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SC2 5.0.14 PTR patch notes - (Balance, Oct 21, 2024)

Forum Index > SC2 General
284 CommentsPost a Reply
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TL.net ESPORTS
Profile Joined July 2011
4 Posts
Last Edited: 2024-10-21 19:38:24
October 21 2024 17:48 GMT
#1
https://news.blizzard.com/en-us/starcraft2/24150098/starcraft-ii-5-0-14-ptr-patch-notes


Greetings from the StarCraft II Community Balance Council! After around 7 months since the last patch, we are happy to present the next major multiplayer balance update, featuring changes for 14 units and 10 buildings, as well as two new abilities.

We feel that the previous 5.0.13 patch has mostly achieved its goals, fixing community pain points around Widow Mines and Cyclone, and slightly helping Protoss players in early and midgame against Terrans. However, the current patch has a couple of more ambitious goals outlined below:

  • The first goal is to nerf defensive and camping playstyles for all races, both related to early and late game on the higher levels of play. We will target specific units, buildings and abilities suited for camping, to promote more active gameplay across all stages of the game.

  • The second goal is to continue reshaping Protoss tools for high-level gameplay. We believe there is still a major gap between how Protoss race plays and feels on the highest level of play and the levels below - current set of changes aims to make Protoss race slightly more efficient with the strongest and smartest execution while helping Terran and Zerg players against Protoss on the lower levels.

  • The third goal would be to provide strong playstyle alternatives for various matchups - Zergs might be now better equipped to use ground-based armies against mass air strategies, and some of the Terran mech units are now more efficient in harassment or certain straight-up fights scenarios.

  • Lastly, we would like to continue adding overall gameplay and quality of life improvements viable across all levels of play.


We would like to thank everyone for providing your feedback for all previous community patches and we hope that the set of changes below will also be actively discussed and tested on the PTR server to help us evaluate their influence.


Protoss Changes



Nexus

  • Shield Battery Overcharge ability removed.

  • New ability added: Energy Overcharge. Energy Overcharge costs 50 Energy and recharges 100 Energy of the targeted allied unit or structure with a maximum range of 8.


Developer Comment: While being one of the most important tools in Protoss defenses, Shield Battery Overcharge is also one of the most frustrating abilities to play against - and it’s overall more efficient at the lower level of play, unlike other defensive techniques like Transfuse or Mass Repair. Instead of this ability, there is a new tool which can help empower Protoss support units like Sentry, Oracle or High Templar during defense. The ability can still be used to restore Shield Battery energy, but it is expected to perform much weaker in this scenario than Shield Battery Overcharge.





Shield Battery

  • Shield and HP increased from 150/150 to 200/200.



Developer Comment: Considering this ability swap might be a direct Protoss nerf in a lot of early- and mid-game scenarios, Shield Batteries will now have increased survivability to slightly compensate for that, and the PTR games will be closely monitored to see if any additional buffs are required in this area.

Colossus

  • Shield and HP changed from 150/200 to 100/250.



Developer Comment: With no Battery Overcharge, having more Shields is no longer crucial for key Protoss units like Colossus. Instead, having more HP will be helpful against EMP in Protoss versus Terran matchup and will also be more rewarding for Armor upgrade investments.

Tempest

  • Supply Cost decreased from 5 to 4.

  • Damage Point decreased from 0.119 to 0.0857 (28% reduction).

  • Attack Range vs Air decreased from 14 to 13.



Developer Comment: Tempests are a very important lategame tool for Protoss players, but their high supply cost combined with an average damage output makes the ultimate Protoss army weaker in the head to head fight. This set of changes will help high-level Protoss players to fit a bit more power in their maxed armies and have more opportunities for micro while slightly decreasing unit's maximum attack range to not strengthen mass-tempest armies.

Immortal

  • Mineral Cost decreased from 275 to 250.

  • Weapon Cooldown increased from 1.04 to 1.14 (9.6% increase).



Developer Comment: The damage output from Immortals seemed to be too high in the Protoss versus Zerg matchup across all levels of play. While Immortal’s Mineral Cost is slightly decreased to compensate for the DPS nerf, this set of changes should help Zerg survive against various Protoss midgame and lategame attacks.

Disruptor

  • Purification Nova Radius increased from 1.375 to 1.5.

  • Purification Nova Damage decreased from 145 (+55 vs Shields) to 100 (+100 vs Shields).



Developer Comment: Disruptors might be very difficult to play against on the lower levels, but on the highest level their efficiency dropped down significantly after the previous changes. This set of changes is aimed to bring back some of Disruptor’s old power, making avoiding any damage more challenging for the professional players, while at the same time making single Disruptor hits less punishing in the worst case scenario. With the new damage output, Disruptors will no longer one-shot units like Marauders, Roaches and Ravagers, while being more efficient against units like Marines, Ghosts, Banelings and Hydras, as well as having more potential in certain PvP scenarios.

Mothership

  • Mineral, Gas and Supply cost increased from 300/300/6 to 400/400/8.

  • Shield and HP increased from 250/250 to 350/350.

  • Maximum damage increased from 6 (damage) x 6 (beams) to 6 (damage) x 4 (beams) x 4 (maximum number of targets), i.e. Mothership now targets up to 4 units at the same time.



Developer Comment: While we are happy with the previous set of changes which brought mothership back to Protoss versus Terran lategame and improved its efficiency in other matchups, we also appreciate the community feedback about this unit losing an important part of its identity. This set of changes brings back full mothership power with its widely known 400/400 cost, while also adding a unique ability to target up to 4 units at the same time: the single target DPS of the mothership is now reduced, but the overall damage output will be much higher.






Terran Changes



Bunker, Missile Turret, Sensor Tower

  • Salvage ability added for Missile Turret and Sensor Tower (also returning 75% of their cost).

  • Salvage process is now being canceled upon taking damage.



Developer Comment: This change will allow Terrans to be more efficient while moving from one defensive point to another, while at the same time increasing their overall investment in early-game attacks featuring Bunkers, as the Salvage is now much easier to counter.

Planetary Fortress

  • Armor decreased from 3 to 2.



Sensor Tower

  • Mineral & Gas Cost decreased from 125/100 to 100/50.

  • Radar Range decreased from 27 to 22 (34% area size reduction).



Developer Comment: The combination of Planetary Fortresses and Sensor Towers is a very powerful camping tool in various lategame scenarios. This set of changes makes Planetary Fortresses slightly weaker against basic army units like Zerglings, Marines and Zealots, and making Sensor Towers much less efficient in covering the whole map. However, Sensor Towers might now be useful in earlier stages of the game, considering their majorly reduced cost and added salvage ability.

Orbital Command

  • Extra Supplies Calldown now also increases the HP of Supply Depot to 500, immediately repairing it.



Developer Comment: Extra Supplies are rarely utilized in the higher level of play and are mostly considered to be an emergency tool in case of Supply Blocks. This change brings additional value to this ability, allowing it to become a niche defensive tool against various offenses and counter-attacks.




Hellion

  • Blue Flame upgrade bonus damage versus Light increased from +5 to +9.



Developer Comment: As the Blue Flame upgrade is rarely utilized as a harassment tool, this change is added to allow Hellions with Blue Flame to 2-shot workers of all races. This might also help underused mech playstyles in all matchups and promote generally more active early and midgame from the Terran players.

Liberator

  • Advanced Ballistics effect changed from providing +2 range in Defender mode to increasing the radius in Defender mode from 5 to 6.25 (56% area increase).

  • Smart Servos upgrade is now also affecting Liberators. With Smart Servos, Liberator siege time is decreased from 2.89 to 2.12 (26.6% reduction) and unsiege time is decreased from 1.46 to 1.13 (23% reduction).



Developer Comment: Despite the previous Advanced Ballistics nerf, Liberator’s maximum attack range is still an important limitation for the mapmaking process, as well as a frustrating mechanic to play against. This set of changes is aimed to test a different approach for the unit, which further decreases its maximum range in line with the Tempest changes, but allows it to cover more area on the sides and underneath the Liberator in Defender mode.

Thor

  • Explosive Payload (“splash mode”) Damage is increased from 6 (+6 vs light) to 8 (+4 vs light).

  • Explosive Payload Splash Radius is increased from 0.5 with 100% splash damage to 0.5 with 100% damage, 0.75 with 75% damage and 1.25 with 50% damage.

  • Explosive Payload Attack Range is decreased from 10 to 7.



Developer Comment: Thor’s Explosive Payload mode, while being default for the unit, is rarely utilized outside of TvZ against Mutalisk, and is overall much weaker than its High Impact counterpart. This experimental set of changes is aimed to test a very different approach for the Explosive Payload, allowing Thor to deal much more damage to all types of units in a cost of major attack range reduction.






Zerg Changes



Queen

  • Mineral Cost increased from 150 to 175.



Hatchery

  • Mineral Cost decreased from 300 to 275.



Spine Crawler

  • Build Time decreased from 36 to 32.

  • Damage increased from 25 (+5 vs Armored) to 30.



Spore Crawler

  • Damage increased from 15 to 20.

  • HP decreased from 400 to 300.



Developer Comment: Zerg playstyles against Terran and Protoss players on higher levels are mainly focused on defensive gameplay featuring mass Queens. The efficiency of such defensive styles with strong execution means that Terran and Protoss players might also prefer to stay passive, which doesn’t lead to active early game. This set of changes, while not majorly influencing Zerg openings with a limited number of Queens, is aimed to make mass Queens playstyles less affordable. Spine Crawler and Spore Crawler changes will help compensate for potentially smaller defensive impact from Queens - at the same time, Spore Crawler HP was still decreased to make sure Spore Crawler damage increase is not utilized for more efficient lategame camping.

Hydralisk

  • Move Speed on Creep with Muscular Augments upgrade decreased from 5.11 to 4.83 (5.5% reduction).

  • New ability added: Dash. Dash is researched in Hydralisk Den, requires Hive; the upgrade costs 100 minerals and 100 gas, takes 64 seconds.

  • Dash is an active non targeted ability with 10 seconds cooldown. Upon its use, Hydralisk receives 60% move speed bonus for 0.71 seconds.



Developer Comment: The idea of this ability is to add more micromanagement potential for the key Zerg unit against mass area of effect damage spells like Psionic Storms and Purification Novas. Combined with other changes like Microbial Shroud, this ability might unlock alternative, ground-based Zerg playstyles against Protoss lategame army compositions without giving too much base power to the unit. Move Speed on Creep with Muscular Augments upgrade is slightly reduced to make sure Terran and Protoss harassment tools are not nerfed with this ability being added.

Infestor

  • Microbial Shroud is now sticking to units, providing them with its effect for 3.6 seconds while off the Shroud.



Developer Comment: Despite being very strong on paper, Microbial Shroud is not widely used in Zerg versus Protoss lategame, mostly due to units under Shroud being vulnerable to area of effect damage spells. With Shroud sticking to units for 3.6 seconds outside of the actual Shroud area, Zerg players are now able to micro more freely while still enjoying the benefits of this Infestor ability.

Ultralisk

  • While moving, Ultralisk is now able to push allied units.



Developer Comment: We feel that the previous Ultralisk size, attack and cost changes were all helpful to improve the state of the unit, but this additional change should help Zerg players across all levels to better utilize Ultralisk strengths, avoiding cases where Ultralisks were stuck behind other allied units.




Brood Lord

  • Broodling HP is increased from 20 to 30.

  • Broodling Weapon Cooldown decreased from 0.57 to 0.46.

  • Fixed the bug which prevented Brood Lord from dealing full damage while shooting from the maximum distance.



Developer Comment: Brood Lord seemed to lose too much power in head to head fights after the previous set of changes - the broodling changes are now reverted which, combined with the bug fix, should help the unit to perform better in various lategame scenarios.



General



  • Orbital Command Scanner Sweep visual now uses team color.

  • Sensor Tower Radar minimap visual now uses team color.

  • Command Center, Nexus and Hatchery now auto rally to mineral fields.

  • Workers waiting for Refinery, Extractor or Assimilator to finish do not count as idle.

  • SCV random delay between moving while building adjusted from 3.57- 7.14 to 4.64-6.07 (same average).

  • Added icon to command card for Infestor, Hellion, Hellbat, Liberator showing unupgraded passive upgrades.

  • Siege Tank and Immortal tracking change from previous patch reverted due to causing unintentional retargeting.

  • Fixed an issue where blinding cloud caused certain melee units attacks to be more easily canceled.

  • Fixed an issue where blinding cloud could cause Planetaries to not attack units at melee range in certain angles.

  • Fixed an issue with issuing orders on certain types of rocks in fog.

  • Fixed an issue with Changeling zealot move animation speed.

  • Tweaked Hydralisk move animation speed to match it’s actual movement speed (art only).

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TL+ Member
MJG
Profile Joined May 2018
United Kingdom895 Posts
Last Edited: 2024-10-21 17:59:16
October 21 2024 17:58 GMT
#2
The first goal is to nerf defensive and camping playstyles for all races...

I assume someone on the council lost to Goody recently and was really angry about it.



Honestly, these changes are terrible and scatter-brained, but they also don't affect me so... meh?
British Protoss || "You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Moonerz
Profile Joined March 2014
United States444 Posts
October 21 2024 17:59 GMT
#3
They gave hydras a shitty stim pack lmao

The call down supply insta repair is pretty interesting though for sure
watchlulu
Profile Joined February 2013
Germany474 Posts
Last Edited: 2024-10-21 18:01:24
October 21 2024 18:00 GMT
#4
On October 22 2024 02:58 MJG wrote:

Honestly, these changes are terrible and scatter-brained


Could you elaborate on that?
Have a nice day!
Nebuchad
Profile Blog Joined December 2012
Switzerland12081 Posts
October 21 2024 18:09 GMT
#5
I mean I was barely watching SC2 before this so it's not like I have much to lose with these changes, let's go with it we'll see if I come back to watch more (but probably not)
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
Waxangel
Profile Blog Joined September 2002
United States33302 Posts
Last Edited: 2024-10-21 18:14:44
October 21 2024 18:10 GMT
#6
I think some of the changes are a bit incoherent in terms of overall policy. So you heavily nerf mine drops and disruptors in previous patches because insta-lose moments feel bad, but then you buff disruptor range and blue flame hellions in the next patch? I don't really get it.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
sevengraff
Profile Joined September 2008
United States8 Posts
October 21 2024 18:17 GMT
#7
"Salvage ability added for Missile Turret and Sensor Tower" this sounds cool, but I worry it will make it easier for terrans to turtle. I like the Liberator change, it's super tough to deal with them when they have the extra range. The Energy Overcharge change sounds odd to me, feels weird to take away the battery overcharge when it feels like Protoss needs more tools to use, same with the change to Disruptor, the high damage per-hit feels like the only reason to use that unit.
My SC2 info: https://nonapa.com/profile/1/1/585628
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
Last Edited: 2024-10-21 19:46:44
October 21 2024 18:22 GMT
#8
Big patch, it's always nice to see sign of life. In general I'm always excited to see new stuff, so I'm all for it.

Some thoughts:

- I like the overcharge ability change in theory since it could create some cool play and cheese, but I don't see how it can possibly work without some early/early-mid game buff, especially in addition to an immortal nerf. Tank push and roach-ravager push will get a lot stronger.

- I like the new mothership, looks cool

- Turret salvage. Why in the world would we ever do that, it's just gonna make it easier to build 1000 turrets in a base late game.

- The lib range change is clever, I'm curious to see how it turns out.

- We shouldn't change the hatch and queens cost, it's just obnoxious for most player's early game and probably won't change anything.

- Hydra dash. I'll wait for my judgement, could be cool, but it could be a bit gimicky.

- Auto rally to mineral line for ressource centers and reducing the RNG on building scv: God yes
Writerhttp://i.imgur.com/9p6ufcB.jpg
Moonerz
Profile Joined March 2014
United States444 Posts
October 21 2024 18:29 GMT
#9
Just to add I guess, I thought hydras downside as a unit was they were a bit slow and clunky especially off creep. Seems like they're trying to remove the one downside of that unit which could lead to it being a little bit too good overall. (And yes I know that's hypocritical coming from a terran marine enjoyer)
THERIDDLER
Profile Joined July 2014
Canada116 Posts
October 21 2024 18:31 GMT
#10
"The first goal is to nerf defensive and camping playstyles for all races"

Proceeds to buff spines, spores, brood lord , infestor LOOL
Please don't fricken hack, its just a game.
Athenau
Profile Joined March 2015
569 Posts
October 21 2024 18:37 GMT
#11
Giving hydras a dash is the stupidest change I've heard in a while. But hey, it wouldn't be a balance council patch if it didn't have at least one completely unnecessary Zerg buff to a frequently used unit.
InfCereal
Profile Joined December 2011
Canada1759 Posts
October 21 2024 18:46 GMT
#12
Hilarious they open with "We want to cut down on camping" then buff spines, spores, and mech. lol
Cereal
CicadaSC
Profile Joined January 2018
United States1521 Posts
October 21 2024 18:48 GMT
#13
On October 22 2024 03:31 THERIDDLER wrote:
"The first goal is to nerf defensive and camping playstyles for all races"

Proceeds to buff spines, spores, brood lord , infestor LOOL

Zerg late game not viable except from Serral. Also spore u didn't read the developer comment.
Remember that we all come from a place of passion!!
Nebuchad
Profile Blog Joined December 2012
Switzerland12081 Posts
Last Edited: 2024-10-21 18:58:09
October 21 2024 18:55 GMT
#14
Edit: eh, that comment was unfair, I'll remove it. It sounded cool in my head though
"It is capitalism that is incentivizing me to lazily explain this to you while at work because I am not rewarded for generating additional value."
Conreik
Profile Joined September 2011
France51 Posts
October 21 2024 19:00 GMT
#15
Is the blue flame hellion buff not insane? I remember everyone going for BFH against mineral lines, has the game changed enough that it will no longer be an issue?
Charoisaur
Profile Joined August 2014
Germany15913 Posts
Last Edited: 2024-10-21 19:02:59
October 21 2024 19:01 GMT
#16
Had to read the Broodlord change 3 times because it's the opposite of everything they said they wanted to achieve.

The Queen nerf is huge though so maybe Broodlords won't be a problem
Many of the coolest moments in sc2 happen due to worker harassment
WombaT
Profile Blog Joined May 2010
Northern Ireland24814 Posts
October 21 2024 19:30 GMT
#17
It’s another patch where I don’t really see how the stated intentions and the proposed changes really mesh up. Also there’s quite a lot at once so it’s hard to gauge what they’ll do in combination, plus often times few of these actually make it off the PTR

On the other hand I like some of them, the QoL changes seem unequivocally good. It’s nice the game is still getting at least a little love

Given there’s feck all pro action going on, feels an ideal time for some intrepid souls to get some fun PTR tournaments on.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
bela.mervado
Profile Joined December 2008
Hungary381 Posts
October 21 2024 19:38 GMT
#18
cheaper hatch, faster spine
Rogue and Bly likes this
12 pool + drone pull + 3x spine in zvz will be more fun as well
Lazzi
Profile Joined June 2011
Switzerland1923 Posts
October 21 2024 19:39 GMT
#19
I have to say I have a hard imagining how Protoss will be able to hold half the pressure around the b3 from Zerg and Terran without battery overcharge
It's good to be back
Cinskywind1
Profile Joined October 2016
16 Posts
October 21 2024 19:42 GMT
#20
The shield battery certainly slowed games down as more often then not you'd see people back off and wait rather than dive in and chance it, so that will be interesting. Guessing we'd be replacing shielded units with mass storm/oracle beam so not sure how fun it would be to see people dive into those. The call down supply is interesting too, could be used for scrappy games but think for most the Mule/scan energy would still be more useful.

Overall some interesting changes but the fact they are still making changes to the game says to me they plan on keeping this game on the circuit for a while longer as wouldn't make sense to keep make changes to the game if no-one is playing/watching it.
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