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SC2 5.0.15 PTR Patch Notes + Sept 22nd update - Page 13

Forum Index > SC2 General
315 CommentsPost a Reply
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angry_maia
Profile Joined August 2020
327 Posts
September 23 2025 11:09 GMT
#241
something i feel very frustrated by is this pattern of

1. nerf disruptor because disruptor is rng/annoying/oppressive.
2. toss uses storm now
3. nerf strom and buff disruptor?!?!

like what are we going to do, just keep going in circles? as everyone keeps pointing out, storm was never the reason P ever got imbalanced, and it's been around forever.
MJG
Profile Joined May 2018
United Kingdom1399 Posts
September 23 2025 11:27 GMT
#242
All-or-nothing units like Disruptors are anti-fun.

I'd rather Disruptors were removed left alone and Colossi were made stronger.

But I really don't like Disruptors.
puking up frothing vitriolic sarcastic spittle
Moonerz
Profile Joined March 2014
United States461 Posts
September 23 2025 12:56 GMT
#243
On September 23 2025 13:47 Scarlett` wrote:
Show nested quote +
On September 23 2025 12:10 CicadaSC wrote:
On September 23 2025 12:04 Scarlett` wrote:
spire change is pretty big tbh; will definitely see more experimentation with mutas

I'm very interested in this from a pro gamer's perspective, care to expand on that thought?

like 2 base muta into lose vs terran


You add that to 2 base roach ravager into lose and zerg will have quite the strategic diversity in BoXs
Captain Peabody
Profile Blog Joined May 2009
United States3128 Posts
September 23 2025 13:08 GMT
#244
I think with these changes (better thought out) it seems clear that whoever is behind this patch was not in fact thinking of the Storm changes as simply a nerf, but indeed as at least in some ways a potential buff which might need to be balanced out with other things. If people are to be believed, the new Storm on the PTR seems at least somewhat effective at achieving the goal of making Storm slightly more forgiving if you micro out of it while also being a somewhat more effective zoning tool. I'm not really sure that either change was necessary, but I can see the point.

I agree with Scarlett that the Spire change is potentially a really big deal. If I recall correctly, the Spire was nerfed repeatedly and massively in terms of build time, cost, etc all the way back in the WoL Beta when Mutas were arguably OP; they haven't been for a long time. Just in general, tech-switching used to be a huge part of Zerg identity (and still is to a degree), so just making it easier to tech-switch into Mutas, Corruptors, BLs, etc is potentially a big change and a big buff to Zerg: besides, of course, making initial Muta strats hit faster, which is also potentially a big deal. Ideally, we would get Mutas back into TvZ in a bigger way, since everyone seems to agree that was the most fun iteration of the matchup.

They still need to change the Observer thing, though. That's just nuts.
Dies Irae venit. youtube.com/SnobbinsFilms
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
September 23 2025 13:17 GMT
#245
This seems like a nice compromise, that I'm willing to at least test. I'm still not happy about the Observer changes at all, and I'm concerned that we might be going a tad overboard with the Zerg buffs but my biggest grievance that Protoss is just being objectively nerfed with no compensation has been settled.
aka: KTVindicare the Geeky Bartender
MJG
Profile Joined May 2018
United Kingdom1399 Posts
Last Edited: 2025-09-23 13:55:08
September 23 2025 13:52 GMT
#246
Assuming the Observer really needs to be changed, why isn't the Overseer also being changed?

Here is a change that could be applied equally to both Oversight and Surveillance modes:

  • Unit no longer acts as a Detector.

If only want map vision, you can put the unit into Oversight/Surveillance mode.

If you need a detector, you can put the unit into Overseer/Observer mode.

This is probably a terrible suggestion for reasons I haven't thought about because I've only really thought about it for a few minutes, but if the Observer is being nerfed to punish F2 abusers, then the Overseer should be nerfed for the same reason.

puking up frothing vitriolic sarcastic spittle
RogueTheGOAT
Profile Joined July 2025
166 Posts
September 23 2025 13:57 GMT
#247
On September 23 2025 20:27 MJG wrote:
All-or-nothing units like Disruptors are anti-fun.

I'd rather Disruptors were removed left alone and Colossi were made stronger.

But I really don't like Disruptors.

Outside of Neeb in 2016, does ANYONE like Disruptors?
BlackEyed
Profile Joined October 2024
12 Posts
September 23 2025 14:07 GMT
#248
I don’t really understand why they keep buffing the Disruptor. It’s a unit with very poor game design – it brings unnecessary randomness into the game (all or nothing). It would be better if it were made more consistent in dealing damage, but more specialized. For example, Psionic Storm counters regular units, while the Disruptor could counter siege units (tanks, lurkers).
Koss4AA
Profile Joined September 2025
3 Posts
September 23 2025 14:07 GMT
#249
On September 23 2025 22:52 MJG wrote:
Assuming the Observer really needs to be changed, why isn't the Overseer also being changed?

Here is a change that could be applied equally to both Oversight and Surveillance modes:

  • Unit no longer acts as a Detector.

If only want map vision, you can put the unit into Oversight/Surveillance mode.

If you need a detector, you can put the unit into Overseer/Observer mode.

This is probably a terrible suggestion for reasons I haven't thought about because I've only really thought about it for a few minutes, but if the Observer is being nerfed to punish F2 abusers, then the Overseer should be nerfed for the same reason.




Observer mode can be changed to reduce movement speed by 70-80% instead. Then observers have the same attention tax as like hold position lings.
WombaT
Profile Blog Joined May 2010
Northern Ireland26265 Posts
September 23 2025 14:20 GMT
#250
On September 23 2025 22:17 Vindicare605 wrote:
This seems like a nice compromise, that I'm willing to at least test. I'm still not happy about the Observer changes at all, and I'm concerned that we might be going a tad overboard with the Zerg buffs but my biggest grievance that Protoss is just being objectively nerfed with no compensation has been settled.

Yeah it has moved into a territory of, potentially interesting/I really don’t bloody know how this shakes up from ‘my god poor Protoss!’

I’m not convinced the spire changes will do what (many) hope which is see mut-muts be stock in TvZ again. For me just the fundamental eco shifts in Legacy, and just having more stuff earlier kinda naturally closes the traditional Muta window where they can roam and pin you and generally be pains. More viable, and perhaps more common, indeed they’re viable even now, but stock? Idk about that, feels that core problem of a Terran just killing you while you’re trying to get out sufficient numbers of banes after opening Mutas is still there. Maybe bane buff will help a bit too, but then why not just go ling/bling?

Obviously you’re gonna see a lot of them in ZvZ, I’m not sure in a good way. It feels ZvZ isn’t in too bad a spot, with how the techs and timings intersect

More generally, I wonder if what we’ll most see from the change is actually just making brood transitions smoother, or for getting your double spire ups when facing something like Skytoss.

I can see situational muta switches where a Toss is still on one Stargate being really annoying, especially as Storm isn’t going to be as good against well-babysat Mutas bouncing around your bases. Low key one of the most frustrating interactions in the game, either Toss sniffs out the switch and gets out sufficient Phoenix and the mutas do jack shit, or they don’t and the Toss is playing Keystone Cops for like 2 minutes.

Me predictions are often wrong, and I’m also talking about high level play specifically here. And I really dunno if these are good/bad changes overall.

Lower level play, mostly feels quite good. When timings aren’t tight and folks don’t have crazy multitasking, general turtling styles can be really potent and frustrating to play against. Zergs have a new tool to play with, and their counters to things like Skytoss in a turtle game are coming online earlier, and are cheaper to boot.

Viper/tank change I can live without. It feels contrary to the direction of some other changes, that seem intent on, either through speeding tech timings or a new spell, allowing Zergs to easier attack into defensive players. I assume it’s meant to counterbalance microbial shroud’s new features to some degree, but I think it’s premature. Let’s see if those new features are any good first!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Sent.
Profile Joined June 2012
Poland9280 Posts
September 23 2025 14:31 GMT
#251
I just realized roach wars in zvz with microbial on both sides are going to look very stupid. I'm aware corrosive biles shouldn't be affected but roach and ravager basic attacks will do very little damage so some fights might take ages to finish.
You're now breathing manually
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
Last Edited: 2025-09-23 14:42:37
September 23 2025 14:41 GMT
#252
On September 23 2025 23:20 WombaT wrote:
Show nested quote +
On September 23 2025 22:17 Vindicare605 wrote:
This seems like a nice compromise, that I'm willing to at least test. I'm still not happy about the Observer changes at all, and I'm concerned that we might be going a tad overboard with the Zerg buffs but my biggest grievance that Protoss is just being objectively nerfed with no compensation has been settled.

Yeah it has moved into a territory of, potentially interesting/I really don’t bloody know how this shakes up from ‘my god poor Protoss!’

I’m not convinced the spire changes will do what (many) hope which is see mut-muts be stock in TvZ again. For me just the fundamental eco shifts in Legacy, and just having more stuff earlier kinda naturally closes the traditional Muta window where they can roam and pin you and generally be pains. More viable, and perhaps more common, indeed they’re viable even now, but stock? Idk about that, feels that core problem of a Terran just killing you while you’re trying to get out sufficient numbers of banes after opening Mutas is still there. Maybe bane buff will help a bit too, but then why not just go ling/bling?

Obviously you’re gonna see a lot of them in ZvZ, I’m not sure in a good way. It feels ZvZ isn’t in too bad a spot, with how the techs and timings intersect

More generally, I wonder if what we’ll most see from the change is actually just making brood transitions smoother, or for getting your double spire ups when facing something like Skytoss.

I can see situational muta switches where a Toss is still on one Stargate being really annoying, especially as Storm isn’t going to be as good against well-babysat Mutas bouncing around your bases. Low key one of the most frustrating interactions in the game, either Toss sniffs out the switch and gets out sufficient Phoenix and the mutas do jack shit, or they don’t and the Toss is playing Keystone Cops for like 2 minutes.

Me predictions are often wrong, and I’m also talking about high level play specifically here. And I really dunno if these are good/bad changes overall.

Lower level play, mostly feels quite good. When timings aren’t tight and folks don’t have crazy multitasking, general turtling styles can be really potent and frustrating to play against. Zergs have a new tool to play with, and their counters to things like Skytoss in a turtle game are coming online earlier, and are cheaper to boot.

Viper/tank change I can live without. It feels contrary to the direction of some other changes, that seem intent on, either through speeding tech timings or a new spell, allowing Zergs to easier attack into defensive players. I assume it’s meant to counterbalance microbial shroud’s new features to some degree, but I think it’s premature. Let’s see if those new features are any good first!


As I said originally about this one, I'm fine with the Abduct change from a balance perspective since Microbrial Shroud now directly counters Siege Tanks and I don't like the idea of Zerg having 3 entire spells that completely counter Siege Tanks, 2 is plenty. As long as the winrate is not completely ruined by this change then I'm fine keeping it.

As far as a design perspective I fucking hate the spell Abduct in the first place and this is exactly why I hate it. If the only way to keep it fair is to limit the kinds of targets you can use it on then it's a completely busted spell that needs to be removed and replaced.

What I'm most worried about with Zerg in this new patch is how exactly Protoss is supposed to beat them when the only way they have been winning (late game air dominance) has been now directly or indirectly nerfed in like 5 different ways?

None of these are ideal solutions to any of the game's problems but it's not helpful for me to keep pointing that out.
aka: KTVindicare the Geeky Bartender
ejozl
Profile Joined October 2010
Denmark3481 Posts
September 23 2025 14:49 GMT
#253
I think with the energy recharge basically removed, it's not like unit energy is stronger than nexus energy, you'd have to balance protoss around stronger aoe, which is what we see in the update. But I actually welcome that, storm the size of fungal and disruptor the size of old widow mine splash, now we're talking. Then as protoss fall behind to zerg and terran due to having to play über safe (no battery overcharge, no good energy overcharge) then at least protoss can start to mount comebacks instead of just falling over and dying. It also doesn't matter if stinky zerg cloud is OP when we have powerful spells, for fairness sake widow mine should have 1.75 splash again and banes should do its oldschool dmg and can start at 35hp alrdy from hatch tech.


The cheap viking can honestly be interesting 125\50,is pretty good for ground viking, it's just incredibly busted for flight viking, even with the 25 mineral decrease I think it should lose 1 range, and also the +10 hp it received in hots, I think it was. Ground attack could be changed to 14+4vs. Light or something so it 3 shots workers and can do well vs. some units, the +vs mechanical never made sense, it's a gatlin gun.

There're still a lot of dumb dumbs, why did we remove the cyclone bug? We've tried to make mech vs. protoss work since hots with warhounds, why are we now removing what seems to actually work somewhat.. because it wasn't meant to happen?, most of these patches weren't meant to happen, but here we are.

Abductape should work on siege tanks as intended anything else is dumb, let it abduct mship as well and keep the menacing mship as is.

Why aren't we reverting the hatch+queen cost, is anyone happy with this change?

I forgot energy overcharge could be changed to also reset cooldowns then it could be used on immo barrier, disruptor and void ray to great effect and help build order variety. I also like suggestion to add 100 shields, then adept could shade in and tank tankfire!
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
RogueTheGOAT
Profile Joined July 2025
166 Posts
September 23 2025 14:52 GMT
#254
Watching some games in Wardi's PTR open makes it very obvious how important splash damage is for Protoss against Terran who can and will just pull the boys and overwhelm in the mid game. That's not to say that the current build is a problem because herO has seemingly decided he's going to play without splash which we cannot say is the correct decision based on less than a day of play.
WombaT
Profile Blog Joined May 2010
Northern Ireland26265 Posts
September 23 2025 15:00 GMT
#255
On September 23 2025 22:52 MJG wrote:
Assuming the Observer really needs to be changed, why isn't the Overseer also being changed?

Here is a change that could be applied equally to both Oversight and Surveillance modes:

  • Unit no longer acts as a Detector.

If only want map vision, you can put the unit into Oversight/Surveillance mode.

If you need a detector, you can put the unit into Overseer/Observer mode.

This is probably a terrible suggestion for reasons I haven't thought about because I've only really thought about it for a few minutes, but if the Observer is being nerfed to punish F2 abusers, then the Overseer should be nerfed for the same reason.


Why is using F2 so frowned upon anyway? If you’re using it all the time, you’re pulling all sorts of units that aren’t observers out of position too, which is generally bad anyway. There are times when it’s the best option, such as ‘uh oh a push I didn’t see and set up for has arrived, I need to pull all my army’. In which scenario, you ended up pulling all your observers too, and locking them in place was an OK solution IMO.

For all its flaws I think Stormgate did a pretty damn good job with control groups, and letting you customise how they worked or the equivalent of an all army hotkey in that game.

But yeah as a tradeoff, I like this! If one needs a tradeoff.

The tradeoff should be a nerf though, if required. Maybe you could drop the vision range by 1, as an alternative. It shouldn’t be a situational buff, accompanied with a gigantic nerf that makes it useless to use the ability in other scenarios.

Speaking of the buff component, and it being situational, isn’t it going to be really annoying in those specific situations? Surveillance mode obs in dead spaces, well they’re going to cover things like drop avenues a good bit better, with less effort in terms of placement. Surveillance mode obs are also going to give deathballs more vision range, and be less exposed as they can sit further back.

Aside from anything else, why does the observer keep getting these bloomin weird nerfs anyway?

And I mean weird because I frequent many an SC space, and there’s a lot of balance whine about all sorts.

Some don’t like observers being invisible and doing their thing. Then someone counters with ‘lategame Terran has infinite scans’ or ‘a good Zerg can see half the map with creep’. Standard stuff!

Rarely did I see ‘observers are slightly too fast’ or ‘observer’s model is too small’ or ‘observers are OP in surveillance mode in conjunction with F2’

The sequence of changes, they’re by no means outrageous, but where are they coming from?

They really smack of the frustrations of like, a singular pro player, almost certainly a Terran. Especially given one of the stated reasons for the speed change was that it was ‘frustrating’ that an obs could escape after a scan. Which I mean, if the Toss player is paying sufficient attention to do that, isn’t that a good thing?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
tigera6
Profile Joined March 2021
3465 Posts
September 23 2025 15:21 GMT
#256
Either herO and MaxPax think that Storm is still worthless to use despite the latest change, or they purposely not using any Storm and lose to Clem so that it wont be nerfed any further.
Balnazza
Profile Joined January 2018
Germany1262 Posts
September 23 2025 15:25 GMT
#257
The only explanation I could think off to nerf Observers like this might be for lower levels? You can't really park an observer in your enemies base in pro-play, bu lower-level players might not spot the Observer or have detection for that, so essentially Protoss have essentially a "legal maphack" for the entire game if they just put their Observers into Surveillance Mode. You can't do that with Overseers, since they are not invisible.

Not saying it is a good reason to this ofc, but for me it is the only explanation that makes sense and that isn't just "we throw Protoss-nerfs at the wall and see what sticks"
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
THERIDDLER
Profile Joined July 2014
Canada126 Posts
September 23 2025 15:30 GMT
#258
On September 23 2025 20:09 angry_maia wrote:
something i feel very frustrated by is this pattern of

1. nerf disruptor because disruptor is rng/annoying/oppressive.
2. toss uses storm now
3. nerf strom and buff disruptor?!?!

like what are we going to do, just keep going in circles? as everyone keeps pointing out, storm was never the reason P ever got imbalanced, and it's been around forever.


Storm is buffed alongside disruptor
Please don't fricken hack, its just a game.
SHODAN
Profile Joined November 2011
United Kingdom1149 Posts
September 23 2025 20:23 GMT
#259
On September 24 2025 00:30 THERIDDLER wrote:
Show nested quote +
On September 23 2025 20:09 angry_maia wrote:
something i feel very frustrated by is this pattern of

1. nerf disruptor because disruptor is rng/annoying/oppressive.
2. toss uses storm now
3. nerf strom and buff disruptor?!?!

like what are we going to do, just keep going in circles? as everyone keeps pointing out, storm was never the reason P ever got imbalanced, and it's been around forever.


Storm is buffed alongside disruptor


yes, correct. storm is buffed and disruptors are insanely buffed after this update.
WombaT
Profile Blog Joined May 2010
Northern Ireland26265 Posts
September 23 2025 21:18 GMT
#260
On September 24 2025 05:23 SHODAN wrote:
Show nested quote +
On September 24 2025 00:30 THERIDDLER wrote:
On September 23 2025 20:09 angry_maia wrote:
something i feel very frustrated by is this pattern of

1. nerf disruptor because disruptor is rng/annoying/oppressive.
2. toss uses storm now
3. nerf strom and buff disruptor?!?!

like what are we going to do, just keep going in circles? as everyone keeps pointing out, storm was never the reason P ever got imbalanced, and it's been around forever.


Storm is buffed alongside disruptor


yes, correct. storm is buffed and disruptors are insanely buffed after this update.

It’s definitely a buff to Disruptors, I think the storm change remains to be seeen. Or it’s a buff in some scenarios and a nerf in others
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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