0.56 <i>(Allows Archons to pass through single tile gaps between buildings. Does not affect collision with other units)</i></li></ul><blockquote><strong>Developer Comment: </strong>Makes the Archon better at defending within the Protoss base, against units such as Mutalisks. Also helps prevent frustrating scenarios where the Archon's can be stuck after being Recalled.</blockquote>


Can people who play more than me tell me if this is actually a thing? Archons are a quasi-melee unit, even if there were no base clutter at all, I don't think they'd be very effective at chasing off Mutalisks. I swear I've seen pro games where the Protoss player used a Warp Prism to help the Archons chase, and the Mutalisks were still fine. I know they do a tonne of damage if they actually connect, but they're really easy to avoid, and I don't know how this changes that.

You're right people don't use archons to defend against mutas. The only time people do is when they recall them or when mutas fly in and they panic storm and morph their HTs that are sitting in their main/nat.
What do you mean Immortals can't shoot up?
Chinosky
Profile Joined January 2023
1 Post
January 24 2023 00:02 GMT
#19
The Broodlord should have starting armor of 3 (coming from a corruptor with starting armor of 2 as well as being faster) and roughly 400 health.
The Viking's extra damage should be against giants, it is what it is most used for and Thor should change from damage against giants to armored.
Interceptors should be affected by using abilities directly on carriers like EMP or Raven's anti-armor.
These ideas are my opinions, I don't know if it affects the ladder at high levels.
ejozl
Profile Joined October 2010
Denmark3362 Posts
Last Edited: 2023-01-24 00:20:47
January 24 2023 00:19 GMT
#20
Yeah, this isn't a community patch. After the notes were submitted, we were assured that there'd be so many changes that we really shouldn't worry about it. Then the changes became smaller and there was still plenty backlash, but they pushed it through anyways. And all because they want it implemented before Katowice. We could have had bigger and better changes, had we just been patient and waited till after Katowice. Instead now we will have a joke tournament and a bad patch, the toxic Katowice twitch chat will be the best part of the tournament.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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